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Project Borealis Performance Test

Benchmark your performance and help optimize Project Borealis! · By Project Borealis

Works on everything but OpenGL

A topic by TesserWract created Jun 30, 2019 Views: 531 Replies: 3
Viewing posts 1 to 4

I have tired every render mode and all of the reach the end except OpenGL (simple or not) which seems to crash right around entering the last room.

Developer

What is the crash log?

LoginId:bb5c7797421ce654b854f989ae3ec9c1

EpicAccountId:

LowLevelFatalError [File:Unknown] [Line: 3718] Failed to link program. Current total programs: 102, precompile: 0

ProjectBorealis_Win64_Shipping!FDebug::AssertFailed() [C:\UnrealEngine\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:417]
ProjectBorealis_Win64_Shipping!FOpenGLDynamicRHI::RHICreateBoundShaderState_OnThisThread() [C:\UnrealEngine\Engine\Source\Runtime\OpenGLDrv\Private\OpenGLShaders.cpp:3721]
ProjectBorealis_Win64_Shipping!FOpenGLDynamicRHI::RHICreateBoundShaderState_internal() [C:\UnrealEngine\Engine\Source\Runtime\OpenGLDrv\Public\OpenGLDrv.h:1031]
ProjectBorealis_Win64_Shipping!FOpenGLDynamicRHI::RHISetGraphicsPipelineState() [C:\UnrealEngine\Engine\Source\Runtime\OpenGLDrv\Public\OpenGLDrv.h:989]
ProjectBorealis_Win64_Shipping!FRHICommandListExecutor::ExecuteInner() [C:\UnrealEngine\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:577]
ProjectBorealis_Win64_Shipping!FRHICommandListBase::`scalar deleting destructor'()
ProjectBorealis_Win64_Shipping!FRHICommand<FRHICommandWaitForAndSubmitSubList>::ExecuteAndDestruct() [C:\UnrealEngine\Engine\Source\Runtime\RHI\Public\RHICommandList.h:633]
ProjectBorealis_Win64_Shipping!FRHICommandListExecutor::ExecuteInner() [C:\UnrealEngine\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:577]
ProjectBorealis_Win64_Shipping!FDynamicRHI::LockVertexBuffer_RenderThread() [C:\UnrealEngine\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:1964]
ProjectBorealis_Win64_Shipping!FDeferredShadingSceneRenderer::ComputeLightGrid() [C:\UnrealEngine\Engine\Source\Runtime\Renderer\Private\LightGridInjection.cpp:655]
ProjectBorealis_Win64_Shipping!FDeferredShadingSceneRenderer::Render() [C:\UnrealEngine\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp:863]
ProjectBorealis_Win64_Shipping!RenderViewFamily_RenderThread() [C:\UnrealEngine\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:2949]
ProjectBorealis_Win64_Shipping!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`20'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [C:\UnrealEngine\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:829]
ProjectBorealis_Win64_Shipping!FNamedTaskThread::ProcessTasksNamedThread() [C:\UnrealEngine\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:678]
ProjectBorealis_Win64_Shipping!FNamedTaskThread::ProcessTasksUntilQuit() [C:\UnrealEngine\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:575]
ProjectBorealis_Win64_Shipping!RenderingThreadMain() [C:\UnrealEngine\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:333]
ProjectBorealis_Win64_Shipping!FRenderingThread::Run() [C:\UnrealEngine\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:467]
ProjectBorealis_Win64_Shipping!FRunnableThreadWin::Run() [C:\UnrealEngine\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:76]

had something similar happen to me. Still, we got Vulkan.