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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Tonga GPU lock/reset fail with Unigine Valley"
href="https://bugs.freedesktop.org/show_bug.cgi?id=91278#c14">Comment # 14</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Tonga GPU lock/reset fail with Unigine Valley"
href="https://bugs.freedesktop.org/show_bug.cgi?id=91278">bug 91278</a>
from <span class="vcard"><a class="email" href="mailto:adf.lists@gmail.com" title="Andy Furniss <adf.lists@gmail.com>"> <span class="fn">Andy Furniss</span></a>
</span></b>
<pre>FWIW I don't think the Valley code/shaders/whatever its self triggers this.
I can run valley for > an hour depending on luck/state of my box.
One way to get a long run for me is to go into mem sleep, come out and while
nothing else is running run valley. Based on only a few runs like this, I
haven't locked it yet. Randomly starting valley after my PC has been in use all
day may lock withing 10 seconds.
I am not saying mem sleep cures all locks, just seems to make it hard. After
running valley for an hour one time, I mover onto Unreal elemental, several
runs, no lock. I then tried Unreal Atlantis and eventually got it to hang with
that, though it ran through the scripted bit and I had to start flying around
interactively before the hang.
Unreal Atlantis is a bit different/annoying. Different in that it requests more
vram than I have and annoying as it makes a 1.8 gig cache file under
$HOME/.config.
This mem sleep observation may be luck. I also haven't tested some variants yet
like with vblank_mode=0 or cpufreq_ondemand settings. I run valley all maxed
fullscreen - so yet more variables verses what others may be running it with.</pre>
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