Armory crashing with standard scene

All I did was follow the Setup tutorial in the Armory Docs and my first problem arises.

I unpack it as suggested into a folder directly on C:.
Then I start it up (I actually renamed my 2.79 folder in my user prefernces so it does not use all the addons from my normal blender install)
I save the standard scene (cube, camera and lamp) to the same dev folder on C:, just to make sure there is no problem with restricted access and set the renderer to cycles.
Then I hit “Play in Viewport” and I see the bar in the top left corner fill to 50% and after a view more seconds the window jumps to (Not Responding) and stays that way until I forcefully end blender. Blender does not use any CPU performance when I look into the Windows Task Manager.

Any help is much appreciated because I have no idea where to even begin my search for the problem :(.

My setup is:
Intel i7 3770K
16GB RAM
Vega 64 8GB running on Driver 18.3.4
Windows 10 Pro 64bit 1709

EDIT: Rendering the scene in a separate window (F5) works fine.

Sounds like the same issue reported here. Looks like the temporary fix is to turn the renderer to “Forward” rather then “Deferred”.

Thank you for the tip but it also crashes when using the “Forward” renderer :(.

Dang! Do you get anything out of the ordinary in the console when this happens? (You may want to add your experiences to that github issue as well.)

No sadly the console stays silent. Its about 5 seconds after hitting the “Play in Viewport” button that blender becomes unresponsive. Happend to every scene (tried all the templates and tutorials on github) I loaded up so far, even though most of them run fine when started in a separate window (hitting F5).

Not so sure my problem is similar to the one from the link since I never got the “Play in Viewport” function to work.

But thank you for your effort, really apriciate it :).

EDIT: Just thought of something. Does blender have a log-file that could tell why it crashed?

There is a log (except if you’re on Windows as is your case & mine) so little help in this situation I guess. :frowning: You may want to see if you get anything out of the ordinary by running blender from the command line with the --debug argument. I’ve done this a bit, and while I’ve found a GL Error that may be causing other issues, nothing stood out too me for my similar issue.

Just run blender in debug mode and nothing really stands out. To me at least ;). Thanks for your help and maybe you can see something in this debug log.

Show Debug log

Switching to fully guarded memory allocator.
Blender 2.79 (sub 1)
Build: Sat 09/09/2017 02:33 PM Windows
argv[0] = blender.exe
argv[1] = --debug
read file C:\Development\Armory-0.3\2.79\config\userpref.blend
Version 279 sub 1 date 2017-09-09 12:29 hash 7c8a254
Read prefs: C:\Development\Armory-0.3\2.79\config\userpref.blend
read file C:\Development\Armory-0.3\2.79\config\startup.blend
Version 279 sub 0 date 2017-09-11 10:43 hash 5bd8ac9

ordered
AL lib: (EE) UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead
found bundled python: C:\Development\Armory-0.3\2.79\python
blo_find_main: added new lib C:/Development/Armory-0.3/armsdk//armory/blender/data/arm_data.blend
read file C:\Development\Armory-0.3\armsdk\armory\blender\data\arm_data.blend
Version 279 sub 1 date unknown hash
ValueError: PME_OT_popup_panel.bl_property ‘item’ not found
Read blend: C:\Development\BlenderScenes\test\untitled.blend
read file C:\Development\BlenderScenes\test\untitled.blend
Version 279 sub 1 date 2017-09-09 12:29 hash 7c8a254

ordered
OBSuzanne
OBPlane
ED_undo_push: Node input modify
ED_undo_push: Node input modify

