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as soon as texgen reaches gathering resources the ram and vram fill up in a matter of seconds causing the kernel to end the program. there are no logs for texgen created.

im running texgen through mo2 through proton experimental, here are some information about my system 

Hardware

Computer Information:

Manufacturer: Micro-Star International Co., Ltd.
Model: MPG Z790 CARBON WIFI (MS-7D89)
Form Factor: Desktop
No Touch Input Detected

Processor Information:

CPU Vendor: GenuineIntel
CPU Brand: 13th Gen Intel(R) Core(TM) i9-13900K
CPU Family: 0x6
CPU Model: 0xb7
CPU Stepping: 0x1
CPU Type: 0x0
Speed: 5500 MHz
32 logical processors
24 physical processors
Hyper-threading: Supported
FCMOV: Supported
SSE2: Supported
SSE3: Supported
SSSE3: Supported
SSE4a: Unsupported
SSE41: Supported
SSE42: Supported
AES: Supported
AVX: Supported
AVX2: Supported
AVX512F: Unsupported
AVX512PF: Unsupported
AVX512ER: Unsupported
AVX512CD: Unsupported
AVX512VNNI: Unsupported
SHA: Supported
CMPXCHG16B: Supported
LAHF/SAHF: Supported
PrefetchW: Unsupported
BMI1: Supported
BMI2: Supported
F16C: Supported
FMA: Supported

Operating System Version:

"Arch Linux" (64 bit)
Kernel Name: Linux
Kernel Version: 6.15.7-arch1-1
X Server Vendor: The X.Org Foundation
X Server Release: 12401008
X Window Manager: KWin
Steam Runtime Version: steam-runtime_1.0.20250519.130917

Client Information:

Version: 1751405894
Browser GPU Acceleration Status: Disabled
Browser Canvas: Unavailable
Browser Canvas out-of-process rasterization: Disabled
Browser Direct Rendering Display Compositor: Disabled
Browser Compositing: Disabled
Browser Multiple Raster Threads: Enabled
Browser OpenGL: Disabled
Browser Rasterization: Disabled
Browser Raw Draw: Disabled
Browser Skia Graphite: Disabled
Browser Video Decode: Disabled
Browser Video Encode: Disabled
Browser Vulkan: Disabled
Browser WebGL: Unavailable
Browser WebGL2: Unavailable
Browser WebGPU: Disabled
Browser WebNN: Disabled

Video Card:

Driver: NVIDIA Corporation NVIDIA GeForce RTX 4090/PCIe/SSE2
Driver Version: 4.6.0 NVIDIA 575.64.03
Desktop Color Depth: 24 bits per pixel
Monitor Refresh Rate: 143 Hz
VendorID: 0x10de
DeviceID: 0x2684
Revision Not Detected
Number of Monitors: 1
Number of Logical Video Cards: 1
Primary Display Resolution: 3840 x 2160
Desktop Resolution: 3840 x 2160
Primary Display Size: 27.44" x 15.43" (31.46" diag), 69.7cm x 39.2cm (79.9cm diag)
Primary VRAM: 24564 MB

Sound card:

Audio device: Intel Raptorlake HDMI

Memory:

RAM: 64052 Mb

VR Hardware:

VR Headset: None detected

Miscellaneous:

UI Language: English
LANG: en_US.UTF-8
Total Hard Disk Space Available: 936786 MB
Largest Free Hard Disk Block: 809447 MB

Storage:

Number of SSDs: 4
SSD sizes: 1000G,1000G,1000G,1000G
Number of HDDs: 0
Number of removable drives: 0

i tested 194 with MaxMultiSamples=8 and MaxTextureSize=8192 and also 4/4096, then it drops an opengl error that i cant find on the forum. sadly i couldnt test with your testbuild you mentioned in the other thread about linux memory issue.

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Posted
10 hours ago, linuxmod said:

new logs

I know we're going back and forth here, but just wanted to express my deepest gratitude for helping me troubleshoot this!!
Your efforts are much appreciated. Thank you.
Hopefully we can figure this out.

