Unity Issue Tracker - System Memory leak with DX12 and HDRP when a second display is activated
Open
UUM-111128
System Memory leak with DX12 and HDRP when a second display is activated
Unity: DirectX12
Open
6.6.X
6.5.X
6.4.X
6.3.X
6.0.X
In Progress
6.7.X
Won't Fix
6.2.X
6.1.X
Unity 6000.2 has reached its end of life and will not receive further updates. If you need additional fixes, please upgrade to a newer Unity version.
Cancelling: the 6000.1 version has reached its end of life. If you need additional fixes, please upgrade to a newer Unity version.
Reproduction steps:
1. Make sure you have two displays available for testing
2. Open the attached “IN-105308.zip” project
3. Open the “SampleScene”
4. Build and Run for Windows Platform (File > Build and Run)
5. Open the Task Manager
6. In the Player, press “2” on the keyboard to activate the second display
7. In the Task Manager, observe the System Memory of the application
Expected result: The Memory stays more or less constant
Actual result: The Memory of the application is randomly rising at the rate of ~0.1-1 mb/s
Reproducible with: 6000.1.11f1, 6000.2.0b9, 6000.3.0a1
Not reproducible with: 6000.0.52f1
Couldn’t test with: 2022.3.63f1 (Couldn’t downgrade the project)
Reproduced on: Windows 11 Pro (24H2)
Not reproduced on: No other environment tested
Notes:
Not exactly sure what is the expected Memory rise while the Player is left idle, but during testing, I measured the Memory rise during 10 minutes of idle. The results showed that in 6000.0, the starting point was ~1,200 MB, and it rose to ~1,228 MB. In 6000.1, it grew from ~1,360 MB to ~1,450 MB. In 6000.2, it grew from ~1,230 MB to ~1,430 MB. And in 6000.3, it grew from ~1,250MB to ~1,400MB
Did not find the FAV due to lengthy testing time
In user’s project with much more assets, the increase is around 20-30 MB per second and leads to a crash
Did not reproduce with DX11
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Have a workaround or additional info about this issue?