ASUS DisplayWidget introduction
Through the ASUS DisplayWidget software, you can quickly adjust the scene mode and personalized settings, and you can set up various applications through the built-in [App Sync] function to achieve personal optimization adjustments.
And equipped with blue light filter and MultiFrame function settings, allowing users to manage multiple windows on the desktop by themselves, and display them on the screen or extended screen in an orderly and non-overlapping manner.
a. Competition mode: a mode suitable for enjoying racing video games.
b. RTS/RPG mode: a mode suitable for playing real-time strategy games (RTS)/role-playing games (RPG).
c. FPS mode: a mode suitable for enjoying first-person shooter games.
d. User mode: Allows you to have more adjustable items in the "Color" menu.
e. Landscape mode: a mode suitable for displaying landscape photos.
f. Movie mode: a mode suitable for watching movies.
g. sRGB mode: a mode suitable for viewing photos and pictures on a computer.
h. MOBA mode: Multiplayer online battle arena (MOBA) game mode.
2. App Sync:
The App Sync function can be set to switch to a favorite mode when opening each application to adjust the panel and make the best visual adjustment to the service content.
The panel will automatically change and adjust according to the application you are using, so you can easily view different content with the correct color settings.
2.1. Turn on/off: App Sync function can be turned on/off through this option.
2.2. Desktop GameVisual scene mode menu: You can select the scene mode you want to set in the menu.
2.3. Application list: You can select the application you want to set from this list.
2.4. Color 3 menu: you can select the 8 scene modes you want to set in the menu.
2.5. [Refresh] option: You can re-identify the opened applications and add them to the application list.
2.6. [Browse] option: You can select the program you want to set from the folder and add it to the application list.
2.7. [Delete] option: You can delete unnecessary applications from the list.
3. MultiFrame (allow users to manage multiple windows on the desktop, display them on the screen or extended screen in an orderly and non-overlapping manner)
3.1. Turn on/off: MultiFrame function can be turned on/off through this option.
3.2. You can select the window split mode you want to set in the menu, which can be effectively arranged to avoid overlapping windows.
3.3. After selecting, press Identify to confirm.
4. Image:
Shadow acceleration: There are four different levels of shadow acceleration, allowing you to see more details in dark scenes. In the game scene, this will help find your enemies more easily.
My wxpython project requires a number of windows that can call each other with user widgets. I see how to create multiple panels in one Frame, but that leads to one enormous file as some panels need complex handlers.I see how to launch several windows simultaneously, but not how to write code to move between them.I am a python noob, but have two decades of microcontrollers and C.Pointers would be appreciated (pun intentional). Graham.
wx.lib.pubsub is now deprecated in wxPython. You will need to install PyPubSub now. The PyPubSub package is actually what wx.lib.pubsub was based on, so the implementation will be almost the same. You can read its documentation here.
Silson membranes are most often supplied as individual membranes but they can also be supplied as intact wafers and these are preferred where wafer-scale processing, such as coating with metals or preparing the substrates for cell culture, will take place prior to the individual frames being separated from the wafer.
There are some applications where it is difficult to process individual frames but the application does not require a full wafer of windows processed under the same conditions and it is for these circumstances that Silson developed the multi-frame array or MFA as an intermediate product.
The most popular MFA is 23.5 mm x 23.5 mm and this outer frame contains a 4 x 4 array of 5.0 mm x 5.0 mm frames with the membrane of the appropriate size and thickness in the centre of each frame. This allows 16 membranes to be processed and samples prepared under identical conditions and then separated into the individual frames.
TEM windows or grids are very popular in MFA formats, the standard 23.5 mm MFA1 containing a 7 x 7 array of individual frames. As this is still a relatively large number of frames per MFA there is also the option for two smaller MFAs containing TEM frames. The 17.5 mm x 17.5 mm MFA2 contains a 5 x 5 array of windows and the 14.0 mm x 14.0 mm MFA3 contains a 4 x 4 array of TEM frames.
