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Media takes long to show and noticed these errors

New Here ,
Aug 02, 2022 Aug 02, 2022

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Hello,

 

When opening a project it will open very fast, but it can take up 2 min before the media is visable and I can scrub on the timeline.

 

I used ctrl+f12 in Premiere to check the log and noticed a lot of errors regarding "Potentially Hung Thread"

 

<12552 (ML::PlayModuleThreadQueue)> <hang> <5> Potentially Hung Thread

<15996 (Display Thread)> <hang> <5> Potentially Hung Thread

 

Does somebody have an idea what this could be?

<14772> <MOTION-GRAPHICS-TEMPLATE: > <5> Renderer is AELIB. aegraphic filename: Social Video Vierkant
<12552 (ML::PlayModuleThreadQueue)> <hang> <5> Potentially Hung Thread
{
	secondsLate: "10.0600004196"
}
Callstack: 
[
    ZwWaitForMultipleObjects ( @ 0) (ntdll.dll+0x000000000009DA94)
    WaitForMultipleObjectsEx ( @ 0) (KERNELBASE.dll+0x000000000004CBC0)
    boost::this_thread::interruptible_wait ( @ 0) (boost_threads.dll+0x0000000000006CBB)
    GF::GetCUDAErrorString ( @ 0) (GPUFoundation.dll+0x000000000004509C)
    GF::Device::AcquireExclusiveAccess ( @ 0) (GPUFoundation.dll+0x0000000000046D54)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x0000000000033633)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003B262)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003E08D)
    xPlayEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003E576)
    ML::PlayerHost::Shutdown ( @ 0) (PlayerHost.dll+0x0000000000010153)
    ML::PlayerHost::Shutdown ( @ 0) (PlayerHost.dll+0x000000000001025B)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x0000000000053E03)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x000000000004E18C)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x000000000004E037)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x0000000000030184)
    ML::CreateCompositeOverlayRenderer ( @ 0) (PlayerHost.dll+0x00000000000078E7)
]

<15996 (Display Thread)> <hang> <5> Potentially Hung Thread
{
	secondsLate: "3.85400009155"
}
Callstack: 
[
    ZwWaitForMultipleObjects ( @ 0) (ntdll.dll+0x000000000009DA94)
    WaitForMultipleObjectsEx ( @ 0) (KERNELBASE.dll+0x000000000004CBC0)
    boost::this_thread::interruptible_wait ( @ 0) (boost_threads.dll+0x0000000000006CBB)
    GF::GetCUDAErrorString ( @ 0) (GPUFoundation.dll+0x000000000004509C)
    GF::Device::AcquireExclusiveAccess ( @ 0) (GPUFoundation.dll+0x0000000000046D54)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000002EE2C)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000002E7FE)
    dvacore::threads::CreateAsyncThreadedExecutor ( @ 0) (dvacore.dll+0x00000000001B7E6B)
    dvacore::threads::GetWindowsThreadName ( @ 0) (dvacore.dll+0x00000000001B3D9C)
    dvacore::threads::GetWindowsThreadName ( @ 0) (dvacore.dll+0x00000000001B4314)
    boost::detail::win32::handle_manager::swap ( @ 0) (boost_threads.dll+0x000000000000875A)
    configthreadlocale ( @ 0) (ucrtbase.dll+0x0000000000021BB2)
    BaseThreadInitThunk ( @ 0) (KERNEL32.DLL+0x0000000000017034)
    RtlUserThreadStart ( @ 0) (ntdll.dll+0x0000000000052651)
]

<15996 (Display Thread)> <hang> <5> Potentially Hung Thread
{
	secondsLate: "7.89799976349"
}
Callstack: 
[
    ZwWaitForMultipleObjects ( @ 0) (ntdll.dll+0x000000000009DA94)
    WaitForMultipleObjectsEx ( @ 0) (KERNELBASE.dll+0x000000000004CBC0)
    boost::this_thread::interruptible_wait ( @ 0) (boost_threads.dll+0x0000000000006CBB)
    GF::GetCUDAErrorString ( @ 0) (GPUFoundation.dll+0x000000000004509C)
    GF::Device::AcquireExclusiveAccess ( @ 0) (GPUFoundation.dll+0x0000000000046D54)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000002EE2C)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000002E7FE)
    dvacore::threads::CreateAsyncThreadedExecutor ( @ 0) (dvacore.dll+0x00000000001B7E6B)
    dvacore::threads::GetWindowsThreadName ( @ 0) (dvacore.dll+0x00000000001B3D9C)
    dvacore::threads::GetWindowsThreadName ( @ 0) (dvacore.dll+0x00000000001B4314)
    boost::detail::win32::handle_manager::swap ( @ 0) (boost_threads.dll+0x000000000000875A)
    configthreadlocale ( @ 0) (ucrtbase.dll+0x0000000000021BB2)
    BaseThreadInitThunk ( @ 0) (KERNEL32.DLL+0x0000000000017034)
    RtlUserThreadStart ( @ 0) (ntdll.dll+0x0000000000052651)
]

<12552 (ML::PlayModuleThreadQueue)> <hang> <5> Potentially Hung Thread
{
	secondsLate: "18.1520004272"
}
Callstack: 
[
    ZwWaitForMultipleObjects ( @ 0) (ntdll.dll+0x000000000009DA94)
    WaitForMultipleObjectsEx ( @ 0) (KERNELBASE.dll+0x000000000004CBC0)
    boost::this_thread::interruptible_wait ( @ 0) (boost_threads.dll+0x0000000000006CBB)
    GF::GetCUDAErrorString ( @ 0) (GPUFoundation.dll+0x000000000004509C)
    GF::Device::AcquireExclusiveAccess ( @ 0) (GPUFoundation.dll+0x0000000000046D54)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x0000000000033633)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003B262)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003E08D)
    xPlayEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003E576)
    ML::PlayerHost::Shutdown ( @ 0) (PlayerHost.dll+0x0000000000010153)
    ML::PlayerHost::Shutdown ( @ 0) (PlayerHost.dll+0x000000000001025B)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x0000000000053E03)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x000000000004E18C)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x000000000004E037)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x0000000000030184)
    ML::CreateCompositeOverlayRenderer ( @ 0) (PlayerHost.dll+0x00000000000078E7)
]

<15996 (Display Thread)> <hang> <5> Potentially Hung Thread
{
	secondsLate: "15.9960002899"
}
Callstack: 
[
    ZwWaitForMultipleObjects ( @ 0) (ntdll.dll+0x000000000009DA94)
    WaitForMultipleObjectsEx ( @ 0) (KERNELBASE.dll+0x000000000004CBC0)
    boost::this_thread::interruptible_wait ( @ 0) (boost_threads.dll+0x0000000000006CBB)
    GF::GetCUDAErrorString ( @ 0) (GPUFoundation.dll+0x000000000004509C)
    GF::Device::AcquireExclusiveAccess ( @ 0) (GPUFoundation.dll+0x0000000000046D54)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000002EE2C)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000002E7FE)
    dvacore::threads::CreateAsyncThreadedExecutor ( @ 0) (dvacore.dll+0x00000000001B7E6B)
    dvacore::threads::GetWindowsThreadName ( @ 0) (dvacore.dll+0x00000000001B3D9C)
    dvacore::threads::GetWindowsThreadName ( @ 0) (dvacore.dll+0x00000000001B4314)
    boost::detail::win32::handle_manager::swap ( @ 0) (boost_threads.dll+0x000000000000875A)
    configthreadlocale ( @ 0) (ucrtbase.dll+0x0000000000021BB2)
    BaseThreadInitThunk ( @ 0) (KERNEL32.DLL+0x0000000000017034)
    RtlUserThreadStart ( @ 0) (ntdll.dll+0x0000000000052651)
]

<12552 (ML::PlayModuleThreadQueue)> <hang> <5> Potentially Hung Thread
{
	secondsLate: "34.361000061"
}
Callstack: 
[
    ZwWaitForMultipleObjects ( @ 0) (ntdll.dll+0x000000000009DA94)
    WaitForMultipleObjectsEx ( @ 0) (KERNELBASE.dll+0x000000000004CBC0)
    boost::this_thread::interruptible_wait ( @ 0) (boost_threads.dll+0x0000000000006CBB)
    GF::GetCUDAErrorString ( @ 0) (GPUFoundation.dll+0x000000000004509C)
    GF::Device::AcquireExclusiveAccess ( @ 0) (GPUFoundation.dll+0x0000000000046D54)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x0000000000033633)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003B262)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003E08D)
    xPlayEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003E576)
    ML::PlayerHost::Shutdown ( @ 0) (PlayerHost.dll+0x0000000000010153)
    ML::PlayerHost::Shutdown ( @ 0) (PlayerHost.dll+0x000000000001025B)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x0000000000053E03)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x000000000004E18C)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x000000000004E037)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x0000000000030184)
    ML::CreateCompositeOverlayRenderer ( @ 0) (PlayerHost.dll+0x00000000000078E7)
]

