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GL ERROR @ Post render 1285: Out of memory


16 replies to this topic

#1

    Enjay

    Nether Resident

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Posted 05 November 2010 - 05:16 PM

This is primarily to record this so that it is written down somewhere as I can't see any other way to report bugs. Ever since the Halloween update I have been getting frequent crashes where Minecraft just dies and drops me to the desktop without any error log or anything.

I decided to run the game using MCPatcher to see if its console could capture any output when the game crashed. Note, I did not modify minecraft.jar, merely ran the game via the patcher.

I played a few times until the game crashed and made a note of what the console said, Every time it was the same:

########## GL ERROR ##########
@ Post render
1285: Out of memory

System
Intel Corei7 Processor i7-920 (4 X 2.66GHz) 4.8GTs/8MB Cache
Win7 64bit
12GB RAM
1024MB GEFORCE GTX285 PCI Express
Sound Blaster X-Fi Titanium PCie

All drivers fully up to date, Windows fully up to date, Java fully up to date.
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#2

  • Minecraft: davidlewing

Posted 08 November 2010 - 01:27 AM

I got the same thing several times now. I thought it was from the texture pack I was using but when I removed it, it still happened
Code in imitation of NinjaQ, feel free to ask for more text. (colons were added for spacing)
Spoiler

#3

Posted 12 November 2010 - 07:53 PM

I am using 64-bit Windows 7, with an Intel i7 920 processor, and 6GB of RAM.

When writing a reply to this topic, I did some package reinstalls, and I think I have found a solution.

I believe before I only had the 32-bit version of the JRE running, and I now have the 64-bit JRE as well. I thought something was a bit weird, as I couldn't set the heap size to something reasonable in the console.

My test .jar run of Minecraft, and seemingly the regular .exe version now work without crashing in both my test worlds. Subjectively Minecraft also seems to be working faster (not unlikely due to the extra heap).

I did a cold reboot to test this further, and both test worlds still perform crash-free under the standard .exe and .jar

This is the command I have run the .jar under without problems (all one line):
"C:\Program Files\Java\jre6\bin\java" -Xmx2G -Xms2G -cp Minecraft.jar net.minecraft.LauncherFrame
I hope this helps some other people out.

For the record, this was my situation, as described by the post I was writing:

Quote

I have been having the same problem since before the Halloween update. Minecraft will crash to desktop without any GUI error messages. Console output thankfully gives some indication of what happened.

In two situations I get often a CTD:
-Full-screening, or moving around soon after a world is loaded.
-Using a portal, crash a few seconds after world load (since the Halloween update)

Since using a portal is basically the same as loading a world, I think the two are linked to the same issue.

Logs from two recent tests, using a portal to go from the Nether to the Normal, on different worlds:
Teleporting to 47.5, 68.5, -31.0
########## GL ERROR ##########
@ Post render
1285: Out of memory
Teleporting to -97.5, 60.5, -212.0
########## GL ERROR ##########
@ Post render
1285: Out of memory

In these tests I was using a fresh copy of Minecraft.jar:
java -Xmx1024M -Xms1024M -cp Minecraft.jar net.minecraft.LauncherFrame
I have tried increasing the heap size above 1GB (to 2048M), but Java is unable allocate more:
Could not reserve enough space for object heap
Internet resources state that error means that the memory isn't logically available, which shouldn't be a problem, as I have at least 4GB free when idle, and 2GB isn't close to the old Windows memory allocation limits, and I'm running a 64-bit operating system.

System:
Processor: Intel i7 920 @ Stock
OS: Windows 7 64-bit
RAM: 6GB @ Stock
Graphics: Nvidia BFG GTX 295 @ Stock (x2 SLI)
Java: JDK/JRE 6 u22


#4

Posted 17 January 2011 - 06:10 PM

I have been having this problem lately, too. I had already tried increasing the VM memory to 2GB like you did above a while back, but the game still comes up with this error. I do not think this won't effect the GL memory increasing the VM memory. Thinking this is a separate issue.

Ugh, I hope Notch gets this stuff resolved soon, game play crashing is so random in this game.

