Player crashes

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: Player.log

Initialize engine version: 2020.2.0b13 (655e1a328b90)
[Subsystems] Discovering subsystems at path E:/Builds/Outside the Labyrinth_Data/UnitySubsystems
GfxDevice: creating device client; threaded=1
d3d12: loaded!
Direct3D:
    Version:         Direct3D 12 [level 12.1]
    Renderer:        NVIDIA GeForce GTX 1050 Ti with Max-Q Design (ID=0x1c8c)
    Vendor:
    VRAM:            4021 MB
    App VRAM Budget: 3417 MB
    Driver:          27.21.14.5730
D3D11 device created for Microsoft Media Foundation video decoding.
<RI> Initializing input.

New input system (experimental) initialized
<RI> Initialized touch support.

UnloadTime: 0.502500 ms
RenderGraph: Not all resources of type Texture were released. This can be caused by a resources being allocated but never read by any pass.
    RenderGraphTexture_13_960x540_R32_SFloat
    RenderGraphTexture_14_960x540_R32_SFloat
    RenderGraphTexture_15_960x540_R32_SFloat
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraphResourcePool`1:CheckFrameAllocation(Boolean, Int32)
UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraphResourceRegistry:Clear(Boolean)
UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraph:Execute()
UnityEngine.Rendering.HighDefinition.HDRenderPipeline:ExecuteWithRenderGraph(RenderRequest, AOVRequestData, List`1, ScriptableRenderContext, CommandBuffer)
UnityEngine.Rendering.HighDefinition.HDRenderPipeline:ExecuteRenderRequest(RenderRequest, ScriptableRenderContext, CommandBuffer, AOVRequestData)
UnityEngine.Rendering.HighDefinition.HDRenderPipeline:Render(ScriptableRenderContext, Camera[])
UnityEngine.Rendering.RenderPipelineManager:smile:oRenderLoop_Internal(RenderPipelineAsset, IntPtr, List`1)

RenderGraph: Not all resources of type ComputeBuffer were released. This can be caused by a resources being allocated but never read by any pass.
    ComputeBufferNameNotAvailable
    ComputeBufferNameNotAvailable
    ComputeBufferNameNotAvailable
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraphResourcePool`1:CheckFrameAllocation(Boolean, Int32)
UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraph:Execute()
UnityEngine.Rendering.HighDefinition.HDRenderPipeline:ExecuteWithRenderGraph(RenderRequest, AOVRequestData, List`1, ScriptableRenderContext, CommandBuffer)
UnityEngine.Rendering.HighDefinition.HDRenderPipeline:ExecuteRenderRequest(RenderRequest, ScriptableRenderContext, CommandBuffer, AOVRequestData)
UnityEngine.Rendering.HighDefinition.HDRenderPipeline:Render(ScriptableRenderContext, Camera[])
UnityEngine.Rendering.RenderPipelineManager:smile:oRenderLoop_Internal(RenderPipelineAsset, IntPtr, List`1)

RenderGraph: Not all resources of type ComputeBuffer were released. This can be caused by a resources being allocated but never read by any pass.
    ComputeBufferNameNotAvailable
    ComputeBufferNameNotAvailable
    ComputeBufferNameNotAvailable
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraphResourcePool`1:CheckFrameAllocation(Boolean, Int32)
UnityEngine.Experimental.Rendering.RenderGraphModule.RenderGraph:Execute()
UnityEngine.Rendering.HighDefinition.HDRenderPipeline:ExecuteWithRenderGraph(RenderRequest, AOVRequestData, List`1, ScriptableRenderContext, CommandBuffer)
UnityEngine.Rendering.HighDefinition.HDRenderPipeline:ExecuteRenderRequest(RenderRequest, ScriptableRenderContext, CommandBuffer, AOVRequestData)
UnityEngine.Rendering.HighDefinition.HDRenderPipeline:Render(ScriptableRenderContext, Camera[])
UnityEngine.Rendering.RenderPipelineManager:smile:oRenderLoop_Internal(RenderPipelineAsset, IntPtr, List`1)

