NVidia: Random crashes in 'DrvPresentBuffers' #85977

Closed
opened 2021-02-25 09:32:34 +01:00 by Massimiliano Puliero · 87 comments

System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits

Graphics card: GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51
GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72
GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72
GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72
NVidia GTX 1060Ti/ASUS TUF Gaming 15 laptop

Blender Version
Broken: version: 2.91.2, branch: master, commit date: 2021-01-19 16:15, hash: 5be9ef4177

Short description of error
On 2.91.2 I'm having random crashes, like 1 crash every hour or so. I'm not simulation or doing any havy computation, only modeling and UV, I can't reproduce them, they happen very randomly and are happening on different files.
I attach here the crash files.

ak47_210225_v01.crash.txt
gluegranade_210221_v01.crash.txt
Detonator_0224_v01.crash.txt
#030721_228OA_WB_FR_t8.crash.txt

Exact steps for others to reproduce the error
It seems like clicking quickly on many items causes the gpu to spike and Blender crashes at gpu 100% utilization (shown in the task manager) from selecting many different objects in the 3D viewport.
During normal work, the same crash happens just after saving or the file autosave when clicking anywhere in the 3D viewport.

Also, clicking any object causes the utilization to spike to 35%-55%, and the software becomes sluggish but doesn't crash.

image.png

**System Information** Operating system: Windows-10-10.0.19041-SP0 64 Bits |Graphics card:|GeForce RTX 2070 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51 | -- | -- | ||GeForce RTX 2060/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72 ||GeForce GTX 1660 Ti/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72 ||GeForce GTX 1080/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 461.72 ||NVidia GTX 1060Ti/ASUS TUF Gaming 15 laptop **Blender Version** Broken: version: 2.91.2, branch: master, commit date: 2021-01-19 16:15, hash: `5be9ef4177` **Short description of error** On 2.91.2 I'm having random crashes, like 1 crash every hour or so. I'm not simulation or doing any havy computation, only modeling and UV, I can't reproduce them, they happen very randomly and are happening on different files. I attach here the crash files. [ak47_210225_v01.crash.txt](https://archive.blender.org/developer/F9837779/ak47_210225_v01.crash.txt) [gluegranade_210221_v01.crash.txt](https://archive.blender.org/developer/F9837780/gluegranade_210221_v01.crash.txt) [Detonator_0224_v01.crash.txt](https://archive.blender.org/developer/F9837781/Detonator_0224_v01.crash.txt) [#030721_228OA_WB_FR_t8.crash.txt](https://archive.blender.org/developer/F9898989/_030721_228OA_WB_FR_t8.crash.txt) **Exact steps for others to reproduce the error** It seems like clicking quickly on many items causes the gpu to spike and Blender crashes at gpu 100% utilization (shown in the task manager) from selecting many different objects in the 3D viewport. During normal work, the same crash happens just after saving or the file autosave when clicking anywhere in the 3D viewport. Also, clicking any object causes the utilization to spike to 35%-55%, and the software becomes sluggish but doesn't crash. ![image.png](https://archive.blender.org/developer/F9898990/image.png)

Added subscriber: @MassimilianoPuliero

Added subscriber: @MassimilianoPuliero

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Added subscriber: @filedescriptor

Added subscriber: @filedescriptor
Member

Changed status from 'Needs Triage' to: 'Needs User Info'

Changed status from 'Needs Triage' to: 'Needs User Info'
Member

It would be great if we could narrow down the issue. Do you think it could be related to wireframe/x-ray mode? Do you remember what you were doing before the crashes happened?

It would be great if we could narrow down the issue. Do you think it could be related to wireframe/x-ray mode? Do you remember what you were doing before the crashes happened?

Hi, well that's the problem, sometimes happens when I switch move, other time when I call the knife tool, other times when I switch between xray and shading.
It's totally random. I'm sorry that I can't be more specific than this.

thank you

Hi, well that's the problem, sometimes happens when I switch move, other time when I call the knife tool, other times when I switch between xray and shading. It's totally random. I'm sorry that I can't be more specific than this. thank you
Member

Changed status from 'Needs User Info' to: 'Needs Triage'

Changed status from 'Needs User Info' to: 'Needs Triage'

Added subscriber: @mano-wii

Added subscriber: @mano-wii

Changed status from 'Needs Triage' to: 'Needs User Info'

Changed status from 'Needs Triage' to: 'Needs User Info'

All 3 crashes occurred on the NVidia graphics driver:
nvoglv64.dll :0x00007FFED4D636F0 DrvPresentBuffers
Two of them showed an error in the asset_management_2_8 addon.

This addon relies a lot on the drawing API.

Can you check if the crash also occurs if you disable the addon?
Also, can you check if you are using the latest version of it?

All 3 crashes occurred on the NVidia graphics driver: `nvoglv64.dll :0x00007FFED4D636F0 DrvPresentBuffers` Two of them showed an error in the `asset_management_2_8` addon. This addon relies a lot on the drawing API. Can you check if the crash also occurs if you disable the addon? Also, can you check if you are using the latest version of it?

Thanks, I'll disable it from the time being.

Thanks, I'll disable it from the time being.

