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Resolved Player crashes

Discussion in '2020.2 Beta' started by FOXAcemond, Nov 30, 2020.

  1. FOXAcemond

    FOXAcemond

    Joined:
    Jan 23, 2015
    Posts:
    99
    When launching my built game on my laptop (GTX 1050 Ti) it crashes at scene load (stops responding, no error on the console for dev builds). It's important to note that some previous builds worked fine.

    Here is the player logfile:
    Code (CSharp):
    1. Initialize engine version: 2020.2.0b13 (655e1a328b90)
    2. [Subsystems] Discovering subsystems at path E:/Builds/Outside the Labyrinth_Data/UnitySubsystems
    3. GfxDevice: creating device client; threaded=1
    4. d3d12: loaded!
    5. Direct3D:
    6.     Version:         Direct3D 12 [level 12.1]
    7.     Renderer:        NVIDIA GeForce GTX 1050 Ti with Max-Q Design (ID=0x1c8c)
    8.     Vendor:
    9.     VRAM:            4021 MB
    10.     App VRAM Budget: 3417 MB
    11.     Driver:          27.21.14.5730
    12. D3D11 device created for Microsoft Media Foundation video decoding.
    13. <RI> Initializing input.
    14.  
    15. New input system (experimental) initialized
    16. <RI> Initialized touch support.
    17.  
    18. UnloadTime: 0.502500 ms
    19. RenderGraph: Not all resources of type Texture were released. This can be caused by a resources being allocated but never read by any pass.
    20.     RenderGraphTexture_13_960x540_R32_SFloat
    21.     RenderGraphTexture_14_960x540_R32_SFloat
    22.     RenderGraphTexture_15_960x540_R32_SFloat
    23. UnityEngine.Logger:Log(LogType, Object)
    24. UnityEngine.Debug:LogWarning(Object)
    25. UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraphResourcePool`1:CheckFrameAllocation(Boolean, Int32)
    26. UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraphResourceRegistry:Clear(Boolean)
    27. UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraph:Execute()
    28. UnityEngine.Rendering.HighDefinition.HDRenderPipeline:ExecuteWithRenderGraph(RenderRequest, AOVRequestData, List`1, ScriptableRenderContext, CommandBuffer)
    29. UnityEngine.Rendering.HighDefinition.HDRenderPipeline:ExecuteRenderRequest(RenderRequest, ScriptableRenderContext, CommandBuffer, AOVRequestData)
    30. UnityEngine.Rendering.HighDefinition.HDRenderPipeline:Render(ScriptableRenderContext, Camera[])
    31. UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal(RenderPipelineAsset, IntPtr, List`1)
    32.  
    33. RenderGraph: Not all resources of type ComputeBuffer were released. This can be caused by a resources being allocated but never read by any pass.
    34.     ComputeBufferNameNotAvailable
    35.     ComputeBufferNameNotAvailable
    36.     ComputeBufferNameNotAvailable
    37. UnityEngine.Logger:Log(LogType, Object)
    38. UnityEngine.Debug:LogWarning(Object)
    39. UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraphResourcePool`1:CheckFrameAllocation(Boolean, Int32)
    40. UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraph:Execute()
    41. UnityEngine.Rendering.HighDefinition.HDRenderPipeline:ExecuteWithRenderGraph(RenderRequest, AOVRequestData, List`1, ScriptableRenderContext, CommandBuffer)
    42. UnityEngine.Rendering.HighDefinition.HDRenderPipeline:ExecuteRenderRequest(RenderRequest, ScriptableRenderContext, CommandBuffer, AOVRequestData)
