Search Issue Tracker
Third Party Issue
Votes
17
Found in
2021.3.17f1
2022.2.4f1
2023.1.0a26
Issue ID
UUM-25111
Regression
No
Build stops responding when building a project that uses DirectX11 graphics API
Reproduction steps:
1. Open the attached “repro-project“
2. Make sure the project uses DirectX11 graphics API
3. Build And Run the "LUMINA v1.5 - SMOOTH NORMALS ROOM DETAIL OPTIMIZED LOCAL LIGHTS SwapChain Bug" scene
Expected result: The build does not crash or freeze
Actual result: The build stops responding
Reproducible with: 2021.3.17f1, 2022.2.4f1, 2023.1.0a26
Could not test with: 2020.3.44f1 - due to errors in the Console when downgrading the project
Reproduced on: Windows 10 Pro
Notes:
1. Reproducible with NVIDIA GeForce RTX 3050
2. Not reproducible with Vulkan or DirectX12 graphics API
-
dustout1
Feb 16, 2023 22:18
Seeing this in Unity 2021.3.17f1.
AMD Ryzen 5 7600X
RTX 3080 Ti
Nvidia 472.12
Windows 11 Pro (22621.1265) -
renegreg
Feb 13, 2023 07:18
Hello All,
In my case, something that help me to fix the issue was this commnet from a post in the forums:
"
After upgrading to Windows 11, I had to go to System->Display->Graphics->Change default graphics settings and TURN OFF "Hardware-accelerated GPU scheduling". This fixed my swapchain problem.
"Hope it helps you to fix it.
-
GamesbyJP
Feb 01, 2023 21:20
I can confirm this to be an issue in 2020.3.44f1 as well.
Developing for VR with Meta Quest 2 connected through Air Link running on an AMD rx480.
The editor crashed 3 times in the timespan of an hour, with graphics drivers timing out at the same time. -
nasos_333
Jan 30, 2023 04:06
An update, it seems after i updated my 1050GTX drivers get stuck in some of the most demanding scenes in LUMINA URP and HDRP in DX11. I never had any issues with previous drives in either versions in any scene.
With DX12 both assets work fine as well.
I post my new drivers details from DX Diag and Nvidia panels, in case can help.
471.35 in Nvidia panel and 30.0.14.7135 in DX Diag
It is also apparent that Nvidia states Run time DX12 and DX Diag also reports DX12 use, thus i assume they have completely abandoned DX11 and thus the issues of random crashes.
My laptop is a DELL XPS 15 9560, 1050GTX GPU.
-
nasos_333
Jan 26, 2023 04:56
Some extra information
The issue does not happen in my DELL XPS with 1050GTX GPU laptop when using DX11.
Also never had a report on this for Unity 2019. -
lrg_mark
Jan 25, 2023 17:12
Our team started seeing these issues with Nvidia driver 528.02 and 528.24, on both Unity 2022.2.2 and Unity 2022.1.24. We stopped seeing the issue when we rolled back to using driver 527.56.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Can not navigate through the Scene view when using a drawing tablet
- Crash on EditorDisplayDialogProc when opening Dialog box containing buttons with unusually long labels
- Crash on AsyncWriteImageToR2dFile when baking lightmaps using custom parameter with 16x Anti Aliasing samples
- Application Cloud Connection Id is incorrect when using Build Profile with Player Setting Overrides.
- [Android] [GameActivity] UI is unresponsive when Application Entry Point is set to GameActivity
Resolution Note:
The shaders used an infinite loop in pixel shaders and used an atomic exchange to break out from it. HLSL allow_uav_condition that should enable this are technically only for Compute Shaders. Hence it's undefined behaviour in HLSL. By changing the shaders to have a finite loop iteration count the TDR vanished.
Having a finite iteration count means the results can sometimes be incorrect. But that's the best one can do with SM5.0 to fully be within the spec.