Search Unity

Graphics.DrawMeshInstanced & Shader with large max batch size causes dx11 crash on windows 7

Discussion in 'Shaders' started by brn, Dec 2, 2017.

  1. brn

    brn

    Joined:
    Feb 8, 2011
    Posts:
    320
    Just posting this here so others are aware of the issue.
    Using Graphics.DrawMeshInstanced and an instanced Shader with a max batch size of 1023 cause all of our dx11 on windows 7 machines to crash at a very low memory address.

    It worked for us on all other windows platforms using dx11
    Re factoring our instancing for the default batch size of 500 fixed the problem.

    Hope this helps.

    Adding a few tags to help google.
    Instancing Unity shader dx11 d3d crash
     
  2. Peter77

    Peter77

    QA Jesus

    Joined:
    Jun 12, 2013
    Posts:
    6,618
    I would submit a bug-report for this crash, in case you didn't do yet, since the game or editor should never crash .