    43. UnityEngine.Rendering.HighDefinition.HDRenderPipeline:Render(ScriptableRenderContext, Camera[])
    44. UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal(RenderPipelineAsset, IntPtr, List`1)
    45.  
    46. RenderGraph: Not all resources of type ComputeBuffer were released. This can be caused by a resources being allocated but never read by any pass.
    47.     ComputeBufferNameNotAvailable
    48.     ComputeBufferNameNotAvailable
    49.     ComputeBufferNameNotAvailable
    50. UnityEngine.Logger:Log(LogType, Object)
    51. UnityEngine.Debug:LogWarning(Object)
    52. UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraphResourcePool`1:CheckFrameAllocation(Boolean, Int32)
    53. UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraph:Execute()
    54. UnityEngine.Rendering.HighDefinition.HDRenderPipeline:ExecuteWithRenderGraph(RenderRequest, AOVRequestData, List`1, ScriptableRenderContext, CommandBuffer)
    55. UnityEngine.Rendering.HighDefinition.HDRenderPipeline:ExecuteRenderRequest(RenderRequest, ScriptableRenderContext, CommandBuffer, AOVRequestData)
    56. UnityEngine.Rendering.HighDefinition.HDRenderPipeline:Render(ScriptableRenderContext, Camera[])
    57. UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal(RenderPipelineAsset, IntPtr, List`1)
    58.  
    59. One Static Lighting Sky component was already set for baking, only the latest one will be used.
    60. UnityEngine.Logger:Log(LogType, Object)
    61. UnityEngine.Debug:LogWarning(Object)
    62. UnityEngine.Rendering.HighDefinition.SkyManager:RegisterStaticLightingSky(StaticLightingSky)
    63. UnityEngine.Rendering.HighDefinition.StaticLightingSky:OnEnable()
    64.  
    65. d3d12 : CreateCommittedResource 'RenderSurfaceD3D12::CreateTextureD3D12Internal() Surface' (1920 x 1080) format 39 failed (887a0005).
    66.     Device Remove Reason (HRESULT): 0x887a0006
    67.     Device Memory Stats:
    68.         Local AvailableForReservation: 1809 MB, Budget: 3417 MB, CurrentUsage: 1306 MB, CurrentReservation: 64 MB
    69.         Non-local AvailableForReservation: 3822 MB, Budget: 7243 MB, CurrentUsage: 223 MB, CurrentReservation: 0 MB
    70. d3d12 : CreateCommittedResource 'RenderSurfaceD3D12::CreateTextureD3D12Internal() Surface' (1920 x 1080) format 39 failed (887a0005).
    71.     Device Remove Reason (HRESULT): 0x887a0006
    72.     Device Memory Stats:
    73.         Local AvailableForReservation: 1809 MB, Budget: 3417 MB, CurrentUsage: 1306 MB, CurrentReservation: 64 MB
    74.         Non-local AvailableForReservation: 3822 MB, Budget: 7243 MB, CurrentUsage: 223 MB, CurrentReservation: 0 MB
    75. d3d12 : CreateCommittedResource 'RenderSurfaceD3D12::CreateTextureD3D12Internal() Surface' (1920 x 1080) format 60 failed (887a0005).
    76.     Device Remove Reason (HRESULT): 0x887a0006
    77.     Device Memory Stats:
    78.         Local AvailableForReservation: 1809 MB, Budget: 3417 MB, CurrentUsage: 1306 MB, CurrentReservation: 64 MB
    79.         Non-local AvailableForReservation: 3822 MB, Budget: 7243 MB, CurrentUsage: 223 MB, CurrentReservation: 0 MB
    80. d3d12 : CreateCommittedResource 'RenderSurfaceD3D12::CreateTextureD3D12Internal() Surface' (1920 x 1080) format 39 failed (887a0005).
    81.     Device Remove Reason (HRESULT): 0x887a0006
    82.     Device Memory Stats:
    83.         Local AvailableForReservation: 1809 MB, Budget: 3417 MB, CurrentUsage: 1306 MB, CurrentReservation: 64 MB
