Ubuntu Vulkan and OpenGL problems

Hi Everyone.

I tried both the latest stable and 4.24 bot got no success.

I followed the guide, how to compile it on my Linux (Ubuntu 19.04), everything went smooth. Then when I start the engine, after a while (not immediately) I got this error:


Fatal error: [File:/home/mudlee/Applications/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanMemory.cpp] [Line: 279] Out of Device Memory, Requested=2960.00Kb MemTypeIndex=7 << callstack too long >>
libUE4Editor-Core.so!FGenericPlatformMisc::RaiseException(unsigned int) [/home/mudlee/Applications/UnrealEngine/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMisc.cpp:477]
libUE4Editor-Core.so!FOutputDevice::LogfImpl(char16_t const*, …) [/home/mudlee/Applications/UnrealEngine/Engine/Source/Runtime/Core/Private/Misc/OutputDevice.cpp:71]
libUE4Editor-VulkanRHI.so!VulkanRHI::FDeviceMemoryManager::Alloc(bool, unsigned long, unsigned int, void*, float, char const*, unsigned int) [/home/mudlee/Applications/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanMemory.cpp:279]
libUE4Editor-VulkanRHI.so!VulkanRHI::FResourceHeapManager::AllocateBuffer(unsigned int, unsigned int, unsigned int, char const*, unsigned int) [/home/mudlee/Applications/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanMemory.cpp:1505]
libUE4Editor-VulkanRHI.so!FVulkanResourceMultiBuffer::FVulkanResourceMultiBuffer(FVulkanDevice*, unsigned int, unsigned int, unsigned int, FRHIResourceCreateInfo&, FRHICommandListImmediate*) [/home/mudlee/Applications/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanIndexBuffer.cpp:112]
libUE4Editor-VulkanRHI.so!FVulkanVertexBuffer::FVulkanVertexBuffer(FVulkanDevice*, unsigned int, unsigned int, FRHIResourceCreateInfo&, FRHICommandListImmediate*) [/home/mudlee/Applications/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanVertexBuffer.cpp:12]
libUE4Editor-VulkanRHI.so!FVulkanDynamicRHI::RHICreateVertexBuffer(unsigned int, unsigned int, FRHIResourceCreateInfo&) [/home/mudlee/Applications/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanVertexBuffer.cpp:29]
libUE4Editor-VulkanRHI.so!FVulkanDynamicRHI::CreateVertexBuffer_RenderThread(FRHICommandListImmediate&, unsigned int, unsigned int, FRHIResourceCreateInfo&) [/home/mudlee/Applications/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Public/VulkanDynamicRHI.h:197]
libUE4Editor-Renderer.so!FRWBuffer::Initialize(unsigned int, unsigned int, EPixelFormat, unsigned int, char16_t const*, FResourceArrayInterface*) [/home/mudlee/Applications/UnrealEngine/Engine/Source/Runtime/RHI/Public/RHIUtilities.h:221]
libUE4Editor-Renderer.so!FDeferredShadingSceneRenderer::ComputeLightGrid(FRHICommandListImmediate&, bool, FSortedLightSetSceneInfo&) [/home/mudlee/Applications/UnrealEngine/Engine/Source/Runtime/Renderer/Private/LightGridInjection.cpp:623]
libUE4Editor-Renderer.so!FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate&) [/home/mudlee/Applications/UnrealEngine/Engine/Source/Runtime/Renderer/Private/DeferredShadingRenderer.cpp:1445]
libUE4Editor-Renderer.so!RenderViewFamily_RenderThread(FRHICommandListImmediate&, FSceneRenderer*) [/home/mudlee/Applications/UnrealEngine/Engine/Source/Runtime/Renderer/Private/SceneRendering.cpp:3473]
libUE4Editor-Renderer.so!TEnqueueUniqueRenderCommandType::DoTask(ENamedThreads::Type, TRefCountPtr const&) [/home/mudlee/Applications/UnrealEngine/Engine/Source/Runtime/RenderCore/Public/RenderingThread.h:198]
libUE4Editor-Renderer.so!TGraphTask >::ExecuteTask(TArray >&, ENamedThreads::Type) [/home/mudlee/Applications/UnrealEngine/Engine/Source/Runtime/Core/Public/Async/TaskGraphInterfaces.h:847]
libUE4Editor-Core.so!FNamedTaskThread::ProcessTasksNamedThread(int, bool) [/home/mudlee/Applications/UnrealEngine/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:686]
libUE4Editor-Core.so!FNamedTaskThread::ProcessTasksUntilQuit(int) [/home/mudlee/Applications/UnrealEngine/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:582]
libUE4Editor-RenderCore.so!RenderingThreadMain(FEvent*) [/home/mudlee/Applications/UnrealEngine/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp:339]
libUE4Editor-RenderCore.so!FRenderingThread::Run() [/home/mudlee/Applications/UnrealEngine/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp:488]
libUE4Editor-Core.so!FRunnableThreadPThread::Run() [/home/mudlee/Applications/UnrealEngine/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.cpp:25]
libUE4Editor-Core.so!FRunnableThreadPThread::_ThreadProc(void*) [/home/mudlee/Applications/UnrealEngine/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.h:177]
libpthread.so.0!UnknownFunction(0x9181)
libc.so.6!clone(+0x3e)

I tried to run the engine then with -opengl, but then I get this:

Trying to force OpenGL RHI but the project does not have it in TargetedRHIs list 

What should I do to use either Vulkan or OpenGL?

You can add OpenGL back by uncommenting GLSL_430 in Engine/Config/BaseEngine.ini.

Worked, thanks! It’s interesting that it’s even marked as deprecated :open_mouth:

Vulkan is the future, sadly you are running into the same issue I am on some of my machines, your graphics card does not have enough memory. As far as I know this will be looked into but till it is you will be probably stuck on the latest version that would run for you.

Not sure when opengl support will be removed for good.

Oh my. Does this mean that my geforce 1050 is for the past now with its 2GB? :smiley: I bought it 2 years ago because that was the cheapest one that supports Vulkan. No you’re saying that its not enough? I mean why?

Oh and btw I had no problems when I used unreal on windows.

Windows does not use Vulkan for the engine but DirectX.

As to why. Vulkan is still new and it needs bit of optimization, the engine works fine once you get past the shader compilation, but for that it unfortunately eats all it can eat and more. From what we talked in discord the memory optimization is something that they will have to focus on. 2gb is not such a low memory for it to be an issue.

I see. Thanks for the answer! I’m looking forward to it :slight_smile:

One more thing. After starting it, I get endless number of errors of this:

[2019.11.22-14.39.24:627][744]LogRendererCore: Warning: Query ‘SlateUI’ not ready.

Sorry if it’s out of topic.

Wow, on linux with latest long support drivers from nvidia installed from their site, there is no vulkan support??? this did work for my current needs, but how to get vulkan?

It does have Vulkan out of the box but it depends on your GPU, there is a memory issue last time I checked so if you have GPU with less than 2GB things might get a bit unstable, hence the fallback to OpenGL.

From the crash log above “Out of Device Memory” which means it did run out of vram.

You can get the Vulkan drivers now:

sudo apt-get install mesa-vulkan-drivers mesa-vulkan-drivers:i386

Just enter this in the terminal: “sudo apt install mesa-vulkan-drivers” and run the editor again.

Out of memory, but swap help a lot. When im disablin vulkan to use, editor running better inn linux.

otherwise geforce gtx 770 support Vulkan. But the editor crashes when Vulcan is in use.

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