Added subscriber: @gobb_blend

Added subscriber: @gobb_blend
Germano Cavalcante changed title from random crashes to Random crashes in 'DrvPresentBuffers' with RTX 20 Series 2021-03-05 16:03:14 +01:00

A colleague of mine is experiencing the exact same crashes with his RTX 2060. He's not using the add-on in question.
The crashes even still occur after a factory reset while performing basic tasks such as moving vertices, sculpting, or even when switching modes.

A colleague of mine is experiencing the exact same crashes with his RTX 2060. He's not using the add-on in question. The crashes even still occur after a factory reset while performing basic tasks such as moving vertices, sculpting, or even when switching modes.
Member

Changed status from 'Needs User Info' to: 'Needs Triage'

Changed status from 'Needs User Info' to: 'Needs Triage'
Germano Cavalcante changed title from Random crashes in 'DrvPresentBuffers' with RTX 20 Series to Random crashes in 'DrvPresentBuffers' with RTX Series 2021-03-17 15:59:04 +01:00

Added subscribers: @agx9101, @TyrMetHetZwaard

Added subscribers: @agx9101, @TyrMetHetZwaard

Managed to recreate the problem for me. It seems like clicking quickly on many items causes the gpu to spike and Blender crashes at gpu 100% utilization (shown in the task manager) from selecting many different objects in the 3D viewport. During normal work, the same crash happens just after saving or the file autosave when clicking anywhere in the 3D viewport.

Also, clicking any object causes the utilization to spike to 35%-55%, and the software becomes sluggish but doesn't crash.

#030721_228OA_WB_FR_t8.crash.txt
image.png

Managed to recreate the problem for me. It seems like clicking quickly on many items causes the gpu to spike and Blender crashes at gpu 100% utilization (shown in the task manager) from selecting many different objects in the 3D viewport. During normal work, the same crash happens just after saving or the file autosave when clicking anywhere in the 3D viewport. Also, clicking any object causes the utilization to spike to 35%-55%, and the software becomes sluggish but doesn't crash. [#030721_228OA_WB_FR_t8.crash.txt](https://archive.blender.org/developer/F9898989/_030721_228OA_WB_FR_t8.crash.txt) ![image.png](https://archive.blender.org/developer/F9898990/image.png)

I can confirm this issue is repeatable and happens right after project saving. I changed the autosave intervals to every 30 minutes to lessen the number of crashes.

I can confirm this issue is repeatable and happens right after project saving. I changed the autosave intervals to every 30 minutes to lessen the number of crashes.

Changed status from 'Needs Triage' to: 'Confirmed'

Changed status from 'Needs Triage' to: 'Confirmed'

I don't have the hardware to replicate the problem.
But given the repercussion, I believe it deserves a high priority.
However, idk if this is a resolvable problem on Blender side.

(Marking the #eevee_viewport team as this is apparently an OpenGL problem).

I don't have the hardware to replicate the problem. But given the repercussion, I believe it deserves a high priority. However, idk if this is a resolvable problem on Blender side. (Marking the #eevee_viewport team as this is apparently an OpenGL problem).

Added subscriber: @Juan-Urdaneta

Added subscriber: @Juan-Urdaneta

Added subscribers: @ludovic_l, @Jaydead, @lichtwerk

Added subscribers: @ludovic_l, @Jaydead, @lichtwerk

What is the computer specifications for windows 10 developers use at the Blender Foundation to test stability?

What is the computer specifications for windows 10 developers use at the Blender Foundation to test stability?
Germano Cavalcante changed title from Random crashes in 'DrvPresentBuffers' with RTX Series to NVidia: Random crashes in 'DrvPresentBuffers' 2021-04-06 19:01:27 +02:00

Added subscribers: @phoenixart, @coasterherb

Added subscribers: @phoenixart, @coasterherb

Added subscribers: @DarkkAndre, @obradk

Added subscribers: @DarkkAndre, @obradk

Added subscribers: @pmoursnv, @brecht

Added subscribers: @pmoursnv, @brecht
CC @pmoursnv, @fclem.

Added subscriber: @fclem

Added subscriber: @fclem

Added subscriber: @bangyuan-zhou

Added subscriber: @bangyuan-zhou

Added subscriber: @APEC

Added subscriber: @APEC

I had the same "DrvPresentBuffers" crashes described in other task
https://developer.blender.org/T84894
In most of the crash reports files I have this text:

Stack trace:
nvoglv64.dll        :0x00007FFAD36936F0  DrvPresentBuffers
nvoglv64.dll        :0x00007FFAD3569618  Symbols not available

System Information
Operating system: Windows-10-10.0.19041-SP0 64 Bits
Graphics card: GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51

I had the same "DrvPresentBuffers" crashes described in other task https://developer.blender.org/T84894 In most of the crash reports files I have this text: ``` Stack trace: nvoglv64.dll :0x00007FFAD36936F0 DrvPresentBuffers nvoglv64.dll :0x00007FFAD3569618 Symbols not available ``` **System Information** Operating system: Windows-10-10.0.19041-SP0 64 Bits Graphics card: GeForce GTX 1650 SUPER/PCIe/SSE2 NVIDIA Corporation 4.5.0 NVIDIA 457.51

Added subscriber: @riverface

Added subscriber: @riverface

It happens roughly every 5 minutes for me, regardless of if I'm even touching the scene.
How far back do we have to roll for it to stop? I couldn't even find threads about this by searching. Why isn't it on the first page?
A lot of people use NVidia, this has to be happening a lot.