My system is fine too:

6GB of Memory
1.2GB of memory on Video
8 CPUs

#5

Posted 17 January 2011 - 06:17 PM

I found a very interesting post about GL memory errors by this guy:

http://lists.apple.com/archives/mac-ope ... 00045.html

He says:

Quote

Since GL has to keep a copy of textures in memory at all times, it's
really, really REALLY important that an application have good texture
management discipline. The following rules are ones I try to adhere to:

- if you've sent a texture to GL and you don't need it anymore in the
app, be sure to free it up from the application. Ex:

char *p = myApp.getTextureData();

glBind(..);
glTexImage2D( ..., p );

myApp.freeTextureData( p ); //free up the application's copy

If you forget to do this, you can easily find yourself using TWICE the
texture memory required.

- If you can (and the driver/hardware supports it), and if it's
necessary, think about using 16-bit textures and/or
compressed/palettized textures.

- If you don't need MIP maps, don't send them down (fonts, GUI, etc.).
This can save ~30% in texture memory right there.

- be wary of heap fragmentation when managing textures. If you have an
app that is structured such that you can page in all textures at once in
one block, then free that block en masse, try to do that. Keep in mind
that the driver may not be able to compact memory behind your back, so
you may have to help it out by trying to give it as many contiguous
operations as possible.

- if you don't need a texture anymore, remember to delete it with
glDeleteTextures(). For example, if you have a font texture that is
used only when a debugging console is pulled down: load it from disk,
send it to GL, use it, then discard immediately when the console is put
away. Or if you have a splash screen or any other type of
one-time/infrequent display, be sure to erase it

- If you're feeling ambitious, allow the user (or try to infer from
driver) the available texture memory, and then manage texture memory
directly by allocating N fixed sized textures (glGenTextures()) and
using an appropriate caching scheme. This will guarantee that you never
grow outside your predetermined texture size.

- add support for a texture detail parameter. For example, detail
levels of 0, 1, and 2 would result in texture sizes being adjusted by
"width >>= detail". Each shift reduces the amount of memory required by
75%, in exchange for blurrier textures. This can make a huge difference
on systems with low texture memory (Rage Pro or Mobility 8MB). Be sure
to ignore this parameter for textures that need to stay at a fixed size
(e.g. fonts).

Hope this helps,

Brian

It would seem Minecraft doesn't allocate enough memory to OpenGL for its textures, maybe 'just enough' for the game. Even on 16x16 textures I sometimes run into this problem.

#6

Posted 23 January 2011 - 05:28 AM

alexistukov said:

I am using 64-bit Windows 7, with an Intel i7 920 processor, and 6GB of RAM.

When writing a reply to this topic, I did some package reinstalls, and I think I have found a solution.

I believe before I only had the 32-bit version of the JRE running, and I now have the 64-bit JRE as well. I thought something was a bit weird, as I couldn't set the heap size to something reasonable in the console.

My test .jar run of Minecraft, and seemingly the regular .exe version now work without crashing in both my test worlds. Subjectively Minecraft also seems to be working faster (not unlikely due to the extra heap).

I did a cold reboot to test this further, and both test worlds still perform crash-free under the standard .exe and .jar

This is the command I have run the .jar under without problems (all one line):
"C:\Program Files\Java\jre6\bin\java" -Xmx2G -Xms2G -cp Minecraft.jar net.minecraft.LauncherFrame
I hope this helps some other people out.

For the record, this was my situation, as described by the post I was writing:

Quote

I have been having the same problem since before the Halloween update. Minecraft will crash to desktop without any GUI error messages. Console output thankfully gives some indication of what happened.

In two situations I get often a CTD:
-Full-screening, or moving around soon after a world is loaded.
-Using a portal, crash a few seconds after world load (since the Halloween update)

Since using a portal is basically the same as loading a world, I think the two are linked to the same issue.

Logs from two recent tests, using a portal to go from the Nether to the Normal, on different worlds:
Teleporting to 47.5, 68.5, -31.0
########## GL ERROR ##########
@ Post render
1285: Out of memory
Teleporting to -97.5, 60.5, -212.0
########## GL ERROR ##########
@ Post render
1285: Out of memory

In these tests I was using a fresh copy of Minecraft.jar:
java -Xmx1024M -Xms1024M -cp Minecraft.jar net.minecraft.LauncherFrame
I have tried increasing the heap size above 1GB (to 2048M), but Java is unable allocate more:
Could not reserve enough space for object heap
Internet resources state that error means that the memory isn't logically available, which shouldn't be a problem, as I have at least 4GB free when idle, and 2GB isn't close to the old Windows memory allocation limits, and I'm running a 64-bit operating system.