<15996 (Display Thread)> <hang> <5> Potentially Hung Thread
{
	secondsLate: "32.2080001831"
}
Callstack: 
[
    ZwWaitForMultipleObjects ( @ 0) (ntdll.dll+0x000000000009DA94)
    WaitForMultipleObjectsEx ( @ 0) (KERNELBASE.dll+0x000000000004CBC0)
    boost::this_thread::interruptible_wait ( @ 0) (boost_threads.dll+0x0000000000006CBB)
    GF::GetCUDAErrorString ( @ 0) (GPUFoundation.dll+0x000000000004509C)
    GF::Device::AcquireExclusiveAccess ( @ 0) (GPUFoundation.dll+0x0000000000046D54)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000002EE2C)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000002E7FE)
    dvacore::threads::CreateAsyncThreadedExecutor ( @ 0) (dvacore.dll+0x00000000001B7E6B)
    dvacore::threads::GetWindowsThreadName ( @ 0) (dvacore.dll+0x00000000001B3D9C)
    dvacore::threads::GetWindowsThreadName ( @ 0) (dvacore.dll+0x00000000001B4314)
    boost::detail::win32::handle_manager::swap ( @ 0) (boost_threads.dll+0x000000000000875A)
    configthreadlocale ( @ 0) (ucrtbase.dll+0x0000000000021BB2)
    BaseThreadInitThunk ( @ 0) (KERNEL32.DLL+0x0000000000017034)
    RtlUserThreadStart ( @ 0) (ntdll.dll+0x0000000000052651)
]

<8460> <MCCallback> <5> wrn_printf: Table A1:Col2 violation. SPS with seq_parameter_set_id = 0 specifies frame size in MBs 8160 that exceeds level limit 3600 for level_idc = 31

<8460> <MCCallback> <5> wrn_printf: Table A1:Col3 violation. SPS with seq_parameter_set_id = 0 specifies DPB size in MBs 32640 that exceeds level limit 18000 for level_idc = 31

<8460> <MCCallback> <5> wrn_printf: Table A1:Col1 violation. SPS with seq_parameter_set_id = 0 specifies MBs processing rate 204000 that exceeds level limit 108000 for level_idc = 31

<8460> <Win.FileUtils> <5> Throw file exception with last error: 32 path: C:\Users\wiljan.hobbelink\AppData\Roaming\Adobe\Cache\Peak Files\2022-08-02\AT5 Nieuws Bug.wav 48000.pek
<8460> <Win.FileUtils> <5> Throw file exception with last error: 32 path: C:\Users\wiljan.hobbelink\AppData\Roaming\Adobe\Cache\Peak Files\2022-08-02\AT5 Nieuws Bug.wav 48000.pek
<3348> <GPUFoundation> <5> Done loading modules, sec: 72.8533, device: CUDA(0)
<3348> <GPUFoundation> <5> Done loading modules, sec: 2.2091, device: OpenCL(1)

 

TOPICS
Crash , Error or problem , Freeze or hang , Hardware or GPU , Performance

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Community Expert ,
Aug 02, 2022 Aug 02, 2022

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looks like a project which contains a motion graphic template (mogrt) on your timeline.

try to clean your media cache and delete render files from sequence.

This mogrt may have been created on After Effects with GPU acceleration and you are on

Software Only renderer. Check Project Settings - General - Renderer

 

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New Here ,
Aug 02, 2022 Aug 02, 2022

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The render setting is on 'Mercury Playback Engine GPU Acceleration (CUDA)' 

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Community Expert ,
Aug 02, 2022 Aug 02, 2022

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switch to software only to check performance for now please

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New Here ,
Aug 03, 2022 Aug 03, 2022

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I've tried it but had no effect. I exported the mogrt again with CUDA and replaced them in the project. 

upon opening I this get these errors.

<1280> <AELibInit> <5> aelib::Birth took 141.792 milliseconds
<13920 (main)> <hang> <5> Potentially Hung Thread
{
	secondsLate: "0.307999998331"
}
Callstack: 
[
    NtWaitForSingleObject ( @ 0) (ntdll.dll+0x000000000009CFC4)
    WaitForSingleObjectEx ( @ 0) (KERNELBASE.dll+0x0000000000021ACE)
    WaitForSingleObjectEx ( @ 0)
]

<14192> <hang> <5> Potentially Hung Thread
{
	processID: "13140"
	processName: "Adobe Premiere Pro.exe"
	secondsLate: "0.263999998569"
	sourceFile: "..\..\threads\src\AsyncThreadedSubExecutor.cpp"
	sourceFunction: "dvacore::threads::`anonymous-namespace'::SubExecutorImpl<class dvacore::threads::ThreadSafeQueue<struct dvacore::threads::`anonymous namespace'::AllocatedFunctionWithSerialNumber> >::Flush"
	sourceLine: "652"
	timestamp: "2022-08-02T15:36:50.0Z"
	waitingThread: "13920"
	waitingThreadName: "main"
}
Callstack: 
[
    ZwWaitForAlertByThreadId ( @ 0) (ntdll.dll+0x00000000000A0934)
    RtlSleepConditionVariableSRW ( @ 0) (ntdll.dll+0x0000000000064021)
    SleepConditionVariableSRW ( @ 0) (KERNELBASE.dll+0x000000000006D059)
    std::_Syserror_map ( @ 0) (MSVCP140.dll+0x00000000000186A4)
    std::_Syserror_map ( @ 0)
]

<13920 (main)> <hang> <5> Potentially Hung Thread
{
	secondsLate: "0.876999974251"
}
Callstack: 
[
    ZwWaitForAlertByThreadId ( @ 0) (ntdll.dll+0x00000000000A0934)
    RtlSleepConditionVariableSRW ( @ 0) (ntdll.dll+0x0000000000064021)
    SleepConditionVariableSRW ( @ 0) (KERNELBASE.dll+0x000000000006D059)
    std::_Syserror_map ( @ 0) (MSVCP140.dll+0x00000000000186A4)
    Cnd_destroy ( @ 0) (MSVCP140.dll+0x0000000000018880)
    dvacore::threads::OpenOnceGate::PassThroughUntil ( @ 0) (dvacore.dll+0x000000000019DDAC)
    dvacore::threads::OpenOnceGate::PassThroughUntil ( @ 0)
    dvacore::utility::streams::Debug ( @ 0) (dvacore.dll+0x00000000005A6458)
    dvacore::utility::streams::Debug ( @ 0)
    dvacore::utility::streams::Debug ( @ 0)
    dvacore::utility::streams::Debug ( @ 0)
    dvacore::allocator::SmallBlockAllocator::Dispose ( @ 0) (dvacore.dll+0x000000000003C801)
    dvacore::allocator::SmallBlockAllocator::Dispose ( @ 0)
    dvacore::allocator::SmallBlockAllocator::Dispose ( @ 0) (dvaaccelerate.dll+0x00000000003AB048)
    dvacore::allocator::SmallBlockAllocator::Dispose ( @ 0)
    dvacore::allocator::SmallBlockAllocator::Dispose ( @ 0)
]

<14192> <hang> <5> Potentially Hung Thread
{
	processID: "13140"
	processName: "Adobe Premiere Pro.exe"
	secondsLate: "0.774999976158"
	sourceFile: "..\..\threads\src\AsyncThreadedSubExecutor.cpp"
	sourceFunction: "dvacore::threads::`anonymous-namespace'::SubExecutorImpl<class dvacore::threads::ThreadSafeQueue<struct dvacore::threads::`anonymous namespace'::AllocatedFunctionWithSerialNumber> >::Flush"
	sourceLine: "652"
	timestamp: "2022-08-02T15:36:51.0Z"
	waitingThread: "13920"
	waitingThreadName: "main"
}
Callstack: 
[
    ZwWaitForAlertByThreadId ( @ 0) (ntdll.dll+0x00000000000A0934)
    RtlSleepConditionVariableSRW ( @ 0) (ntdll.dll+0x0000000000064021)
    SleepConditionVariableSRW ( @ 0) (KERNELBASE.dll+0x000000000006D059)
    std::_Syserror_map ( @ 0) (MSVCP140.dll+0x00000000000186A4)
    Cnd_destroy ( @ 0) (MSVCP140.dll+0x0000000000018880)
    dvacore::threads::OpenOnceGate::PassThroughUntil ( @ 0) (dvacore.dll+0x000000000019DDAC)
    dvacore::threads::OpenOnceGate::PassThroughUntil ( @ 0) (dvacore.dll+0x000000000019DBDF)
    DS::ScaleDisplaySizeForDestView ( @ 0) (DisplaySurface.dll+0x000000000008C242)
    DS::ScaleDisplaySizeForDestView ( @ 0)
    DS::ScaleDisplaySizeForDestView ( @ 0)
    DS::ScaleDisplaySizeForDestView ( @ 0)
    DS::ScaleDisplaySizeForDestView ( @ 0)
    DS::ScaleDisplaySizeForDestView ( @ 0)
    DS::ScaleDisplaySizeForDestView ( @ 0)
    DS::ScaleDisplaySizeForDestView ( @ 0)
    DS::ScaleDisplaySizeForDestView ( @ 0)
]

<14192> <hang> <5> Potentially Hung Thread
{
	processID: "13140"
	processName: "Adobe Premiere Pro.exe"
	secondsLate: "1.78999996185"
	sourceFile: "..\..\threads\src\AsyncThreadedSubExecutor.cpp"
	sourceFunction: "dvacore::threads::`anonymous-namespace'::SubExecutorImpl<class dvacore::threads::ThreadSafeQueue<struct dvacore::threads::`anonymous namespace'::AllocatedFunctionWithSerialNumber> >::Flush"
	sourceLine: "652"
	timestamp: "2022-08-02T15:36:52.0Z"
	waitingThread: "13920"
	waitingThreadName: "main"
}
Callstack: 
[
    ZwWaitForAlertByThreadId ( @ 0) (ntdll.dll+0x00000000000A0934)
    RtlSleepConditionVariableSRW ( @ 0) (ntdll.dll+0x0000000000064021)
    SleepConditionVariableSRW ( @ 0) (KERNELBASE.dll+0x000000000006D059)
    std::_Syserror_map ( @ 0) (MSVCP140.dll+0x00000000000186A4)
    Cnd_destroy ( @ 0) (MSVCP140.dll+0x0000000000018880)
    dvacore::threads::OpenOnceGate::PassThroughUntil ( @ 0) (dvacore.dll+0x000000000019DDAC)
    dvacore::threads::OpenOnceGate::PassThroughUntil ( @ 0) (dvacore.dll+0x000000000019DBDF)
    DS::ScaleDisplaySizeForDestView ( @ 0) (DisplaySurface.dll+0x000000000008C242)
    DS::ScaleDisplaySizeForDestView ( @ 0) (DisplaySurface.dll+0x0000000000087F40)
    dvacore::test::Terminate ( @ 0) (dvacore.dll+0x0000000000192AF7)
    dvacore::threads::CreateSubExecutorWithFunctionWrapper ( @ 0) (dvacore.dll+0x0000000000196453)
    dvacore::threads::AdaptCurrentEventLoopAsExecutor ( @ 0) (dvacore.dll+0x000000000019C076)
    dvacore::threads::GetProcessIDsForName ( @ 0) (dvacore.dll+0x00000000001B9243)
    TpSetPoolStackInformation ( @ 0) (ntdll.dll+0x000000000006FBC3)
    TpReleaseCleanupGroupMembers ( @ 0) (ntdll.dll+0x000000000005315A)
    BaseThreadInitThunk ( @ 0) (KERNEL32.DLL+0x0000000000017034)
]