Edit: After switching to gameready and restarting, this may have been solved. Can people confirm whether they're using Studio or Game drivers?

It happens roughly every 5 minutes for me, regardless of if I'm even touching the scene. How far back do we have to roll for it to stop? I couldn't even find threads about this by searching. Why isn't it on the first page? A lot of people use NVidia, this has to be happening a lot. Edit: After switching to gameready and restarting, this may have been solved. Can people confirm whether they're using Studio or Game drivers?

Added subscriber: @V0vi

Added subscriber: @V0vi

Quick update, I changed the Graphic card yesterday for a RTX 2080 ti and still had the problem until, I Updated the Drivers and Windows crashed. I had to Install Windows once again from scratch, and after serveral hours of working again Blender, I did not experienced the crashes anymore. Maybe It is not Blender, but a corrupted Windows that is causing the Problem. We are a team of 4 persons in the Office with the same configuration (all with RTX 2070S) and only I was having the problem.

Is someone brave enough with the same problem that would like to try reinstall windows from scratch and confirm?

Thanks.

Quick update, I changed the Graphic card yesterday for a RTX 2080 ti and still had the problem until, I Updated the Drivers and Windows crashed. I had to Install Windows once again from scratch, and after serveral hours of working again Blender, I did not experienced the crashes anymore. Maybe It is not Blender, but a corrupted Windows that is causing the Problem. We are a team of 4 persons in the Office with the same configuration (all with RTX 2070S) and only I was having the problem. Is someone brave enough with the same problem that would like to try reinstall windows from scratch and confirm? Thanks.

@pmoursnv and @fclem have tried to reproduce this but not succeeded so far. We'll try with more hardware variations, scenes, drivers to find it, but some info would be helpful to pin it down. This merged report has an associated .blend file, might be worth testing that for a few minutes specifically:
https://developer.blender.org/T86519

For users, it would be helpful if you could narrow then when this happens exactly. Did it start happening with a specific driver version? A specific Blender version? Does removing certain types of objects or shaders from a scene stop the crash? Etc.

@pmoursnv and @fclem have tried to reproduce this but not succeeded so far. We'll try with more hardware variations, scenes, drivers to find it, but some info would be helpful to pin it down. This merged report has an associated .blend file, might be worth testing that for a few minutes specifically: https://developer.blender.org/T86519 For users, it would be helpful if you could narrow then when this happens exactly. Did it start happening with a specific driver version? A specific Blender version? Does removing certain types of objects or shaders from a scene stop the crash? Etc.

Added subscriber: @5L1D3

Added subscriber: @5L1D3

@brecht

Regarding your user question, in the hopes that this might narrow things down even a little.

Short description of error
Hard crash to desktop

Exact steps for others to reproduce the error
It started happening for me after switching over to 2.91.0 (I was using 2.83 beforehand) due to a switch of gpu from titan to msi rtx 3090.

The crashes started happening a number of times a day, and from what i can tell it's happening when rapidly using the interface/selecting either objects or pressing buttons "too" fast in succession, as mentioned in the original post here.

I sadly can't test with the Titan anymore since it's broken, and thus are kinda stuck with 2.91.
Pre-emptive apologies for the vague description above.

Blender version
2.91.0 official release / no addons

System Information
Operating System: Window 10 Home 64 bit
GPU: MSI RTX 3090 Gaming X Trio
Driver: Game Ready 461.09

@brecht Regarding your user question, in the hopes that this might narrow things down even a little. **Short description of error** Hard crash to desktop **Exact steps for others to reproduce the error** It started happening for me after switching over to 2.91.0 (I was using 2.83 beforehand) due to a switch of gpu from titan to msi rtx 3090. The crashes started happening a number of times a day, and from what i can tell it's happening when rapidly using the interface/selecting either objects or pressing buttons "too" fast in succession, as mentioned in the original post here. I sadly can't test with the Titan anymore since it's broken, and thus are kinda stuck with 2.91. Pre-emptive apologies for the vague description above. **Blender version** 2.91.0 official release / no addons **System Information** Operating System: Window 10 Home 64 bit GPU: MSI RTX 3090 Gaming X Trio Driver: Game Ready 461.09

In #85977#1145894, @brecht wrote:
@pmoursnv and @fclem have tried to reproduce this but not succeeded so far. We'll try with more hardware variations, scenes, drivers to find it, but some info would be helpful to pin it down. This merged report has an associated .blend file, might be worth testing that for a few minutes specifically:
https://developer.blender.org/T86519

For users, it would be helpful if you could narrow then when this happens exactly. Did it start happening with a specific driver version? A specific Blender version? Does removing certain types of objects or shaders from a scene stop the crash? Etc.

The exact steps for my system occurs when saving scenes with more than 150,000 verts and then clicking anywhere in the viewport. The larger the scene the more frequent it occurs. It seems to happen immediately following autosave or user save.

You’re welcome to team view connect to my pc and try a file it happens in constantly.