Armory v0.3.0 ($Id: bebbb7fa00e259ed7a026970637a60b0abab7b52 $)
OS: win, Target: krom, GAPI: opengl
Exporting Scene
Armory Warning: No camera found in active scene
Armory Warning: No camera found in active scene layers
Armory Warning: Creating default camera
Scene built in 0.022020578384399414
Exported modules: []
Shader flags: [’_Irr’, ‘_EnvCol’, ‘_CSM’, ‘_SMAA’, ‘_SSAO’]
Running: [‘C:/Development/Armory-0.3/armsdk//nodejs/node.exe’, ‘C:/Development/Armory-0.3/armsdk//Kha/make’, ‘krom’, ‘-g’, ‘opengl’, ‘–to’, ‘build_untitled/debug’]

ordered
OBSuzanne
OBPlane
Using Kha from C:\Development\Armory-0.3\armsdk\Kha
Creating Kha project.
Exporting asset 1 of 1 (armdefault_data.arm).
Exporting asset 1 of 1 (shader_datas.arm).
Exporting asset 1 of 1 (brdf.png).
Exporting asset 1 of 1 (noise8.png).
Exporting asset 1 of 1 (smaa_area.png).
Exporting asset 1 of 1 (smaa_search.png).
Exporting asset 1 of 1 (Scene.arm).
Exporting asset 1 of 1 (mesh_Plane.arm).
Exporting asset 1 of 1 (mesh_Suzanne.arm).
Exporting asset 1 of 1 (World_irradiance.arm).
Compiling shader 1 of 1 (blur_edge_pass.frag.glsl).
Compiling shader 1 of 1 (compositor_pass.frag.glsl).
Compiling shader 1 of 1 (compositor_pass.vert.glsl).
Compiling shader 1 of 1 (deferred_indirect.frag.glsl).
Compiling shader 1 of 1 (deferred_indirect.vert.glsl).
Compiling shader 1 of 1 (deferred_light.frag.glsl).
Compiling shader 1 of 1 (deferred_light_quad.frag.glsl).
Compiling shader 1 of 1 (pass.vert.glsl).
Compiling shader 1 of 1 (pass_lamp_volume.vert.glsl).
Compiling shader 1 of 1 (pass_viewray.vert.glsl).
Compiling shader 1 of 1 (smaa_blend_weight.frag.glsl).
Compiling shader 1 of 1 (smaa_blend_weight.vert.glsl).
Compiling shader 1 of 1 (smaa_edge_detect.frag.glsl).
Compiling shader 1 of 1 (smaa_edge_detect.vert.glsl).
Compiling shader 1 of 1 (smaa_neighborhood_blend.frag.glsl).
Compiling shader 1 of 1 (smaa_neighborhood_blend.vert.glsl).
Compiling shader 1 of 1 (ssao_pass.frag.glsl).
Compiling shader 1 of 1 (world_pass.frag.glsl).
Compiling shader 1 of 1 (world_pass.vert.glsl).
Compiling shader 1 of 1 (armdefault_mesh.frag.glsl).
Compiling shader 1 of 1 (armdefault_mesh.vert.glsl).
Compiling shader 1 of 1 (armdefault_shadowmap.frag.glsl).
Compiling shader 1 of 1 (armdefault_shadowmap.vert.glsl).
Compiling shader 1 of 8 (painter-colored.frag.glsl).
Compiling shader 2 of 8 (painter-colored.vert.glsl).
Compiling shader 3 of 8 (painter-image.frag.glsl).
Compiling shader 4 of 8 (painter-image.vert.glsl).
Compiling shader 5 of 8 (painter-text.frag.glsl).
Compiling shader 6 of 8 (painter-text.vert.glsl).
Compiling shader 7 of 8 (painter-video.frag.glsl).
Compiling shader 8 of 8 (painter-video.vert.glsl).
Done.
Finished in 2.6141204833984375
ED_undo_push: Add Lamp

