EEVEE memory leak #62356
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Reference: blender/blender#62356
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System Information
Operating system: Windows 10 64 bit
Graphics card: Nvidia GeForce GTX 950 OC
Blender Version
blender-2.80-a280867ac2ed-win64
(03.07.2019)
Short description of error
I rendered an animation now for the 2nd time and memory usage increased over time until my PC crashed, at the beginning it used about 4GB RAM and it increased over time to 14GB then more, black screen...
Then I forced my PC to reboot rendered again and the memory leak apeared again, but this time it didnt crash my system.
Im not sure if its a problem of blender or windows because the taskmanager says blender is using only 3-4GB. But the overall usage increases with blender running.
(when terminating blender the memory becomes avalible again)
I dont exactly know if this is important for this bug, or if has something to do with it or if one should start an other thread for this, but i noticed some frames beeing either full black or white. These are only a view but they apear in "blocks", a 2dn render of these frames fixed it. (about 10 of 250 frames)
Exact steps for others to reproduce the error
Just open the file and pres Ctrl F12.
(It's a smoke simulation so i suggest to bake it, for test reasons a lower resolution might work out)
skull.blend
Added subscriber: @FATTOMCAT
Added subscribers: @fclem, @ZedDB
I can confirm this on my end too.
During baking there seems to be no problems, but during rendering the memory usage grows until it starts swapping for me. When I then stop rendering, the memory is not freed and stays there and continues to grow after I start the rendering from scratch.
I do get this warning when I quit:
Error: Not freed memory blocks: 1011, total unfreed memory 0.280533 MB
But the amount of unfreed memory from animation rendering to the next one is around 5GB for me.
@fclem any idea what could be going on?
Added subscriber: @JacquesLucke
@FATTOMCAT, are you able to reproduce the issue in a new file that has as few objects in it as possible?
Im currently rendering on my only machine so it may take a while until I can awnser your question.
Added subscriber: @Jeroen-Bakker
Seems to be related to the first 3d textures that are created. (between the inTransmittance and attr warnings.)
When using eevee in the viewport the volumetrics textures are freed during drawing (
eevee_draw_background
). When rendering (eevee_render_to_image
) this cleanup does not take place.Will work on a patch
Changed status from 'Open' to: 'Resolved'