> In #85977#1145894, @brecht wrote: > @pmoursnv and @fclem have tried to reproduce this but not succeeded so far. We'll try with more hardware variations, scenes, drivers to find it, but some info would be helpful to pin it down. This merged report has an associated .blend file, might be worth testing that for a few minutes specifically: > https://developer.blender.org/T86519 > > For users, it would be helpful if you could narrow then when this happens exactly. Did it start happening with a specific driver version? A specific Blender version? Does removing certain types of objects or shaders from a scene stop the crash? Etc. The exact steps for my system occurs when saving scenes with more than 150,000 verts and then clicking anywhere in the viewport. The larger the scene the more frequent it occurs. It seems to happen immediately following autosave or user save. You’re welcome to team view connect to my pc and try a file it happens in constantly.

In #85977#1144696, @riverface wrote:
It happens roughly every 5 minutes for me, regardless of if I'm even touching the scene.
How far back do we have to roll for it to stop? I couldn't even find threads about this by searching. Why isn't it on the first page?
A lot of people use NVidia, this has to be happening a lot.

Edit: After switching to gameready and restarting, this may have been solved. Can people confirm whether they're using Studio or Game drivers?

My switch to game ready drivers didn't do squat.
I'm gonna do what another guy did and reinstall windows. My D:\ drive went down in recent months anyway and I've needed a fresh start.

In #85977#1146132, @agx9101 wrote:

In #85977#1145894, @brecht wrote:
@pmoursnv and @fclem have tried to reproduce this but not succeeded so far. We'll try with more hardware variations, scenes, drivers to find it, but some info would be helpful to pin it down. This merged report has an associated .blend file, might be worth testing that for a few minutes specifically:
https://developer.blender.org/T86519

For users, it would be helpful if you could narrow then when this happens exactly. Did it start happening with a specific driver version? A specific Blender version? Does removing certain types of objects or shaders from a scene stop the crash? Etc.

The exact steps for my system occurs when saving scenes with more than 150,000 and then clicking anywhere in the viewport. The larger the scene the more frequent it occurs. It seems to happen immediately following autosave or user save.

You’re welcome to team view connect to my pc and try a file it happens in constantly.

The scene I'm experiencing this in is not over 150,000 verts, but is over 150,000 tris. image.png

> In #85977#1144696, @riverface wrote: > It happens roughly every 5 minutes for me, regardless of if I'm even touching the scene. > How far back do we have to roll for it to stop? I couldn't even find threads about this by searching. Why isn't it on the first page? > A lot of people use NVidia, this has to be happening a lot. > > Edit: After switching to gameready and restarting, this may have been solved. Can people confirm whether they're using Studio or Game drivers? My switch to game ready drivers didn't do squat. I'm gonna do what another guy did and reinstall windows. My D:\ drive went down in recent months anyway and I've needed a fresh start. > In #85977#1146132, @agx9101 wrote: >> In #85977#1145894, @brecht wrote: >> @pmoursnv and @fclem have tried to reproduce this but not succeeded so far. We'll try with more hardware variations, scenes, drivers to find it, but some info would be helpful to pin it down. This merged report has an associated .blend file, might be worth testing that for a few minutes specifically: >> https://developer.blender.org/T86519 >> >> For users, it would be helpful if you could narrow then when this happens exactly. Did it start happening with a specific driver version? A specific Blender version? Does removing certain types of objects or shaders from a scene stop the crash? Etc. > > The exact steps for my system occurs when saving scenes with more than 150,000 and then clicking anywhere in the viewport. The larger the scene the more frequent it occurs. It seems to happen immediately following autosave or user save. > > You’re welcome to team view connect to my pc and try a file it happens in constantly. The scene I'm experiencing this in is not over 150,000 verts, but is over 150,000 tris. ![image.png](https://archive.blender.org/developer/F9932807/image.png)

I have noticed that issue is gone for me when I deleted object with large image texture on it (8k x 8k).
Others with this issue, do you have objects with large textures on it that not hidden in viewport?
If you have, try to hide this object completely (icons eye, tv, camera off) and test your scene for crashes when you modeling.

I have noticed that issue is gone for me when I deleted object with large image texture on it (8k x 8k). Others with this issue, do you have objects with large textures on it that not hidden in viewport? If you have, try to hide this object completely (icons eye, tv, camera off) and test your scene for crashes when you modeling.
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Removed subscriber: @filedescriptor

Removed subscriber: @filedescriptor

This problem seems by its erratic frequency and non-reproducability to be linked to some "concurrent claiming resources" which is badly handled between the running processes in Blender and concentrating on the use of the NVidia cards and improvements done by NVidia in Blender. The Buffer handling from Nvidia is the prime suspect.
New fact: (I had it 3 times now) is for example: just before crashing the CTRL-B command (Box select) does not work anymore (in the timeline).
The problem escalates in frequency when heavily loading the systems (lots of objects, big textures, many quick commands). For this reason a reinstall of windows, a delete of objects etc... are only shortterm and not solving the cause of the problem. I am not savvy enough to further solve the bug, but as we have a great number of crash reports from different systems all pointing to the Nvidia Buffers it must be possible for an expert (from Nvidia ?) to help here.

