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Memory leak in VR_Init #195

Kegetys opened this issue Jul 17, 2016 · 6 comments

Memory leak in VR_Init #195

Kegetys opened this issue Jul 17, 2016 · 6 comments


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@Kegetys Kegetys commented Jul 17, 2016

VR_Init seems to leak memory every time it is called.

To repro execute the following:

  EVRInitError err = VRInitError_None;
  vr::IVRSystem *pVRSystem = vr::VR_Init(&err, vr::VRApplication_Scene);

And see the process memory use slowly going up.

This is especially a problem if you call VR_Init with VRApplication_Background in a loop to wait for SteamVR to be running, resulting in ever increasing memory use.

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@cryptofbc cryptofbc commented Oct 23, 2016

Have this problem been solved? I have also found this memory leak bug. Is there any method to solve this bug?

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@isometriq isometriq commented Feb 14, 2017

I have 5 worker threads that remain alive after per ::init() call, but only if frames have been submitted to compositor Compositor()->sumit().
Calls to ::shutdown() does not clean them up.
For each worker thread group of 5, one is priority above normal and the others are idle. The are located on nvwgf2um.dll ..which seems to be nvidia geforce.. or cuda stuff?
Anyway ...its leaking!!! help!

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@mann1x mann1x commented Oct 23, 2019

Is there anyone that could work on this issue?
Due to this leak is impossible to create any kind of utility or monitoring software using OpenVR.

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@dashingstag dashingstag commented Oct 25, 2019

Yes I also have the same problem. My workaround is to create a utility tool that calls init only once and have that utility distribute information to the other utilites.

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@mann1x mann1x commented Oct 25, 2019

@dashingstag thanks for the info. can you elaborate a bit more?
Do you mean you spawn another process that just calls init once and if it's not successful dies?

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@bddckr bddckr commented Dec 12, 2019

SteamVR beta 1.9.7:

Fixed some memory leaks when VR_Init is called repeatedly in long-running applications.

This sadly does not solve the issue. The repo snipped in the first post still does create ~100kB per call (while SteamVR is off at least).

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