Author Topic: Nvidia driver crashes when baking Ambient Occlusion.  (Read 10326 times)

Hi there!

This is my first post here. I'm going trough the process of learning Substance Designer and I absolutely love it!
I'm having a problem: I'm not able to bake an ambient occlusion map (from a worldSpace normal map).
I'm using the latest version of SD 4.3.1, GeForce GT555M 3GB of ram, nvidia driver 314.22.

This is the window that appears when SD crashes:
"The NVIDIA OpenGL driver lost connection with the display driver due to exceeding the Windows Time-Out limit and is unable to continue.
The application must close.

Error code: 7
Would you like to visit
http://nvidia.custhelp.com/cgi-bin/nvidia.cfg/php/enduser/std_adp.php?p_faqid=3007 for help?"

Thank you!

Hi there!

This is my first post here. I'm going trough the process of learning Substance Designer and I absolutely love it!
I'm having a problem: I'm not able to bake an ambient occlusion map (from a worldSpace normal map).
I'm using the latest version of SD 4.3.1, GeForce GT555M 3GB of ram, nvidia driver 314.22.

This is the window that appears when SD crashes:
"The NVIDIA OpenGL driver lost connection with the display driver due to exceeding the Windows Time-Out limit and is unable to continue.
The application must close.

Error code: 7
Would you like to visit
http://nvidia.custhelp.com/cgi-bin/nvidia.cfg/php/enduser/std_adp.php?p_faqid=3007 for help?"

Thank you!

Hello,

I haven't seen that issue come up. The AO bake is GPU intensive. What resolution were your trying to bake the AO?

Cheers,

Wes
Head of Substance Demo Art Team
the3dninja@adobe.com
Twitter: The3DNinja

2K :S

Hey Wes, sorry another question: do lights cast shadows in SD?
Thank you!

P.S. (it's funny to see you in so many different forums :D)

I have also problem baking AO and Nvidia driver crash.
2K map
It happend in 4.3 and 4.3.1
I use GTX 660 TI
Nvidia driver is new installed 26-05-14
Last Edit: May 30, 2014, 11:14:51 pm

The problem comes from the fact that the graphics card driver kills the rendering process whenever a draw call takes too long to finish (usually aftrer a few seconds). This may happen with bigger meshes or slower graphics card. In that case, you should use the "ambient occlusion from mesh" which only uses the CPU and therefore should be able to handle much bigger meshes. Just use the same mesh for both the high and low poly meshes.

Thank you .
It works now when I bake from mesh..Awesome

I'm getting the exact same problem with a 660ti. Its a pretty fast card, just a little capped in the memory bandwidth, so I'm surprised it crashes. Is this a bug with Designer or Nvidia's driver? And can it be fixed?

It's not a bug, it's a feature of the OS.
http://msdn.microsoft.com/en-us/library/windows/hardware/ff570087%28v=vs.85%29.aspx
In order to prevent rendering from locking the system, the OS kills the driver whenever rendering takes more than a couple second. Since we can't possibly know how long the AO rendering will take (it depends on your card, your driver, your OS, the mesh size, the texture size, etc.), we can't put an a-priori limit on how big a mesh or a texture you can process, and you'll always be able to find a mesh or a texture size that is "too big for your graphics card".
When you hit that limit, you can simply use the "ambient occlusion from mesh" baker instead.

There's a key in the registry specifying how long the OS should wait before killing the driver call, but as far as I know we are not allowed to modify it when installing an application. However, individual users can change it how they see fit. You can find more details about it here if you are interested :
http://msdn.microsoft.com/en-us/library/windows/hardware/ff569918%28v=vs.85%29.aspx
https://devtalk.nvidia.com/default/topic/459869/-quot-display-driver-stopped-responding-and-has-recovered-quot-wddm-timeout-detection-and-recovery-/
Please note that we don't recommend to change the TDR registry key.

2K :S

Hey Wes, sorry another question: do lights cast shadows in SD?
Thank you!

P.S. (it's funny to see you in so many different forums :D)

Hi Mario,

You can't cast shadows in SD yet. I really want this feature as well. They are going to be adding shadows. I'm not sure on the timeline, but its coming :)

I'm trying to keep as active in the forums as much as possible. I really enjoying talking with community.

Cheers,

Wes
Head of Substance Demo Art Team
the3dninja@adobe.com
Twitter: The3DNinja

It's not a bug, it's a feature of the OS.
http://msdn.microsoft.com/en-us/library/windows/hardware/ff570087%28v=vs.85%29.aspx
In order to prevent rendering from locking the system, the OS kills the driver whenever rendering takes more than a couple second. Since we can't possibly know how long the AO rendering will take (it depends on your card, your driver, your OS, the mesh size, the texture size, etc.), we can't put an a-priori limit on how big a mesh or a texture you can process, and you'll always be able to find a mesh or a texture size that is "too big for your graphics card".
When you hit that limit, you can simply use the "ambient occlusion from mesh" baker instead.

There's a key in the registry specifying how long the OS should wait before killing the driver call, but as far as I know we are not allowed to modify it when installing an application. However, individual users can change it how they see fit. You can find more details about it here if you are interested :
http://msdn.microsoft.com/en-us/library/windows/hardware/ff569918%28v=vs.85%29.aspx
https://devtalk.nvidia.com/default/topic/459869/-quot-display-driver-stopped-responding-and-has-recovered-quot-wddm-timeout-detection-and-recovery-/
Please note that we don't recommend to change the TDR registry key.

Ah so that's what's happening. We got a similar thing with some of our slower max scripts. Our tech artist was able to work around it. Maybe by doing some sort of progress report back to the main app.

Knald doesn't seem to suffer from a similar problem and that's all GPU baking. I guess they must have found a solution too.