System:
Processor: Intel i7 920 @ Stock
OS: Windows 7 64-bit
RAM: 6GB @ Stock
Graphics: Nvidia BFG GTX 295 @ Stock (x2 SLI)
Java: JDK/JRE 6 u22
yay now I can play with far rendering distance!

#7

    neptar

    Out of the Water

  • Members
  • 2 posts

Posted 25 January 2011 - 03:12 PM

I had the constant crashing with black screens, and it always seemed like it was eating up memory. I was also using windows 7 64 bit.

I uninstalled java, and then installed 64 bit java by using internet explore 64 bit. Now I can run the minecraft executable and have had no problems ever since. If you type java in your start menu and you see java (32 bit) try doing what I did and it may help you.

#8

Posted 01 March 2011 - 07:17 PM

I'm having this problem on Windows XP (Pro, SP3) 32 bit with a freshly downloaded copy of Minecraft. No mods, no texture packs, nothing but plain vanilla.

I too used the patcher so I could watch the log window and see what had happened when the black/white screening happened. Same error:

########## GL ERROR ##########
@ Post render
1285: Out of memory

The thing is, I do not get the same problem when I play in a browser. Very odd.
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#9

Posted 12 March 2011 - 12:09 AM

I`m having this error now too.. getting really annoying (it crashes every 5-10 minutes)

Windows Vista (SP1)
1.90 Ghz Dual Core processor
No mods, no texture packs, just plain minecraft.

Any suggestions?
Posted Image

#10

Posted 22 March 2011 - 07:04 AM

Updating my video card driver seems to have fixed mine, crossing my fingers it doesn't start again...

Edit: Nvm, it still crashes on far, but normal seems to be stable now (before, tiny was crashing) I think it may have more to do with reinstalling java though...

#11

  • Location: Currently Living in Norway

Posted 28 March 2011 - 08:54 AM

Yeah Hi, i'm new here.
But i'm having these problems aswell.
I updated to Balea Texture pack and all that.
Now it's crashing after 5 mins. Giving me the same Error.
(It happens ALOT, when I open Chests or the inventory.) :iapprove:
Then the screen goes black...It's annnoooying!!!!!!
(I'm using XP, got 4gb Memory and an OK Graphics card.) I had no lag either.
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#12

Posted 26 July 2011 - 11:42 AM

hey, I'm new to these forums, anyway, I have the same problem when i updated my minecraft to 1.7.3 i think, well, i manged to fix this not 100% but at least playable, well what i did was the same as u all did, that batch file, but when i opened the batch and minecraft crashed, i read in the command thing cannot create Virtual Machine so i went to Java folder in program files n to....ooooh just go to C:\Program Files\Java\jre6\bin and right click java.exe properties run as administer and the same to javaw.exe run the batch open ur world in minecraft set render to normal but its bit laggy, far didnt try it but if u want try it, n tiny works perfect but i get lost everytime, so i set mine to short bla bla blan dont forget to edit ur batch after u created it n add these (dont forget to change the file addres to urs):

java -Xmx1048M -Xms1024M -cp Minecraft.jar net.minecraft.LauncherFrame
"C:\Program Files\Java\jre6\bin\java" -Xmx2G -Xms2G -cp Minecraft.jar net.minecraft.LauncherFrame
java -Xms1048m -jar "C:\Users\USERNAME\AppData\Roaming\.minecraft\minecraft.exe
java -Xmx1048M -Xms1024M -cp Minecraft.jar net.minecraft.LauncherFrame

that worked with me but if u know a better solution to get more memory or anything do it n plz replay well i recommend to back up ur batch n minecraft.exe

#13

    StaticzModder

    The Meaning of Life, the Universe, and Everything...

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  • 42 posts

Posted 22 October 2011 - 11:50 AM

This error fixes itself if left untouched, mine just causes insufferable lag for around 5 minutes (1FPS) but I found that if I left it for 5 minutes or so sometimes it fixes itself and other times it just shits bricks.

I'm pretty sure that the error is the game loading chunks because me standing still doesn't lag me one bit after constant lag spikes, but as soon as I move in any direction, Lag Of Death.

Notch please fix this?!?

I miss Alpha 1.2.6 for a reason, but I can't live without some of the new stuff.

