- User Since
- Aug 9 2014, 9:17 AM (258 w, 23 h)
Dec 7 2017
I just tested latest buildbot 2.8 with new intel hd 4600 drivers installed, and... it did not work. Here is error from console:
Nov 10 2017
Oct 27 2017
Sep 19 2017
I dont know if this helps, but this is the error I get starting blender 3d from cli.
Sep 18 2017
Same issue here with intel HD 4600 on windows 10, after hitting tab, blender crash. Latest drivers from intel installed 126.96.36.19903. On linux also crash, not after TAB but crash. Tried several blender 2.8 builds, they all crash, including latest as of this writing.
Aug 11 2016
I need gtx 980ti OpenCl to work too, so what is the problem with that error?
May 29 2016
Ok, I see, thanks for explanation Alex. Please close as resolved. Thanks.
May 28 2016
Actually it is a big deal, the point is in blender 2.69 I can paint texture in texture paint mode, with viewport shading set to texture, in real time. In latest version of blender I can not do it, because it keeps on painting on the upper most texture in material slot, so to paint on the right texture I have to move it on the upper most slot, and since priority of texture layers reversed, what I get is I do not see textures updating real time, because the texture I am painting on is actually "hidden" by other textures which are on layers below it. Hope you get what I mean.
Sep 19 2015
Sounds like it is not very complicated to do, just tell blender not to dump data from the memory :)
@Sergey Sharybin (sergey) Sharrybin
Oh, yes, you reminded me on the fact that I used on blender 2.76 to copy previous config... so it must have copied cached bhv as well...
Sep 18 2015
Ok, one last thing from me. I just checked GPU-z memory usage at the stage, when rendering finished and GPUs can not return to normal idling power consumption, that is stay above 50%.
Rendering stage full stress GPU usage, volumetric stage, GPU usage goes down to 10%, dust stage GPU is still 10%, then at either before or at the beginning of compositing stage GPU usage rises over 50 per cent. Watt usage measured from wall socke around 380W, where as when all GPUs at idle, its more like 120W.
Also, might be of help, GPU usage is very similar to pre rendering stage, after hitting f12 you wait for synchronization and bhv building and at that very stage GPU is already over 50, even though it is not being used, so the same values stay after rendering, like its waiting for synchronization stage... Hope that helps...
Like I said it has something to do with blend file, because my blend files, do not have that issue.
It has something to do with blend file post processing stage, I just ran another blend file, and it did not have that issue with stressing GPUs after rendering finished, all 4 GPUs idle at normal 10%.
Even when I open new blend file from existing one, that stresses GPUs, the issue does not go away, GPUs are stressed! without even waiting for rendering to be finished (new blend file opening 10 percent stress, opening new blend file from exisitng file after conducting rendering, GPU usage over 50%).
- Driver version 353.62 (nvidia does introduce anything new in its video drivers apart from optimizations for new games, often times new drivers introduce new bugs, which leads to worse performance, it might be a driver issue as well, who knows).
Class room blend
Nov 18 2014
Nov 2 2014
screenshot with the mesh, same settings nothing visible!
No its not! lol, maybe you have visible edges switched on, man do not make me make video ;)
mont you are welcome!
Oct 31 2014
Here the file, please check it https://yadi.sk/d/zX6Sny2ZcR78M
Oct 29 2014
here is new link https://yadi.sk/d/oELbc1CocMrvi, for some odd reasons previous one is broken, but it does not really matter, because lag with any mesh.
cool, thanks for clarification kevin.
Oct 28 2014
Also, your internet page settings does not allow me edit my task, however pop up window says that the owner of the task can do so...
link to blend file https://yadi.sk/d/LUZmqYgDcMSdT
Oct 18 2014
thanks for getting looked at the file, lol, why is there 2300 UVs there, any idea, bug or ...?
Oct 16 2014
Sep 30 2014
Just figured out, that problem #1 does not work correctly in cycles, when you switch to blender internal, it does not have distrotion issue!
Aug 9 2014
Yes mont29 you are right, second issue is not a bug as it turns out, but I clearly remember working on another project and it did not show up, I was moving UV around, but it seems I cannot recreate that now, anyways thanks for pointing out.