ordered
OBSun
OBSuzanne
OBPlane

Armory v0.3.0 ($Id: bebbb7fa00e259ed7a026970637a60b0abab7b52 $)
OS: win, Target: krom, GAPI: opengl
Exporting Scene
Armory Warning: No camera found in active scene
Armory Warning: No camera found in active scene layers
Armory Warning: Creating default camera
Scene built in 0.013011932373046875
Exported modules: []
Shader flags: [’_Irr’, ‘_EnvCol’, ‘_CSM’, ‘_SMAA’, ‘_SSAO’]
Running: [‘C:/Development/Armory-0.3/armsdk//nodejs/node.exe’, ‘C:/Development/Armory-0.3/armsdk//Kha/make’, ‘krom’, ‘-g’, ‘opengl’, ‘–to’, ‘build_untitled/debug’, ‘–nohaxe’, ‘–noproject’]

ordered
OBSun
OBSuzanne
OBPlane
Using Kha from C:\Development\Armory-0.3\armsdk\Kha
Creating Kha project.
Exporting asset 1 of 1 (armdefault_data.arm).
Exporting asset 1 of 1 (shader_datas.arm).
Exporting asset 1 of 1 (brdf.png).
Exporting asset 1 of 1 (noise8.png).
Exporting asset 1 of 1 (smaa_area.png).
Exporting asset 1 of 1 (smaa_search.png).
Exporting asset 1 of 1 (Scene.arm).
Exporting asset 1 of 1 (mesh_Plane.arm).
Exporting asset 1 of 1 (mesh_Suzanne.arm).
Exporting asset 1 of 1 (World_irradiance.arm).
Compiling shader 1 of 1 (blur_edge_pass.frag.glsl).
Compiling shader 1 of 1 (compositor_pass.frag.glsl).
Compiling shader 1 of 1 (compositor_pass.vert.glsl).
Compiling shader 1 of 1 (deferred_indirect.frag.glsl).
Compiling shader 1 of 1 (deferred_indirect.vert.glsl).
Compiling shader 1 of 1 (deferred_light.frag.glsl).
Compiling shader 1 of 1 (deferred_light_quad.frag.glsl).
Compiling shader 1 of 1 (pass.vert.glsl).
Compiling shader 1 of 1 (pass_lamp_volume.vert.glsl).
Compiling shader 1 of 1 (pass_viewray.vert.glsl).
Compiling shader 1 of 1 (smaa_blend_weight.frag.glsl).
Compiling shader 1 of 1 (smaa_blend_weight.vert.glsl).
Compiling shader 1 of 1 (smaa_edge_detect.frag.glsl).
Compiling shader 1 of 1 (smaa_edge_detect.vert.glsl).
Compiling shader 1 of 1 (smaa_neighborhood_blend.frag.glsl).
Compiling shader 1 of 1 (smaa_neighborhood_blend.vert.glsl).
Compiling shader 1 of 1 (ssao_pass.frag.glsl).
Compiling shader 1 of 1 (world_pass.frag.glsl).
Compiling shader 1 of 1 (world_pass.vert.glsl).
Compiling shader 1 of 1 (armdefault_mesh.frag.glsl).
Compiling shader 1 of 1 (armdefault_mesh.vert.glsl).
Compiling shader 1 of 1 (armdefault_shadowmap.frag.glsl).
Compiling shader 1 of 1 (armdefault_shadowmap.vert.glsl).
Compiling shader 1 of 8 (painter-colored.frag.glsl).
Compiling shader 2 of 8 (painter-colored.vert.glsl).
Compiling shader 3 of 8 (painter-text.vert.glsl).
Compiling shader 4 of 8 (painter-image.frag.glsl).
Compiling shader 5 of 8 (painter-text.frag.glsl).
Compiling shader 6 of 8 (painter-image.vert.glsl).
Compiling shader 7 of 8 (painter-video.vert.glsl).
Compiling shader 8 of 8 (painter-video.frag.glsl).
Done.
ED_undo_push: Rotate