<14192> <hang> <5> Potentially Hung Thread
{
	processID: "13140"
	processName: "Adobe Premiere Pro.exe"
	secondsLate: "3.8029999733"
	sourceFile: "..\..\threads\src\AsyncThreadedSubExecutor.cpp"
	sourceFunction: "dvacore::threads::`anonymous-namespace'::SubExecutorImpl<class dvacore::threads::ThreadSafeQueue<struct dvacore::threads::`anonymous namespace'::AllocatedFunctionWithSerialNumber> >::Flush"
	sourceLine: "652"
	timestamp: "2022-08-02T15:36:54.0Z"
	waitingThread: "13920"
	waitingThreadName: "main"
}
Callstack: 
[
    ZwWaitForAlertByThreadId ( @ 0) (ntdll.dll+0x00000000000A0934)
    RtlSleepConditionVariableSRW ( @ 0) (ntdll.dll+0x0000000000064021)
    SleepConditionVariableSRW ( @ 0) (KERNELBASE.dll+0x000000000006D059)
    std::_Syserror_map ( @ 0) (MSVCP140.dll+0x00000000000186A4)
    Cnd_destroy ( @ 0) (MSVCP140.dll+0x0000000000018880)
    dvacore::threads::OpenOnceGate::PassThroughUntil ( @ 0) (dvacore.dll+0x000000000019DDAC)
    dvacore::threads::OpenOnceGate::PassThroughUntil ( @ 0) (dvacore.dll+0x000000000019DBDF)
    DS::ScaleDisplaySizeForDestView ( @ 0) (DisplaySurface.dll+0x000000000008C242)
    DS::ScaleDisplaySizeForDestView ( @ 0) (DisplaySurface.dll+0x0000000000087F40)
    dvacore::test::Terminate ( @ 0) (dvacore.dll+0x0000000000192AF7)
    dvacore::threads::CreateSubExecutorWithFunctionWrapper ( @ 0) (dvacore.dll+0x0000000000196453)
    dvacore::threads::AdaptCurrentEventLoopAsExecutor ( @ 0) (dvacore.dll+0x000000000019C076)
    dvacore::threads::GetProcessIDsForName ( @ 0) (dvacore.dll+0x00000000001B9243)
    TpSetPoolStackInformation ( @ 0) (ntdll.dll+0x000000000006FBC3)
    TpReleaseCleanupGroupMembers ( @ 0) (ntdll.dll+0x000000000005315A)
    BaseThreadInitThunk ( @ 0) (KERNEL32.DLL+0x0000000000017034)
]

<13920 (main)> <hang> <5> Potentially Hung Thread
{
	secondsLate: "19.4290008545"
}
Callstack: 
[
    BaseThreadInitThunk ( @ 0) (sysfer.dll+0x0000000000017739)
    CreateProcessInternalW ( @ 0) (KERNELBASE.dll+0x0000000000008E73)
    CreateProcessW ( @ 0) (KERNELBASE.dll+0x00000000000071A6)
    CreateProcessW ( @ 0) (KERNEL32.DLL+0x000000000001CBB4)
    dvacore::utility::RunProcessSynchronously ( @ 0) (dvacore.dll+0x00000000003AD37B)
    dvacore::utility::GetDeviceDescription ( @ 0) (dvacore.dll+0x00000000003B1710)
    dvacrashreporter::CrashReporter::SetUserInfo ( @ 0) (dvacrashreporter.dll+0x0000000000017161)
    dvacrashreporter::CrashReporter::SetUserInfo ( @ 0)
    dvacrashreporter::CrashReporter::SetUserInfo ( @ 0)
    dvacrashreporter::CrashReporter::SetUserInfo ( @ 0)
    dvacrashreporter::CrashReporter::SetUserInfo ( @ 0)
]

<13920 (main)> <hang> <5> Potentially Hung Thread
{
	secondsLate: "0.300000011921"
}
Callstack: 
[
    local_unwind ( @ 0) (ucrtbase.dll+0x0000000000048819)
    local_unwind ( @ 0)
    SafeArrayCreate ( @ 0) (OLEAUT32.dll+0x0000000000003FCD)
]

<13920 (main)> <hang> <5> Potentially Hung Thread
{
	secondsLate: "0.811999976635"
}
Callstack: 
[
    NtUserSetWindowPos ( @ 0) (win32u.dll+0x00000000000014C4)
    dvaui::ui::OS_Window::UI_SetLocalRect ( @ 0) (dvaui.dll+0x000000000049F380)
    dvaui::ui::OS_Window::UI_SetLocalRect ( @ 0)
    dvaui::ui::OS_Window::UI_SetLocalRect ( @ 0)
    dvaui::ui::OS_Window::UI_SetLocalRect ( @ 0)
    dvaui::ui::OS_Window::UI_SetLocalRect ( @ 0)
]

<18536 (Display Thread)> <hang> <5> Potentially Hung Thread
{
	secondsLate: "0.31099998951"
}
Callstack: 
[
    ZwWaitForMultipleObjects ( @ 0) (ntdll.dll+0x000000000009DA94)
    WaitForMultipleObjectsEx ( @ 0) (KERNELBASE.dll+0x000000000004CBC0)
    boost::this_thread::interruptible_wait ( @ 0) (boost_threads.dll+0x0000000000006CBB)
    boost::this_thread::interruptible_wait ( @ 0)
    dvacore::debug::kAssertCount ( @ 0) (dvacore.dll+0x00000000005C6BE0)
]

<18536 (Display Thread)> <hang> <5> Potentially Hung Thread
{
	secondsLate: "0.816999971867"
}
Callstack: 
[
    ZwWaitForMultipleObjects ( @ 0) (ntdll.dll+0x000000000009DA94)
    WaitForMultipleObjectsEx ( @ 0) (KERNELBASE.dll+0x000000000004CBC0)
    boost::this_thread::interruptible_wait ( @ 0) (boost_threads.dll+0x0000000000006CBB)
    GF::GetCUDAErrorString ( @ 0) (GPUFoundation.dll+0x000000000004509C)
    GF::GetCUDAErrorString ( @ 0)
    GF::GetCUDAErrorString ( @ 0)
    GF::GetCUDAErrorString ( @ 0)
    GF::GetCUDAErrorString ( @ 0)
    GF::GetCUDAErrorString ( @ 0)
    GF::GetCUDAErrorString ( @ 0)
    GF::GetCUDAErrorString ( @ 0)
    GF::LoadHostMemory ( @ 0) (GPUFoundation.dll+0x00000000000D3C01)
]

<13920 (main)> <hang> <5> Potentially Hung Thread
{
	secondsLate: "1.82899999619"
}
Callstack: 
[
    NtQueryFullAttributesFile ( @ 0) (ntdll.dll+0x000000000009F7F4)
    GetFileAttributesExW ( @ 0) (KERNELBASE.dll+0x000000000002D3EC)
    ASL::PathUtils::IsDirectory ( @ 0) (ASLFoundation.dll+0x0000000000042D34)
]

<11572 (ML::PlayModuleThreadQueue)> <hang> <5> Potentially Hung Thread
{
	secondsLate: "0.303999990225"
}
Callstack: 
[
    ZwWaitForMultipleObjects ( @ 0) (ntdll.dll+0x000000000009DA94)
    WaitForMultipleObjectsEx ( @ 0) (KERNELBASE.dll+0x000000000004CBC0)
    boost::this_thread::interruptible_wait ( @ 0) (boost_threads.dll+0x0000000000006CBB)
    GF::GetCUDAErrorString ( @ 0) (GPUFoundation.dll+0x000000000004509C)
    GF::Device::AcquireExclusiveAccess ( @ 0) (GPUFoundation.dll+0x0000000000046D54)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x0000000000033633)
    xRendererEntry ( @ 0)
    xRendererEntry ( @ 0)
    xRendererEntry ( @ 0)
    xRendererEntry ( @ 0)
    xRendererEntry ( @ 0)
    xRendererEntry ( @ 0)
    xRendererEntry ( @ 0)
    dvacore::threads::RecursiveMutex::Unlock ( @ 0) (dvacore.dll+0x00000000001AAF46)
    ML::TransmitDevicePane::UpdatePlugins ( @ 0) (TransmitHost.dll+0x000000000001B94D)
    ML::TransmitDevicePane::UpdatePlugins ( @ 0)
]