    84.         Non-local AvailableForReservation: 3822 MB, Budget: 7243 MB, CurrentUsage: 223 MB, CurrentReservation: 0 MB
    85. d3d12 : CreateCommittedResource 'RenderSurfaceD3D12::CreateTextureD3D12Internal() Surface' (4096 x 4096) format 39 failed (887a0005).
    86.     Device Remove Reason (HRESULT): 0x887a0006
    87.     Device Memory Stats:
    88.         Local AvailableForReservation: 1809 MB, Budget: 3417 MB, CurrentUsage: 1306 MB, CurrentReservation: 64 MB
    89.         Non-local AvailableForReservation: 3822 MB, Budget: 7243 MB, CurrentUsage: 223 MB, CurrentReservation: 0 MB
    90. d3d12 : CreateCommittedResource 'RenderSurfaceD3D12::CreateTextureD3D12Internal() Surface' (1920 x 1080) format 27 failed (887a0005).
    91.     Device Remove Reason (HRESULT): 0x887a0006
    92.     Device Memory Stats:
    93.         Local AvailableForReservation: 1809 MB, Budget: 3417 MB, CurrentUsage: 1306 MB, CurrentReservation: 64 MB
    94.         Non-local AvailableForReservation: 3822 MB, Budget: 7243 MB, CurrentUsage: 223 MB, CurrentReservation: 0 MB
    95. d3d12 : CreateCommittedResource 'RenderSurfaceD3D12::CreateTextureD3D12Internal() Surface' (1920 x 1080) format 27 failed (887a0005).
    96.     Device Remove Reason (HRESULT): 0x887a0006
    97.     Device Memory Stats:
    98.         Local AvailableForReservation: 1809 MB, Budget: 3417 MB, CurrentUsage: 1306 MB, CurrentReservation: 64 MB
    99.         Non-local AvailableForReservation: 3822 MB, Budget: 7243 MB, CurrentUsage: 223 MB, CurrentReservation: 0 MB
    100. d3d12 : CreateCommittedResource 'RenderSurfaceD3D12::CreateTextureD3D12Internal() Surface' (120 x 67) format 26 failed (887a0005).
    101.     Device Remove Reason (HRESULT): 0x887a0006
    102.     Device Memory Stats:
    103.         Local AvailableForReservation: 1809 MB, Budget: 3417 MB, CurrentUsage: 1306 MB, CurrentReservation: 64 MB
    104.         Non-local AvailableForReservation: 3822 MB, Budget: 7243 MB, CurrentUsage: 223 MB, CurrentReservation: 0 MB
    105. d3d12 : CreateCommittedResource 'RenderSurfaceD3D12::CreateTextureD3D12Internal() Surface' (120 x 67) format 26 failed (887a0005).
    106.     Device Remove Reason (HRESULT): 0x887a0006
    107.     Device Memory Stats:
    108.         Local AvailableForReservation: 1809 MB, Budget: 3417 MB, CurrentUsage: 1306 MB, CurrentReservation: 64 MB
    109.         Non-local AvailableForReservation: 3822 MB, Budget: 7243 MB, CurrentUsage: 223 MB, CurrentReservation: 0 MB
    110. d3d12 : CreateCommittedResource 'RenderSurfaceD3D12::CreateTextureD3D12Internal() Surface' (120 x 67) format 39 failed (887a0005).
    111.     Device Remove Reason (HRESULT): 0x887a0006
    112.     Device Memory Stats:
    113.         Local AvailableForReservation: 1809 MB, Budget: 3417 MB, CurrentUsage: 1306 MB, CurrentReservation: 64 MB
    114.         Non-local AvailableForReservation: 3822 MB, Budget: 7243 MB, CurrentUsage: 223 MB, CurrentReservation: 0 MB
    115. d3d12 : CreateCommittedResource 'RenderSurfaceD3D12::CreateTextureD3D12Internal() Surface' (120 x 67) format 53 failed (887a0005).
    116.     Device Remove Reason (HRESULT): 0x887a0006
    117.     Device Memory Stats:
    118.         Local AvailableForReservation: 1809 MB, Budget: 3417 MB, CurrentUsage: 1306 MB, CurrentReservation: 64 MB
