I am not sure exactly what started the instability. Symptoms:
Complaints about corrupt virtual artifacts
Editor crashes with an error dialog
Editor crashes without an error dialog (Unity engine just goes away)
If I switch back to disabling Render Graph and using OpenGLCore, I still see some messages about corrupt virtual artifacts, but no more crashes.
Things I’ve tried:
pcmemtest, full memory check of all 32 GB of memory.
Rebooting
Rollback the repo checkout by three weeks to before any problems occurring
Upgrading to latest 6000
Deleting all sources of cached data I can find
.local/share/unity3d/Asset Store-5.x
.cache/Unity/upm
Library
Honestly the main reason I tried to enable Render Graph was to remove the persistent warning. With render graph enabled, MSAA no long works with OpenGLCore. OpenGLCore just happens to be the default API on my platform. The symptom is a black screen. If I switch to Vulkan the screen comes up fine, and then the explosions start occurring sometime later.
I’m at a loss for what to do next. I would be happy to demonstrate the issue to support. I don’t have a simple reproduction. If there are more things I can erase so that I can start clean, I would be very interested in that. It would be nice if there was a way to get more data. I am uncertain if there’s a connection between the virtual artifact corruption and other editor crashes.
I think I got this partially figured out. I use plastic, but never the plastic extension that is inside the editor. I ran catching all exceptions and found that while just using the editor, plastic was throwing all over the place–at least three different stack traces.
I removed plastic from the editor and the virtual artifact errors went away. To be clear when I say I removed plastic, I removed this package:
I have severe issues in DX12 as well and in Vulkan, only DX11 seems to work reliably in RenderGraph for now.
Also still RenderGraph misses features that worked in compatibility mode.
I think naming the RenderGraph version an LTS one is a massive misleading label and a mistake at the moment. The RenderGraph is not even in Beta yet, how can it be an LTS ?
Also i have noticed the RenderGraph does not always release RAM, e.g when load scenes in succession may run out of RAM, or in some cases the scene camera seems to try to render effects that are declared for the MainCamera, using the 1st Default renderer in the pipeline, which may lead to crashes.
This can be resolved by always keep the 1st default renderer empty of any image effects.