How to reproduce:
1. Open the attached “IN-126306” project
2. Open the “PushAwayDream“ scene
3. Enter Play mode
4. Open the Task Manager
5. Observe the Memory increasing
6. Wait for ~ 10 - 20 minutes
7. Observe the crash
Reproducible with: 6000.2.5f1, 6000.2.10f1
Fixed in: 6000.2.11f1
Not reproducible with: 6000.0.65f1, 6000.2.4f1, 6000.2.15f1, 6000.3.2f1
Could not test with: 6000.4.0b1, 6000.5.0a3 (could not resolve errors from upgrading)
Reproduced on: Windows 11
Not reproduced on: No other environment tested
Note: Not reproducible with DX11
First few lines of the stack trace:
User stack trace:
0x00007FF8102E43C6 (amdxc64) boost::serialization::singleton<boost::serialization::extended_type_info_typeid<SC_INPUT> >::singleton<boost::serialization::extended_type_info_typeid<SC_INPUT> >
0x00007FF810055097 (amdxc64) OpenShimInterface
0x00007FF88A3D9B69 (Unity) D3D12DeviceState::ClearRenderTargets
0x00007FF88A3A6245 (Unity) D3D12CommandListWithState::ApplyStateClear
0x00007FF88A3A9B2F (Unity) GfxDeviceD3D12Base::Clear
Obtained stack trace:
0x00007FF9C06B85FF (Unity) GfxTaskExecutorD3D12::AddRequiredResourceBarriers
0x00007FF9C06BB5DD (Unity) GfxTaskExecutorD3D12::DoExecute
0x00007FF9C06C4AAF (Unity) GfxTaskExecutorD3D12::RunTask
0x00007FF9C06C75AE (Unity) GfxTaskExecutorD3D12::Task
0x00007FF9C02CA64E (Unity) Thread::RunThreadWrapper