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When using Unreal Engine 5.4, FSR3.1 and VR upon playing the engine crashes with the below error.
I assumed that frame generation wouldn't work with VR as VR has it's own kind of frame generation. But even with frame generation disabled, this crash occours.
The issue is, FSR2 doesn't support 5.4, and FSR3 doesn't work with VR. So FSR, VR and UE5.4 is not possible.
Hello,
When using Unreal Engine 5.4, FSR3.1 and VR upon playing the engine crashes with the below error.
I assumed that frame generation wouldn't work with VR as VR has it's own kind of frame generation. But even with frame generation disabled, this crash occours.
The issue is, FSR2 doesn't support 5.4, and FSR3 doesn't work with VR. So FSR, VR and UE5.4 is not possible.
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
UnrealEditor_FFXFrameInterpolation!FFXFrameInterpolation::InterpolateFrame() [C:\ue\msattert\unrealengine_plugin_dev\FSR3-540\FSR3\HostProject\Plugins\FSR3\Source\FFXFrameInterpolation\Private\FFXFrameInterpolation.cpp:905]
UnrealEditor_FFXFrameInterpolation!TBaseRawMethodDelegateInstance<0,FFXFrameInterpolation,void __cdecl(FRDGBuilder &),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [C:\ue\msattert\unrealengine_plugin_dev\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:535]
UnrealEditor_Renderer!TMulticastDelegate<void __cdecl(FRDGBuilder & __ptr64),FDefaultDelegateUserPolicy>::Broadcast() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:956]
UnrealEditor_Renderer!FDeferredShadingSceneRenderer::Render() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp:3406]
UnrealEditor_Renderer!RenderViewFamilies_RenderThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4832]
UnrealEditor_Renderer!
UE::RendererPrivateUtils::Implementation::TPersistentBuffer<UE::HLSL::FCellBlockData,UE::RendererPrivateUtils::Implementation::FStructuredBufferTraits>::ValidateGPUData<
FSceneCullingBuilder::UploadToGPU'::51'::<lambda_1> >'::
12'::<l() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:5121]UnrealEditor_RenderCore!
FRenderCommandPipeRegistry::StopRecording'::
2'::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:1751]UnrealEditor_RenderCore!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),1> >::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1235]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:760]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:651]
UnrealEditor_RenderCore!RenderingThreadMain() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:413]
UnrealEditor_RenderCore!FRenderingThread::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:539]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
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