Armory v0.3.0 ($Id: bebbb7fa00e259ed7a026970637a60b0abab7b52 $)
OS: win, Target: krom, GAPI: opengl
Exporting Scene
Armory Warning: No camera found in active scene
Armory Warning: No camera found in active scene layers
Armory Warning: Creating default camera
Scene built in 0.01000833511352539
Exported modules: []
Shader flags: [’_Irr’, ‘_EnvCol’, ‘_CSM’, ‘_SMAA’, ‘_SSAO’]
Running: [‘C:/Development/Armory-0.3/armsdk//nodejs/node.exe’, ‘C:/Development/Armory-0.3/armsdk//Kha/make’, ‘krom’, ‘-g’, ‘opengl’, ‘–to’, ‘build_untitled/debug’, ‘–nohaxe’, ‘–noproject’]

ordered
OBSun
OBSuzanne
OBPlane
Using Kha from C:\Development\Armory-0.3\armsdk\Kha
Creating Kha project.
Exporting asset 1 of 1 (armdefault_data.arm).
Exporting asset 1 of 1 (shader_datas.arm).
Exporting asset 1 of 1 (brdf.png).
Exporting asset 1 of 1 (noise8.png).
Exporting asset 1 of 1 (smaa_area.png).
Exporting asset 1 of 1 (smaa_search.png).
Exporting asset 1 of 1 (Scene.arm).
Exporting asset 1 of 1 (mesh_Plane.arm).
Exporting asset 1 of 1 (mesh_Suzanne.arm).
Exporting asset 1 of 1 (World_irradiance.arm).
Compiling shader 1 of 1 (blur_edge_pass.frag.glsl).
Compiling shader 1 of 1 (compositor_pass.frag.glsl).
Compiling shader 1 of 1 (compositor_pass.vert.glsl).
Compiling shader 1 of 1 (deferred_indirect.frag.glsl).
Compiling shader 1 of 1 (deferred_indirect.vert.glsl).
Compiling shader 1 of 1 (deferred_light.frag.glsl).
Compiling shader 1 of 1 (deferred_light_quad.frag.glsl).
Compiling shader 1 of 1 (pass.vert.glsl).
Compiling shader 1 of 1 (pass_lamp_volume.vert.glsl).
Compiling shader 1 of 1 (pass_viewray.vert.glsl).
Compiling shader 1 of 1 (smaa_blend_weight.frag.glsl).
Compiling shader 1 of 1 (smaa_blend_weight.vert.glsl).
Compiling shader 1 of 1 (smaa_edge_detect.frag.glsl).
Compiling shader 1 of 1 (smaa_edge_detect.vert.glsl).
Compiling shader 1 of 1 (smaa_neighborhood_blend.frag.glsl).
Compiling shader 1 of 1 (smaa_neighborhood_blend.vert.glsl).
Compiling shader 1 of 1 (ssao_pass.frag.glsl).
Compiling shader 1 of 1 (world_pass.frag.glsl).
Compiling shader 1 of 1 (world_pass.vert.glsl).
Compiling shader 1 of 1 (armdefault_mesh.frag.glsl).
Compiling shader 1 of 1 (armdefault_mesh.vert.glsl).
Compiling shader 1 of 1 (armdefault_shadowmap.frag.glsl).
Compiling shader 1 of 1 (armdefault_shadowmap.vert.glsl).
Compiling shader 1 of 8 (painter-colored.frag.glsl).
Compiling shader 2 of 8 (painter-colored.vert.glsl).
Compiling shader 3 of 8 (painter-image.frag.glsl).
Compiling shader 4 of 8 (painter-text.frag.glsl).
Compiling shader 5 of 8 (painter-text.vert.glsl).
Compiling shader 6 of 8 (painter-image.vert.glsl).
Compiling shader 7 of 8 (painter-video.frag.glsl).
Compiling shader 8 of 8 (painter-video.vert.glsl).
Done.

