UE 4.8 preview bad memory management and Oculus crashes

So in frustration due to the serious issues I have encountered with UE (mainly 4.7 being part of a major windows melt down that forced me to reinstall the entire OS plus all my tools), then it happened again. Because of that once again I had to install everything, (which is no easy task because I am primarily a *.nix user) and it overwrote my boot sector which is not as easy in the olden days of lilo to get back.

But I got 4.8 preview which ran horribly. The memory allocation is awful. At first it wouldn’t even run at preview 1 and 2. By 3 I was over it. I had switched over to Unity. Preview 4 happened and I didn’t really run it all that much due to bad memory usage. I tried to place a height map (terrain) using materials and the actual map I have used several times with no problem and the viewport became a slide show.

Unity is horrible for the way it renders. I pretty much do only VR development and unity is crap for that. Everything no matter how you scale your assets always looks off. I decide to give preview 4 of 4.8. another chance. I ditched the open world idea. And set up a simple flat plane where i placed a few meshes and when I went to oculus vr preview mode it crashed. The oculus runtime (newest beta that I though I read UE supports now) was even crashing the Editor on load for awhile for awhile.

I am no slouch to the Oculus now days. I run things that aren’t oculus supported without any third party drivers. Everything is running fine on its end, EXCEPT Unreal Engine 4.8. Look going back to UE was a happy choice it was like coming home. Unity’s toolset is WAY more stable but UE is way easier for me to use. Please fix the memory and oculus problems…

Hi Drixil,

Can I get your dxdiag information txt file? Then we will go from there.

-.

Well seeing as how every iteration since 4.4.1 (correction there was a memory problem in the 4.5 preview but it was solved by the release) has run solid until the windows/unreal/Mozilla meltdown. I doubt it is my system. Btw the Oculus since the release yesterday is working… barely. Not as solid as it was before. I just attempted to start a brand new project and made a small terrain, then placed a simple ground mat from the marketplace ‘Landscape materials’ asset and it still did the same thing.

I have a geforce 650 ti with 2 gigs ram, and a AMD auto overclocking 4.0 ghz chipset. I am running directx 11 and I have no problems with anything else. And my machine is very stable.

Hi Drixil,

I know it may seem trivial to get your dxdiag info file, but it tells us more than just the pc specs. It includes driver versions, additional hardware (you’d be surprised what can cause problems), etc.

Also VR tends to be rather resource intensive, especially on your GPU. I’ll be honest with you, a GTX 650 Ti Boost (the 2GB model) actually performs about the same(and worse in some regards) than our low end recommended GPU (GTX 470). While the 650 handles some things a bit better because it’s on the Kepler architecture (470 is on Fermi), we still can’t recommend VR on something in the low end of our GPU range. Considering that VR requires your PC to render the scene twice.

Concerning the editor performance issues. The next time the editor’s memory usage gets really high, can you bring up the console with ~ and enter memreport -full. Rename the extension on the .memreport file to .txt in the [ProjectName]/saved/Profiling/MemReports and then attach it here.

We’ve never heard reports of UE being part of such a bad system meltdown as you’re reporting. Could you expand on what happened so that we could maybe track down the cause?

-.

And just like many issues with computers it ran fine when I loaded it up to do the memory report. But here are the dumps. Still yesterday and the day before it was really bad.

Concerning VR. Yes I know I should be using a Maxwell card but I am not independently wealthy. Actually I am living off of savings to make a game. Which means I can not afford at this point to buy a new card. But honestly last night I was running the witcher 3 on all high settings with full ambient occlusion and I had only minor stutter on the rift. The oculus runs fine even with UE accept sometimes when I attempt to preview it doesn’t load it just shows the oculus warning frozen. I am using the VR rig by one of the community members and it is great (Besides a bit to small). When it runs I have no stutter no latency or anything with all incarnations of ue 4. It is just the getting it to view that is having issues. Sometimes I attempt standalone and hit alt enter and it does nothing. Sometimes I try the run in vr and it works then I add or correct something and it gives me issues…

The UE 4 MELTDOWN…

As you probably know this is a hard road to jump on at UE 4.4 with experience in other engines. So leading up to the melt down there was alot of pain. Many outcries of “why did they do it that way!” or just plain "Whats going on?’… Because the engine is so advanced and meant to be able to build whatever you want it tends to have a difficult work flow with a lot of things to learn. I lost a team member (who has developed mods with me in the past) because he just couldn’t remember the things he was trying to learn. So though I love it in a masochistic way there were a lot of buried frustrations and most of my team was cemented into the engine while not really using it that much (Being animators) while I am a programmer.

So when I was waiting for that asset to load into the scene and it was taking a very long time I decided to open Mozilla to do something in the intern. The entire system froze (I only had the VR drivers running and UE and Mozilla well waterfox). I also run Game booster to turn off all the extra worthless windows runs in the background.

Upon reboot I could not load windows it went into the infinite reload loop. Well it would have if I didn’t have grub. I booted safemode and went through the logs and finally decided (Because the logs didn’t really help much in perfect windows fashion) that it was pagefile.sys. So I tore through my options and corrected the problem…

Still infinite load but no Pagefile error. Scratch head…

Tried restoring my user security profiles… Still infinite load

Went through many different ways of checking into and fixing the system nothing. Linux ran fine. So it wasn’t some weird hardware problem…

I was finally forced to reinstall. Which btw I never have to do. I haven’t had to actually reinstall since windows 3.2. I have a xp laptop still running with no need to reinstall…

Reinstalled… installed only waterfox, UE 4.7, SpeedTree UE, vc 2013 ultiment and gimp. It did it the same way again. I loaded up a game and opened the browser to check the API reference and the system had a unrecoverable crash that I had no way of fixing. I thought of logging into linux to check but I had had enough. That was a previous two days of trying to fix my computer previously. That I haven’t really had to do since I was a System Administrator.

