I have come across more and more on the swapchain issue
in latest Unity and NVIDIA GPUs
Is this something that is going to be handled ? At this point is a random crashes matter that make DX11 extremely risky to use in an actual game, due to possible crashes on user side that is not possible to recreate locally without NVIDIA 20xx or 30xx and latest Unity.
More on the issue:
Note that the issues does nor happen in DX12 or Vulkan, also not happen in Unity 2019 under any GPUs i tried.
Yes, if a shader runs for more than a few seconds, Windows will reset the GPU driver because it means that Windows will become unresponsive. If you have a shader running for that long, you are doing something wrong. You have to break it down into smaller workloads.
I don’t think Unity contains shaders that run that long. If Gaia has such shaders, it’s a Gaia bug, not a Unity bug.
I would agree, but the problem is that the same exact thing runs fine in Unity 2019 and in 1050GTX, it is only in latest unity and GPUs that the issue appears.
Also does not appear in Vulkan or DX12, so is definitly a bug in my mind, and a extremely huge one
The shader does not run for sure for seconds, given even in the 1050GTX the system runs at real time, around 30-60fps
The video below is 30fps in HDRP on my 1050GTX laptop, the same creates the swapchain issue and crashes directly in any NVIDIA GPU from 20xx and above.
I understand though that given DX12 is out make sense that NVIDIA does not care for making their new GPUs work correctly with DX11, cant explain it any other way. So maybe is not just a Unity issue, though the same did not happen in Unity 2019.
Having the same issue here with a relatively simple compute shader. Runs fine in Vulkan (MacPro, AMD FireProD300), fine in DX12 / Nvidia RTX 3090, runs fine in most computers I’ve tried which are quite a few, crashes 90% of the time as soon as executed on DX11 / Nvidia RTX 2080 with the swap chain error.