This problem seems by its erratic frequency and non-reproducability to be linked to some "concurrent claiming resources" which is badly handled between the running processes in Blender and concentrating on the use of the NVidia cards and improvements done by NVidia in Blender. The Buffer handling from Nvidia is the prime suspect. New fact: (I had it 3 times now) is for example: just before crashing the CTRL-B command (Box select) does not work anymore (in the timeline). The problem escalates in frequency when heavily loading the systems (lots of objects, big textures, many quick commands). For this reason a reinstall of windows, a delete of objects etc... are only shortterm and not solving the cause of the problem. I am not savvy enough to further solve the bug, but as we have a great number of crash reports from different systems all pointing to the Nvidia Buffers it must be possible for an expert (from Nvidia ?) to help here.

Added subscriber: @Robert_B

Added subscriber: @Robert_B
Robert self-assigned this 2021-04-15 23:29:17 +02:00

The last versions of 2.93 crashed when rendering an animation. Individual pictures work well. The project renders very well in 2.92.

The last versions of 2.93 crashed when rendering an animation. Individual pictures work well. The project renders very well in 2.92.

Okay now I've isolated when it happens for me, it mostly happens when I'm previewing in EEVEE.
If I keep it solid and don't mess with previewing it doesn't really seem to crash as much.
The last time it happened I was in the progress of toggling the overlays.

Latest crash

backtrace

Exception Record:

ExceptionCode : EXCEPTION_ACCESS_VIOLATION
Exception Address : 0x00007FFFB0C215A4
Exception Module : nvoglv64.dll
Exception Flags : 0x00000000
Exception Parameters : 0x2
Parameters- [x] : 0x0000000000000000
Parameters- [x] : 0x0000000000009998

Stack trace:
nvoglv64.dll :0x00007FFFB0A02C30 DrvPresentBuffers
nvoglv64.dll :0x00007FFFB08D7DF8 Symbols not available

Okay now I've isolated when it happens for me, it mostly happens when I'm previewing in EEVEE. If I keep it solid and don't mess with previewing it doesn't really seem to crash as much. The last time it happened I was in the progress of toggling the overlays. Latest crash > # backtrace > Exception Record: > > ExceptionCode : EXCEPTION_ACCESS_VIOLATION > Exception Address : 0x00007FFFB0C215A4 > Exception Module : nvoglv64.dll > Exception Flags : 0x00000000 > Exception Parameters : 0x2 > Parameters- [x] : 0x0000000000000000 > Parameters- [x] : 0x0000000000009998 > > > Stack trace: > nvoglv64.dll :0x00007FFFB0A02C30 DrvPresentBuffers > nvoglv64.dll :0x00007FFFB08D7DF8 Symbols not available > >

I had another crash tonight.
It happened while I was doing a box selection over multiple meshes.
Viewport was in wireframe mode.
My System:
Windows 10 Pro 64
AMD 1950x
64GB ram
(2) 1080ti

Log attached.EL-brutalistm-v013.crash.txt

I had another crash tonight. It happened while I was doing a box selection over multiple meshes. Viewport was in wireframe mode. My System: Windows 10 Pro 64 AMD 1950x 64GB ram (2) 1080ti Log attached.[EL-brutalistm-v013.crash.txt](https://archive.blender.org/developer/F9980026/EL-brutalistm-v013.crash.txt)

I updated to the standard version (not dch) of the new Nvidia driver 462.31. The problematic file seems to be a problem no more. I ran DDU prior to installing the new driver. I'll try this week and confirm if the issue has been resolved on my machine. I'm still using Blender 2.92

I updated to the standard version (not dch) of the new Nvidia driver 462.31. The problematic file seems to be a problem no more. I ran DDU prior to installing the new driver. I'll try this week and confirm if the issue has been resolved on my machine. I'm still using Blender 2.92

Blender 2.93.0, Commit date: 2021-04-18 16:58, Hash 06888a8970

backtrace

Exception Record:

ExceptionCode : EXCEPTION_ACCESS_VIOLATION
Exception Address : 0x00007FFC54FD15A4
Exception Module : nvoglv64.dll
Exception Flags : 0x00000000
Exception Parameters : 0x2
Parameters- [x] : 0x0000000000000000
Parameters- [x] : 0x0000000000000000

Stack trace:
nvoglv64.dll :0x00007FFC54DB2C30 DrvPresentBuffers
nvoglv64.dll :0x00007FFC54C87DF8 Symbols not available

Windows 10 20H2; GTX 970 Driver 466.11;

Crash when rendering an animation in EEVEE. 1 to 3 images are rendered, then crash.

> Blender 2.93.0, Commit date: 2021-04-18 16:58, Hash 06888a8970b7 > > # backtrace > Exception Record: > > ExceptionCode : EXCEPTION_ACCESS_VIOLATION > Exception Address : 0x00007FFC54FD15A4 > Exception Module : nvoglv64.dll > Exception Flags : 0x00000000 > Exception Parameters : 0x2 > Parameters- [x] : 0x0000000000000000 > Parameters- [x] : 0x0000000000000000 > > > Stack trace: > nvoglv64.dll :0x00007FFC54DB2C30 DrvPresentBuffers > nvoglv64.dll :0x00007FFC54C87DF8 Symbols not available Windows 10 20H2; GTX 970 Driver 466.11; Crash when rendering an animation in EEVEE. 1 to 3 images are rendered, then crash.

I've just updated the drivers and it doesn't help me. Blender (2.92) has crashed while I was moving some objects in rendered preview (cycles) mode.

I've just updated the drivers and it doesn't help me. Blender (2.92) has crashed while I was moving some objects in rendered preview (cycles) mode.