<18536 (Display Thread)> <hang> <5> Potentially Hung Thread
{
	secondsLate: "0.303999990225"
}
Callstack: 
[
    ZwWaitForMultipleObjects ( @ 0) (ntdll.dll+0x000000000009DA94)
    WaitForMultipleObjectsEx ( @ 0) (KERNELBASE.dll+0x000000000004CBC0)
    boost::this_thread::interruptible_wait ( @ 0) (boost_threads.dll+0x0000000000006CBB)
    GF::GetCUDAErrorString ( @ 0) (GPUFoundation.dll+0x000000000004509C)
    GF::Device::AcquireExclusiveAccess ( @ 0) (GPUFoundation.dll+0x0000000000046D54)
    GF::Device::AcquireExclusiveAccess ( @ 0) (DisplaySurface.dll+0x0000000000068631)
    GF::Device::AcquireExclusiveAccess ( @ 0) (DisplaySurface.dll+0x0000000000069FF2)
    GF::Device::AcquireExclusiveAccess ( @ 0) (DisplaySurface.dll+0x00000000000677CA)
    GF::Device::AcquireExclusiveAccess ( @ 0) (DisplaySurface.dll+0x000000000006B15E)
    DS::GPUSnifferMain ( @ 0) (DisplaySurface.dll+0x00000000000B2AB4)
    DS::GPUSnifferMain ( @ 0) (DisplaySurface.dll+0x00000000000AD663)
    DS::GPUSnifferMain ( @ 0) (DisplaySurface.dll+0x00000000000B0AA1)
    dvacore::threads::CreateAsyncThreadedExecutor ( @ 0) (dvacore.dll+0x00000000001B7E6B)
    dvacore::threads::GetWindowsThreadName ( @ 0) (dvacore.dll+0x00000000001B3D9C)
    dvacore::threads::GetWindowsThreadName ( @ 0) (dvacore.dll+0x00000000001B4314)
    boost::detail::win32::handle_manager::swap ( @ 0) (boost_threads.dll+0x000000000000875A)
]

<1280> <BEE_WorkQueue> <5> BEE_Project::TimestampGetNext ZANZIBAR-3: cannot produce timestamp, frozen=0, open=0
<1280> <BEE_WorkQueue> <5> BEE_Project::TimestampGetNext ZANZIBAR-3: cannot produce timestamp, frozen=0, open=0
<1280> <BEE_WorkQueue> <5> BEE_Project::TimestampGetNext ZANZIBAR-3: cannot produce timestamp, frozen=0, open=0
<1280> <MEE_Plugins> <5> C:\Program Files\Adobe\Adobe Premiere Pro 2022\PlugIns\(AfterEffectsLib)
<1280> <Plug_Scan> <1> Total: 0.0989495, PiPL: 0.0596363
<11572 (ML::PlayModuleThreadQueue)> <hang> <5> Potentially Hung Thread
{
	secondsLate: "0.808000028133"
}
Callstack: 
[
    ZwWaitForMultipleObjects ( @ 0) (ntdll.dll+0x000000000009DA94)
    WaitForMultipleObjectsEx ( @ 0) (KERNELBASE.dll+0x000000000004CBC0)
    boost::this_thread::interruptible_wait ( @ 0) (boost_threads.dll+0x0000000000006CBB)
    GF::GetCUDAErrorString ( @ 0) (GPUFoundation.dll+0x000000000004509C)
    GF::Device::AcquireExclusiveAccess ( @ 0) (GPUFoundation.dll+0x0000000000046D54)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x0000000000033633)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003B262)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003E08D)
    xPlayEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003E576)
    ML::PlayerHost::Shutdown ( @ 0) (PlayerHost.dll+0x0000000000010153)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003E54F)
    xRendererEntry ( @ 0)
    xRendererEntry ( @ 0)
    xRendererEntry ( @ 0)
    xRendererEntry ( @ 0)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003E3B4)
]

<18536 (Display Thread)> <hang> <5> Potentially Hung Thread
{
	secondsLate: "0.808000028133"
}
Callstack: 
[
    ZwWaitForMultipleObjects ( @ 0) (ntdll.dll+0x000000000009DA94)
    WaitForMultipleObjectsEx ( @ 0) (KERNELBASE.dll+0x000000000004CBC0)
    boost::this_thread::interruptible_wait ( @ 0) (boost_threads.dll+0x0000000000006CBB)
    GF::GetCUDAErrorString ( @ 0) (GPUFoundation.dll+0x000000000004509C)
    GF::Device::AcquireExclusiveAccess ( @ 0) (GPUFoundation.dll+0x0000000000046D54)
    GF::Device::AcquireExclusiveAccess ( @ 0) (DisplaySurface.dll+0x0000000000068631)
    GF::Device::AcquireExclusiveAccess ( @ 0) (DisplaySurface.dll+0x0000000000069FF2)
    GF::Device::AcquireExclusiveAccess ( @ 0) (DisplaySurface.dll+0x00000000000677CA)
    GF::Device::AcquireExclusiveAccess ( @ 0) (DisplaySurface.dll+0x000000000006B15E)
    DS::GPUSnifferMain ( @ 0) (DisplaySurface.dll+0x00000000000B2AB4)
    DS::GPUSnifferMain ( @ 0) (DisplaySurface.dll+0x00000000000AD663)
    DS::GPUSnifferMain ( @ 0) (DisplaySurface.dll+0x00000000000B0AA1)
    dvacore::threads::CreateAsyncThreadedExecutor ( @ 0) (dvacore.dll+0x00000000001B7E6B)
    dvacore::threads::GetWindowsThreadName ( @ 0) (dvacore.dll+0x00000000001B3D9C)
    dvacore::threads::GetWindowsThreadName ( @ 0) (dvacore.dll+0x00000000001B4314)
    boost::detail::win32::handle_manager::swap ( @ 0) (boost_threads.dll+0x000000000000875A)
]

<11572 (ML::PlayModuleThreadQueue)> <hang> <5> Potentially Hung Thread
{
	secondsLate: "1.82400000095"
}
Callstack: 
[
    ZwWaitForMultipleObjects ( @ 0) (ntdll.dll+0x000000000009DA94)
    WaitForMultipleObjectsEx ( @ 0) (KERNELBASE.dll+0x000000000004CBC0)
    boost::this_thread::interruptible_wait ( @ 0) (boost_threads.dll+0x0000000000006CBB)
    GF::GetCUDAErrorString ( @ 0) (GPUFoundation.dll+0x000000000004509C)
    GF::Device::AcquireExclusiveAccess ( @ 0) (GPUFoundation.dll+0x0000000000046D54)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x0000000000033633)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003B262)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003E08D)
    xPlayEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003E576)
    ML::PlayerHost::Shutdown ( @ 0) (PlayerHost.dll+0x0000000000010153)
    ML::PlayerHost::Shutdown ( @ 0) (PlayerHost.dll+0x000000000001025B)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x0000000000053E03)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x0000000000034E7A)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x00000000000302B4)
    ML::CreateCompositeOverlayRenderer ( @ 0) (PlayerHost.dll+0x00000000000078E7)
    ML::CreateCompositeOverlayRenderer ( @ 0) (PlayerHost.dll+0x00000000000085B9)
]

<18536 (Display Thread)> <hang> <5> Potentially Hung Thread
{
	secondsLate: "1.82500004768"
}
Callstack: 
[
    ZwWaitForMultipleObjects ( @ 0) (ntdll.dll+0x000000000009DA94)
    WaitForMultipleObjectsEx ( @ 0) (KERNELBASE.dll+0x000000000004CBC0)
    boost::this_thread::interruptible_wait ( @ 0) (boost_threads.dll+0x0000000000006CBB)
    GF::GetCUDAErrorString ( @ 0) (GPUFoundation.dll+0x000000000004509C)
    GF::Device::AcquireExclusiveAccess ( @ 0) (GPUFoundation.dll+0x0000000000046D54)
    GF::Device::AcquireExclusiveAccess ( @ 0) (DisplaySurface.dll+0x0000000000068631)
    GF::Device::AcquireExclusiveAccess ( @ 0) (DisplaySurface.dll+0x0000000000069FF2)
    GF::Device::AcquireExclusiveAccess ( @ 0) (DisplaySurface.dll+0x00000000000677CA)
    GF::Device::AcquireExclusiveAccess ( @ 0) (DisplaySurface.dll+0x000000000006B15E)
    DS::GPUSnifferMain ( @ 0) (DisplaySurface.dll+0x00000000000B2AB4)
    DS::GPUSnifferMain ( @ 0) (DisplaySurface.dll+0x00000000000AD663)
    DS::GPUSnifferMain ( @ 0) (DisplaySurface.dll+0x00000000000B0AA1)
    dvacore::threads::CreateAsyncThreadedExecutor ( @ 0) (dvacore.dll+0x00000000001B7E6B)
    dvacore::threads::GetWindowsThreadName ( @ 0) (dvacore.dll+0x00000000001B3D9C)
    dvacore::threads::GetWindowsThreadName ( @ 0) (dvacore.dll+0x00000000001B4314)
    boost::detail::win32::handle_manager::swap ( @ 0) (boost_threads.dll+0x000000000000875A)
]

