@Clément Foucault (fclem) looked some more into it tonight looks like there's no texture-handles leaking (every texture created has a matching delete), however the reason the memory usage in gpu-z get so high is because once you call glDeleteTextures the texture handle gets freed, but the actual buffer in gpu memory the opengl implementation is free to do whatever it wants, including hanging on to it just in case some new texture needs it and save it self an allocation. I don't think there's an actual leak here (or at-least anymore)
we dropped support for fermi from the code, 2 won't work.
As of february this year
FBX is working here fine. Couple of things though. Can you confirm you are just trying to import a single simple object? Have you tried 2.79 instead of 2.78?
I have exactly the same problem but im not running smoke simulations. seems to have something to do with volumetrics.
im running a gtx 1070 8gb the whole scene runs fine until i start using volume absorption connected to the volume on material output node.
I was finally able to get it to work. I went into my BIOS and changed the setting that disables integrated graphics cards when a dedicated card is installed. Now Blender works.
Kernel Security Check Failure error in Windows 10. If you receive a Kernel Security Check Failure Stop Error or Blue Screen on Windows 10/8/7, then this post has some troubleshooting steps you may want to try out. This error is usually caused due to Memory or Driver incompatibility issues or corruption of system data..
for more check this site techworth.org
Tue, Jul 17
Sorry, the point is that I would've expected it to be // as a default since everything else is already behaving like this (texture, fonts, etc...).
@Clément Foucault (fclem) I think this one is for you.
Adding #Platform:_Mac_OS_X as rending on Windows and Linux work.
and still nothing?
same here... any solution?