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Crashing when spawning biomes on 2021.2.1f1


ProjectHaze

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Hi, 

( Can we please get a save prompt when spawning biomes) 

I'm getting this back in the logs 

Non-local AvailableForReservation: 7923 MB, Budget: 15590 MB, CurrentUsage: 437 MB, CurrentReservation: 0 MB
d3d12: failed to create 2D texture id=1380 w=128 h=1 mips=1 d3dfmt=54
d3d12 : CreateCommittedResource 'TexturesD3D12::CreateTextureInternal() Texture' (128 x 1) format 54 failed (887a0005).
    Device Remove Reason (HRESULT): 0x887a0001
    Device Memory Stats:
        Local AvailableForReservation: 3779 MB, Budget: 7068 MB, CurrentUsage: 6331 MB, CurrentReservation: 64 MB
        Non-local AvailableForReservation: 7923 MB, Budget: 15590 MB, CurrentUsage: 437 MB, CurrentReservation: 0 MB
d3d12: failed to create 2D texture id=1400 w=128 h=1 mips=1 d3dfmt=54
d3d12 : CreateCommittedResource 'TexturesD3D12::CreateTextureInternal() Texture' (128 x 1) format 54 failed (887a0005).
    Device Remove Reason (HRESULT): 0x887a0001
    Device Memory Stats:
        Local AvailableForReservation: 3779 MB, Budget: 7068 MB, CurrentUsage: 6331 MB, CurrentReservation: 64 MB
        Non-local AvailableForReservation: 7923 MB, Budget: 15590 MB, CurrentUsage: 437 MB, CurrentReservation: 0 MB
d3d12: failed to create 2D texture id=1400 w=128 h=1 mips=1 d3dfmt=54
d3d12 : CreateCommittedResource 'TexturesD3D12::CreateTextureInternal() Texture' (128 x 128) format 29 failed (887a0005).
    Device Remove Reason (HRESULT): 0x887a0001
    Device Memory Stats:
        Local AvailableForReservation: 3779 MB, Budget: 7068 MB, CurrentUsage: 6331 MB, CurrentReservation: 64 MB
        Non-local AvailableForReservation: 7923 MB, Budget: 15590 MB, CurrentUsage: 437 MB, CurrentReservation: 0 MB
d3d12: failed to create 2D texture id=1401 w=128 h=128 mips=1 d3dfmt=29
d3d12 : CreateCommittedResource 'TexturesD3D12::CreateTextureInternal() Texture' (128 x 128) format 78 failed (887a0005).
    Device Remove Reason (HRESULT): 0x887a0001
    Device Memory Stats:
        Local AvailableForReservation: 3779 MB, Budget: 7068 MB, CurrentUsage: 6331 MB, CurrentReservation: 64 MB
        Non-local AvailableForReservation: 7923 MB, Budget: 15590 MB, CurrentUsage: 437 MB, CurrentReservation: 0 MB
d3d12: failed to create 2D texture id=1402 w=128 h=128 mips=1 d3dfmt=78
d3d12 : CreateCommittedResource 'TexturesD3D12::CreateTextureInternal() Texture' (128 x 128) format 78 failed (887a0005).
    Device Remove Reason (HRESULT): 0x887a0001
    Device Memory Stats:
        Local AvailableForReservation: 3779 MB, Budget: 7068 MB, CurrentUsage: 6331 MB, CurrentReservation: 64 MB
        Non-local AvailableForReservation: 7923 MB, Budget: 15590 MB, CurrentUsage: 437 MB, CurrentReservation: 0 MB
d3d12: failed to create 2D texture id=1403 w=128 h=128 mips=1 d3dfmt=78
d3d12 : CreateCommittedResource 'TexturesD3D12::CreateTextureInternal() Texture' (128 x 128) format 78 failed (887a0005).
    Device Remove Reason (HRESULT): 0x887a0001
    Device Memory Stats:
        Local AvailableForReservation: 3779 MB, Budget: 7068 MB, CurrentUsage: 6331 MB, CurrentReservation: 64 MB
        Non-local AvailableForReservation: 7923 MB, Budget: 15590 MB, CurrentUsage: 437 MB, CurrentReservation: 0 MB
d3d12: failed to create 2D texture id=1421 w=128 h=128 mips=1 d3dfmt=78
d3d12 : CreateCommittedResource 'TexturesD3D12::CreateTextureInternal() Texture' (64 x 64) format 29 failed (887a0005).
    Device Remove Reason (HRESULT): 0x887a0001
    Device Memory Stats:
        Local AvailableForReservation: 3779 MB, Budget: 7068 MB, CurrentUsage: 6331 MB, CurrentReservation: 64 MB
        Non-local AvailableForReservation: 7923 MB, Budget: 15590 MB, CurrentUsage: 437 MB, CurrentReservation: 0 MB
d3d12: failed to create 2D texture id=1358 w=64 h=64 mips=1 d3dfmt=29
d3d12: CreateReservedResource failed [hr=-2005270523]
d3d12 : CreateCommittedResource 'TexturesD3D12::CreateTextureInternal() Texture' (256 x 256) format 29 failed (887a0005).
    Device Remove Reason (HRESULT): 0x887a0001
    Device Memory Stats:
        Local AvailableForReservation: 3779 MB, Budget: 7068 MB, CurrentUsage: 6331 MB, CurrentReservation: 64 MB
        Non-local AvailableForReservation: 7923 MB, Budget: 15590 MB, CurrentUsage: 437 MB, CurrentReservation: 0 MB
d3d12: failed to create 2D texture id=1551 w=256 h=256 mips=9 d3dfmt=29
d3d12 : CreateCommittedResource 'TexturesD3D12::CreateTextureInternal() Texture' (32 x 32) format 78 failed (887a0005).
    Device Remove Reason (HRESULT): 0x887a0001
    Device Memory Stats:
        Local AvailableForReservation: 3779 MB, Budget: 7068 MB, CurrentUsage: 6331 MB, CurrentReservation: 64 MB
        Non-local AvailableForReservation: 7923 MB, Budget: 15590 MB, CurrentUsage: 437 MB, CurrentReservation: 0 MB
d3d12: failed to create 2D texture id=1552 w=32 h=32 mips=1 d3dfmt=78