<11572 (ML::PlayModuleThreadQueue)> <hang> <5> Potentially Hung Thread
{
	secondsLate: "3.83800005913"
}
Callstack: 
[
    ZwWaitForMultipleObjects ( @ 0) (ntdll.dll+0x000000000009DA94)
    WaitForMultipleObjectsEx ( @ 0) (KERNELBASE.dll+0x000000000004CBC0)
    boost::this_thread::interruptible_wait ( @ 0) (boost_threads.dll+0x0000000000006CBB)
    GF::GetCUDAErrorString ( @ 0) (GPUFoundation.dll+0x000000000004509C)
    GF::Device::AcquireExclusiveAccess ( @ 0) (GPUFoundation.dll+0x0000000000046D54)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x0000000000033633)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003B262)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003E08D)
    xPlayEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003E576)
    ML::PlayerHost::Shutdown ( @ 0) (PlayerHost.dll+0x0000000000010153)
    ML::PlayerHost::Shutdown ( @ 0) (PlayerHost.dll+0x000000000001025B)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x0000000000053E03)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x0000000000034E7A)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x00000000000302B4)
    ML::CreateCompositeOverlayRenderer ( @ 0) (PlayerHost.dll+0x00000000000078E7)
    ML::CreateCompositeOverlayRenderer ( @ 0) (PlayerHost.dll+0x00000000000085B9)
]

<18536 (Display Thread)> <hang> <5> Potentially Hung Thread
{
	secondsLate: "3.83899998665"
}
Callstack: 
[
    ZwWaitForMultipleObjects ( @ 0) (ntdll.dll+0x000000000009DA94)
    WaitForMultipleObjectsEx ( @ 0) (KERNELBASE.dll+0x000000000004CBC0)
    boost::this_thread::interruptible_wait ( @ 0) (boost_threads.dll+0x0000000000006CBB)
    GF::GetCUDAErrorString ( @ 0) (GPUFoundation.dll+0x000000000004509C)
    GF::Device::AcquireExclusiveAccess ( @ 0) (GPUFoundation.dll+0x0000000000046D54)
    GF::Device::AcquireExclusiveAccess ( @ 0) (DisplaySurface.dll+0x0000000000068631)
    GF::Device::AcquireExclusiveAccess ( @ 0) (DisplaySurface.dll+0x0000000000069FF2)
    GF::Device::AcquireExclusiveAccess ( @ 0) (DisplaySurface.dll+0x00000000000677CA)
    GF::Device::AcquireExclusiveAccess ( @ 0) (DisplaySurface.dll+0x000000000006B15E)
    DS::GPUSnifferMain ( @ 0) (DisplaySurface.dll+0x00000000000B2AB4)
    DS::GPUSnifferMain ( @ 0) (DisplaySurface.dll+0x00000000000AD663)
    DS::GPUSnifferMain ( @ 0) (DisplaySurface.dll+0x00000000000B0AA1)
    dvacore::threads::CreateAsyncThreadedExecutor ( @ 0) (dvacore.dll+0x00000000001B7E6B)
    dvacore::threads::GetWindowsThreadName ( @ 0) (dvacore.dll+0x00000000001B3D9C)
    dvacore::threads::GetWindowsThreadName ( @ 0) (dvacore.dll+0x00000000001B4314)
    boost::detail::win32::handle_manager::swap ( @ 0) (boost_threads.dll+0x000000000000875A)
]

