We just ran into this and further investigation seems to indicate that this is related to a (very) high screen resolution.
I monitored GPU memory usage using GPU-Z and was able to see that this mainly happens on our brand new 4K LG (running at 4096×2160).
On that system, opening any CMYK illustrator file would instantly drive GPU memory usage above the physically present 2 GB — causing the error and a crash.
Changing document color mode to RGB would bring down GPU memory usage a little (1800 MB) but that seems excessive as well.
Note: the driver version does not make any difference in my experience (tested both our previous standard 347.25 and the current 358.50 versions).
Our other high-res single screen setup is running 3440×1440 and ends up with similarly disastrous memory usage:
CMYK:
Comparison values from our dual screen setup (two 1600×1200) show about half the memory usage even though the overall desktop size is pretty similar (3200×1200):
FullHD + 1600×900 setup (Intel HD 4400) end up at 430 MB
Автор Владимир_Морковный, 02.04.19, 11:55:32
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Подскажите, у кого-нибудь возникала подобная ошибка при работе в 3D:
NVIDIA OpenGL Driver
An application has requested more GPU memory than is
available in the system.
The application will now be closed.
Error code: 6
Visit http://nvidia.custhelp.com/app/answers/detail/a_id/3553 for more information.
Драйвер GPU от 2016 года, но новее нету. Аппаратное ускорение вкл/выкл не помогает.
Кроме ошибок, картинка в 3D подтормаживает…
тип GPU: GeForce 210
Обычно все советуют постарее драйвер поставить…
Может карта умирает? Проверь тестами.
Недавно своя начала дурить. Менял драйвера. А оказалось на материнке конденсаторы, что находятся возле разъёма PCI-E, вздулись.
Благодарностей: 1
Цитата: Vin от 02.04.19, 15:29:37
Может карта умирает? Проверь тестами.
Недавно своя начала дурить. Менял драйвера. А оказалось на материнке конденсаторы, что находятся возле разъёма PCI-E, вздулись.
забыл добавить, что проблема возникла после установки новой версии компаса 18.1. В других приложениях не виснет и не вылетает. старый компас (17.1) работал нормально
Благодарностей: 1
Владимир,
подскажите, пожалуйста, вам удалось устранить ошибку в итоге?
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Вылет Компас — ошибка NVIDIA OpenGL Driver
An application has requested more GPU memory than is available in the system
Изначальное сообщение
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мая 2015 — последнее изменение мая 2015
Проблема BF4 с постепенным проседанием FPS до минимума, затем вылет.http://i.gyazo.com/11cd094c7c28c194433f0cc9af9d3e93.jpg Такая проблема с памятью наблюдается не только в бф 4. Драйвера на видеокарту GTX 760 последние 352.84. ОС Windows 10. 8gb оперативной памяти. Файл подкачки отключен.
Re: An application has requested more GPU memory than is available in the system
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Подобные проблемы с видео памятью могут означать как проблемы с драйвером, так и повреждение модуля памяти видео карты. Для начала переустановите драйвера — «О бновление драйверов».
Также обязательно включите файл подкачки и установите его на значение»по умолчанию». Несмотря на то, что у вас достаточно оперативной памяти, он необходим для стабильной работы системы.
Re: An application has requested more GPU memory than is available in the system
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Драйвера переустановил, все обновил, файл подкачки включил. Проблема сохранилась.
Re: An application has requested more GPU memory than is available in the system
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Попробуйте снизить настройки графики в игре до самых низких. В этом случае у вас не должно появляться подобных сообщений, так как игра будет использовать минимальное количество видео памяти.
Re: An application has requested more GPU memory than is available in the system
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К сожелению, установка минимальных настроек качества графики тоже не помогло.
Re: An application has requested more GPU memory than is available in the system
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Если ситуация повторяется и в других играх, то я думаю дело уже не в игре. Попробуйте обратиться в службу поддержки Nvidia.
Источник
NVIDIA OpenGL driver crashes when viewing the Platter after adding a printer (insufficient GPU memory). #2382
Comments
spot1984 commented May 25, 2019 •
Version
PrusaSlicer 2.0.0 +Win64
Downloaded installer, not zip file.
(Suggestion: It would be nice to be able to copy that to the clipboard from the about dialog)
Operating system type + version
Windows 10 x64 Home
OS Name Microsoft Windows 10 Home
Version 10.0.17134 Build 17134
Other OS Description Not Available
OS Manufacturer Microsoft Corporation
System Name [redacted]
System Manufacturer Gigabyte Technology Co., Ltd.