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On 2/6/2022 at 2:33 PM, ProjectHaze said:

Appears to happen specifically on the grass spawner  for Giant Forest, other spawners are fine. 

Sorry for the delay we are typically not available during the weekend. 

This means that your graphics card is running out of memory.
If I can suggest a test can you please restart your computer then only open up Unity. Try to spawn the textures, while having your task manager open and see if anything is maxing out.
The longer you have Unity open the more memory it uses (typically when you restart) this resets the graphics card memory.

Other than that can you please try other biomes and see if you are getting the same issue? This way we can either rule out Gaia or the Graphics card.

You want to try to restart and save the project every so often. 
Its also good practice to restart Unity often for best performance. 

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Please also upgrade to the latest 2021.2.10. This version of Unity has been VERY unstable!

Check this post out. It gives links through to the Unity release notes, and they are pretty interesting reading.

 

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Thanks for the tips ! 

 

I often only have time to work on my projects during the weekend, it slipped my mind that's exactly when your team is on break. 

 

I actually just upgraded my graphics card, so I'd point to it being Unity's stability issue.

 

At the same time, a quick " Spawning Biomes can take a while, would you like to save" message would be great. 

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  • 3 weeks later...

I'm having a similar issue on 2021.2.7 

I'm trying to baby step through the biome one piece at a time but Unity is not releasing the ram on a 5x5 grid which is broken up into scenes.  The fern/grass specifically starts eating up ram starting from 8gb and then gets to 27gb which maxes out my system and then eventually crashes.  Resources aren't being released as each chunk gets iterated.

Edit: Just upgraded to 2021.2.13f1 and was able to spawn in my grass.

Edit 2: Spoke too soon.. VFX pass did same thing.

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On 2/6/2022 at 2:33 PM, ProjectHaze said:

Appears to happen specifically on the grass spawner  for Giant Forest, other spawners are fine. 

I also have a specific issue with the grass and VFX spawners but on Alpine.

As a test I just changed "Keep Terrains for X seconds" to 60s from the default 300s and I was just able to run the entire "Spawn Biome" on the root of Alpine Meadow successfully meaning it iterates each chunk with all the spawners before moving on.  I was curious if this was potentially causing issues because the scene camera physically moves around everywhere while generating chunks and might be constantly loading terrains in and out.  Since the entire process takes some 8 minutes for my world, it was running out of memory on my 32gb machine before releasing the cache.

It may have been caching every terrain that it was iterating for the default 300s.  Worth a shot if you're using the load manager and have a large world.

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Create larger terrain tiles and less of them, instead of smaller tiles and more. I was having that issue, this process is memory intensive. 

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3 hours ago, tbunreal said:

Create larger terrain tiles and less of them, instead of smaller tiles and more. I was having that issue, this process is memory intensive. 

100 percent correct, this is what I always recommend. 

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  • 5 months later...
On 3/3/2022 at 1:09 AM, Bryan said:

100 percent correct, this is what I always recommend. 

 

Wouldn't this decrease runtime performance?

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No because when you are using more terrains and terrain scenes you are actually splitting up the work load. 
Remember that when you load a Unity scene this uses your ram/memory. 
This is only on a per scene basis. So when create a multi scene world / multi terrain world only the scene the player is in will count as ram / memory. You can also add the terrains surrounding the player to be loaded as well. 
This could impact performance if you have not used occlusion culling. However, when using the biome system and the multi-terrain scenes the objects should spawn under the correct terrain. Therefore, you should not get a performance hit, only the terrains being loaded will impact you. 

That impact is much smaller than one large world. 

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11 hours ago, Bryan said:

No because when you are using more terrains and terrain scenes you are actually splitting up the work load. 
Remember that when you load a Unity scene this uses your ram/memory. 
This is only on a per scene basis. So when create a multi scene world / multi terrain world only the scene the player is in will count as ram / memory. You can also add the terrains surrounding the player to be loaded as well. 
This could impact performance if you have not used occlusion culling. However, when using the biome system and the multi-terrain scenes the objects should spawn under the correct terrain. Therefore, you should not get a performance hit, only the terrains being loaded will impact you. 

That impact is much smaller than one large world. 

You mis-understand what I was commenting on. I was replying to this comment and you agreeing to it:

 

"Create larger terrain tiles and less of them, instead of smaller tiles and more. I was having that issue, this process is memory intensive. "

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Sorry, indeed I misread the question but the answer stands for the opposite. 
It is better to make smaller terrains just more of them. 
That is what I was trying to explain here. 

Sorry about that.

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