For engine timeouts (0x141), the maximum number is one less than for adapter timeouts (0x117). For more information, see TdrLimitCount and TdrLimitTime.Īs a side note, engine timeouts ( 0x141) don’t contribute to the GPU hang count, though the OS could promote an engine timeout to a GPU hang if the engine timeout is unsuccessful. The OS then attempts to dynamically recover from the frozen situations so that desktops are responsive again, alleviating the situation where end users needlessly reboot their systems.īy default, if the OS detects that five (5) or more GPU hangs ( 0x117) and subsequent recoveries occur within one (1) minute, the OS bug-checks the computer on the next (sixth or more) GPU hang. The OS attempts to detect situations in which computers appear to be "frozen". The following figure shows the TDR process. TDRs enable the operating system to detect that the UI isn't responsive. The frozen appearance of the computer frequently occurs because the GPU is busy processing intensive graphical operations, typically during game play, and hence doesn't update the display screen. Many users wait a few seconds and then decide to reboot the computer. One of the most common stability problems in graphics occurs when a computer appears to "hang" or be completely "frozen" while, in reality, it's processing an end-user command or operation. For more information, see TDR in Windows 8 and later. This page describes timeout detection and recovery (TDR) for driver developers.
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