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[CRASH] [Bug] VM Motionblur 3.0

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steels
Posts: 10
Joined: Tue May 03, 2022 3:35 am

[CRASH] [Bug] VM Motionblur 3.0

Post by steels »

I lost quite a lot of work because of this module "VM Motionblur 3.0" everytime i load it, my magic crashes, here's my specifications

Ryzen 5600x
RX570 Sapphire 4gb
24gb RAM

:(
Sadler
Posts: 1139
Joined: Sat Aug 02, 2014 7:10 pm
Location: London, UK

Re: [CRASH] [Bug] VM Motionblur 3.0

Post by Sadler »

I guess you mean VVMotionBlur 3.0. This is GL code which may work differently depending on the implementation of GL. It doesn't crash for me on a 2080 though it misbehaves outside 0-0.99. If I were you I would stop using it if it is causing the loss of quite a lot of work. Trails might do a similar job for you. If this module is crucial to your workflow, then perhaps try adding a min/max to the JSON header:

"MAX": 0.99,
"MIN": 0

This module is a fairly simple multi-buffer effect, so I'm curious if many other modules run on your system.
steels
Posts: 10
Joined: Tue May 03, 2022 3:35 am

Re: [CRASH] [Bug] VM Motionblur 3.0

Post by steels »

I have not noticed any other crashes besides this VV Motion blur module, where am i supposed to change that json file? where is it located?
Sadler
Posts: 1139
Joined: Sat Aug 02, 2014 7:10 pm
Location: London, UK

Re: [CRASH] [Bug] VM Motionblur 3.0

Post by Sadler »

It is in the '\Modules2\ISF\Blur' folder, within your Magic install. Bear in mind that any changes you make to these files will be lost if Magic is updated or re-installed. You can always make a copy and rename it.

Here's the complete updated code, cut and paste this, replacing what's there already or save to a new file.

Code: Select all

/*{
	"DESCRIPTION": "this is basically identical to the demonstration of a persistent buffer",
	"CREDIT": "by zoidberg",
	"ISFVSN": "2",
	"CATEGORIES": [
		"Blur"
	],
	"INPUTS": [
		{
			"NAME": "inputImage",
			"TYPE": "image"
		},
		{
			"NAME": "blurAmount",
			"TYPE": "float",
			"DEFAULT": 0.0,
			"MAX": 0.99,
			"MIN": 0
		}
	],
	"PASSES": [
		{
			"TARGET":"BufferA",
			"PERSISTENT": true,
			"FLOAT": true
		},
		{
		
		}
	]
	
}*/


void main()
{
	vec4		freshPixel = IMG_PIXEL(inputImage,gl_FragCoord.xy);
	vec4		stalePixel = IMG_PIXEL(BufferA,gl_FragCoord.xy);
	gl_FragColor = mix(freshPixel,stalePixel,blurAmount);
}
steels
Posts: 10
Joined: Tue May 03, 2022 3:35 am

Re: [CRASH] [Bug] VM Motionblur 3.0

Post by steels »

okay that crash still happens ! :D
Sadler
Posts: 1139
Joined: Sat Aug 02, 2014 7:10 pm
Location: London, UK

Re: [CRASH] [Bug] VM Motionblur 3.0

Post by Sadler »

Worth a try. How about your Open GL info in Magic? https://magicmusicvisuals.com/downloads ... OpenGLInfo
steels
Posts: 10
Joined: Tue May 03, 2022 3:35 am

Re: [CRASH] [Bug] VM Motionblur 3.0

Post by steels »