    119.         Non-local AvailableForReservation: 3822 MB, Budget: 7243 MB, CurrentUsage: 223 MB, CurrentReservation: 0 MB
    120. d3d12 : CreateCommittedResource 'RenderSurfaceD3D12::CreateTextureD3D12Internal() Surface' (1920 x 1080) format 26 failed (887a0005).
    121.     Device Remove Reason (HRESULT): 0x887a0006
    122.     Device Memory Stats:
    123.         Local AvailableForReservation: 1809 MB, Budget: 3417 MB, CurrentUsage: 1306 MB, CurrentReservation: 64 MB
    124.         Non-local AvailableForReservation: 3822 MB, Budget: 7243 MB, CurrentUsage: 223 MB, CurrentReservation: 0 MB
    125. d3d12 : CreateCommittedResource 'RenderSurfaceD3D12::CreateTextureD3D12Internal() Surface' (8 x 4) format 26 failed (887a0005).
    126.     Device Remove Reason (HRESULT): 0x887a0006
    127.     Device Memory Stats:
    128.         Local AvailableForReservation: 1809 MB, Budget: 3417 MB, CurrentUsage: 1306 MB, CurrentReservation: 64 MB
    129.         Non-local AvailableForReservation: 3822 MB, Budget: 7243 MB, CurrentUsage: 223 MB, CurrentReservation: 0 MB
    130. d3d12 : CreateCommittedResource 'RenderSurfaceD3D12::CreateTextureD3D12Internal() Surface' (8 x 4) format 26 failed (887a0005).
    131.     Device Remove Reason (HRESULT): 0x887a0006
    132.     Device Memory Stats:
    133.         Local AvailableForReservation: 1809 MB, Budget: 3417 MB, CurrentUsage: 1306 MB, CurrentReservation: 64 MB
    134.         Non-local AvailableForReservation: 3822 MB, Budget: 7243 MB, CurrentUsage: 223 MB, CurrentReservation: 0 MB
    135. d3d12: CreateGraphicsPipelineState failed.
    136.  
    137. d3d12: CreateGraphicsPipelineState failed.
    138.  
    139. d3d12: CreateGraphicsPipelineState failed.
    140.  
    141. d3d12: CreateGraphicsPipelineState failed.
    142.  
    143. d3d12: CreateGraphicsPipelineState failed.
    144.  
    145. d3d12: CreateGraphicsPipelineState failed.
    146.  
    147. d3d12: CreateGraphicsPipelineState failed.
    148.  
    149. d3d12: CreateGraphicsPipelineState failed.
    150.  
    151. d3d12: CreateGraphicsPipelineState failed.
    152.  
    153. d3d12: CreateGraphicsPipelineState failed.
    154.  
    155. d3d12: CreateGraphicsPipelineState failed.
    156.  
    157. d3d12: swapchain present failed (887a0005).
    158. Device removed reason (887a0006).
    159. GfxDevice was not out of Local memory
    160. Local memory usage:
    161. Budget: 3583875481
    162. CurrentUsage: 1246666752
    163. AvailableForReservation: 67108864
    164. CurrentReservation: 1897345843
    165. GfxDevice was not out of Non-Local memory
    166. Non-Local memory usage:
    167. Budget: 7594938777
    168. CurrentUsage: 234573824
    169. AvailableForReservation: 0
    170. CurrentReservation: 4008439910
    171. Set -force-d3d12-debug for more information on device removal
    172. d3d12: swapchain present failed (887a0005).
    173. Device removed reason (887a0006).
    174. GfxDevice was not out of Local memory
    175. Local memory usage:
    176. Budget: 3583875481
    177. CurrentUsage: 1247715328
    178. AvailableForReservation: 67108864
    179. CurrentReservation: 1897345843
    180. GfxDevice was not out of Non-Local memory
    181. Non-Local memory usage:
    182. Budget: 7594938777
    183. CurrentUsage: 237600768
    184. AvailableForReservation: 0
    185. CurrentReservation: 4008439910
    186. Set -force-d3d12-debug for more information on device removal