Upload logs from new test version.

If it does get to the GUI and you can start creation of textures and then has an error, add GLListDebug=1 under GLDebug=1 to the INI. Then upload those logs.

  • 0
Posted
4 hours ago, sheson said:

Upload logs from new test version.

If it does get to the GUI and you can start creation of textures and then has an error, add GLListDebug=1 under GLDebug=1 to the INI. Then upload those logs.

I got to the GUI and then got an error soon after starting to creating textures.

I added GLListDebug=1. 

Logs here.

  • 0
Posted
2 hours ago, linuxmod said:

I got to the GUI and then got an error soon after starting to creating textures.

I added GLListDebug=1. 

Logs here.

Try new test version from that post.  Start without GLListDebug=1 or set it to 0. Only enable it in case there are still errors to produce new logs.

  • 0
Posted
1 hour ago, sheson said:

Try new test version from that post.  Start without GLListDebug=1 or set it to 0. Only enable it in case there are still errors to produce new logs.

As instructed:

[reset ini to GLListDebug=0]

  • ran TexGen, GUI appears, press start to gen textures, then errors.

 

[changed ini to GLListDebug=1]

  • errors at gen textures, as above, logs retrieved.
  • logs uploaded
  • 0
Posted
14 hours ago, linuxmod said:

As instructed:

[reset ini to GLListDebug=0]

  • ran TexGen, GUI appears, press start to gen textures, then errors.

 

[changed ini to GLListDebug=1]

  • errors at gen textures, as above, logs retrieved.
  • logs uploaded

Try the new test version from that post https://stepmodifications.org/forum/topic/21129-opengl-invalid-value-from-twbrenderloadglmultiimage/page/2/#findComment-287412.

GLListDebug doesn't matter, just run with GLDebug=1. Upload new logs.

 

  • 0
Posted
Quote

 

Hey, the processing hasn't finished yet, but I wanted to report that this version got me to the main menu without the GL framebuffer error at the start and it's actually going this  time.

Thanks!

Running 6.16.3-201.nobara.fc42.x86_64on an Nvidia RTX 4090 Driver Version: 580.76.05

 

  • 0
Posted (edited)
8 hours ago, sheson said:

Try the new test version from that post https://stepmodifications.org/forum/topic/21129-opengl-invalid-value-from-twbrenderloadglmultiimage/page/2/#findComment-287412.

GLListDebug doesn't matter, just run with GLDebug=1. Upload new logs.

 

IT WORKED!! slowly(2:49:46) but worked.
Thank you!

I did not receive any errors that stopped generation.
I did receive only two errors that  it was not able to find the two following files: smim_shack_roof.dds and smim_shack_roof_n.dds
I assume I didn't install this mod correctly.

Here are the logs.
** I couldn't upload to pastee.dev as logs were too large (debug log is around 24-26MB), used another app instead.
If you have troubles retrieving the logs, I can try another way.

Should I continue on to DynDOLOD, or should I fix the above errors with the two missing files and run the same test version of TexGen again?

Edited by linuxmod
  • 0
Posted
1 hour ago, linuxmod said:

IT WORKED!! slowly(2:49:46) but worked.
Thank you!

I did not receive any errors that stopped generation.
I did receive only two errors that  it was not able to find the two following files: smim_shack_roof.dds and smim_shack_roof_n.dds
I assume I didn't install this mod correctly.

Here are the logs.
** I couldn't upload to pastee.dev as logs were too large (debug log is around 24-26MB), used another app instead.
If you have troubles retrieving the logs, I can try another way.

Should I continue on to DynDOLOD, or should I fix the above errors with the two missing files and run the same test version of TexGen again?

Wow, that is incredible slow. Lets try to fix that first. It should not be more than a few minutes.
Set GLDebug=0, RenderSingle=0, RenderThreads=2 or 4 to see if/which improves times. Set compression to DXT1/DXT5 as a separate test as well if changing the settings does not improve things. Report results. You do not have to wait hours for it to complete if you notice it still runs as slow as before, just report the findings without logs.

