Question / Help OBS Crashes after around 2h 30m

Hi all,

I've been using OBS Studio 32bit for some time now and have recently had issues with it crashing after a period of time. I've attached the log as I wanted to see if anyone can see what it is? it stops streaming so I go to stop / restart the streaming service and it will just crash with not responding in Win 10. I'm also recording at the same time using the same OBS instance.

Cheers

Bob
 

Attachments

  • 2016-06-24 19-59-37.txt
    24 KB · Views: 39
You should upload the crash dump as well if it's a crash.
But, only 2gb RAM? What does your memory usage look like when you're doing all the things you're doing. Could it be a out of memory related crash?

Also. You are pushing your system way too hard:
Number of lagged frames due to rendering lag/stalls: 111708 (48.8%)
Number of lagged frames due to rendering lag/stalls: 38055 (49.0%)
Number of lagged frames due to rendering lag/stalls: 83532 (48.7%)
Number of lagged frames due to rendering lag/stalls: 38523 (48.7%)

Which is because you are recording at 1080p60 with x264 at 40K CBR AND you are streaming at 720p60 x264 3K CBR with preset set to fast. Stop terrorizing your computer bro! ;)
I also noticed that you have NVENC, why not utilize that for your local recordings to take some much needed load off your CPU.
 
Hey,

Thanks for responding @Steve Macintosh.

The system has 16gb of ram so is this due to me using 32bit over 64bit?

I know the system is pushed hard but it can handle it, just after this period of time it keels over, more likely to be out of ram as something is limiting it rather than CPU.

I've used nvenc before as prefer the quality from h.264 especially in high fps games.
 
Well I would at least take a look at memory usage with task manager and see where it's at around the time before you usually crash to make sure.

And I see no reason using 32-bit client unless you're on a 32-bit system and can't run 64-bit, as 64-bit will let you use more memory should it be needed.

But again, if you want to know why it's crashing, the crash dump from a crash is of help. So upload one :)
 
NP, I can use 64bit will look at moving over to it, in the mean time here the crash log.
 

Attachments

  • Crash 2016-06-25 02-12-18.txt
    50 KB · Views: 27
@Steve Macintosh Thought I had the log for the 64bit but I don't.

Ah I meant the actual log and not the crash dump.

But anyway, I don't have a clear definitive answer for you, unfortunately. But it looks like it's trying to buffer audio and then push it back in the stack and it crashes when it's trying to reallocate memory. The cause of this eludes me however, possibly that the fact you're pushing your system so hard creates a too big buffer where it eventually just crashes, could be audio driver conflicts, or that windows update that broke alot of programs.

My recommendation is that you go through your settings and get them to a point where 50% of your rendering doesn't lag/stall (and I don't mean get it down to 40%, try to get rid off it completely). See if that improves things. If it doesn't you have to troubleshoot it and removing things from your scenes. Try to reduce it to a bare minimum and then add piece by piece and after every piece you test it out until it crashes. Also why are you using window capture instead of game capture?

Maybe somebody else have some better input for you.
 

sam686

Member
The problem might be OBS-Studio receiving audio faster from 1 or more audio inputs then it can record, buffering and buffering more, lagging 1 or more audio inputs, until running out of memory. This problem might not show up until after hours of receiving audio data from a source a little faster then it should.

Looking at https://github.com/jp9000/obs-studio/blob/0.14.2/libobs/util/bmem.c and experimenting a little with disassembly and memory editor. Crash 2016-06-25 02-12-18.txt brealloc, arg0 is a pointer, arg1 is (hex)10000000 which is 256 MB in size which is way too big for any kind of audio buffer. Some inline functions don't show up on stack. Too much circlebuf_push_back with not enough circlebuf_pop_front might lag the audio and run out of memory. Maybe the buffer size should be checked if small enough to push more buffer.

EDIT: overclocked more then just CPU multiplier? That could cause audio chip to run too fast, receiving more data then it should.
 
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Thanks @Steve Macintosh & @sam686 I will take a look at the audio buffing and see what options I have and check out the article from Sam. I do have multiple audio channels recoding so could be that, but I have used this multi audio for a year and it's been fine.

OC is via the multiplier and XMP so pretty standard OC.

The crashing since moving to 64bit seems to be reduced as a note, what I am still seeing tough is after a period of time usually 30+ mins that Obs will stop its steaming to restream.io but Obs looks as if TS still streaming but to viewers my steam has stopped. I then have to stop and start the Obs steam service and it works again. This could be related to the audio again maybe. If I stream direct to twitch it doesn't seem to have an issue though and I would therefore think it was because of the multi stream service restream but I've seen this also using a local ngnix service.
 
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