One Static Lighting Sky component was already set for baking, only the latest one will be used.
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:LogWarning(Object)
UnityEngine.Rendering.HighDefinition.SkyManager:RegisterStaticLightingSky(StaticLightingSky)
UnityEngine.Rendering.HighDefinition.StaticLightingSky:OnEnable()

d3d12 : CreateCommittedResource 'RenderSurfaceD3D12::CreateTextureD3D12Internal() Surface' (1920 x 1080) format 39 failed (887a0005).
    Device Remove Reason (HRESULT): 0x887a0006
    Device Memory Stats:
        Local AvailableForReservation: 1809 MB, Budget: 3417 MB, CurrentUsage: 1306 MB, CurrentReservation: 64 MB
        Non-local AvailableForReservation: 3822 MB, Budget: 7243 MB, CurrentUsage: 223 MB, CurrentReservation: 0 MB
d3d12 : CreateCommittedResource 'RenderSurfaceD3D12::CreateTextureD3D12Internal() Surface' (1920 x 1080) format 39 failed (887a0005).
    Device Remove Reason (HRESULT): 0x887a0006
    Device Memory Stats:
        Local AvailableForReservation: 1809 MB, Budget: 3417 MB, CurrentUsage: 1306 MB, CurrentReservation: 64 MB
        Non-local AvailableForReservation: 3822 MB, Budget: 7243 MB, CurrentUsage: 223 MB, CurrentReservation: 0 MB
d3d12 : CreateCommittedResource 'RenderSurfaceD3D12::CreateTextureD3D12Internal() Surface' (1920 x 1080) format 60 failed (887a0005).
    Device Remove Reason (HRESULT): 0x887a0006
    Device Memory Stats:
        Local AvailableForReservation: 1809 MB, Budget: 3417 MB, CurrentUsage: 1306 MB, CurrentReservation: 64 MB
        Non-local AvailableForReservation: 3822 MB, Budget: 7243 MB, CurrentUsage: 223 MB, CurrentReservation: 0 MB
d3d12 : CreateCommittedResource 'RenderSurfaceD3D12::CreateTextureD3D12Internal() Surface' (1920 x 1080) format 39 failed (887a0005).
    Device Remove Reason (HRESULT): 0x887a0006
    Device Memory Stats:
        Local AvailableForReservation: 1809 MB, Budget: 3417 MB, CurrentUsage: 1306 MB, CurrentReservation: 64 MB
        Non-local AvailableForReservation: 3822 MB, Budget: 7243 MB, CurrentUsage: 223 MB, CurrentReservation: 0 MB
d3d12 : CreateCommittedResource 'RenderSurfaceD3D12::CreateTextureD3D12Internal() Surface' (4096 x 4096) format 39 failed (887a0005).
    Device Remove Reason (HRESULT): 0x887a0006
    Device Memory Stats:
        Local AvailableForReservation: 1809 MB, Budget: 3417 MB, CurrentUsage: 1306 MB, CurrentReservation: 64 MB
        Non-local AvailableForReservation: 3822 MB, Budget: 7243 MB, CurrentUsage: 223 MB, CurrentReservation: 0 MB
d3d12 : CreateCommittedResource 'RenderSurfaceD3D12::CreateTextureD3D12Internal() Surface' (1920 x 1080) format 27 failed (887a0005).
    Device Remove Reason (HRESULT): 0x887a0006
    Device Memory Stats:
        Local AvailableForReservation: 1809 MB, Budget: 3417 MB, CurrentUsage: 1306 MB, CurrentReservation: 64 MB
        Non-local AvailableForReservation: 3822 MB, Budget: 7243 MB, CurrentUsage: 223 MB, CurrentReservation: 0 MB
d3d12 : CreateCommittedResource 'RenderSurfaceD3D12::CreateTextureD3D12Internal() Surface' (1920 x 1080) format 27 failed (887a0005).
    Device Remove Reason (HRESULT): 0x887a0006
    Device Memory Stats:
        Local AvailableForReservation: 1809 MB, Budget: 3417 MB, CurrentUsage: 1306 MB, CurrentReservation: 64 MB
        Non-local AvailableForReservation: 3822 MB, Budget: 7243 MB, CurrentUsage: 223 MB, CurrentReservation: 0 MB
d3d12 : CreateCommittedResource 'RenderSurfaceD3D12::CreateTextureD3D12Internal() Surface' (120 x 67) format 26 failed (887a0005).
    Device Remove Reason (HRESULT): 0x887a0006
    Device Memory Stats:
        Local AvailableForReservation: 1809 MB, Budget: 3417 MB, CurrentUsage: 1306 MB, CurrentReservation: 64 MB
        Non-local AvailableForReservation: 3822 MB, Budget: 7243 MB, CurrentUsage: 223 MB, CurrentReservation: 0 MB
d3d12 : CreateCommittedResource 'RenderSurfaceD3D12::CreateTextureD3D12Internal() Surface' (120 x 67) format 26 failed (887a0005).
    Device Remove Reason (HRESULT): 0x887a0006
    Device Memory Stats:
        Local AvailableForReservation: 1809 MB, Budget: 3417 MB, CurrentUsage: 1306 MB, CurrentReservation: 64 MB
        Non-local AvailableForReservation: 3822 MB, Budget: 7243 MB, CurrentUsage: 223 MB, CurrentReservation: 0 MB
d3d12 : CreateCommittedResource 'RenderSurfaceD3D12::CreateTextureD3D12Internal() Surface' (120 x 67) format 39 failed (887a0005).
    Device Remove Reason (HRESULT): 0x887a0006
    Device Memory Stats:
        Local AvailableForReservation: 1809 MB, Budget: 3417 MB, CurrentUsage: 1306 MB, CurrentReservation: 64 MB
        Non-local AvailableForReservation: 3822 MB, Budget: 7243 MB, CurrentUsage: 223 MB, CurrentReservation: 0 MB
d3d12 : CreateCommittedResource 'RenderSurfaceD3D12::CreateTextureD3D12Internal() Surface' (120 x 67) format 53 failed (887a0005).
    Device Remove Reason (HRESULT): 0x887a0006
    Device Memory Stats:
        Local AvailableForReservation: 1809 MB, Budget: 3417 MB, CurrentUsage: 1306 MB, CurrentReservation: 64 MB
        Non-local AvailableForReservation: 3822 MB, Budget: 7243 MB, CurrentUsage: 223 MB, CurrentReservation: 0 MB
d3d12 : CreateCommittedResource 'RenderSurfaceD3D12::CreateTextureD3D12Internal() Surface' (1920 x 1080) format 26 failed (887a0005).
    Device Remove Reason (HRESULT): 0x887a0006
    Device Memory Stats:
        Local AvailableForReservation: 1809 MB, Budget: 3417 MB, CurrentUsage: 1306 MB, CurrentReservation: 64 MB
        Non-local AvailableForReservation: 3822 MB, Budget: 7243 MB, CurrentUsage: 223 MB, CurrentReservation: 0 MB
d3d12 : CreateCommittedResource 'RenderSurfaceD3D12::CreateTextureD3D12Internal() Surface' (8 x 4) format 26 failed (887a0005).
    Device Remove Reason (HRESULT): 0x887a0006
    Device Memory Stats:
        Local AvailableForReservation: 1809 MB, Budget: 3417 MB, CurrentUsage: 1306 MB, CurrentReservation: 64 MB
        Non-local AvailableForReservation: 3822 MB, Budget: 7243 MB, CurrentUsage: 223 MB, CurrentReservation: 0 MB
d3d12 : CreateCommittedResource 'RenderSurfaceD3D12::CreateTextureD3D12Internal() Surface' (8 x 4) format 26 failed (887a0005).
    Device Remove Reason (HRESULT): 0x887a0006
    Device Memory Stats:
        Local AvailableForReservation: 1809 MB, Budget: 3417 MB, CurrentUsage: 1306 MB, CurrentReservation: 64 MB
        Non-local AvailableForReservation: 3822 MB, Budget: 7243 MB, CurrentUsage: 223 MB, CurrentReservation: 0 MB
d3d12: CreateGraphicsPipelineState failed.

