Memory leak in VR_Init #195

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Kegetys opened this Issue Jul 17, 2016 · 2 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:

while(true)
{
  EVRInitError err = VRInitError_None;
  vr::IVRSystem *pVRSystem = vr::VR_Init(&err, vr::VRApplication_Scene);
  vr::VR_Shutdown();
}

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.

@cryptofbc

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cryptofbc Oct 23, 2016

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

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

@isometriq

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isometriq 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!

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!

@benotter benotter referenced this issue in benotter/TurnSignal Jul 29, 2017

Closed

Memory leak when SteamVR is not running #12

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