<1280> <FLT> <4> Load success Effect: ADBE 3D Tracker
<1280> <FLT> <4> Load success Effect: ADBE 3D Glasses2
<1280> <FLT> <4> Load success Effect: ADBE 3D Glasses
<1280> <FLT> <4> Load success Effect: VISINF Grain Implant
<1280> <FLT> <4> Load success Effect: ADBE Alpha Levels2
<1280> <FLT> <4> Load success Effect: ADBE Alpha Levels3
<1280> <FLT> <4> Load success Effect: ADBE Apply Color LUT2
<1280> <FLT> <4> Load success Effect: ADBE Apply Color LUT
<1280> <FLT> <4> Load success Effect: ADBE Arithmetic
<1280> <FLT> <4> Load success Effect: ADBE AudSpect
<1280> <FLT> <4> Load success Effect: ADBE AudWave
<1280> <FLT> <4> Load success Effect: ADBE Aud BT
<1280> <FLT> <4> Load success Effect: ADBE Aud Delay
<1280> <FLT> <4> Load success Effect: ADBE Aud_Flange
<1280> <FLT> <4> Load success Effect: ADBE Aud HiLo
<1280> <FLT> <4> Load success Effect: ADBE Aud Stereo Mixer
<1280> <FLT> <4> Load success Effect: ADBE Aud Modulator
<1280> <FLT> <4> Load success Effect: ADBE Param EQ
<1280> <FLT> <4> Load success Effect: ADBE Aud Reverb
<1280> <FLT> <4> Load success Effect: ADBE Aud Reverse
<1280> <FLT> <4> Load success Effect: ADBE Aud Tone
<1280> <FLT> <4> Load success Effect: ADBE AutoColor
<1280> <FLT> <4> Load success Effect: ADBE AutoContrast
<1280> <FLT> <4> Load success Effect: ADBE AutoLevels
<1280> <FLT> <4> Load success Effect: ADBE AUX CHANNEL EXTRACT
<1280> <FLT> <4> Load success Effect: ADBE Brightness & Contrast
<1280> <FLT> <4> Load success Effect: ADBE Basic 3D
<1280> <FLT> <4> Load success Effect: ADBE Basic Text2
<1280> <FLT> <4> Load success Effect: ADBE Laser
<1280> <FLT> <4> Load success Effect: ADBE Bevel Alpha
<1280> <FLT> <4> Load success Effect: ADBE Bevel Edges
<1280> <FLT> <4> Load success Effect: ADBE BEZMESH
<1280> <FLT> <4> Load success Effect: ADBE Bilateral
<1280> <FLT> <4> Load success Effect: ADBE Blend
<1280> <FLT> <4> Load success Effect: ADBE Block Dissolve
<1280> <FLT> <4> Load success Effect: ADBE Box Blur2
<1280> <FLT> <4> Load success Effect: ADBE Box Blur
<1280> <FLT> <4> Load success Effect: ADBE Broadcast Colors
<1280> <FLT> <4> Load success Effect: ADBE Brush Strokes
<1280> <FLT> <4> Load success Effect: ADBE Bulge
<1280> <FLT> <4> Load success Effect: ADBE Calculations
<1280> <FLT> <4> Load success Effect: ADBE WRPMESH
<1280> <FLT> <4> Load success Effect: APC CardDanceCam
<1280> <FLT> <4> Load success Effect: APC CardWipeCam
<1280> <FLT> <4> Load success Effect: ADBE Cartoonify
<1280> <FLT> <4> Load success Effect: APC Caustics
<1280> <FLT> <4> Load success Effect: ADBE Cell Pattern
<1280> <FLT> <4> Load success Effect: ADBE Change To Color
<1280> <FLT> <4> Load success Effect: ADBE Change Color
<1280> <FLT> <4> Load success Effect: ADBE Channel Combiner
<1280> <FLT> <4> Load success Effect: ADBE Channel Blur
<1280> <FLT> <4> Load success Effect: ADBE CHANNEL MIXER
<1280> <FLT> <4> Load success Effect: ADBE Checkerboard
<1280> <FLT> <4> Load success Effect: ADBE Cineon Converter
<1280> <FLT> <4> Load success Effect: ADBE Cineon Converter2
<1280> <FLT> <4> Load success Effect: ADBE Circle
<1280> <FLT> <4> Load success Effect: APC Colorama
<1280> <FLT> <4> Load success Effect: ADBE Color Link
<1280> <FLT> <4> Load success Effect: ADBE 4ColorGradient
<1280> <FLT> <4> Load success Effect: ADBE Color Balance
<1280> <FLT> <4> Load success Effect: ADBE Color Balance 2
<1280> <FLT> <4> Load success Effect: ADBE Color Difference Key
<1280> <FLT> <4> Load success Effect: ADBE Color Emboss
<1280> <FLT> <4> Load success Effect: ADBE Color Balance (HLS)
<1280> <FLT> <4> Load success Effect: ADBE Color Key
<1280> <FLT> <4> Load success Effect: ADBE Color Range
<1280> <FLT> <4> Load success Effect: ADBE Compound Arithmetic
<1280> <FLT> <4> Load success Effect: ADBE Compound Blur
<1280> <FLT> <4> Load success Effect: ADBE Corner Pin
<1280> <FLT> <4> Load success Effect: ADBE CurvesCustom
<1280> <FLT> <4> Load success Effect: ADBE Deflicker
<1280> <FLT> <4> Load success Effect: ADBE DEPTH FIELD
<1280> <FLT> <4> Load success Effect: ADBE DEPTH MATTE
<1280> <FLT> <4> Load success Effect: ADBE Difference Matte2
<1280> <FLT> <4> Load success Effect: ADBE Difference
<1280> <FLT> <4> Load success Effect: ADBE Motion Blur
<1280> <FLT> <4> Load success Effect: ADBE Displacement Map
<1280> <FLT> <4> Load success Effect: ADBE Drop Shadow
<1280> <FLT> <4> Load success Effect: ADBE Dust & Scratches
<1280> <FLT> <4> Load success Effect: ADBE Echo
<1280> <FLT> <4> Load success Effect: ADBE ELLIPSE
<1280> <FLT> <4> Load success Effect: ADBE Emboss
<1280> <FLT> <4> Load success Effect: ADBE Equalize
<1280> <FLT> <4> Load success Effect: ADBE Compander
<1280> <FLT> <4> Load success Effect: ADBE Exposure2
<1280> <FLT> <4> Load success Effect: ADBE Exposure
<1280> <FLT> <4> Load success Effect: ADBE Checkbox Control
<1280> <FLT> <4> Load success Effect: ADBE Slider Control
<1280> <FLT> <4> Load success Effect: ADBE Layer Control
<1280> <FLT> <4> Load success Effect: ADBE Color Control
<1280> <FLT> <4> Load success Effect: ADBE Point3D Control
<1280> <FLT> <4> Load success Effect: ADBE Point Control
<1280> <FLT> <4> Load success Effect: ADBE Angle Control
<1280> <FLT> <4> Load success Effect: ADBE Dropdown Control
<1280> <FLT> <4> Load success Effect: ADBE Extract
<1280> <FLT> <4> Load success Effect: ADBE Eyedropper Fill
<1280> <FLT> <4> Load success Effect: ADBE Fast Blur
<1280> <FLT> <4> Load success Effect: ADBE Reduce Interlace Flicker
<1280> <FLT> <4> Load success Effect: ADBE Fill
<1280> <FLT> <4> Load success Effect: ADBE Find Edges
<1280> <FLT> <4> Load success Effect: APC Foam
<1280> <FLT> <4> Load success Effect: ADBE FOG_3D
<1280> <FLT> <4> Load success Effect: ADBE Fractal
<1280> <FLT> <4> Load success Effect: ADBE Fractal Noise
<1280> <FLT> <4> Load success Effect: ADBE Gaussian Blur
<1280> <FLT> <4> Load success Effect: ADBE Gaussian Blur 2
<1280> <FLT> <4> Load success Effect: ADBE Glo2
<1280> <FLT> <4> Load success Effect: ADBE Gamma/Pedestal/Gain2
<1280> <FLT> <4> Load success Effect: ADBE Gradient Wipe
<1280> <FLT> <4> Load success Effect: ADBE Grid
<1280> <FLT> <4> Load success Effect: ADBE GROW BOUNDS
<1280> <FLT> <4> Load success Effect: ADBE HUE SATURATION
<1280> <FLT> <4> Load success Effect: ADBE ID MATTE
<1280> <FLT> <4> Load success Effect: ADBE ATG Extract
<1280> <FLT> <4> Load success Effect: ADBE Invert
<1280> <FLT> <4> Load success Effect: ADBE IRIS_WIPE
<1280> <FLT> <4> Load success Effect: ADBE Leave Color
<1280> <FLT> <4> Load success Effect: ADBE Lens Flare
<1280> <FLT> <4> Load success Effect: ADBE Easy Levels
<1280> <FLT> <4> Load success Effect: ADBE Easy Levels2
<1280> <FLT> <4> Load success Effect: ADBE Pro Levels2
<1280> <FLT> <4> Load success Effect: ADBE Pro Levels
<1280> <FLT> <4> Load success Effect: ADBE Lightning
<1280> <FLT> <4> Load success Effect: ADBE Lightning 2
<1280> <FLT> <4> Load success Effect: ADBE Linear Color Key2
<1280> <FLT> <4> Load success Effect: ADBE Linear Wipe
<1280> <FLT> <4> Load success Effect: ADBE LIQUIFY
<1280> <FLT> <4> Load success Effect: ADBE Luma Key
<1280> <FLT> <4> Load success Effect: ADBE Lumetri
<1280> <FLT> <4> Load success Effect: ADBE Magnify
<1280> <FLT> <4> Load success Effect: VISINF Grain Duplication
<1280> <FLT> <4> Load success Effect: ADBE Matte Choker
<1280> <FLT> <4> Load success Effect: ADBE Median
<1280> <FLT> <4> Load success Effect: ADBE Minimax
<1280> <FLT> <4> Load success Effect: ADBE Mirror
<1280> <FLT> <4> Load success Effect: ADBE Mosaic
<1280> <FLT> <4> Load success Effect: ADBE MESH WARP
<1280> <FLT> <4> Load success Effect: ADBE Noise2
<1280> <FLT> <4> Load success Effect: ADBE Noise
<1280> <FLT> <4> Load success Effect: ADBE Noise Alpha2
<1280> <FLT> <4> Load success Effect: ADBE Noise Alpha
<1280> <FLT> <4> Load success Effect: ADBE Noise HLS
<1280> <FLT> <4> Load success Effect: ADBE Noise HLS2
<1280> <FLT> <4> Load success Effect: ADBE Noise HLS Auto2
<1280> <FLT> <4> Load success Effect: ADBE Noise HLS Auto
<1280> <FLT> <4> Load success Effect: ADBE Numbers2
<1280> <FLT> <4> Load success Effect: ADBE Offset
<1280> <FLT> <4> Load success Effect: ADBE Optics Compensation
<1280> <FLT> <4> Load success Effect: ADBE Paint Bucket
<1280> <FLT> <4> Load success Effect: ADBE Playgnd
<1280> <FLT> <4> Load success Effect: ADBE Path Text
<1280> <FLT> <4> Load success Effect: ADBE Photo Filter
<1280> <FLT> <4> Load success Effect: ADBE Polar Coordinates
<1280> <FLT> <4> Load success Effect: ADBE Posterize
<1280> <FLT> <4> Load success Effect: ADBE Posterize Time
<1280> <FLT> <4> Load success Effect: ADBE ProfileToProfile
<1280> <FLT> <4> Load success Effect: ADBE HDR ToneMap
<1280> <FLT> <4> Load success Effect: ADBE PhotoFilterPS
<1280> <FLT> <4> Load success Effect: ADBE SelectiveColor
<1280> <FLT> <4> Load success Effect: ADBE Vibrance
<1280> <FLT> <4> Load success Effect: ADBE Brightness & Contrast 2
<1280> <FLT> <4> Load success Effect: ADBE PS Median
<1280> <FLT> <4> Load success Effect: ADBE Black&White
<1280> <FLT> <4> Load success Effect: ADBE PSL Bevel Emboss
<1280> <FLT> <4> Load success Effect: ADBE PSL Drop Shadow
<1280> <FLT> <4> Load success Effect: ADBE PSL Inner Glow
<1280> <FLT> <4> Load success Effect: ADBE PSL Inner Shadow
<1280> <FLT> <4> Load success Effect: ADBE PSL Outer Glow
<1280> <FLT> <4> Load success Effect: ADBE PSL Solid Fill
<1280> <FLT> <4> Load success Effect: ADBE PS Arbitrary Map
<1280> <FLT> <4> Load success Effect: ADBE Radial Shadow
<1280> <FLT> <4> Load success Effect: ADBE Radial Blur
<1280> <FLT> <4> Load success Effect: ADBE Radial Wipe
<1280> <FLT> <4> Load success Effect: APC Radio Waves
<1280> <FLT> <4> Load success Effect: ADBE Ramp
<1280> <FLT> <4> Load success Effect: VISINF Grain Removal
<1280> <FLT> <4> Load success Effect: ADBE RESHAPE
<1280> <FLT> <4> Load success Effect: ADBE Ripple
<1280> <FLT> <4> Load success Effect: ADBE OFMotionBlur
<1280> <FLT> <4> Load success Effect: ADBE Rolling Shutter
<1280> <FLT> <4> Load success Effect: ADBE Timewarp
<1280> <FLT> <4> Load success Effect: ADBE Roughen Edges
<1280> <FLT> <4> Load success Effect: ADBE Scatter
<1280> <FLT> <4> Load success Effect: ADBE Scribble Fill
<1280> <FLT> <4> Load success Effect: ADBE Set Channels
<1280> <FLT> <4> Load success Effect: ADBE Set Matte3
<1280> <FLT> <4> Load success Effect: ADBE Set Matte2
<1280> <FLT> <4> Load success Effect: ADBE ShadowHighlight
<1280> <FLT> <4> Load success Effect: ADBE Camera Lens Blur
<1280> <FLT> <4> Load success Effect: ADBE Sharpen
<1280> <FLT> <4> Load success Effect: APC Shatter
<1280> <FLT> <4> Load success Effect: ADBE Shift Channels
<1280> <FLT> <4> Load success Effect: ADBE Simple Choker
<1280> <FLT> <4> Load success Effect: ADBE Smart Blur
<1280> <FLT> <4> Load success Effect: ADBE SCHMEAR
<1280> <FLT> <4> Load success Effect: ADBE Solid Composite
<1280> <FLT> <4> Load success Effect: ADBE Spherize
<1280> <FLT> <4> Load success Effect: ADBE Spill Suppressor
<1280> <FLT> <4> Load success Effect: ADBE SubspaceStabilizer
<1280> <FLT> <4> Load success Effect: ADBE Strobe
<1280> <FLT> <4> Load success Effect: ADBE Stroke
<1280> <FLT> <4> Load success Effect: ADBE Texturize
<1280> <FLT> <4> Load success Effect: ADBE Three-Way Color Corrector
<1280> <FLT> <4> Load success Effect: ADBE Threshold
<1280> <FLT> <4> Load success Effect: ADBE Threshold2
<1280> <FLT> <4> Load success Effect: ADBE Tile
<1280> <FLT> <4> Load success Effect: ADBE Timecode
<1280> <FLT> <4> Load success Effect: ADBE Time Displacement
<1280> <FLT> <4> Load success Effect: ADBE Tint
<1280> <FLT> <4> Load success Effect: ADBE Geometry
<1280> <FLT> <4> Load success Effect: ADBE Geometry2
<1280> <FLT> <4> Load success Effect: ADBE Tritone
<1280> <FLT> <4> Load success Effect: ADBE Turbulent Displace
<1280> <FLT> <4> Load success Effect: ADBE AIF Perlin Noise 3D
<1280> <FLT> <4> Load success Effect: ADBE Twirl
<1280> <FLT> <4> Load success Effect: ADBE Remove Color Matting
<1280> <FLT> <4> Load success Effect: ADBE Unsharp Mask2
<1280> <FLT> <4> Load success Effect: ADBE Unsharp Mask
<1280> <FLT> <4> Load success Effect: ADBE Upscale
<1280> <FLT> <4> Load success Effect: ADBE Vector Paint
<1280> <FLT> <4> Load success Effect: APC Vegas
<1280> <FLT> <4> Load success Effect: ADBE Venetian Blinds
<1280> <FLT> <4> Load success Effect: ADBE DigitalVideoLimiter
<1280> <FLT> <4> Load success Effect: Mettle SkyBox Chromatic Aberrations
<1280> <FLT> <4> Load success Effect: Mettle SkyBox Color Gradients
<1280> <FLT> <4> Load success Effect: Mettle SkyBox Converter
<1280> <FLT> <4> Load success Effect: Mettle SkyBox Denoise
<1280> <FLT> <4> Load success Effect: Mettle SkyBox Digital Glitch
<1280> <FLT> <4> Load success Effect: Mettle SkyBox Fractal Noise
<1280> <FLT> <4> Load success Effect: Mettle SkyBox Blur
<1280> <FLT> <4> Load success Effect: Mettle SkyBox Glow
<1280> <FLT> <4> Load success Effect: Mettle SkyBox Project 2D
<1280> <FLT> <4> Load success Effect: Mettle SkyBox Rotate Sphere
<1280> <FLT> <4> Load success Effect: Mettle SkyBox Sharpen
<1280> <FLT> <4> Load success Effect: Mettle SkyBox Viewer
<1280> <FLT> <4> Load success Effect: APC Wave World
<1280> <FLT> <4> Load success Effect: ADBE Wave Warp
<1280> <FLT> <4> Load success Effect: ADBE Write-on
<1280> <FLT> <4> Load success Effect: ADBE FreePin3
<1280> <MEE_Plugins> <4> AEGP plugin loaded: Advanced 3D
<1280> <MEE_Plugins> <4> AEGP plugin loaded: Durer
<1280> <AE.AddGPUFilters> <5> Begin - aelib AddGPUFilters
<1280> <AE.AddGPUFilters> <5> End - aelib AddGPUFilters [1.8068 milliseconds elapsed]
<1280> <BEE_WorkQueue> <5> BEE_Project::TimestampGetNext ZANZIBAR-3: cannot produce timestamp, frozen=0, open=0
<1280> <FLT> <4> Actual missing plugin: Pseudo/@@0wmaQJm5QxmvmqxcIzGDNQ
<1280> <FLT> <4> Actual missing plugin: Pseudo/@@tPZkhsHCTyiaCtJI6wNgRA
<11572 (ML::PlayModuleThreadQueue)> <hang> <5> Potentially Hung Thread
{
	secondsLate: "7.92999982834"
}
Callstack: 
[
    ZwWaitForMultipleObjects ( @ 0) (ntdll.dll+0x000000000009DA94)
    WaitForMultipleObjectsEx ( @ 0) (KERNELBASE.dll+0x000000000004CBC0)
    boost::this_thread::interruptible_wait ( @ 0) (boost_threads.dll+0x0000000000006CBB)
    GF::GetCUDAErrorString ( @ 0) (GPUFoundation.dll+0x000000000004509C)
    GF::Device::AcquireExclusiveAccess ( @ 0) (GPUFoundation.dll+0x0000000000046D54)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x0000000000033633)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003B262)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003E08D)
    xPlayEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003E576)
    ML::PlayerHost::Shutdown ( @ 0) (PlayerHost.dll+0x0000000000010153)
    ML::PlayerHost::Shutdown ( @ 0) (PlayerHost.dll+0x000000000001025B)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x0000000000053E03)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x00000000000304CF)
    ML::CreateCompositeOverlayRenderer ( @ 0) (PlayerHost.dll+0x00000000000078E7)
    ML::CreateCompositeOverlayRenderer ( @ 0) (PlayerHost.dll+0x00000000000085B9)
    dvacore::threads::CreateAsyncThreadedExecutor ( @ 0) (dvacore.dll+0x00000000001B7E6B)
]