System Model GA-770T-USB3
System Type x64-based PC
System SKU
Processor AMD Athlon(tm) II X3 445 Processor, 3100 Mhz, 3 Core(s), 3 Logical Processor(s)
BIOS Version/Date Award Software International, Inc. F4, 8/26/2010
SMBIOS Version 2.4
Embedded Controller Version 255.255
BIOS Mode Legacy
BaseBoard Manufacturer Gigabyte Technology Co., Ltd.
BaseBoard Model Not Available
BaseBoard Name Base Board
Platform Role Desktop
Secure Boot State Unsupported
PCR7 Configuration Binding Not Possible
Windows Directory [redacted]
System Directory [redacted]
Boot Device [redacted]
Locale United States
Hardware Abstraction Layer Version = «10.0.17134.765»
User Name [redacted]
Time Zone Central Daylight Time
Installed Physical Memory (RAM) 10.0 GB
Total Physical Memory 10.0 GB
Available Physical Memory 4.50 GB
Total Virtual Memory 20.0 GB
Available Virtual Memory 11.1 GB
Page File Space 10.0 GB
Page File [redacted]
Kernel DMA Protection Off
Virtualization-based security Not enabled
Device Encryption Support Reasons for failed automatic device encryption: TPM is not usable, PCR7 binding is not supported, Hardware Security Test Interface failed and device is not InstantGo, Un-allowed DMA capable bus/device(s) detected, TPM is not usable
Hyper-V — VM Monitor Mode Extensions Yes
Hyper-V — Second Level Address Translation Extensions Yes
Hyper-V — Virtualization Enabled in Firmware Yes
Hyper-V — Data Execution Protection Yes
PrusaSlicer System Information
PrusaSlicer
Version: 2.0.0+win64
Build: PrusaSlicer-2.0.0+win64-201905201652
Operating System: Windows
System Architecture: 64 bit
Windows Version: Windows 10 (build 17134), 64-bit edition
OpenGL installation
GL version: 3.3.0
Vendor: NVIDIA Corporation
Renderer: GeForce 9800 GTX/9800 GTX+/PCIe/SSE2
GLSL version: 3.30 NVIDIA via Cg compiler
Installed extensions:
GL_ARB_ES2_compatibility
GL_ARB_ES3_compatibility
GL_ARB_arrays_of_arrays
GL_ARB_base_instance
GL_ARB_blend_func_extended
GL_ARB_clear_buffer_object
GL_ARB_color_buffer_float
GL_ARB_compatibility
GL_ARB_compressed_texture_pixel_storage
GL_ARB_conservative_depth
GL_ARB_copy_buffer
GL_ARB_copy_image
GL_ARB_debug_output
GL_ARB_depth_buffer_float
GL_ARB_depth_clamp
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_draw_elements_base_vertex
GL_ARB_draw_instanced
GL_ARB_enhanced_layouts
GL_ARB_explicit_attrib_location
GL_ARB_explicit_uniform_location
GL_ARB_fragment_coord_conventions
GL_ARB_fragment_layer_viewport
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_framebuffer_no_attachments
GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB
GL_ARB_geometry_shader4
GL_ARB_get_program_binary
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_imaging
GL_ARB_instanced_arrays
GL_ARB_internalformat_query
GL_ARB_internalformat_query2
GL_ARB_invalidate_subdata
GL_ARB_map_buffer_alignment
GL_ARB_map_buffer_range
GL_ARB_multi_bind
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_occlusion_query2
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_program_interface_query
GL_ARB_provoking_vertex
GL_ARB_robust_buffer_access_behavior
GL_ARB_robustness
GL_ARB_sampler_objects
GL_ARB_seamless_cube_map
GL_ARB_separate_shader_objects
GL_ARB_shader_bit_encoding
GL_ARB_shader_objects
GL_ARB_shader_texture_lod
GL_ARB_shading_language_100
GL_ARB_shading_language_420pack
GL_ARB_shading_language_include
GL_ARB_shading_language_packing
GL_ARB_shadow
GL_ARB_stencil_texturing
GL_ARB_sync
GL_ARB_texture_border_clamp
GL_ARB_texture_buffer_object
GL_ARB_texture_buffer_range
GL_ARB_texture_compression
GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_mirror_clamp_to_edge
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_multisample
GL_ARB_texture_non_power_of_two
GL_ARB_texture_query_levels
GL_ARB_texture_rectangle
GL_ARB_texture_rg
GL_ARB_texture_rgb10_a2ui
GL_ARB_texture_stencil8
GL_ARB_texture_storage
GL_ARB_texture_storage_multisample
GL_ARB_texture_swizzle