Armory v0.3.0 ($Id: bebbb7fa00e259ed7a026970637a60b0abab7b52 $)
OS: win, Target: krom, GAPI: opengl
Exporting Scene
Armory Warning: No camera found in active scene
Armory Warning: No camera found in active scene layers
Armory Warning: Creating default camera
Scene built in 0.010509967803955078
Exported modules: []
Shader flags: [’_Irr’, ‘_EnvCol’, ‘_CSM’, ‘_SMAA’, ‘_SSAO’]
Running: [‘C:/Development/Armory-0.3/armsdk//nodejs/node.exe’, ‘C:/Development/Armory-0.3/armsdk//Kha/make’, ‘krom’, ‘-g’, ‘opengl’, ‘–shaderversion’, ‘330’, ‘–to’, ‘build_untitled’]

ordered
OBSun
OBSuzanne
OBPlane
Using Kha from C:\Development\Armory-0.3\armsdk\Kha
Creating Kha project.
Exporting asset 1 of 1 (armdefault_data.arm).
Exporting asset 1 of 1 (shader_datas.arm).
Exporting asset 1 of 1 (brdf.png).
Exporting asset 1 of 1 (noise8.png).
Exporting asset 1 of 1 (smaa_area.png).
Exporting asset 1 of 1 (smaa_search.png).
Exporting asset 1 of 1 (Scene.arm).
Exporting asset 1 of 1 (mesh_Plane.arm).
Exporting asset 1 of 1 (mesh_Suzanne.arm).
Exporting asset 1 of 1 (World_irradiance.arm).
Compiling shader 1 of 1 (blur_edge_pass.frag.glsl).
Compiling shader 1 of 1 (compositor_pass.frag.glsl).
Compiling shader 1 of 1 (compositor_pass.vert.glsl).
Compiling shader 1 of 1 (deferred_indirect.frag.glsl).
Compiling shader 1 of 1 (deferred_indirect.vert.glsl).
Compiling shader 1 of 1 (deferred_light.frag.glsl).
Compiling shader 1 of 1 (deferred_light_quad.frag.glsl).
Compiling shader 1 of 1 (pass.vert.glsl).
Compiling shader 1 of 1 (pass_lamp_volume.vert.glsl).
Compiling shader 1 of 1 (pass_viewray.vert.glsl).
Compiling shader 1 of 1 (smaa_blend_weight.frag.glsl).
Compiling shader 1 of 1 (smaa_blend_weight.vert.glsl).
Compiling shader 1 of 1 (smaa_edge_detect.frag.glsl).
Compiling shader 1 of 1 (smaa_edge_detect.vert.glsl).
Compiling shader 1 of 1 (smaa_neighborhood_blend.frag.glsl).
Compiling shader 1 of 1 (smaa_neighborhood_blend.vert.glsl).
Compiling shader 1 of 1 (ssao_pass.frag.glsl).
Compiling shader 1 of 1 (world_pass.frag.glsl).
Compiling shader 1 of 1 (world_pass.vert.glsl).
Compiling shader 1 of 1 (armdefault_mesh.frag.glsl).
Compiling shader 1 of 1 (armdefault_mesh.vert.glsl).
Compiling shader 1 of 1 (armdefault_shadowmap.frag.glsl).
Compiling shader 1 of 1 (armdefault_shadowmap.vert.glsl).
Compiling shader 1 of 8 (painter-colored.frag.glsl).
Compiling shader 2 of 8 (painter-image.frag.glsl).
Compiling shader 3 of 8 (painter-image.vert.glsl).
Compiling shader 4 of 8 (painter-colored.vert.glsl).
Compiling shader 5 of 8 (painter-text.frag.glsl).
Compiling shader 6 of 8 (painter-text.vert.glsl).
Compiling shader 7 of 8 (painter-video.frag.glsl).
Compiling shader 8 of 8 (painter-video.vert.glsl).
Done.
Finished in 2.508725881576538

Hm, at least the separate window works. There have been issues with new nvidia pascal cards a while ago which I managed to fix, wonder if something is upsetting the Vega…:(. Will try to test.

great thanks for your help and let me know if I can help you in any way with testing :).