This is a post for web gl developers.
Are you having nv4_disp.dll blue screen errors since you are developing web gl apps?
I have 1 or 2 every week in the last month. And I think I'm doing almost the same.
(That is , there is not any big difference into my app)
I'm using three & chrome and I promise I have this error playing with little 3D worlds (a simple plane and some lines, believe me). I have opened chrome + devtools.
Some times I have the error while I'm listening music at spotify.
I know this information can be irrelevant but maybe somebody has similar problems than me .
Any idea? Thanks.
Blue screen errors are indication of faulty hardware or faulty graphics drivers. Chrome itself cannot be the root cause of the problem, as Chrome cannot write into kernel space where the problem occurs.
I suggest you change your hardware if you want to get rid of the problem.
You may or may not want to report to this Nvidia, but most likely they don't care about individual reports, especially if the hardware is no longer being sold.
Related
I have no idea where can I actually get help for this, so I'm hoping I'll get some pointers on where should I post my issue.
So we're supporting a radioplayer application that lets you play streams on chromecast devices. We've received more and more reports of streams stopping after a few seconds.
Inspecting the chromecast receiver application we found an error:
error: MediaError {code: 3, message: "PIPELINE_ERROR_DECODE: Format conversion failed."}
Ok, so it has an issue with decoding the stream. Just to keep the fun in funeral it turns out that it works on a chromecast gen1, but not on a chromecast gen3 or a home mini.
So we did what every normal developer would do: gave up and went to work at McDonalds created a sample webpage, with the streams (to leave out all the mess that comes with casting stuff). Tested this page in different browsers and browser versions: works everywhere except chrome. And not just chrome. If your chrome version is 66 or below, happy days. If its 67 or newer, the playback will stop. In the browser we get a slightly different error message, but since stops pretty much at the very same point where the chromecast does... I seem to see a common factor there.
Here is the sample page: http://chromecast.radioplayer.aerian.org/test.html
To tell a couple of radio stations to go and fix their streams would be feasible... but we're talking about potentially 50-90 stations, who's streams are otherwise working, except on a chromecast.
Is this a bug? Is this a feature?
If its a bug, where should a raise it? If its a feature would you like onions with your burger?
I've raised a bug report with chromium, turns out it's a bug. It's being fixed in V75. More details here: https://bugs.chromium.org/p/chromium/issues/detail?id=956027#c7
Hi I'm getting the error
Error creating WebGL context.
Uncaught TypeError: Cannot read property 'getExtension' of null
This is happening on google chrome 71 but I find it odd because if I open up dev tool and refresh the page it works perfectly fine I'm at a loss to what is causing this any idea's ?
It's worked perfectly fine untill today nothing has changed on the PC or browser. My drivers are all up to date, webgl is enabled...
if you have two GPU installed on your system you might want to try to enable
Override software rendering list
in chrome://flags/
I'll leave this here for anyone else apparently it's a browser and graphic card issue
mrdoob: The graphics card is only one of the reasons why the context
can't be created
https://github.com/mrdoob/three.js/issues/4927
This seems to be why unless anyone else has any other ideas...
The issue is on going and not fixed it would be interesting to know why this happens though and why opening dev tools and refreshing resolves the issue for me.
EDIT-
Apparently for me this was due to my graphic card being blacklisted because it's old.
The fix for me was manually enabling WebGL acceleration under Chrome’s feature flags: chrome://flags/
I have encountered this several times with THREE.js. It arises for me once memory resources are shared, abandoned, or overwhelmed, for example:
I have a good render loop but then I introduce long tasks.
I perform extensive, continuous testing. As I modify live settings in Chrome Inspector, THREE does not reflect all changes without fail. Memory may not be released until I restart.
I leave the program running overnight. The next morning the browser is froze, black, OOM...
I use multiple instances of a resource, for example
Web Audio and Magenta Music. The quality may perceptibly degrade and
throw its own errors, but... I will also encounter worse silent
errors. For example when I also steam music in another tab, or click
audio/video media on Twitter... frozen browser, black screen, WebGL
context loss.
I just wanted to comment that I saw this due to other unrelated errors in my app that got thrown first.
I updated my graphic drivers (NVIDIA) and didn't restart chrome nor the PC, and was having this issue.
I just restarted the PC and now it's fine.
This was resolved for me by simply installing the latest and restarting my browser - thought I'd add it here to hopefully save some future soul from wasting an hour like i did.