GL_ARB_texture_view
GL_ARB_timer_query
GL_ARB_transpose_matrix
GL_ARB_uniform_buffer_object
GL_ARB_vertex_array_bgra
GL_ARB_vertex_array_object
GL_ARB_vertex_attrib_binding
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_vertex_type_10f_11f_11f_rev
GL_ARB_vertex_type_2_10_10_10_rev
GL_ARB_viewport_array
GL_ARB_window_pos
GL_ATI_draw_buffers
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_EXTX_framebuffer_mixed_formats
GL_EXT_Cg_shader
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_bindable_uniform
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_depth_bounds_test
GL_EXT_direct_state_access
GL_EXT_draw_buffers2
GL_EXT_draw_instanced
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_multisample_blit_scaled
GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB
GL_EXT_geometry_shader4
GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4
GL_EXT_import_sync_object
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_float
GL_EXT_packed_pixels
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_provoking_vertex
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_shader_objects
GL_EXT_separate_specular_color
GL_EXT_shader_integer_mix
GL_EXT_shadow_funcs
GL_EXT_stencil_two_side
GL_EXT_stencil_wrap
GL_EXT_texture3D
GL_EXT_texture_array
GL_EXT_texture_buffer_object
GL_EXT_texture_compression_dxt1
GL_EXT_texture_compression_latc
GL_EXT_texture_compression_rgtc
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_integer
GL_EXT_texture_lod
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_sRGB
GL_EXT_texture_sRGB_decode
GL_EXT_texture_shared_exponent
GL_EXT_texture_storage
GL_EXT_texture_swizzle
GL_EXT_timer_query
GL_EXT_vertex_array
GL_EXT_vertex_array_bgra
GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat
GL_KHR_debug
GL_KTX_buffer_region
GL_NVX_conditional_render
GL_NVX_gpu_memory_info
GL_NV_ES1_1_compatibility
GL_NV_blend_square
GL_NV_conditional_render
GL_NV_copy_depth_to_color
GL_NV_copy_image
GL_NV_depth_buffer_float
GL_NV_depth_clamp
GL_NV_explicit_multisample
GL_NV_fence
GL_NV_float_buffer
GL_NV_fog_distance
GL_NV_fragment_program
GL_NV_fragment_program2
GL_NV_fragment_program_option
GL_NV_framebuffer_multisample_coverage
GL_NV_geometry_shader4
GL_NV_gpu_program4
GL_NV_half_float
GL_NV_light_max_exponent
GL_NV_multisample_coverage
GL_NV_multisample_filter_hint
GL_NV_occlusion_query
GL_NV_packed_depth_stencil
GL_NV_parameter_buffer_object
GL_NV_parameter_buffer_object2
GL_NV_path_rendering
GL_NV_pixel_data_range
GL_NV_point_sprite
GL_NV_primitive_restart
GL_NV_register_combiners
GL_NV_register_combiners2
GL_NV_shader_buffer_load
GL_NV_texgen_reflection
GL_NV_texture_barrier
GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4
GL_NV_texture_expand_normal
GL_NV_texture_multisample
GL_NV_texture_rectangle
GL_NV_texture_shader
GL_NV_texture_shader2
GL_NV_texture_shader3
GL_NV_transform_feedback
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_NV_vertex_buffer_unified_memory
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_NV_vertex_program2
GL_NV_vertex_program2_option
GL_NV_vertex_program3
GL_S3_s3tc
GL_SGIS_generate_mipmap
GL_SGIS_texture_lod
GL_SGIX_depth_texture
GL_SGIX_shadow
GL_SUN_slice_accum
GL_WIN_swap_hint
WGL_EXT_swap_control
3D printer brand / version + firmware version (if known)
Behavior
Summary:
NVIDIA OpenGL driver crashes when viewing the Platter after adding a printer.
Detail:
Downloaded and installed PrusaSlicer 2.0.0+win64
The first time I ran it after the wizard, and every time I re-run the software.
When I add the Prusa i3 MK2s model I get an NVIDIA OpenGL Driver error dialog box:
An application has requested more GPU memory than is available in the system.
The application will now be closed.
Error code: 6
Would you like to visit
http://nvidia.custhelp.com/app (bla bla bla I don’t want to type the whole url)
and the PrusaSlicer software exits.
