GPU device lost on GTX 1080 Ti (Windows 10, driver 582.66) while the viewer was out of focus #209

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opened 2026-09-30 19:40:28 +00:00 by sky_line · 0 comments
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A user with a GTX 1080 Ti on Windows 10, NVIDIA driver 582.66, got a GPU driver loss (device lost / driver reset). The viewer was out of focus (in the background) when it happened.

Context

  • Pascal (1080 Ti): no hardware ray queries, so the RT paths are off and it runs shadow maps. It's also our heaviest per-pixel load relative to its capability (see the #123 / #124 timings on a 1080 Ti).
  • Out of focus: the viewer yields 40 ms per frame when unfocused (BackgroundYieldTime), so it presents at ~22 fps. Worth checking whether anything behaves differently in the background:
    • swapchain acquire timeouts;
    • fence waits;
    • resize / minimise and swapchain recreation;
    • the texture streamer or residency catching up with larger uploads;
    • a long single submission tripping Windows TDR (2 s default).
  • Related: #135 (handle VK_ERROR_DEVICE_LOST gracefully), #136 (GPU breadcrumbs, now in), #107 (Windows abrupt exits).

To collect from the user

  • Slipstream.log from the session: the [vkgfx] GPU breadcrumbs line and the last VK_ERROR_DEVICE_LOST / breadcrumb pass names before the loss (which pass the GPU was in).
  • Windows Event Viewer, System log: nvlddmkm events (ID 13 / 14 / 153) and Display TDR events (ID 4101) around the time.
  • What else was running: other 3D apps, overlays (Overwolf, Discord, GeForce Experience), a second monitor with video.
  • Settings: graphics preset / quality level, shadows, upscaling, TAA, draw distance, whether the window was minimised or just unfocused.
  • Reproducibility: does it happen again when alt-tabbed for a while, and does it also happen in the foreground?

Leads

  • If the breadcrumbs point at one pass, check its worst-case cost on Pascal (probe capture, shadows, particles, texture uploads) and split long work.
  • Check the background path doesn't queue several frames of work at once after the 40 ms sleep, e.g. multiple pending probe captures or texture batches in one submit.
  • Windows TDR is 2 s: any single queue submission approaching that on a 1080 Ti is the likely trigger.
## Report A user with a **GTX 1080 Ti** on **Windows 10**, NVIDIA driver **582.66**, got a GPU driver loss (device lost / driver reset). The viewer was **out of focus** (in the background) when it happened. ## Context - **Pascal (1080 Ti):** no hardware ray queries, so the RT paths are off and it runs shadow maps. It's also our heaviest per-pixel load relative to its capability (see the #123 / #124 timings on a 1080 Ti). - **Out of focus:** the viewer yields 40 ms per frame when unfocused (`BackgroundYieldTime`), so it presents at ~22 fps. Worth checking whether anything behaves differently in the background: - swapchain acquire timeouts; - fence waits; - resize / minimise and swapchain recreation; - the texture streamer or residency catching up with larger uploads; - a long single submission tripping Windows TDR (2 s default). - **Related:** #135 (handle VK_ERROR_DEVICE_LOST gracefully), #136 (GPU breadcrumbs, now in), #107 (Windows abrupt exits). ## To collect from the user - **Slipstream.log** from the session: the `[vkgfx] GPU breadcrumbs` line and the last `VK_ERROR_DEVICE_LOST` / breadcrumb pass names before the loss (which pass the GPU was in). - **Windows Event Viewer**, System log: `nvlddmkm` events (ID 13 / 14 / 153) and `Display` TDR events (ID 4101) around the time. - **What else was running:** other 3D apps, overlays (Overwolf, Discord, GeForce Experience), a second monitor with video. - **Settings:** graphics preset / quality level, shadows, upscaling, TAA, draw distance, whether the window was minimised or just unfocused. - **Reproducibility:** does it happen again when alt-tabbed for a while, and does it also happen in the foreground? ## Leads - If the breadcrumbs point at one pass, check its worst-case cost on Pascal (probe capture, shadows, particles, texture uploads) and split long work. - Check the background path doesn't queue several frames of work at once after the 40 ms sleep, e.g. multiple pending probe captures or texture batches in one submit. - Windows TDR is 2 s: any single queue submission approaching that on a 1080 Ti is the likely trigger.
sky_line added this to the Slipstream project 2026-10-06 15:04:15 +00:00
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sky_line/Slipstream#209
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