d3d12: CreateGraphicsPipelineState failed.

d3d12: CreateGraphicsPipelineState failed.

d3d12: CreateGraphicsPipelineState failed.

d3d12: CreateGraphicsPipelineState failed.

d3d12: CreateGraphicsPipelineState failed.

d3d12: CreateGraphicsPipelineState failed.

d3d12: CreateGraphicsPipelineState failed.

d3d12: CreateGraphicsPipelineState failed.

d3d12: CreateGraphicsPipelineState failed.

d3d12: CreateGraphicsPipelineState failed.

d3d12: swapchain present failed (887a0005).
Device removed reason (887a0006).
GfxDevice was not out of Local memory
Local memory usage:
Budget: 3583875481
CurrentUsage: 1246666752
AvailableForReservation: 67108864
CurrentReservation: 1897345843
GfxDevice was not out of Non-Local memory
Non-Local memory usage:
Budget: 7594938777
CurrentUsage: 234573824
AvailableForReservation: 0
CurrentReservation: 4008439910
Set -force-d3d12-debug for more information on device removal
d3d12: swapchain present failed (887a0005).
Device removed reason (887a0006).
GfxDevice was not out of Local memory
Local memory usage:
Budget: 3583875481
CurrentUsage: 1247715328
AvailableForReservation: 67108864
CurrentReservation: 1897345843
GfxDevice was not out of Non-Local memory
Non-Local memory usage:
Budget: 7594938777
CurrentUsage: 237600768
AvailableForReservation: 0
CurrentReservation: 4008439910
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)

6574165–746005–Crash_2020-11-30_160356810.zip (34 KB)

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.

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.

6581278–747256–Crash_2020-12-02_124053106.zip (36.8 KB)

Apparently it has more to do with shitty 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.

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…

Can you report a bug on this?

Yes, I’d like to but unfortunately the bug report dialog doesn’t even open :confused:

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: Big performance spike when first rendering VFXs

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.

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…

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