DX12 Graphics Crash in Editor, Force DX11 Fixes It

I doubt that, it is in many projects and all crash in DX12, i do run many image effects etc, but is not edge cases, these systems worked for years now in all other Unity versions.

I will check if can do the bug report asap.

I meant you’re hitting an edge case in our D3D12 implementation.

I see, ok lets hope the bug report give some light to this, thanks

Also i work in 6000.3.17

I recreated the crash, will upload the report now, here is the last image i got before get stuck

Added report in
CASE IN-146446

hi, i have sent the Editor log in email with the DX12 diagnostics on, hopefully this helps further

Same issue, completely crashing any Unity load on a brand new Lenovo Legion Ultra i7. Trying to force DX11 doesn’t work:

Both the latest recommended Unity Editor version and my curernt project version 6000.4.0f1

Any other recommendations other than completely nuking the machine and never using Unity again?

If it happens in dx11 it is not the same issue. If you want support create a new thread.
First update Unity and install the latest GPU drivers of both your dGPU and iGPU

Nuking the machine, then happily start using Unity again? :wink:

That message is caused by the system, either Windows or the graphics driver. Unity merely triggers that behaviour through the use of the GPU. This is all about troubleshooting why Unity crashes specifically on that hardware/software combination.

This sounds like a laptop with a dual-graphics, both integrated and the discrete Nvidia GPU. Those systems have a tendency to automatically switch form integrated to discrete graphics when the load is high, but if this happens at the worst possible point in time during initialization it can crash any application. It’s definitely a common problem with Unity and dual-graphics laptops.

Solution: you can probably force the use of the Nvidia GPU for a specific applications in some way. That’ll be the first thing to try. And try both forcing integrated and Nvidia.

If that doesn’t help, update the Nvidia driver using the STUDIO driver (higher stability, fewer update nags) and clicking the “reset firmware defaults” checkbox in the installer to ensure it’s only using defaults.

Update to 6.4.12f1. You’re effectively still using a beta or rather the beta+1 version. This is to rule out any early-version issue, of which there are usually rather many in those first releases.

I don’t get any crashes within the Editor (6000.3.14f1) with DirectX12. But I do within the built version.

I can make it crash every time looking at the same location when using DirectX12, yet DirectX11 has no issues.

I also have several crash.dmp files which all point to “The thread tried to read from or write to a virtual address for which it does not have the appropriate access.” when using a Development Build it doesn’t crash at all.

I am seeing the following in the Player.log when running a DirectX12 Build:

[D3D12 Device Filter] Vendor Name: NVIDIA
[D3D12 Device Filter] Device Name: NVIDIA GeForce RTX 4080
[D3D12 Device Filter] Driver Version: 32.0.15.9597
[D3D12 Device Filter] Feature Level: 12.2
[D3D12 Device Filter] Graphics Memory: 16048 MB
[D3D12 Device Filter] Processor Count: 32
[D3D12 Device Filter] Device Type: Discrete
GfxDevice: creating device client; kGfxThreadingModeSplitJobs
d3d12: failed to query info queue interface (0x80004002).
Direct3D:Version:         Direct3D 12 [level 12.2]
Renderer:        NVIDIA GeForce RTX 4080 (ID=0x2704)
Vendor:          NVIDIA
VRAM:            16048 MB
App VRAM Budget: 15280 MB
Driver:          32.0.15.9597

I am not seeing that when running a DirectX11 Build.

When I attach VS2026 to my DirectX12 Build I see the following when it crashes.
D3D12ScratchAllocator::DestroyScratch