So I reinstalled a third time installed opera, eso, tsw and gw2 and that was going to be it. I also put it on another smaller hd.

Then I got a hold of unity 5… But though I feel the toolset is superior it was really like wrecking your Harley and having to ride a 1990 Honda XL scrambler (endoro)… UE announced 4.8 (and I am involved in many UE developer groups so I hear news all the time) and my team didn’t want to stray away from UE. So I decided to try it again… That is the story of the melt down sorry it is so long but think about desperately trying to save your machine so you don’t loose over a year of work on a game you and 5 other guys have been making out of the pocket…

Here is the memreport when unreal began going crazy. I have the smallest terrain I can make, 3 building assets, the vr hero_tpp, 1 mob and a small amount of foliage in this scene… Two lights the lightsource and a skylight… I also have some water from the water plain content example. In the back ground I have very small mountains I resized…

link text

Well I encountered a new problem now. The Unreallightmap.exe (or lightmass.exe?) Swallows up all my ram whne attempting to build lights and freezes my system. This happens over and over.

Can you send your callstack and logs from the Oculus preview mode crash that you were getting? We do have some reported issues with the Oculus Runtime SDK right now. There is a bug in our system (UE-16177) and I’d like to compare against that to see if this is the same crash.

Concerning the memreports that you sent, they don’t indicate that UE4 is taking up anymore than about 1.5GB of RAM, which is pretty standard.

You mentioned lightmass is taking up a lot of memory. Is this in the map with the landscape? Would you mind sending me a screenshot of the details panel with the landscape selected. Also what settings were the parameters you used in the “New Landscape” panel(Section Size, Sections per component, Number of components, etc)?

-.

Due to the unpredictable issues with UE 4.8 I have suspected that the issue could be my System Drive space. I started out on this new jaunt with UE at 15 gigs free on that drive. It is only a 80 gig drive because I have other drives I install everything on for safety and data cleanliness. Slowly it has filled up invisibly without my knowledge or permission (Welcome to windows, the blight on computing). Now I am down to 2.8 gigs of free space on the C drive.

Unreal seriously needs to allow people to set up their directory system. Nothing should touch the system drive unless you allow it to. This is just sound computing having been a coder and system admin since the days of Unix mainframe as well as actually working for Microsoft at one time…

Anyway I am working on how to clone my drive over to a bigger hard drive and see what happens then. I will find and post that information if the problem has not cleared up… Of course I have to give up my Fedora partition which makes me grumpy. When I have to make decisions between a OS and the game engine I think Epic needs to stop treating my hard drives like they are theirs. Unless of course you want to buy a harddrive for me… Then you can do what you want with it.

NOTE: Previously I was forced to buy a new hard drive AND clone it for this very reason when I had the Unreal Meltdown. I just installed Windows back on the 80gig HD and Fedora over the windows install… So this is the second time this has happened and I am not even sure if it is going to fix the problem.

Hey Drixil,

You can install the editor to a different drive by installing the launcher to a different drive. I do this at home because I also have a small C: drive SSD. I believe it is a planned feature, but not currently a part of the launcher.

-.

The memory problem was due to the DerivedDataCache… I chanced the directories in the engine.ini but it didn’t seem to work. It was still dumping the cache in the appdata/epic games/common directory. So last night I just made a symlink to the unreal install directory on another drive.

As far as the oculus there is a new hot fix today that is verifying right now. Hopefully this will fix the problem. Seeing as how I am pretty much certain that either the plugin for UE is freezing on load or the ovr server is… I am not sure which but if I just hit play and escape out of it several times it runs… Of course it often takes up to 8 to 10 times. The oculus itself is freezing the image upon vrplay or standalone…

I just made a symlink from appdata/.epic games/ common to the install directory on another drive.

this is my error log reguar

Ok So the plot thickens on the oculus. This is what I get… The game is running and the list of Oculus info: Is LONG!

Blockquote
OCULUS: Info:
OCULUS: Info:
OCULUS: Info:
OCULUS: Info:
OCULUS: Info:
OCULUS: Info:
OCULUS: Info:
OCULUS: Info:
OCULUS: Info:
OCULUS: Info:
LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x000000001E97FBA0
LogRenderTargetPool:Warning: r.RenderTargetPoolMin exceeded 322/300 MB (ok in editor, bad on fixed memory platform)
LogRenderTargetPool:Warning: r.RenderTargetPoolMin exceeded 322/300 MB (ok in editor, bad on fixed memory platform)
LogRenderTargetPool:Warning: r.RenderTargetPoolMin exceeded 322/300 MB (ok in editor, bad on fixed memory platform)
LogRenderTargetPool:Warning: r.RenderTargetPoolMin exceeded 322/300 MB (ok in editor, bad on fixed memory platform)

Also the memory issue seems to have cleared up due to the hotfix 4.8.1… The Oculus has decided to not work at all… I know the levels are loading in standalone and VRpreview however the engine is not rendering images at all… I can hear the sound when I move I hear the attenuation working but the screen is black…

Hello Drixil,

This is a known issue that has been reported to the developers. The known workaround is to close all other windows and tabs within the editor before starting a VR preview (or standalone process). I hope that this information helps.

Make it a great day