<18536 (Display Thread)> <hang> <5> Potentially Hung Thread
{
	secondsLate: "7.92999982834"
}
Callstack: 
[
    ZwWaitForAlertByThreadId ( @ 0) (ntdll.dll+0x00000000000A0934)
    RtlAcquireSRWLockExclusive ( @ 0) (ntdll.dll+0x0000000000029205)
    RtlAcquireSRWLockExclusive ( @ 0) (nvcuda64.dll+0x00000000001A8573)
]

<7332> <BEE_WorkQueue> <5> BEE_Project::TimestampGetNext ZANZIBAR-3: cannot produce timestamp, frozen=0, open=0
<18536 (Display Thread)> <hang> <5> Potentially Hung Thread
{
	secondsLate: "0.312999993563"
}
Callstack: 
[
    ZwWaitForMultipleObjects ( @ 0) (ntdll.dll+0x000000000009DA94)
    WaitForMultipleObjectsEx ( @ 0) (KERNELBASE.dll+0x000000000004CBC0)
    boost::this_thread::interruptible_wait ( @ 0) (boost_threads.dll+0x0000000000006CBB)
    GF::GetCUDAErrorString ( @ 0) (GPUFoundation.dll+0x000000000004509C)
    GF::Device::AcquireExclusiveAccess ( @ 0) (GPUFoundation.dll+0x0000000000046D54)
    GF::Device::AcquireExclusiveAccess ( @ 0) (DisplaySurface.dll+0x000000000006658C)
    DS::GPUSnifferMain ( @ 0) (DisplaySurface.dll+0x00000000000ABBD3)
    DS::DrawingSession::DrawingSession ( @ 0) (DisplaySurface.dll+0x000000000007EBE2)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000002A0E9)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000002F88A)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000002E7FE)
    dvacore::threads::CreateAsyncThreadedExecutor ( @ 0) (dvacore.dll+0x00000000001B7E6B)
    dvacore::threads::GetWindowsThreadName ( @ 0) (dvacore.dll+0x00000000001B3D9C)
    dvacore::threads::GetWindowsThreadName ( @ 0) (dvacore.dll+0x00000000001B4314)
    boost::detail::win32::handle_manager::swap ( @ 0) (boost_threads.dll+0x000000000000875A)
    configthreadlocale ( @ 0) (ucrtbase.dll+0x0000000000021BB2)
]

<18536 (Display Thread)> <hang> <5> Potentially Hung Thread
{
	secondsLate: "0.822000026703"
}
Callstack: 
[
    ZwWaitForMultipleObjects ( @ 0) (ntdll.dll+0x000000000009DA94)
    WaitForMultipleObjectsEx ( @ 0) (KERNELBASE.dll+0x000000000004CBC0)
    boost::this_thread::interruptible_wait ( @ 0) (boost_threads.dll+0x0000000000006CBB)
    GF::GetCUDAErrorString ( @ 0) (GPUFoundation.dll+0x000000000004509C)
    GF::Device::AcquireExclusiveAccess ( @ 0) (GPUFoundation.dll+0x0000000000046D54)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000002EE2C)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000002E7FE)
    dvacore::threads::CreateAsyncThreadedExecutor ( @ 0) (dvacore.dll+0x00000000001B7E6B)
    dvacore::threads::GetWindowsThreadName ( @ 0) (dvacore.dll+0x00000000001B3D9C)
    dvacore::threads::GetWindowsThreadName ( @ 0) (dvacore.dll+0x00000000001B4314)
    boost::detail::win32::handle_manager::swap ( @ 0) (boost_threads.dll+0x000000000000875A)
    configthreadlocale ( @ 0) (ucrtbase.dll+0x0000000000021BB2)
    BaseThreadInitThunk ( @ 0) (KERNEL32.DLL+0x0000000000017034)
    RtlUserThreadStart ( @ 0) (ntdll.dll+0x0000000000052651)
]

<7332> <MOTION-GRAPHICS-TEMPLATE: > <5> Renderer is AELIB. aegraphic filename: Social Sluiter 1080
<18496> <BEE_WorkQueue> <5> BEE_Project::TimestampGetNext ZANZIBAR-3: cannot produce timestamp, frozen=0, open=0
<18496> <FLT> <4> Actual missing plugin: Pseudo/@@//4i9wuDS+WhMNDfo0NCCw
<18496> <FLT> <4> Actual missing plugin: Pseudo/@@Aax0lfmbQd6PBgguqDeSlg
<18496> <FLT> <4> Actual missing plugin: Pseudo/@@8qJ3XKyBQUqLOI5tOJNYXA
<18496> <FLT> <4> Actual missing plugin: Pseudo/@@VN7uCD/0RfKAuqU406KazQ
<2464> <BEE_WorkQueue> <5> BEE_Project::TimestampGetNext ZANZIBAR-3: cannot produce timestamp, frozen=0, open=0
<2464> <MOTION-GRAPHICS-TEMPLATE: > <5> Renderer is AELIB. aegraphic filename: Social Video Vierkant
<7332> <BEE_WorkQueue> <5> BEE_Project::TimestampGetNext ZANZIBAR-3: cannot produce timestamp, frozen=0, open=0
<7332> <FLT> <4> Actual missing plugin: Pseudo/@@bDk3gd/cQ0iaBCoeY4j1yA
<7332> <MOTION-GRAPHICS-TEMPLATE: > <5> Renderer is AELIB. aegraphic filename: Social Ondertiteling 1080
<1280> <MOTION-GRAPHICS-TEMPLATE: > <5> Renderer is AELIB. aegraphic filename: Social Naamtitel 1080
<2464> <BEE_WorkQueue> <5> BEE_Project::TimestampGetNext ZANZIBAR-3: cannot produce timestamp, frozen=0, open=0
<2464> <MOTION-GRAPHICS-TEMPLATE: > <5> Renderer is AELIB. aegraphic filename: Social Tekst 1080
<7332> <BEE_WorkQueue> <5> BEE_Project::TimestampGetNext ZANZIBAR-3: cannot produce timestamp, frozen=0, open=0
<11572 (ML::PlayModuleThreadQueue)> <hang> <5> Potentially Hung Thread
{
	secondsLate: "0.312999993563"
}
Callstack: 
[
    ZwWaitForMultipleObjects ( @ 0) (ntdll.dll+0x000000000009DA94)
    WaitForMultipleObjectsEx ( @ 0) (KERNELBASE.dll+0x000000000004CBC0)
    boost::this_thread::interruptible_wait ( @ 0) (boost_threads.dll+0x0000000000006CBB)
    GF::GetCUDAErrorString ( @ 0) (GPUFoundation.dll+0x000000000004509C)
    GF::Device::AcquireExclusiveAccess ( @ 0) (GPUFoundation.dll+0x0000000000046D54)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x0000000000033633)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003B262)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003E08D)
    xPlayEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003E576)
    ML::PlayerHost::Shutdown ( @ 0) (PlayerHost.dll+0x0000000000010153)
    ML::PlayerHost::Shutdown ( @ 0) (PlayerHost.dll+0x000000000001025B)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x0000000000053E03)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x000000000004E18C)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x000000000004E037)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x0000000000030184)
    ML::CreateCompositeOverlayRenderer ( @ 0) (PlayerHost.dll+0x00000000000078E7)
]

