Re: (Auto)Switch-off monitor bug (ScreenBlanker)
Posted: Sun Sep 22, 2019 6:11 pm
Heh, so this thread gets reactivated a second time, long time to grow...
TL;DR?
Just browse the bold lines then...
I think i found the culprit.
I was doing lots of compiling lately, stuff that took time and would eventually send my monitor into blank state (not sleep) and sometimes it did not wake from it. (no crash, just a silent freeze in the background with a blanked screen)
While doing the compiling and surfing the net with Odyssey i was pretty low on gfx mem (256 max with the gfx driver, having about 170 mb in use).
I also have a gfx mem docky installed which warns me (through Notification and sound) once i go beyond 75 %.
The Notification sound gimmick i just recently discovered and that was the one that alerted me actually to something going on in the instant the monitor was sent to blank itself.
Right then the Notification sound went off and i immediately moved the mouse to see what happened.
There was the Notification message telling me gfx mem was over 75% used...but, it wasn't (judging from the gfx mem docky display).
So i waited some more and it happened again on the next blank, but this time i caught the docky display to actually show it has been filled. And i also just caught that it went down a whooping 50 MB in gfx mem usage, so it went up the same amount beforehand.
I have to add that i don't use ANY modules, i just let the screenblanker engine blank the screen and wait for the sleep mode to come up later.
So...
Why is ScreenBlanker engine wasting a 50 MB gfx mem package to just blank the screen?
Would it be possible to reduce this kind of used gfx mem to a minimum IF no modules are set to be used?
Or, at least, let ScreenBlankerEngine check the available gfx mem first, instead of violently grabbing (non-existance) memory?
Since i know, because i already bombed my system numerous times with purposely filling up the gfx mem, that ScreenBlankerEngine is the one causing all those freezes people talked about in this very thread, it would be nice to get someone to open a tracker item (or at least update the one that might already be there) and share the tracker # with us mere users.
Thank you
I haven't tried, but a somewhat easy way to reproduce it would be to fill up the gfx memory to 85-90% and let ScreenBlankerEngine do it's stuff.
At least, i now know why it freezes (not that i can do anything about it)
I have no modules whatsoever in "Active modules"
ScreenBlankerEngine 53.13 (03.10.2014)
TL;DR?
Just browse the bold lines then...
I think i found the culprit.
I was doing lots of compiling lately, stuff that took time and would eventually send my monitor into blank state (not sleep) and sometimes it did not wake from it. (no crash, just a silent freeze in the background with a blanked screen)
While doing the compiling and surfing the net with Odyssey i was pretty low on gfx mem (256 max with the gfx driver, having about 170 mb in use).
I also have a gfx mem docky installed which warns me (through Notification and sound) once i go beyond 75 %.
The Notification sound gimmick i just recently discovered and that was the one that alerted me actually to something going on in the instant the monitor was sent to blank itself.
Right then the Notification sound went off and i immediately moved the mouse to see what happened.
There was the Notification message telling me gfx mem was over 75% used...but, it wasn't (judging from the gfx mem docky display).
So i waited some more and it happened again on the next blank, but this time i caught the docky display to actually show it has been filled. And i also just caught that it went down a whooping 50 MB in gfx mem usage, so it went up the same amount beforehand.
I have to add that i don't use ANY modules, i just let the screenblanker engine blank the screen and wait for the sleep mode to come up later.
So...
Why is ScreenBlanker engine wasting a 50 MB gfx mem package to just blank the screen?
Would it be possible to reduce this kind of used gfx mem to a minimum IF no modules are set to be used?
Or, at least, let ScreenBlankerEngine check the available gfx mem first, instead of violently grabbing (non-existance) memory?
Since i know, because i already bombed my system numerous times with purposely filling up the gfx mem, that ScreenBlankerEngine is the one causing all those freezes people talked about in this very thread, it would be nice to get someone to open a tracker item (or at least update the one that might already be there) and share the tracker # with us mere users.
Thank you
I haven't tried, but a somewhat easy way to reproduce it would be to fill up the gfx memory to 85-90% and let ScreenBlankerEngine do it's stuff.
At least, i now know why it freezes (not that i can do anything about it)
I have no modules whatsoever in "Active modules"
ScreenBlankerEngine 53.13 (03.10.2014)