It appears to be a problem with the motion blur in EEVEE. When I turn off motion blur, it renders stable.

It appears to be a problem with the motion blur in EEVEE. When I turn off motion blur, it renders stable.
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@brecht @fclem Still haven't reproduced it exactly. But based on the stack trace and exception info it looks like the problem is a broken VBO binding. The driver is trying to interpret a vertex attribute offset (that Blender set up via "glVertexAttribPointer" previously) as a CPU pointer, rather than a VBO offset, which happens if no valid VBO is bound (as defined in the OpenGL spec).
I can force pretty much the same crash to happen if I replace glBindBuffer(GL_ARRAY_BUFFER, vbo_id_); with glBindBuffer(GL_ARRAY_BUFFER, 0xdeadbeef); in source\blender\gpu\opengl\gl_vertex_buffer.cc. This would indicate that at some point for some unknown reason a VBO ID breaks in Blender leading to the crash everybody above is experiencing. Maybe Blender tries to render a deleted GLVertBuf object (and therefore accessing bogus data and binding a broken VBO ID)?

@brecht @fclem Still haven't reproduced it exactly. But based on the stack trace and exception info it looks like the problem is a broken VBO binding. The driver is trying to interpret a vertex attribute offset (that Blender set up via "glVertexAttribPointer" previously) as a CPU pointer, rather than a VBO offset, which happens if no valid VBO is bound (as defined in the OpenGL spec). I can force pretty much the same crash to happen if I replace `glBindBuffer(GL_ARRAY_BUFFER, vbo_id_);` with `glBindBuffer(GL_ARRAY_BUFFER, 0xdeadbeef);` in source\blender\gpu\opengl\gl_vertex_buffer.cc. This would indicate that at some point for some unknown reason a VBO ID breaks in Blender leading to the crash everybody above is experiencing. Maybe Blender tries to render a deleted `GLVertBuf` object (and therefore accessing bogus data and binding a broken VBO ID)?

In #85977#1149881, @pmoursnv wrote:
@brecht @fclem Still haven't reproduced it exactly. But based on the stack trace and exception info it looks like the problem is a broken VBO binding. The driver is trying to interpret a vertex attribute offset (that Blender set up via "glVertexAttribPointer" previously) as a CPU pointer, rather than a VBO offset, which happens if no valid VBO is bound (as defined in the OpenGL spec).
I can force pretty much the same crash to happen if I replace glBindBuffer(GL_ARRAY_BUFFER, vbo_id_); with glBindBuffer(GL_ARRAY_BUFFER, 0xdeadbeef); in source\blender\gpu\opengl\gl_vertex_buffer.cc. This would indicate that at some point for some unknown reason a VBO ID breaks in Blender leading to the crash everybody above is experiencing. Maybe Blender tries to render a deleted GLVertBuf object (and therefore accessing bogus data and binding a broken VBO ID)?

Playing with VBO timeout, setting it to 6 seconds, means it crashes the same way in that time (during EEVEE preview render) since I start handling pieces of my armature or mesh. It still only happens in Preview though.
Is this a file coming from an earlier version? Or is it a new file? Because from a new file I haven't quite been able to replicate it. Only from a file that's already been saved with complex data.

Whatever other thing is happening VBOs do seem to be the biggest factor here. I say this theory is good.

EDIT:
Set VBO timeout to 0 for now, haven't crashed since.
EDIT 2:
The same instance of the same scene has been running perfectly for 4 hours.
No hiccups whatsoever.

> In #85977#1149881, @pmoursnv wrote: > @brecht @fclem Still haven't reproduced it exactly. But based on the stack trace and exception info it looks like the problem is a broken VBO binding. The driver is trying to interpret a vertex attribute offset (that Blender set up via "glVertexAttribPointer" previously) as a CPU pointer, rather than a VBO offset, which happens if no valid VBO is bound (as defined in the OpenGL spec). > I can force pretty much the same crash to happen if I replace `glBindBuffer(GL_ARRAY_BUFFER, vbo_id_);` with `glBindBuffer(GL_ARRAY_BUFFER, 0xdeadbeef);` in source\blender\gpu\opengl\gl_vertex_buffer.cc. This would indicate that at some point for some unknown reason a VBO ID breaks in Blender leading to the crash everybody above is experiencing. Maybe Blender tries to render a deleted `GLVertBuf` object (and therefore accessing bogus data and binding a broken VBO ID)? Playing with VBO timeout, setting it to 6 seconds, means it crashes the same way in that time (during EEVEE preview render) since I start handling pieces of my armature or mesh. It still only happens in Preview though. Is this a file coming from an earlier version? Or is it a new file? Because from a new file I haven't quite been able to replicate it. Only from a file that's already been saved with complex data. Whatever other thing is happening VBOs do seem to be the biggest factor here. I say this theory is good. EDIT: Set VBO timeout to 0 for now, haven't crashed since. EDIT 2: The same instance of the same scene has been running perfectly for 4 hours. No hiccups whatsoever.
Added subscribers: @Phred42, @krooooglov, @filedescriptor, @PratikPB2123

I found the problem with me. I found an object where the displacement modifier was not applied. The problem is displacement modifier with motion blur in EEVEE.

I found the problem with me. I found an object where the displacement modifier was not applied. The problem is displacement modifier with motion blur in EEVEE.