GL_EXT_abgr GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_compiled_vertex_array GL_EXT_texture3D GL_EXT_bgra GL_EXT_draw_range_elements GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_texture_edge_clamp GL_ARB_multitexture GL_ARB_multisample GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_transpose_matrix GL_EXT_blend_func_separate GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_secondary_color GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_NV_blend_square WGL_EXT_swap_control GL_ARB_point_parameters GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_EXT_texture_compression_s3tc GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_vertex_program GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_env_combine3 GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_texture_rectangle GL_NV_primitive_restart GL_S3_s3tc GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_occlusion_query GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object GL_ARB_vertex_shader GL_EXT_blend_equation_separate GL_EXT_depth_bounds_test GL_ARB_color_buffer_float GL_ARB_draw_buffers GL_ARB_half_float_pixel GL_ARB_pixel_buffer_object GL_ARB_texture_float GL_ARB_texture_rectangle GL_EXT_framebuffer_object GL_EXT_pixel_buffer_object GL_NV_float_buffer GL_OES_draw_texture GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_packed_depth_stencil GL_EXT_texture_format_BGRA8888 GL_ATI_separate_stencil GL_ATI_shader_texture_lod GL_EXT_draw_buffers2 GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_integer GL_EXT_transform_feedback GL_NV_depth_buffer_float GL_OES_EGL_image GL_EXT_provoking_vertex GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_ARB_depth_buffer_float GL_ARB_draw_instanced GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_texture_buffer_object GL_ARB_texture_compression_rgtc GL_ARB_texture_rg GL_ARB_transform_feedback GL_ARB_vertex_array_object GL_EXT_direct_state_access GL_EXT_texture_snorm GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_clamp GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_fragment_coord_conventions GL_ARB_sample_shading GL_ARB_seamless_cube_map GL_ARB_shader_texture_lod GL_ARB_sync GL_ARB_texture_cube_map_array GL_ARB_texture_gather GL_ARB_texture_multisample GL_ARB_texture_multisample_no_array GL_ARB_uniform_buffer_object GL_ATI_meminfo GL_EXT_texture_storage GL_NV_copy_image GL_NV_texture_barrier GL_AMD_blend_minmax_factor GL_AMD_depth_clamp_separate GL_AMD_sample_positions GL_ARB_ES2_compatibility GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_debug_output GL_ARB_draw_indirect GL_ARB_explicit_attrib_location GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_occlusion_query2 GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_subroutine GL_ARB_tessellation_shader GL_ARB_texture_compression_bptc GL_ARB_texture_rgb10_a2ui GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_vertex_attrib_64bit GL_ARB_viewport_array GL_EXT_shader_image_load_store GL_EXT_texture_sRGB_decode GL_AMD_bus_addressable_memory GL_AMD_pinned_memory GL_ARB_conservative_depth GL_ARB_internalformat_query GL_ARB_shader_atomic_counters GL_ARB_shader_image_load_store GL_ARB_shading_language_420pack GL_ARB_texture_storage GL_ARB_transform_feedback_instanced GL_EXT_color_buffer_half_float GL_EXT_debug_label GL_AMD_shader_trinary_minmax GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_clear_buffer_object GL_ARB_compute_shader GL_ARB_copy_image GL_ARB_explicit_uniform_location GL_ARB_fragment_layer_viewport GL_ARB_framebuffer_no_attachments GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_multi_draw_indirect GL_ARB_program_interface_query GL_ARB_shader_image_size GL_ARB_shader_storage_buffer_object GL_ARB_stencil_texturing GL_ARB_texture_buffer_range GL_ARB_texture_storage_multisample GL_ARB_texture_view GL_ARB_vertex_attrib_binding GL_EXT_copy_buffer GL_KHR_debug GL_AMD_gpu_shader_half_float GL_AMD_gpu_shader_int64 GL_ARB_bindless_texture GL_ARB_buffer_storage GL_ARB_clear_texture GL_ARB_enhanced_layouts GL_ARB_indirect_parameters GL_ARB_multi_bind GL_ARB_query_buffer_object GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_sparse_texture GL_ARB_texture_stencil8 GL_EXT_copy_image GL_EXT_draw_buffers_indexed GL_EXT_geometry_point_size GL_EXT_gpu_shader5 GL_EXT_sRGB_write_control GL_EXT_shader_integer_mix GL_EXT_shader_io_blocks GL_EXT_tessellation_point_size GL_EXT_tessellation_shader GL_EXT_texture_border_clamp GL_EXT_texture_buffer GL_EXT_timer_query GL_KHR_blend_equation_advanced GL_NV_shader_atomic_int64 GL_ARB_clip_control GL_ARB_conditional_render_inverted GL_ARB_cull_distance GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_get_texture_sub_image GL_ARB_pipeline_statistics_query GL_ARB_shader_texture_image_samples GL_ARB_sparse_buffer GL_ARB_texture_barrier GL_ARB_transform_feedback_overflow_query GL_EXT_polygon_offset_clamp GL_EXT_render_snorm GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_OVR_multiview GL_ARB_parallel_shader_compile GL_ARB_shader_ballot GL_ARB_shader_clock GL_ARB_shader_viewport_layer_array GL_ARB_texture_filter_minmax GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_RG8 GL_KHR_no_error GL_OVR_multiview2 GL_OVR_multiview_multisampled_render_to_texture GL_ARB_gl_spirv GL_EXT_clip_cull_distance GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_semaphore GL_EXT_semaphore_win32 GL_AMD_gpu_shader_int16 GL_ARB_polygon_offset_clamp GL_ARB_spirv_extensions GL_ARB_texture_filter_anisotropic GL_EXT_texture_compression_bptc GL_KHR_parallel_shader_compile GL_EXT_nonuniform_qualifier
steels
Posts: 10
Joined: Tue May 03, 2022 3:35 am

Re: [CRASH] [Bug] VM Motionblur 3.0

Post by steels »

I'm just learning this software so i might not know everything
Sadler
Posts: 1139
Joined: Sat Aug 02, 2014 7:10 pm
Location: London, UK

Re: [CRASH] [Bug] VM Motionblur 3.0

Post by Sadler »

Assuming you posted the whole list, you have 256 extensions, whereas I see 401. You may just have to accept that that one effect needs something you don't have.
steels
Posts: 10
Joined: Tue May 03, 2022 3:35 am

Re: [CRASH] [Bug] VM Motionblur 3.0

Post by steels »

so there won't be any fix for that? can't is it because of my hardware ? sorry visuals are new field for me i have done mostly audio related stuff for last 4 years and don't have troubleshooting experience here. Is it because of my older gpu model?
Sadler
Posts: 1139
Joined: Sat Aug 02, 2014 7:10 pm
Location: London, UK

Re: [CRASH] [Bug] VM Motionblur 3.0

Post by Sadler »

No need to apologise, we're all learning here. I can't say categorically that your GPU hardware is the culprit, but its a likely contender.
steels
Posts: 10
Joined: Tue May 03, 2022 3:35 am

Re: [CRASH] [Bug] VM Motionblur 3.0

Post by steels »

everything else seems to work alright, so i just deleted the motion blur device :(
Korro
Posts: 8
Joined: Sat Aug 20, 2022 9:13 pm

Re: [CRASH] [Bug] VM Motionblur 3.0

Post by Korro »

This is definitely due to the reworked OpenGL implementation on AMD GPUs.

I've had a fair share of issues with it in Magic, but the AMD driver team slowly fixed them, but some clearly still remain.
If I regain contact with the driver bug report lead, I will 100% report this and see what can be done, as this is also annoying to me :)
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