    I'm using Unity 2020.2.0b13 and HDRP 10.2.0.

    I already tried the player on different machines, only this one crashes. I tried to reinstall drivers, force rendering to GPU (but I think that's not the issue).

    The main menu works fine, and 1 out of 10 levels seems to work even though I can't point out any specificity about the given working level). I also tried to lower the resolution to 720p, it works longer (60 fps fluid) but ends up crashing at some point for no apparent reason.

    What is going on?

    (EDIT: I've included a crash report as an attachement)
     

    Attached Files:

    Last edited: Nov 30, 2020
  2. FOXAcemond

    FOXAcemond

    Joined:
    Jan 23, 2015
    Posts:
    99
    As an update. I installed the project on this machine and it runs butter smooth in the editor, 1080p, no error, no crash, nothing. But I built it, and the built player crashes just like before.
     
  3. FOXAcemond

    FOXAcemond

    Joined:
    Jan 23, 2015
    Posts:
    99
    I managed to reproduce the bug on a smaller scale. D3D12 is apparently not the source of the issue. This happens when the project is build with either b13 or b12, maybe some other versions as well. Couldn't find a working version for now.
     

    Attached Files:

  4. FOXAcemond

    FOXAcemond

    Joined:
    Jan 23, 2015
    Posts:
    99
    Apparently it has more to do with S***ty Dell drivers than the Unity Player. I though it was Unity because previous builds were working. But they were working because they were lightweight. Everything appears to run on the wrong GPU so as soon as things get pretty, it crashes. I searching through manufacturer drivers update to see if this fixes the issue.

    Man I'm so done with windows laptop 3rd party manufacturers that want to customize everything.
     
  5. FOXAcemond

    FOXAcemond

    Joined:
    Jan 23, 2015
    Posts:
    99
    Okay fixed it. The only reason for all this mess? I was using DirectX 12, which is specifically labeled as EXPERIMENTAL. I may need somebody to yell at me every time I get excited about new features and enable a preview/experimental feature on my project...
     
  6. Tautvydas-Zilys

    Tautvydas-Zilys

    Unity Technologies

    Joined:
    Jul 25, 2013
    Posts:
    10,674
    Can you report a bug on this?
     
  7. FOXAcemond

    FOXAcemond

    Joined:
    Jan 23, 2015
    Posts:
    99
    Yes, I'd like to but unfortunately the bug report dialog doesn't even open :/

    There are several things worth noting though:
    - This only occurs on my Dell XPS 9570 with GTX 1050 Ti (apparently the computer has a special way of handling nvidia's optimus). The game runs fine on at least 3 other machines I tested.

    - All the crash logs I've read were giving different errors. You'll notice that the ones attahced to this thread are different from the one in the bug report for instance.

    - VFX loading time and first render improved drastically with dx11: https://forum.unity.com/threads/big-performance-spike-when-first-rendering-vfxs.1013227/
     
  8. LeonhardP

    LeonhardP

    Unity Technologies

    Joined:
    Jul 4, 2016
    Posts:
    3,136
    Hi @FOXAcemond ,

    The dialog doesn't open automatically when builds crash. That behaviour is specific to Editor crashes.

    The bug reporter is a standalone executable that can be opened manually. It's located in the directory where Unity is installed. You can also call it from within the Editor via Help > Report a Bug.

    It would be much appreciated if you could submit a report that way with the minimal reproducible that you created attached to it.
     
  9. FOXAcemond

    FOXAcemond

    Joined:
    Jan 23, 2015
    Posts:
    99
    Ok, I'll try to create a minimal reproducible because for now I'm not going to include the whole project to the bug report. I wouldn't be surprised though if this bug was only reproducible on a Dell XPS machine.

    Huh, didn't know that, makes sense though now that I think of it...
     
    LeonhardP likes this.