Added subscriber: @IneCmb

Added subscriber: @IneCmb

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Yuri closed this issue 2021-04-23 04:12:10 +02:00

I switched to 2.93 beta, changed nvidia drivers to studio, switched off all addons I dont use and set autosave function to 2 files in 1 minute interval. No crashes now.

I switched to 2.93 beta, changed nvidia drivers to studio, switched off all addons I dont use and set autosave function to 2 files in 1 minute interval. No crashes now.

Changed status from 'Resolved' to: 'Confirmed'

Changed status from 'Resolved' to: 'Confirmed'
Robert was unassigned by Brecht Van Lommel 2021-04-23 04:36:55 +02:00

@Robert_B, your problems seems unrelated to this task, if you have further info please post it in #87464 (EEVEE Animation crashes with Motion Blur and Displacement modifier).

@krooooglov, this task contains many merged reports, we keep it open until we confirm it has been solved for most people. Feel free to unsubscribe from this task through if it's no longer relevant to you.

@Robert_B, your problems seems unrelated to this task, if you have further info please post it in #87464 (EEVEE Animation crashes with Motion Blur and Displacement modifier). @krooooglov, this task contains many merged reports, we keep it open until we confirm it has been solved for most people. Feel free to unsubscribe from this task through if it's no longer relevant to you.

@fclem @pmoursnv I guess it's clear from @riverface's comment that this is related to VBO garbage collection, hopefully setting that to a very short interval makes it easy to repro, or at least provides a clue for which code to check for correctness.

@fclem @pmoursnv I guess it's clear from @riverface's comment that this is related to VBO garbage collection, hopefully setting that to a very short interval makes it easy to repro, or at least provides a clue for which code to check for correctness.
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Removed subscriber: @filedescriptor

Removed subscriber: @filedescriptor

So, I tried with 2.93.

I've also updated the Nvidia driver to the latest 462.31

At the moment of the crash I had two 3d viewports active, one on solid mode and the other with Cycles render view active.
While selecting some objects in the viewport on solid mode the crash happened.

Log attached head-projection-test.crash.txt

So, I tried with 2.93. I've also updated the Nvidia driver to the latest 462.31 At the moment of the crash I had two 3d viewports active, one on solid mode and the other with Cycles render view active. While selecting some objects in the viewport on solid mode the crash happened. Log attached [head-projection-test.crash.txt](https://archive.blender.org/developer/F10033405/head-projection-test.crash.txt)

Added subscriber: @PlusUltra11

Added subscriber: @PlusUltra11

I updated to Studio Driver 462.31 and switched to Blender 2.83 LTS.

I've noticed I'm getting "Display driver nvlddmkm stopped responding and has successfully recovered." error more than the nvoglv64.dll on my Event Viewer when my blender crashes and I've tried adding TdrDelay on my regedit and didn't notice any startup crashes or on the new scene default cube and UI navigation. I'll still observe if it crashes on further working inside blender.

EDIT: I'm still experiencing silent crashes to desktop after startup but less frequently than before.

I updated to Studio Driver 462.31 and switched to Blender 2.83 LTS. I've noticed I'm getting "Display driver nvlddmkm stopped responding and has successfully recovered." error more than the nvoglv64.dll on my Event Viewer when my blender crashes and I've tried adding TdrDelay on my regedit and didn't notice any startup crashes or on the new scene default cube and UI navigation. I'll still observe if it crashes on further working inside blender. EDIT: I'm still experiencing silent crashes to desktop after startup but less frequently than before.

I'm trying to reproduce the crash on a rather old setup (Windows + GTX 960 + 466.11 Driver).

The only thing I could do to make it crash was to load a very big scene (like the 2.81 splash screen blend from the demo files page) and enable high precision shadows (lincreasing video memory usage).
It crashes because of out of video memory. But I'm pretty sure this is not what the crash reported here is about. It does crash just after a glDraw*** function calls so it might also be the same issue.

I tried using the file from #86519 but nothing crashed.

@riverface It would help a lot if you could share the blend file, since you seem to be able to reproduce the issue quite consistenlly.
I encourage anyone who has a crashing file to do the same.

Also if you can check your GPU memory usage to see if the crash comes from out of memory issue. The vram could very well be leaked by the garbage collection system.

I'm trying to reproduce the crash on a rather old setup (Windows + GTX 960 + 466.11 Driver). The only thing I could do to make it crash was to load a very big scene (like the 2.81 splash screen blend from the demo files page) and enable high precision shadows (lincreasing video memory usage). It crashes because of out of video memory. But I'm pretty sure this is not what the crash reported here is about. It does crash just after a `glDraw***` function calls so it might also be the same issue. I tried using the file from #86519 but nothing crashed. @riverface It would help a lot if you could share the blend file, since you seem to be able to reproduce the issue quite consistenlly. I encourage anyone who has a crashing file to do the same. Also if you can check your GPU memory usage to see if the crash comes from out of memory issue. The vram could very well be leaked by the garbage collection system.

@fclem, I get a quick crash when I disable any timeouts, and then go back and forth between Layout and UV editing workspaces (with factory startup).