AE version 23.3.0 (Build 53)
I have a 6K comp project that I need to render. If multi frame rendering is enabled, AE will eat basically 99% of 64gb ram even though I have it set to reserve 16gb for other applications. And I have it set to reserve 10% of CPU.
I have attached the last crash file (all are the same) and the weirdest thing is it says that it's related to Nvidia drivers. I don't know how it can be related to gpu drivers, it is a new system (2 weeks old) and I have latest studio drivers 531.61. I did a clean uninstall with DDU and Windows at that point installed an older version but the same issue still happened.
MFR will start with a small amount of concurrent frames but is looking regularly as to whether more or less concurrent frames will result in faster rendering time so you shouldn't see 20+ frames rendering unless MFR really believes that will be doable and faster. From the crash stack it looks like there are 8 concurrent frames being rendered when the crash occurs.
But you're on the right track with the NVIDIA drivers causing the issue. There have been a number of issues with the recent NVIDIA drivers causing AE and Premiere Pro apps to crash. For this case, the frames being rendered appear to have Lockdown on them, and Lockdown appears to be calling into the NVIDIA drivers. I would suspect then that something to do with Lockdown interacting with the GPU is causing the crash.
That said, I know you said that you've seen crashes without Lockdown, so if you're able to reproduce this and get a .crash, it'd be great to look at that further to see if there is something else going on.
I have uploaded yesterday's crashes. One is from the same projects but others are not and do not use Lockdown at all.
-ebw9tUD7dDke_3LQV2Nv6V-Lj/view?usp=share_link
I'll try to do a few more tests but now when I turned back MFR I can't get it to crash on any other project... But the one mentioned in this post still does crash. What I also don't understand is if it's nvidia drivers issue, why does AE eat up 99% of ram?
And one thing I didn't mention as I didn't think it was related at first, but some of yesterday's crashes also happened at random when scrubbing through timeline or enabling/disabling layers. Today once I disabled MFR I haven't had a single crash.
And since we're on topic, when rendering with MFR I also get these weird hangs and pauses in rendering. I haven't tested it properly but MFR rendering is just very inconsistent. Sometimes I would get a super fast render in 1-2 minutes and another time it's not even halfway through after 5 minutes.
AE will attempt to use all the RAM it is allocated. A lot of that is just holding cached versions of layers and frames, but it will release or reuse it as is needed by AE as it is rendering. There isn't any relation to the RAM usage and the NVIDIA drivers. The GPU VRAM could be running out, and AE will watch for GPU VRAM usage but plugins can also use allocate GPU VRAM without informing After Effects and that can cause out of memory for the GPU. However the stack looks less like that and more like a bug in the driver itself, though perhaps all related.
One thing to know about MFR - it's not in use unless you are actually previewing a set of frames. Scrubbing around the comp or enabling/disabling layers, anything that's to do with just 1 frame, won't actually engage MFR. So any crashes you saw doing that are likely unrelated to MFR.
In terms of MFR rendering, if you have the disk cache enabled, you may find that when rendering or exporting, that some frames are being exported from the cache, and sometimes they need to be rendered. If you find yourself getting unexpected export times, you could do a test by purging RAM and Disk Cache and then export, and then repeat those steps to see if you get similar times.
That was a lot of helpful insight. I do know that AE will use everything I give it but it shouldn't use more than that, right? At some point I would have screens go blank and entire PC freezing up. And to be honest I get faster render times after I clean cache & memory. Even though I'm on nvme ssds any time AE has to pull from cache it seems to be way slower.
Also I did a bit more snooping and I found out that windows installed an update yesterday called:
2023-04 Update for Windows 11 Version 22H2 for x64-based Systems (KB4023057)
Is it possible that this update started causing the other crashes (and possibly other issues)? Because I really had a smooth ride right until yesterday and that is the only significant change that happened.
KB4023057 appears to be related to Windows Health Tools, apparently to make updates smoother. So I don't think it should have had any effect but I guess you could uninstall it and see? Details on that update: -us/topic/kb4023057-update-health-tools-windows-update-service-compo...
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