Error creating webGL Context in three.js.min ver 93
I had the same problem with Chrome version 104.5112.102 and managed to fix it by going to Chrome, Settings, and switching off the
Use hardware acceleration when available.
the graphics card is an old GE Force 8600 card running on Windows 10.
For me, I restarted my computer and the error did not appear again. You can try doing this before you do anything more complicated.
There used to be an option in dev tools under Render right next to the FPS Meter that said "Enable continuous page repainting". Now it's not there. Where did it go?
Version 60.0.3112.113 (Official Build) (64-bit)
There used to be an option in dev tools under Render right next to the FPS Meter that said "Enable continuous page repainting". Now it's not there. Where did it go?
It's been removed. See Crbug issue #523040.
The broader question here is, what workflow can you use to replace Continuous Painting Mode (CPM)?
CPM was before my time, but it looks like it gave you a realtime estimate of painting cost for the entire page. There's nothing equivalent to that anymore, but Performance recordings can definitely help you gauge how much painting your page is doing. The general idea is to start recording, interact with your page, and then analyze the recording results to see how many paint events occurred, and how much time each one took. See Get Started With Analyzing Runtime Performance to get familiar with the Performance panel.
2 Nov 2017 Update
There's a new feature coming to DevTools in Chrome 64 (which is currently in Canary) that's close to CPM called the Performance Monitor. It shows a realtime view of FPS, Layouts Per Second, and Style Recalculations Per Second.
The "continuous page repainting" debugging option was removed from Chrome quite a few versions ago. However, you can still get to paint instrumentation in the Performance tab of the developer tools:
Developer tools -> Performance -> Settings -> Enable advanced paint instrumentation
This will not enable continuous repaint since as far as I can tell Chrome no longer does that, but will allow you to see a profile of how your page actually worked during recording, and can be very useful for tracking down performance problems. It is integrated with other performance profile data as well.
I personally have found this article: https://blog.algolia.com/performant-web-animations/ to be useful if you're working on animations, but I'm not going to summarize it here since it's quite long and I'm not sure you're specifically looking to improve animation performance anyway. (No association with the author; just useful info.)
im not sure why (probably an update) but chrome has significantly lost performance while running some things I've made with three.js. I haven't worked on anything in a month and now that i've returned to my project i've found things are suddenly running much slower than they used to. I used to get a smooth 60 fps+, and now things are chugging along at 20 fps in one of my programs.
Just to be clear, I've changed absolutely nothing. I simply opened my projects a month later and the performance has dropped by 40+ fps, which is frightening. This is true for anything using three.js.
I'm wondering if anyone knows what the issue is.
EDIT:
http://gamejolt.com/games/arcade/tiny-tank/27522/
This is an application I've made which has significantly degraded in performance, at least on my machine. There also strange shading behavior which has appeared on the shading of certain objects due to hidden lights(?).
I'm using the WebGL renderer by the way.
I'm using Three.js version r66, since there are no migration instructions to move to any higher versions on github.
Go to chrome://flags and make sure Override software rendering list is set to enabled. This will make sure the GPU-acceleration is enabled on unsupported system configurations
Any ideas on how to get memory usage, Javascript errors, etc. from Chrome running on Google TV?
I have a page that is getting the "Aw, snap!" error when viewed in the Chrome browser on Google TV (Logitech). The page is fairly simple, but it does load a bunch of photos, though only up to 7 at a time (the photos are loaded using JavaScript). The photos are 640x480 and ~500KB each. They are stacked and the top one fades out (using jQuery) until all are gone then a new batch is loaded.
It only crashes on Google TV (it runs fine on Windows 7) and it takes a while before it crashes (I can get it down to about 10-20 minutes before it crashes by turning on a "fast mode" on our page).
Unfortunately I can't figure out how to get any information that might help me debug it. It would be cool to be able to get Chrome's developer tools on the Google TV device.
Currently there is no way to pull debug information from Chrome on Google TV. The Logitech Review is rather limited in it's RAM and you may be encountering an issue there (I don't know how big these images are). It is also possible that you have a memory leak in your javascript code. This might be hidden on other systems running a browser as there would be more memory to buffer you from seeing the error.
My advice would be to create a virtual machine (VirtualBox is free and runs on Windows) - create a VM with limited memory (256Mb Ram for instance) and install Ubuntu or some other flavor of linux that can run Chrome. Then run your app in the VM and see what happens.
Failing that you could always try loading the imaged with static image tags and see if it is the images that are causing the crash. If it's not the images then I would say look at your JS code closely and perhaps run it through JSLint (http://www.jslint.com/)