sa2000
December 17, 2018, 8:25pm
76
cahillbill:
I’ve been trying to reduce the recording time to get you the smallest file that fails… In this example, I had a failure near the end of transcoding to “mobile” using a 15 minute 1080 file (server disconnected too). But I had success trying a second time trascoding the same file after the server re-connected. (I had first deleted all optimized versions so I could convert it a second time) I noticed that in both cases, the transcoder progress made it to over 100%, up to 104%. Probably unrelated. I believe that my fail.1.log documents what happened up until the disconnect, and fail.log is the reconnected log. The second trascoding should be reflected in the success log. I did some “second try” conversions on some other longer files but had failure
cahillbill:
These may show something new. Unlike the 1080p examples, this show was recorded as 720 (H.264). The first couple of times I tried to transcode the recording, it failed (seen on the fail logs) Then I waited a couple of hours and tried again. This time, the transcoding failed at around the same point (80%) but did not disconnect, and did not show as a fail. It simply stared at zero again on it’s own. On the successful transcode, before the system reset, Plex would transcode at a wide range of speeds, from 5.1% to 3.6% to 1:5%, back up the 4.7%, 5.0%, 2.3%, etc. After it restarted, it was a pretty solid 2.4% the entire time. When I went to another section of Plex and came back it was at 1.9, but got back to 2.4% immediately. I should note that I haven’t been doing anything but transcode during any of these tests. At the 2.4% speed, Plex finished the transcoding successfully. I don’t know if this is because the source was 720p, or if the system was throttling after the first attempt, or something else is at play, but on the second go round, I had success.
Thank you for the diagnostics and the media file. I have managed to reproduce the failure using your supplied file. Please keep it available and i will pass the download link to our development team and the nVidia team to help with identifying the issue