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Question by Paul_Bronowski · May 05, 2017 at 01:33 PM · crashdirectxgraphics card

Runtime crash GfxDeviceClient::GetActiveRenderSurfaceWidth access-violation 0xc0000005 (nvwgf2umx.dll)

Unity 5.5.2p2 and 5.5.3p2. We're seeing a crash in VR mode when using DX12 and/or the 'Graphics Jobs (experimental) player setting enabled. If we fallback to DX11 and turn off Graphics Jobs, no crash. It's only happening on a handful of NVidia Gfx chipsets (possibly Maxwell, not Pascal), but consistently. Example...

Initialize engine version: 5.5.2p2 (03f34082a9c0) GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: NVIDIA GeForce GTX 980 Ti (ID=0x17c8) Vendor: NVIDIA VRAM: 6102 MB Driver: 21.21.13.7653

  RoC.exe!GfxDeviceClient::GetActiveRenderSurfaceWidth() Line 1866    C++
 RoC.exe!SetLightScissorRect(const RectT<float> * lightRects, bool hasStereoLightRects, const RectT<float> & viewport, bool intoRT, GfxDevice & device) Line 827    C++
  RoC.exe!ForwardRenderLoopJob(GfxDeviceAsyncCommand::ArgScratch * scratch, const GfxDeviceAsyncCommand::Arg * arg) Line 722    C++
  RoC.exe!ExecuteAsyncSetup(GfxDeviceAsyncCommand * cmd) Line 3932    C++
  RoC.exe!JobQueue::Exec(JobInfo * info, __int64 tag, int count) Line 393    C++
  RoC.exe!JobQueue::ProcessJobs(void * profInfo) Line 805    C++
  RoC.exe!JobQueue::WorkLoop(void * data) Line 894    C++
  RoC.exe!Thread::RunThreadWrapper(void * ptr) Line 38    C++

I'm wondering if this is at all related to this...

http://answers.unity3d.com/questions/1339292/build-crash-directx-11-unity-56.html?childToView=1348591#answer-1348591

or this...

https://issuetracker.unity3d.com/issues/standalone-vr-build-crashes-with-graphics-jobs-and-soft-particles-hxvolumetriclighting

  • thanks

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