It's still crashing even with every graphics setting set to the lowest possible setting. Only thing I can think of is I logged out in a fully marble shiny room where I was experimenting with making a gold block a chrome color with the texture size set to 0 to make a mirror, but that doesn't explain why its happening to two other players on my server now in different locations.
There is definitely something wrong, as there are some users experiencing this issue ![]()
This is the actual error:
Could not allocate memory: System out of memory!
Trying to allocate: 17454747353092B with 16 alignment. MemoryLabel: Shader
Allocation happened at: Line:69 in
Memory overview
[ ALLOC_TEMP_TLS ] used: 32776B | peak: 0B | reserved: 9043968B
[ ALLOC_DEFAULT ] used: 1018353792B | peak: 0B | reserved: 1073815552B
[ ALLOC_TEMP_JOB_1_FRAME ] used: 0B | peak: 0B | reserved: 0B
[ ALLOC_TEMP_JOB_2_FRAMES ] used: 0B | peak: 0B | reserved: 0B
[ ALLOC_TEMP_JOB_4_FRAMES (JobTemp) ] used: 437356B | peak: 0B | reserved: 18874368B
[ ALLOC_TEMP_JOB_ASYNC (Background) ] used: 4610471B | peak: 0B | reserved: 29360128B
[ ALLOC_GFX ] used: 231435520B | peak: 0B | reserved: 242491392B
[ ALLOC_CACHEOBJECTS ] used: 664454848B | peak: 0B | reserved: 682930176B
[ ALLOC_TYPETREE ] used: 2166704B | peak: 0B | reserved: 4194304B
UnityEngine.Rendering.ScriptableRenderContext:Cull(ScriptableCullingParameters&)
UnityEngine.Rendering.HighDefinition.HDRenderPipeline:TryCull(Camera, HDCamera, ScriptableRenderContext, SkyManager, ScriptableCullingParameters, HDRenderPipelineAsset, HDCullingResults&)
UnityEngine.Rendering.HighDefinition.HDRenderPipeline:PrepareAndCullCamera(Camera, XRPass, Boolean, List`1, ScriptableRenderContext, RenderRequest&, CubemapFace)
UnityEngine.Rendering.HighDefinition.HDRenderPipeline:Render(ScriptableRenderContext, List`1)
UnityEngine.Rendering.RenderPipelineManager:DoRenderLoop_Internal(RenderPipelineAsset, IntPtr, Object)
In your case, Unity tries to allocate 17 TB of RAM (apparently for a shader). The stack trace indicates that this happens during th render loop (invoked from the HDRP)... hard to tell what's causing this ![]()
We'll try to update the Unity version to 2022.2.8f1 for the next hotfix, hoping that this fixes the issue. If that doesn't help, we may try to update to the 2023.1 beta (but updating to a beta may introduce other issues) ![]()