You will need a test version of DynDOLOD as well. You can use the one from this post https://stepmodifications.org/forum/topic/19903-dyndolod-300-alpha-194/page/700/#findComment-287548. If above settings improved time, set the same in DynDOLOD_SSE.INI.

You can find the textures in the SMIM SE archive. You can extract/install them manually. You may have selected custom install options that TexGen does/can not recognize as it just assumes a (complete) install that includes those textures.

  • 0
Posted (edited)
3 hours ago, sheson said:

Wow, that is incredible slow. Lets try to fix that first. It should not be more than a few minutes.
Set GLDebug=0, RenderSingle=0, RenderThreads=2 or 4 to see if/which improves times. Set compression to DXT1/DXT5 as a separate test as well if changing the settings does not improve things. Report results. You do not have to wait hours for it to complete if you notice it still runs as slow as before, just report the findings without logs.

You will need a test version of DynDOLOD as well. You can use the one from this post https://stepmodifications.org/forum/topic/19903-dyndolod-300-alpha-194/page/700/#findComment-287548. If above settings improved time, set the same in DynDOLOD_SSE.INI.

You can find the textures in the SMIM SE archive. You can extract/install them manually. You may have selected custom install options that TexGen does/can not recognize as it just assumes a (complete) install that includes those textures.

I'll be away from my computer for a few hours, so will continue testing then.

Here's what I go so far:

First test,  I set
GLDebug=0, RenderSingle=0, RenderThreads=2 

My computer froze after about 17min when it switched from creating billboards to creating textures.

Second test, kept everything the same as above, but changed RenderThreads=4 , got the same result as above.

Maybe still something hardware related occurring.

I remember when I was troubleshooting myself before I reached out via forums, my computer never responded well to RenderSingle=0. Idk, if that means anything but just wanted to mention.

Will continue troubleshooting when I return.

Edited by linuxmod
  • 0
Posted
1 hour ago, linuxmod said:

I'll be away from my computer for a few hours, so will continue testing then.

Here's what I go so far:

First test,  I set
GLDebug=0, RenderSingle=0, RenderThreads=2 

My computer froze after about 17min when it switched from creating billboards to creating textures.

Second test, kept everything the same as above, but changed RenderThreads=4 , got the same result as above.

Maybe still something hardware related occurring.

I remember when I was troubleshooting myself before I reached out via forums, my computer never responded well to RenderSingle=0. Idk, if that means anything but just wanted to mention.

Will continue troubleshooting when I return.

If possible repeat the tests with the proprietary driver.
The OS freezing is a problem of the OS/driver or hardware. The worst that should in any program is that it has an error or crashes. Ring 0 and 3 and all that.

Vanilla should not be really more than 2 or 3 minutes at default settings for 1080p.

  • 0
Posted (edited)
3 hours ago, sheson said:

If possible repeat the tests with the proprietary driver.
The OS freezing is a problem of the OS/driver or hardware. The worst that should in any program is that it has an error or crashes. Ring 0 and 3 and all that.

Here is my latest round of testing

First test:  set GLDebug=0 and RenderThreads=2, removed RenderSingle=0. Compression: default(BC7 quick).
First result: no freezes, no errors, time to completion 19m50s.

Second test: same as first, just changed RenderThreads=4.
Second result: no freezes, no errors, time to completion 19m50s.

Looks like changing RenderThreads from 2 to 4 doesn't affect speed of completion.

Third test: same as first (RenderThreads=2). Compression DXT1/DXT5.
Third result: no freezes, no errors, time to completion 20m09s.

Fourth test: same as second (RenderThreads=4). Compression DXT1/DXT5.
Fourth result: no freezes, no errors, time to completion 20m09s.

Re: switching to proprietary drivers
I will do so, test and report back.

Ok, so switched to nvidia proprietary drivers.
Test: set GLDebug=0, RenderThreads=2, RenderSingle=0. Compression: default(bc7 quick)
Result: TexGen closes abruptly, no computer freezing/hanging. This occurs at the same time above: after it completes billboards and moves to textures.