Patch to disable timeouts: P2092
Backtrace: P2093

@fclem, I get a quick crash when I disable any timeouts, and then go back and forth between Layout and UV editing workspaces (with factory startup). Patch to disable timeouts: [P2092](https://archive.blender.org/developer/P2092.txt) Backtrace: [P2093](https://archive.blender.org/developer/P2093.txt)

In #85977#1153021, @fclem wrote:
I'm trying to reproduce the crash on a rather old setup (Windows + GTX 960 + 466.11 Driver).

The only thing I could do to make it crash was to load a very big scene (like the 2.81 splash screen blend from the demo files page) and enable high precision shadows (lincreasing video memory usage).
It crashes because of out of video memory. But I'm pretty sure this is not what the crash reported here is about. It does crash just after a glDraw*** function calls so it might also be the same issue.

I tried using the file from #86519 but nothing crashed.

@riverface It would help a lot if you could share the blend file, since you seem to be able to reproduce the issue quite consistenlly.
I encourage anyone who has a crashing file to do the same.

Also if you can check your GPU memory usage to see if the crash comes from out of memory issue. The vram could very well be leaked by the garbage collection system.

I am uh, a very niche artist. I don't think you want the scene. I could try to make one of comparable size with a bunch of random assets though, replicate it that way?

> In #85977#1153021, @fclem wrote: > I'm trying to reproduce the crash on a rather old setup (Windows + GTX 960 + 466.11 Driver). > > The only thing I could do to make it crash was to load a very big scene (like the 2.81 splash screen blend from the demo files page) and enable high precision shadows (lincreasing video memory usage). > It crashes because of out of video memory. But I'm pretty sure this is not what the crash reported here is about. It does crash just after a `glDraw***` function calls so it might also be the same issue. > > I tried using the file from #86519 but nothing crashed. > > @riverface It would help a lot if you could share the blend file, since you seem to be able to reproduce the issue quite consistenlly. > I encourage anyone who has a crashing file to do the same. > > Also if you can check your GPU memory usage to see if the crash comes from out of memory issue. The vram could very well be leaked by the garbage collection system. I am uh, a very niche artist. I don't think you want the scene. I could try to make one of comparable size with a bunch of random assets though, replicate it that way?

In #85977#1153023, @brecht wrote:
@fclem, I get a quick crash when I disable any timeouts, and then go back and forth between Layout and UV editing workspaces (with factory startup).

Patch to disable timeouts: P2092
Backtrace: P2093

I still couldn't get a crash on either my linux workstation nor the nvidia one.

After looking at the code I can see a potential cause of this. Does P2097 still produce a crash?

> In #85977#1153023, @brecht wrote: > @fclem, I get a quick crash when I disable any timeouts, and then go back and forth between Layout and UV editing workspaces (with factory startup). > > Patch to disable timeouts: [P2092](https://archive.blender.org/developer/P2092.txt) > Backtrace: [P2093](https://archive.blender.org/developer/P2093.txt) I still couldn't get a crash on either my linux workstation nor the nvidia one. After looking at the code I can see a potential cause of this. Does [P2097](https://archive.blender.org/developer/P2097.txt) still produce a crash?

@fclem, that patch fixes the crash for my simple test.

@fclem, that patch fixes the crash for my simple test.

My file crashes a few times per hour. {F10043875}>>! In #85977#1153021, @fclem wrote:

I'm trying to reproduce the crash on a rather old setup (Windows + GTX 960 + 466.11 Driver).

The only thing I could do to make it crash was to load a very big scene (like the 2.81 splash screen blend from the demo files page) and enable high precision shadows (lincreasing video memory usage).
It crashes because of out of video memory. But I'm pretty sure this is not what the crash reported here is about. It does crash just after a glDraw*** function calls so it might also be the same issue.

I tried using the file from #86519 but nothing crashed.

@riverface It would help a lot if you could share the blend file, since you seem to be able to reproduce the issue quite consistenlly.
I encourage anyone who has a crashing file to do the same.

Also if you can check your GPU memory usage to see if the crash comes from out of memory issue. The vram could very well be leaked by the garbage collection system.

My file crashes a few times per hour. {[F10043875](https://archive.blender.org/developer/F10043875/_030721_228OA_WB_FR_t42_Master.blend)}>>! In #85977#1153021, @fclem wrote: > I'm trying to reproduce the crash on a rather old setup (Windows + GTX 960 + 466.11 Driver). > > The only thing I could do to make it crash was to load a very big scene (like the 2.81 splash screen blend from the demo files page) and enable high precision shadows (lincreasing video memory usage). > It crashes because of out of video memory. But I'm pretty sure this is not what the crash reported here is about. It does crash just after a `glDraw***` function calls so it might also be the same issue. > > I tried using the file from #86519 but nothing crashed. > > @riverface It would help a lot if you could share the blend file, since you seem to be able to reproduce the issue quite consistenlly. > I encourage anyone who has a crashing file to do the same. > > Also if you can check your GPU memory usage to see if the crash comes from out of memory issue. The vram could very well be leaked by the garbage collection system.
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This issue was referenced by 96abe5ebbc

This issue was referenced by 96abe5ebbc55323fc28ee4f6a852c912298c72d1

Changed status from 'Confirmed' to: 'Resolved'

Changed status from 'Confirmed' to: 'Resolved'
Clément Foucault self-assigned this 2021-05-04 22:59:24 +02:00
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