#14

Posted 09 December 2011 - 08:15 PM

Hey, I have had this problem since 1.7.3 and for a while the batch file I would use worked but now it doesn't. I can play with or without a texture pack and I still get this error. I have googled many times to find a fix for this to no avail. I kinda hope its just a bug but I have no clue
I run MC with TooManyItems and sometimes Zombe's Flying Mod
System:
Windows Vista 32bit(SP2 I do believe)
2GB Ram
AMD Athlon™ 64 X2 Dual Core Processor 4000+
2.10 GHz
NVIDIA GeForce GT 240

Getting a bit sick of this error...

#15

Posted 06 January 2012 - 05:51 PM

A user on the IRC channel #minecrafthelp reported that vanilla minecraft.exe 1.0.0 reported "GL_ERROR 1285: Out of memory" on a machine with these specs:

Vista Ultimate 32 bit
3582MB of memory
Nvidia 8800

java version "1.6.0_26"
Java™ SE Runtime Environment (build 1.6.0_26-b03)

The user's Minecraft was crashing with the 1285 error repeatedly with all video options at minimum: render distance Tiny, not full screen, and it would crash within seconds of doing anything.

There was no hs_err_pid error log from java, the 1285 error message only appeared on the output stream (1) and nothing appeared on the error stream (2).

First, I got the user to tick the Show applet lifecycle exceptions (click Start Control Panel, click Java icon, click Advanced tab, click the + next to Debugging, force the Show applet lifecycle exceptions to have a tick mark). Enable tracing and Enable logging were left unticked; this was to make his settings similar to mine on my Vista.

I was about to instruct the user to download the minecraft.jar, when he tried something that mysteriously fixed the problem: he simply renamed the minecraft.exe to minecraft.jar - and this worked. No GL_ERROR from then on. To clarify, his file minecraft.jar was now *not* the .jar from the Linux section from minecraft.net/download, it *was* still the minecraft.exe, just renamed.

I can only speculate that Windows and java somehow conspire to run a file with different resources depending on how its filename ends.

I then spent a few hours trying to reproduce the 1285 GL_ERROR on my inferior HP Pavillion machine with the vanilla 1.0.0 exe. Although the FPS dipped to 4 at times and memory was almost maxxed out at 95% no crashes occured. I tried single player and multiplayer.

Minecraft settings: all maxxed out: Fancy, Far, Smooth=ON, Particles All, etc, but Music off.
Batch command file:
set APPDATA=%cd%
java -cp minecraft.exe net.minecraft.LauncherFrame
pause
CPU AMD Athlon 64X2 Dual 5000+ (2614)
GPU nVidia GeForce 6500
OpenGL: GeForce 6500/PCI/SSE2/3DNOW! version 2.1.2, NVIDIA Corporation
RAM 3 GB DDR2 DIMMS: 2 of PC2-5300 (667 MHz) + 1 of PC-6400 800 MHz
OS Windows Vista Home Premium
java version "1.6.0_26"
Aero disabled.
Other applications running (normally I have no others but I wanted to stress test this): Opera browser with YouTube video at 720p open and 10 other tabs.
Minecraft benchmark debug: Fancy normal Advanced OpenGL ON : 16 FPS; OptiFog : 25 FPS
Vista Home Premium 32bit (6.0, Build 6002) SP 2; AMD Athlon 64X2Dual 5000+ 2.6GHz; 3070MB RAM; nVidia GeForce 6500; Java SE RT build 1.6.0_26-b03; VM (build 20.1-b02, mixed mode, sharing)

#16

Posted 22 February 2012 - 08:05 PM

View PostTheBladeRoden, on 23 January 2011 - 05:28 AM, said:

yay now I can play with far rendering distance!
I tried that, didn't make any difference. Also does the same in browser mode.
Intel Xeon 4-core, 4GB RAM, Windows 7 32-bit

#17

Posted 09 May 2012 - 07:01 AM

At least in my case, it appears that the solution is to allocate LESS memory to minecraft and not huge amounts like 1-2gb. I say huge, because minecraft actually uses about 256-512mb, according to in-game information panel(F3). For an example, when I start minecraft with these parameters:
java -Xmx1024M -Xms1024M -jar minecraft.jar
game crashes, slows, and eventually I get 1285 error, after which I must restart the game in order to play properly.

But when I change parameter values to:
java -Xmx512M -Xms512M -jar minecraft.jar
game runs smooth. I am yet to encounter out of memory error.
These values might not work for you, so best way is to increment/decrement allocated memory until the right amount is found.

Hope this helps someone
Cheers