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Terrain LODs black


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Posted

Hi,

We just ran into a weird issue with some of our worlds with Object Landscape Terrain.
It seems that some terrain LODs are simply black.

It is running on a new machine Dell workstation Precision 3660 + RTX 4090 and under Win11 OEM.
All OS / Dell & NVIDIA drivers updates done. NVIDIA is last studio driver 546.01.

We've done nothing particular on these terrains that we used since bit time now.
Migration to 2.16.1 (this is not 2.17) has been done since bit time as well.
API used is automatic one: DX11.
Issue occures at runtime and in editor as well.

Would you have any idea what is going on?

Regards,
Charles

UNG-terrain-LODs-black.png

UNG-terrain-LODs-black_2.png

Posted

Hi Charles,

In order to understand what's going on we would need to do some additional tests and gather more information:

  1. Engine log.txt from bin directory.
  2. Try to install the latest 546.29 Game Ready Driver from nVidia website to see if that would actually change anything.
  3. Try to use different APIs in runtime (DX12 / VK / GL) - will be there any difference in behavior?
  4. Could you please also tell us the difference between current and previous hardware / software setup? As far as I understand this terrain was rendered correctly on old hw? 

And if possible - could you export you current world (only with LandscapeTerrain and Lmaps) to the upackage and upload it to our FTP server for additional testing?

Thanks!

  • Thanks 1

How to submit a good bug report
---
FTP server for test scenes and user uploads:

Posted

Hi,

NVIDIA drivers updated to 546.29 -> same issue.
(Also we prefer to use studio driver for more stability..)

Different API, bit tricky..
App start by default with direct3d11.
Tried to force to opengl -> same issue.
Tried to force to direct3d12 or vulkan -> start fails, at Load cache textures step.
Also is it related to only shader_d3d11.cache and shader_gl.cache are there?
I can't get the editor to generate other caches, prob. shader_d3d12.cache and shader_vk.cache..

This workstation is Dell Precision 3660 + RTX 4090 under Win11.
What has been previously used without this issue: 
Dell Precision 5820 + RTX 3080 3090 also 4090 under Win10
Dell Precision 3660 + RTX 3080 under Win10
... so would-it be related to Win11?
Would you have tested it already?
Would it be somehow impacting cache files?

Regards,

Posted

Hi Charles,

Thanks for the update. Could you please send us an engine log file and dxdiag from new system as well?

Do you have the same black terrain issue on Windows 11 even with default built-in samples in Art Samples (all samples from art_samples/main_samples/landscape section) or only with your terrains?

 

13 hours ago, Lales.Charles said:

Tried to force to direct3d12 or vulkan -> start fails, at Load cache textures step.
Also is it related to only shader_d3d11.cache and shader_gl.cache are there?
I can't get the editor to generate other caches, prob. shader_d3d12.cache and shader_vk.cache..

That's may be due to that fact that DX12 / VK are in the experimental stage in 2.16.x, so some features may not work as expected. I think that fact that DX11 and OpenGL behaves identically is currently enough for our further investigation.

So far on our Windows 11 machines we have no such behavior (that's why we need to check log and dxdiag, maybe we will find something else here that we are not taking in account).

Also there is a chance that we would need to check your terrain as well, maybe these artifacts appears only with a specific world settings that you are using.

Thanks!

How to submit a good bug report
---
FTP server for test scenes and user uploads:

Posted

Hi,

Only few tests I could do today..

DxDiag attached.

Airfield visible with DX11 / GL, modulo weird part black
image.thumb.png.aa01aae2d14d4459c4e2130de0be830a.png

image.thumb.png.d24f930a1c7ca1799b8fc9b2b60dfe39.png

.. but not visibile DX12/VK

image.thumb.png.81c573652decc7baaa1ec78902654da3.png

Also prob not related but still weird effect on shadow depending on camera orientation, check the bottom of the screenshots

image.thumb.png.0717b6723adbbe1df3ee24e13e742772.png

image.thumb.png.6e4874e71244cd3b6efd9f0008fe0e69.png

Regards,
Charles

DxDiag.txt

Posted

Hi Charles,

Thanks for the update! We can confirm that behavior you shared with us (in built-in terrain samples) are the same that we observe on our Windows 10 / 11 machines as well.

However, we still have no idea what may cause the initial issue with LT in your project. If it's possible - we would like to check the .world and terrain from your project. You can export .world as *.upackage (it will automatically gather all the terrain resources) and upload it to our FTP server. In that case we would be able to reproduce and find the root cause of this behavior much faster.

How do you think - will this approach work for you?

Thanks!

How to submit a good bug report
---
FTP server for test scenes and user uploads:

Posted

Hi,

Yes we could, otherwise Stephane reminded me that you may have this terrain already, from previous support ticket..
Would you confirm?

Regards,
Charles

Posted

We do have a part of the terrain (only .lmap), from 2.15 I think. It looks a bit different though (no details at least).

In order to minimize false-positive alerts it would be nice to have exactly the same .world+terrain that you are currently using in 2.16.1.

Thanks!

How to submit a good bug report
---
FTP server for test scenes and user uploads:

Posted

Hi

Sending all terrain data with textures is a bit unrealistic, as this amount to 40G B(compressed). Transfer to your ftp is capped at 40kB/s, so around 13 days... Let's found another way to solve this issue before new year :) (or provide another uncapped end point)

Posted

Hi,

Guess data are uploaded.. or?
Any clue what's going on?

Regards,
Charles

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