Test 2: set GLDebug=0 and RenderThreads=2. Removed RenderSingle=0. Compression: default(bc7 quick)
Result: no freezes, no errors, time to completion 19m41s. 

Lmk if there's anything else you'd like me to test.
Thank you.

Edited by linuxmod
eta: nvidia proprietary driver results.
  • 0
Posted
8 hours ago, linuxmod said:

Here is my latest round of testing

First test:  set GLDebug=0 and RenderThreads=2, removed RenderSingle=0. Compression: default(BC7 quick).
First result: no freezes, no errors, time to completion 19m50s.

Second test: same as first, just changed RenderThreads=4.
Second result: no freezes, no errors, time to completion 19m50s.

Looks like changing RenderThreads from 2 to 4 doesn't affect speed of completion.

Third test: same as first (RenderThreads=2). Compression DXT1/DXT5.
Third result: no freezes, no errors, time to completion 20m09s.

Fourth test: same as second (RenderThreads=4). Compression DXT1/DXT5.
Fourth result: no freezes, no errors, time to completion 20m09s.

Re: switching to proprietary drivers
I will do so, test and report back.

Ok, so switched to nvidia proprietary drivers.
Test: set GLDebug=0, RenderThreads=2, RenderSingle=0. Compression: default(bc7 quick)
Result: TexGen closes abruptly, no computer freezing/hanging. This occurs at the same time above: after it completes billboards and moves to textures.

Test 2: set GLDebug=0 and RenderThreads=2. Removed RenderSingle=0. Compression: default(bc7 quick)
Result: no freezes, no errors, time to completion 19m41s. 

Lmk if there's anything else you'd like me to test.
Thank you.

RenderThreads only has an effect if RenderSingle is set to 0 specicially in the INI.

Upload the the log, debug log or in case they are not saved, the realtime log from the proprietary drivers and RenderSingle=0 when it gets terminated.

Upload just the debug log from any of the successful runs. Doesn't matter which.

  • 0
Posted
5 hours ago, sheson said:

RenderThreads only has an effect if RenderSingle is set to 0 specicially in the INI.

Upload the the log, debug log or in case they are not saved, the realtime log from the proprietary drivers and RenderSingle=0 when it gets terminated.

Upload just the debug log from any of the successful runs. Doesn't matter which.

So, it looks like with "RenderSingle=0" computer doesn't freeze each time, just some of the time.
It looks like some of the time after creating billboards it hangs on the second texture and then crashes to desktop.
The other time it looks like it gets past that second texture and then just hangs the system.
Hopefully these logs help.

  • 0
Posted
On 9/4/2025 at 4:35 PM, linuxmod said:

So, it looks like with "RenderSingle=0" computer doesn't freeze each time, just some of the time.
It looks like some of the time after creating billboards it hangs on the second texture and then crashes to desktop.
The other time it looks like it gets past that second texture and then just hangs the system.
Hopefully these logs help.

I upload a new test version.
Use default INIs/settings if possible. Run once with RenderSingle=0 and in a case there are errors upload logs as usual.
Then run with with RenderSingle=1 to verify it still works.
If it works just report times for now.

  • 0
Posted
4 hours ago, sheson said:

I upload a new test version.
Use default INIs/settings if possible. Run once with RenderSingle=0 and in a case there are errors upload logs as usual.
Then run with with RenderSingle=1 to verify it still works.
If it works just report times for now.

results with new test version

test 1:
default INI, as shipped with DynDOLOD 3.00-68518-Alpha-194, no changes. 

result 1:
successful 19m52s

 

test 2:
same INI as "test 1" added RenderSingle=0

result 2:
SUCCESS @ 6m59s!! :bow:
no hangs/freezes, no memory errors, no errors!!!

 

test 3:
same INI as "test 1" changed RenderSingle= from 0 to 1
(not sure if this is the same as test 1, but ran it nonetheless)

result 3:
success @ 20:50s

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