Bug Report atidxx64.dll causes crashes

Nixxen

New Member
Hey!

I'll be dumping a few crash logs and minidumps for you here so you can compare them if you want.
The first two are while streaming and the last one are while previewing the stream.
It seems to be very reproducible (anywhere from 30 sec to 40 min between crashes if the "conditions" are met) so if you need more data, let me know.

Active in the scene when the crashes occurred is:
-an animated gif (just to see that things are moving, it happens without it as well)
-a static text (explains to potential viewers that this is just a test. problem happens without this as well)
-an image overlay with the stream name
-a text countdown via Snaz (which I think might be the issue, since as far as I can tell OBS does not crash once the countdown is complete - the text is read from a file)
There are no game capture, window capture or similar active in the scene.
Global sources have a few game capture and window captures running, but none of the programs in the global list is running.

Based on the crash log it seems that atidxx64.dll is causing trouble, and going by the name I guess this is related to my graphics card driver.
According to raptr I'm running the latest Catalyst driver (15.7.1). And yes, raptr in-game is disabled, so that's not interfering.
I am normally running Trillian with the ingame overlay as well, and I have yet to see it crash when Trillian is NOT running. Keep in mind though that I have only tested without Trillian for a short while, so it might just be blind coincidence.

This is ONLY happening during the "countdown" sequence of my streams, so I'm guessing it's possibly related to the combination of reading a text file updated by Snaz in combination with Trillian - But I don't see how that can cause issues with graphic card drivers.
Hope you can make some more sense of it than me :)
 

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Nixxen

New Member
I just had a crash without Trillian, so I guess that's out of the loop then.
It took quite some time though.
 

Nixxen

New Member
I think I may have figured out the cause of issue.

I was using a very graphic intensive font (Armalite Rifle) with 500px size scaled down to fit the screen.
When this text was static everything was fine, but when it updated once a second (as in the countdown) the FPS dropped from 30 to anywhere between 11 and 20.
I switched over to another, less intensive, font and reduced the letter size to 200px.
It's been running for over an hour now without a crash.
 

R1CH

Forum Admin
Developer
It seems your driver had issues with re-creating the textures. As a workaround, specifying custom text extents that fit the size of the source will prevent the texture from being re-created on text change.
 

Nixxen

New Member
Thank you.
I made a custom text border yesterday, and found a pixel size that made it look roughly the same as when I scaled it down.
Still using a different and more plain font, since a font is not worth the potential crash IMO.
I've had it counting down in preview for one night and one work day and it still hadn't crashed.
That's a win in my book.

Making all my changing or moving texts into fixed size from now on :)
 
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