Subsequently, when I run the software I can see the 3D Platter view and adjust the 3D view of the generic buildplate area using the mouse so 3D rendering is working. There are no printers installed. If I install the printer from a view that does not show the platter, it appears to work and I can look at the Printer, Filament, or Print views, but as soon as I return to the Platter view, there is a delay, the screen does not change (still shows the previous view) and I get the NVIDIA OpenGL error.
Also tested adding the Prusa i3 MK3 printer with same results.
I’ve included my system information.
This PC is not the latest and greatest but I it for CAD, 3D printing, and light gaming. I doubt it is unable to handle PrusaSlicer.
I really can’t wait to use PrusaSlicer, it looks FANTASTIC.
Nice work and good luck!
Project File (.3MF) where problem occurs
The text was updated successfully, but these errors were encountered:
Источник
Emulator crash when starting any race (Gran Turismo 4) #1131
Comments
MrCK1 commented Jan 19, 2016
-PCSX2 version: v1.5.0-dev-116-g44f1281
-PCSX2 options: Defaults, speedhacks disabled
-Plugins used: GSdx, SPU2-X, xpad, Linuz ISO/Gigaherz CDVD, the rest are null plugins
-Plugin settings: Defaults, no settings modifications affect the issue
-Description: The emulator will crash when entering any race in Gran Turismo 4
-How to replicate: Get to race selection screen and select A-spec (track preview, A-spec, B-spec, ect)
-Last known version to work: The last build I raced in already included the accurate blend fix (v1.5.0-dev-93-g254081e)
-PC Specs: Windows 7 54-bit SP1, i5-4460, GTX-750 1GB SC
Nvidia Geforce Driver — 361.43
This bug seemed to appear recently. Any race I try to start in GT4 crashes the emu. The furthest you can get to any race is the selection screen that includes A-spec and B-spec options, ect.
During the time after selecting «enter race» to reaching the race preview screen; my physical memory usage went from 27% to 84%! After selecting A-spec, my memory usage was around 50% and would jump around as the emulator sat at a black screen and crashed.
The odd thing is that Process Hacker only reports 666.62MB of memory used, but the physical memory usage is 80%. Is there some sort of memory spike that isn’t being reported?
After replicating the crash multiple times, I managed to get a Nvidia OpenGL Driver error code 6. (An application has requested more GPU memory than is available in the system.) I never had a memory error with PCSX2 at all.
I was also able to duplicate this as monitoring the GPU memory usage during the race preview screen showed that it was nowhere close to the limit and the error came at a random point during the track flyover.
Another Screenshot showing GPU Memory Usage before Crash
The text was updated successfully, but these errors were encountered:
Источник
Well, switching between perspective/orthographic view can be done without any problems via the View menu in 3.3 as well.
Standard views: You need to enable Snap (most left button in the Hotbox). That done, as you navigate/rotate the scene the cam snaps to a standard view as soon as you come near to it (Note that enabling Free, the second icon in the Hotbox, overrides Snap). Maybe this needs some training, but it’s still my preferred way to set a standard view…
Another way to get specific views and store certain views is to use mmApi (know it’s a bit complicated to set it up….). In pre-ViewCube times I wrote a script to do this, but as soon as you navigate in MM again, the cam snaps back to its previous position. If you’re interested I’ll post it. In my MM Tool Manager V3 (message 35) this storing of views is implemented as well.
—
Downgrading isn’t that big deal. All personal stuff you did (parts, stamps, shaders, printers…) should stay (but to be sure make a backup of the meshmixer folder in your documents). So I’d give it a try… but looking at your advanced GPU I guess it’s another problem…
—-
Another thing you could try (assuming MM is down — as it crashed):
There are different issues if no printer is set. So check meshmixer.ini
That file is located at:
Windows: C:UsersUser NameAppDataRoamingAutodeskmeshmixer.ini
(NOTE: AppData is hidden by default, so you might have to enter that path manually or choose to show hidden files.)
Mac: ~/.config/Autodesk/meshmixer.ini
(NOTE: .config is hidden by default, so you might have to enter that path manually or choose to show hidden files.)
Open it in some text editor and search for the line starting with «SelectedPrinterUUID».
If it doesn’t exist add this line in the [Options] section:
SelectedPrinterUUID=34043662-242b-4c92-8af7-a38ee78fd995
Or if there’s no such ID set put in the ID after «=»
(This is the Autodesk Ember — just to set one…)
—
If this still fails another try:
set:
EnableBasicRenderingV3=false
to
EnableBasicRenderingV3=true
This is a worst case solution but interesting to know if that works.
—
I’m so sorry if all this trial and error. But it seems technical support for MM is limited
Gunter Weber
Triangle Artisan