[viewer] [crash] Crash: high ram usage and no rendering #458
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sky_line/Slipstream#458
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Source: in-viewer report (Help > Report Bug)
Reporter (avatar name as given; not verified):
Filed after a crash. Previous session ended with:
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Filed by the Slipstream report relay. The reporter's identity is not verified; system details are as sent by the reporter.
Triage, 2026-10-05 (from the reporter's two logs):
vkCreateGraphicsPipelines = VK_ERROR_OUT_OF_HOST_MEMORY→ fatal handler. "Nothing renders" fits the same cause: the world's render pipelines couldn't be created.Root-cause candidates:
VkDeviceContext::createBufferdoes a rawvkAllocateMemoryper buffer, with about 130 call sites. Transient host-visible allocations in-world would churn the same way. World texture uploads already use a ring.A fix is in progress: a persistent staging ring plus dirty-rect media uploads, an audit of the transient
createBuffersites, and per-kind host-memory counters in the log and in bug reports.Workaround until it ships: keep the window smaller or non-maximized at the login screen.
Possibly related: #402 and #403 (RX 7600, 16 GB, Windows: a crash or multi-second freezes with two viewers running).
Fix released in 1.0.1 (stable) and 1.1.0 Beta 2. It adds a staging ring for UI and media uploads, dirty-rectangle media uploads, caps the login page at 30 Hz, waits for room in the texture staging ring instead of spilling into one-off buffers, and stops staging from piling up on skipped frames. Reports now include a
hostmemline. Reporter: please update and tell us whether memory stays flat at the login screen and in-world.Fixed in 1.1.0 Beta 3, confirmed by the reporter: the login screen no longer fills RAM, and the world renders after login.
Cause: the world shaders compile in the background at the login screen. We compiled up to (CPU threads − 1) pipelines at once, and AMD's Windows driver uses a lot of memory per compile (driver-internal; our own Vulkan allocations stayed around 420 MB). Beta 3 limits how many compile at once based on the driver and free RAM, and saves the shader cache as it goes, so a crash keeps the progress.
Tuning for AMD on Windows continues; see the follow-up ticket. The stable release will get the fix in 1.0.2.