Freeze on Startup Workaround

Repetier-Host freezes on starting the application, seemingly randomly.  The splash screen shows, most of the application appears to load, except the 3D View, and the splash screen never goes away.  I am currently running version 2.1.6.

TLDR: If using multiple monitors, try deleting registry entry "HKCU/Software/repetier/window/mainWindow", and don't close the application while on any other monitor than the one it originally started up on.

After battling this issue for months now, always resorting to deleting the Repetier registry entries and restarting the application, I am confident I finally found what is causing it to freeze on startup.  I have 3 monitors, and moving the window over to another monitor, closing the application, then reopening it will result in it freezing.  I discovered that deleting just the registry setting "HKCU/Software/repetier/window/mainWindow" or setting it's value value to "234|234|1034|569|Maximized" fixes it and I can continue using it as before.  The value is saved back to the registry the next time the application is closed.  This also saves you from losing any printer or slicer settings by deleting the entire Repetier section in the registry.

If it helps to track this bug down, the value when it fails to start is "-1480|335|1034|569|Maximized".

Hope this helps anyone with the same issue I have, and sorry if this workaround has already been posted, but the only search results I could find were the original workaround I mentioned above (and just now after a quick double check, also deleting the "window" section of the registry, but at least this narrows it down to a specific value).


  • So when it is not maximized on a different monitor it works?
    We have  tried several times to reproduce this bug, but on our system it worked. Not sure if we also tested maximized. Our only multi monitor system runs Windows 10. What version do you run?

    If it is only the maximized flag I could forbid saving position in maximized state. Or restoring from maximized will be done as 2 step process. First normal and then switch to maximized. I think at the moment all attributes are changed at once. Maybe that confuses windows.
  • No, it doesn't need to be maximized, either or will cause it to fail.  I am running on Windows 10, 18362.356.  Let me know if I can do anything to help, I know I have hated this issue for a long time, and since it is easy for me to reproduce I would love to help.

    Curious, do you have a 2 monitor system you tested on?  Maybe 3 is the trick.  Just throwing out ideas.
  • Ok retested with our 2 monitor system and Host 2.1.6 and it works. Do you get any error message?
    Not sure if 3 monitors is the problem or speed. Maybe if a timing is not good enough it freezes instead of executing. Who knows. After all, all we do is setting the coordinates in the window form. The rest is windows internal.

    Do you see anything when it freezes? Or is that an assumtion and window is just not visible on screen?
  • No error message, and the window is visible and positioned where it should be, just unresponsive and the splash screen never goes away. Later today I can get a screenshot of it.

    Are there any logs I could get to that may help with tracking this down? Event Viewer doesnt have anything that I can see besides the typical Windows logs when I end the task in Task Manager.

    Maybe something with OpenGL initializing? The viewport never renders, so that's why that comes to mind.
  • FYI , i have a WIN10   3 Monitor System  working as expected  so the 3 Monitors seem to be no problem
  • RAyWB said:
    FYI , i have a WIN10   3 Monitor System  working as expected  so the 3 Monitors seem to be no problem
    Well at least that is eliminated.  Multiple monitors has to have something to do with it, maybe some combination of drivers or something?  I can open and close it on my main display all day long and it works fine, but if I put it on another monitor and close it even once, it breaks.

    Here it is in the state when it freezes, unfortunately you don't see the splash screen in this screenshot, but it is on my main display and always in front.  And if it freezes while not maximized it behaves the same, just not maximized.

    If it helps, I am running an Intel Core i7-6700K, 16GB ram, and a GeForce GTX 970, I can get more detailed specs later if desired.

    I also realized that I am running 2 monitors at 1920x1080 and one at 1920x1200, I tried disconnecting the 1920x1200 thinking maybe the 1 off resolution was the issue, but it wasn't, it would still freeze.

    I believe I read the application is written in .net, and being a software engineer that works primarily with C# and .net, I would love to say send me the solution and let me debug it, but I get it.  Are there any logs outputted anywhere or can I somehow enable them?  Or I wouldn't even mind getting you a snapshot of the application when it is in it's broken state if there is a way of doing it.
  • OpenGL might in deed be a problem. Do all monitors use same video driver? Or could opengl be confused with several available implementations. This looks at least as if it host hangs at some point. Can you attach handing host with visual studio and see a backtrace? Knowing in which function main thread (i guess) hangs might help narrowing the problem.
  • As far as video drivers being the same, yes, they should be.  I am running them all off the same video card.

    I could attach the debugger, however I can't attach it fast enough, and the window already freezes, it doesn't appear to kill the main thread, so it seems like it just continues running in this "failed" state.  I'm not completely familiar with attaching the debugger to an assembly I don't also have a symbols file for, so I am not sure how much insight I can actually get from it.  It feels like the exception already occurred, and by the time I got the debugger attached it is no longer visible to VS.  Unless there is a quicker way to attach the debugger that I am unaware of I don't think I will be able to get any information this way.

    Not sure if this is helpful or not, but this is what I get when it successfully loads in the logs in Repetier-Host.  However I don't see anything visible when it does not load successfully.

    16:18:29.165 : OpenGL version:4.6.0 NVIDIA 388.13
    16:18:29.166 : OpenGL extensions:GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_filter_anisotropic GL_ARB_texture_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_win32_keyed_mutex GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_win32 GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_command_list GL_NV_compute_program5 GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_multigpu_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control 
    16:18:29.166 : OpenGL renderer:GeForce GTX 970/PCIe/SSE2
    16:18:29.166 : Using fast VBOs for rendering is possible

  • Got the same issue on v 2.2.4 the mainWindow change suggested with the Maximize at the end (no matter the numbers) makes the program window appear, but it still remains frozen, with the splash bitmap still there.
    However I found the cause / fix. In the registry HKEY_CURRENT_USER\SOFTWARE\Repetier I've changed autoconnectAtStartup to 0 (was 1 previously), and the program started as normal. I then tried to connect to the printer and it froze again. I then restarted the program and changed the printer port from Auto to the actual port my printer's on, and now everything works fine, I can connect. So apparently the port autodetection feature is not capable of properly detecting and is freezing the program.
    Anyone still experiencing this issue for which this fix works please leave a word.
  • I will check this for next release. Since it was written for windows (same executeable) it uses the first port in list which might just not be a printer at all making it freak out or block communication and prevent gui updates until it aborts connection. Since linux has so many names I think I remove auto for linux as fix. Then it will never try to autoconnect to a wrong device.
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