<11572 (ML::PlayModuleThreadQueue)> <hang> <5> Potentially Hung Thread
{
	secondsLate: "0.820999979973"
}
Callstack: 
[
    ZwWaitForMultipleObjects ( @ 0) (ntdll.dll+0x000000000009DA94)
    WaitForMultipleObjectsEx ( @ 0) (KERNELBASE.dll+0x000000000004CBC0)
    boost::this_thread::interruptible_wait ( @ 0) (boost_threads.dll+0x0000000000006CBB)
    GF::GetCUDAErrorString ( @ 0) (GPUFoundation.dll+0x000000000004509C)
    GF::Device::AcquireExclusiveAccess ( @ 0) (GPUFoundation.dll+0x0000000000046D54)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x0000000000033633)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003B262)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003E08D)
    xPlayEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003E576)
    ML::PlayerHost::Shutdown ( @ 0) (PlayerHost.dll+0x0000000000010153)
    ML::PlayerHost::Shutdown ( @ 0) (PlayerHost.dll+0x000000000001025B)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x0000000000053E03)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x000000000004E18C)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x000000000004E037)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x0000000000030184)
    ML::CreateCompositeOverlayRenderer ( @ 0) (PlayerHost.dll+0x00000000000078E7)
]

<7332> <FLT> <4> Actual missing plugin: Pseudo/@@7V/limApSyCeMdkaT1/t3g
<7332> <FLT> <4> Actual missing plugin: Pseudo/@@eryhRwGsQo2qvql/r9dZFw
<7332> <FLT> <4> Actual missing plugin: Pseudo/@@6XomQKOWSOuq8fSrSwSyfQ
<7332> <MOTION-GRAPHICS-TEMPLATE: > <5> Renderer is AELIB. aegraphic filename: Social Story Lelijk
<1280> <BEE_WorkQueue> <5> BEE_Project::TimestampGetNext ZANZIBAR-3: cannot produce timestamp, frozen=0, open=0
<11572 (ML::PlayModuleThreadQueue)> <hang> <5> Potentially Hung Thread
{
	secondsLate: "1.85099995136"
}
Callstack: 
[
    ZwWaitForMultipleObjects ( @ 0) (ntdll.dll+0x000000000009DA94)
    WaitForMultipleObjectsEx ( @ 0) (KERNELBASE.dll+0x000000000004CBC0)
    boost::this_thread::interruptible_wait ( @ 0) (boost_threads.dll+0x0000000000006CBB)
    GF::GetCUDAErrorString ( @ 0) (GPUFoundation.dll+0x000000000004509C)
    GF::Device::AcquireExclusiveAccess ( @ 0) (GPUFoundation.dll+0x0000000000046D54)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x0000000000033633)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003B262)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003E08D)
    xPlayEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003E576)
    ML::PlayerHost::Shutdown ( @ 0) (PlayerHost.dll+0x0000000000010153)
    ML::PlayerHost::Shutdown ( @ 0) (PlayerHost.dll+0x000000000001025B)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x0000000000053E03)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x000000000004E18C)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x000000000004E037)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x0000000000030184)
    ML::CreateCompositeOverlayRenderer ( @ 0) (PlayerHost.dll+0x00000000000078E7)
]

<1280> <FLT> <4> Actual missing plugin: Pseudo/@@6e6Z0BQKRw6wZ8+dkuIB7g
<1280> <FLT> <4> Actual missing plugin: Pseudo/@@Zx4SNHJuRPmr/qrhniveMQ
<1280> <MOTION-GRAPHICS-TEMPLATE: > <5> Renderer is AELIB. aegraphic filename: Social Story Mooi 1080-1920
<18496> <MOTION-GRAPHICS-TEMPLATE: > <5> Renderer is AELIB. aegraphic filename: TikTok Vorgeving 1080-1920
<2464> <BEE_WorkQueue> <5> BEE_Project::TimestampGetNext ZANZIBAR-3: cannot produce timestamp, frozen=0, open=0
<2464> <MOTION-GRAPHICS-TEMPLATE: > <5> Renderer is AELIB. aegraphic filename: Tiktok Naamtitel 1080-1920
<11572 (ML::PlayModuleThreadQueue)> <hang> <5> Potentially Hung Thread
{
	secondsLate: "3.87800002098"
}
Callstack: 
[
    ZwWaitForMultipleObjects ( @ 0) (ntdll.dll+0x000000000009DA94)
    WaitForMultipleObjectsEx ( @ 0) (KERNELBASE.dll+0x000000000004CBC0)
    boost::this_thread::interruptible_wait ( @ 0) (boost_threads.dll+0x0000000000006CBB)
    GF::GetCUDAErrorString ( @ 0) (GPUFoundation.dll+0x000000000004509C)
    GF::Device::AcquireExclusiveAccess ( @ 0) (GPUFoundation.dll+0x0000000000046D54)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x0000000000033633)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003B262)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003E08D)
    xPlayEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003E576)
    ML::PlayerHost::Shutdown ( @ 0) (PlayerHost.dll+0x0000000000010153)
    ML::PlayerHost::Shutdown ( @ 0) (PlayerHost.dll+0x000000000001025B)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x0000000000053E03)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x000000000004E18C)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x000000000004E037)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x0000000000030184)
    ML::CreateCompositeOverlayRenderer ( @ 0) (PlayerHost.dll+0x00000000000078E7)
]

<11572 (ML::PlayModuleThreadQueue)> <hang> <5> Potentially Hung Thread
{
	secondsLate: "7.9439997673"
}
Callstack: 
[
    ZwWaitForMultipleObjects ( @ 0) (ntdll.dll+0x000000000009DA94)
    WaitForMultipleObjectsEx ( @ 0) (KERNELBASE.dll+0x000000000004CBC0)
    boost::this_thread::interruptible_wait ( @ 0) (boost_threads.dll+0x0000000000006CBB)
    GF::GetCUDAErrorString ( @ 0) (GPUFoundation.dll+0x000000000004509C)
    GF::Device::AcquireExclusiveAccess ( @ 0) (GPUFoundation.dll+0x0000000000046D54)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x0000000000033633)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003B262)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003E08D)
    xPlayEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003E576)
    ML::PlayerHost::Shutdown ( @ 0) (PlayerHost.dll+0x0000000000010153)
    ML::PlayerHost::Shutdown ( @ 0) (PlayerHost.dll+0x000000000001025B)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x0000000000053E03)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x000000000004E18C)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x000000000004E037)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x0000000000030184)
    ML::CreateCompositeOverlayRenderer ( @ 0) (PlayerHost.dll+0x00000000000078E7)
]

<11572 (ML::PlayModuleThreadQueue)> <hang> <5> Potentially Hung Thread
{
	secondsLate: "16.0709991455"
}
Callstack: 
[
    ZwWaitForMultipleObjects ( @ 0) (ntdll.dll+0x000000000009DA94)
    WaitForMultipleObjectsEx ( @ 0) (KERNELBASE.dll+0x000000000004CBC0)
    boost::this_thread::interruptible_wait ( @ 0) (boost_threads.dll+0x0000000000006CBB)
    GF::GetCUDAErrorString ( @ 0) (GPUFoundation.dll+0x000000000004509C)
    GF::Device::AcquireExclusiveAccess ( @ 0) (GPUFoundation.dll+0x0000000000046D54)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x0000000000033633)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003B262)
    xRendererEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003E08D)
    xPlayEntry ( @ 0) (PlayerMediaCore.prm+0x000000000003E576)
    ML::PlayerHost::Shutdown ( @ 0) (PlayerHost.dll+0x0000000000010153)
    ML::PlayerHost::Shutdown ( @ 0) (PlayerHost.dll+0x000000000001025B)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x0000000000053E03)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x000000000004E18C)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x000000000004E037)
    ML::PlayerHost::CreatePlayerObject ( @ 0) (PlayerHost.dll+0x0000000000030184)
    ML::CreateCompositeOverlayRenderer ( @ 0) (PlayerHost.dll+0x00000000000078E7)
]

<14192> <GPUFoundation> <5> Done loading modules, sec: 76.211, device: CUDA(0)
<14192> <GPUFoundation> <5> Done loading modules, sec: 1.80581, device: OpenCL(1)

 

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Adobe Employee ,
Aug 03, 2022 Aug 03, 2022

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Hi,

I think Carlos is correct. Something had gone wrong with the .mogrt. Can you open the .mogrt in After Effects and save it in the current version? That has helped another content creator, I believe.

 

Thanks,
Kevin

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Be kind and respectful, give credit to the original source of content, and search for duplicates before posting. Learn more
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