Tracking Down GPU Crashes in UE4 with NVIDIA Aftermath
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Great job and very inspiring! Thanks for sharing.

Frankly I do not understand why we talk about the past of this CEO. As a player I do not care about what he did or not until his games are good. As an Environmental Artist instead I see a game with a shaky graphics. It is completely without personality, emotion and involvement. It can hardly be considered acceptable especially for the 2019 platforms (which I understand will be the target of this game). Well, this is probably an indie group, with no experience facing a first game in the real market. And that's fine. Do the best you can that even if you fail, you will learn and do better. From a technical point of view the method you are using is very old. It can work but not as you are doing it. I bet you're using Unity, it's easy to see that since I see assets from their asset store. Break your landscapes more, they are too monotonous and contact real 3D artists and level designers. One last thing, the last screenshot is worse than all the previous ones. The lights are wrong and everything screams disaster. Avoid similar disasters in the future.

But are they real or is it a mockery? or a scam? Truly horrible flat graphics and lacking a real sense of aesthetics. Ui devoid of consistency and usability. Do they really have a graphic art department? Imho in 2018 using such tricks so massively denotes profound technical incompetence.

Tracking Down GPU Crashes in UE4 with NVIDIA Aftermath
3 May, 2017
Unreal Engine’s crash reporter is all about collecting valuable feedback on user crashes, most importantly on where in the source code the crash occurred. Epic Games is analyzing this data to fix widespread issues.

Tracking down GPU crashes, on the other hand, is quite difficult. The creators of Unreal Engine had a hard time figuring out what the graphics card was doing when the crash occurred. NVIDIA Aftermath will now help collect that information. The tool doesn’t provide an exact location in the source code but will give details on where during the frame the crash occurred, for example in a particular post-processing pass.

Sometime around 4.14 Preview 1 (October), we began to see a lot of reports come across regarding a specific D3D crash but have not had the appropriate information to act upon. We have been tracking this issue with the ticket UE-42280.

It has been frustrating for us to see these reports come across for the last few months without being able to fix the core issues, so we’ve been working closely with NVIDIA to better understand what is happening. Recently, NVIDIA developed a new technology called Aftermath that gives us additional information to assist in tracking down the root of these crashes.


Starting with 4.15.2, the engine will ship with NVIDIA Aftermath integrated, giving us the appropriate info to track down what’s happening with GPU hangs. Your crash reports are an immense help when it comes to fixing bugs in the engine, and we encourage you to continue sending them along. When submitting your crash report, please also make sure to enable the checkbox to include your log files. If you’re currently working with a version of 4.15, we’d really appreciate it if you upgraded to 4.15.2 and update your NVIDIA drivers to 381.89 so we can act fast on getting these bugs squashed.

Epic Games 

You can find more information about NVIDIA Aftermath here

Author: Artyom Sergeev

Source: Epic Games

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