Blender hangs on launch unless I unplug my eGPU first

Hello, support community. Here’s my dilemma. Ever since version 4.5, Blender will not launch properly. The application opens, but no part of the interface loads. Just a grey screen. Any attempt to interact with it has no effect, and the title bar says (Not Responding). I can’t close the application; I have to kill it from Process Explorer (or the Task Manager).
The odd part? If I unplug my external GPU first, I can launch Blender fine. I can then plug it back in and use Blender normally. Unplugging it after launch has no effect on the frozen app.

I am running a Lenovo Yoga 7 14 IRL8 with a Core i7 1355U CPU, 16GB of RAM, and an NVIDIA GeForce RTX 2060 in an external enclosure connected vis USB-C. I’m running Windows 11 and Blender 5.2.0 LTS.
I have tried a number of solutions, up to and including removing and reinstalling Blender completely. I have updated my graphics drivers, as well as switching between the Game Ready and Creator versions. Process Explorer shows plenty of GPU, CPU, and RAM capacity. As far as I can see there are no errors being generated; when I launch Blender from PowerShell, nothing shows up. Launching as Administrator makes no difference.

Hi there and welcome to Blender Artists,
I don’t have much experience with E-GPU’s, but I would assume they work in a similar way to regular GPU’s on Windows.

My first thought is to check if all your drivers are up to date, since outdated drivers can sometimes cause weird issues like this.

Perfectly reasonable. I already ran Windows Update (including optional updates), ran Lenovo Service Bridge, and ran the NVIDIA utility to ensure that everything was up to date. It didn’t make any difference.
I didn’t mention it above, but it occurs to me that I also tried disconnecting both of my external monitors.

Thanks for the response, I can’t think why else this would be happening.

You could try a clean install of Windows or using a bootable Linux USB to see if that solves the issue.

Check what the Windows Event Viewer shows at that exact time.

Press the Windows key, type run, and then enter eventvwr.

Then see what went wrong at the precise moment you tried to start Blender. There is often an overwhelming flood of information and logs, but you only need to look at the ones from the specific time when you attempted to start Blender.

Uuuuuuugh, I would rather just stop using Blender than do a Windows reinstall. I would rather get a root canal, in fact.

I did check the Event Viewer previously, but it’s a good suggestion and I tried it again. Launching Blender generates no error at all; not in the App, Security, or System logs. If I manually force it to crash/end, I get a general Application Hang error is the Application Log.

Dude. If you don’t know a specific solution, please stop making “reinstall windows/install a different OS” your auto-reply.

Apologies, I just generally find if something peculiar is happening on Windows a reinstall is the quickest option. Since figuring out what random registry item or outdated conf is causing it can take ages.

For me reinstalling Windows isn’t too bad so I generally try it or booting into a Linux USB when a random issue like this happens.

Damn, I thought and hoped that at least something would happen and be logged on the USB port, at least on the hardware side.

Have you tried the debug-gpuglitchworkaround .cmd here?

when does this happen?> when you have OpenGL or Vulkan set?

after runing and quitting Blender it will generate some logs

No apologies needed! It was a good suggestion. It’s just that the machine I use for Blender is highly configured, with a ton of software installed. My other two I would wipe and reinstall in a second, but not this one. Hopefully.

I have not; until now. I see two errors repeated again and again:

gpu.debug | Texture state usage warning: The texture object (0) bound to texture image unit 0 does not have a defined base level and cannot be used for texture mapping.

gpu.debug | Program/shader state usage warning: A fragment program/shader is required to correctly render to an integer framebuffer.

Swapping from OpenGL to Vulkan seems to have solved the problem. Unfortunately, it also means Blender no longer usus my graphics card, but instead is using my Intel graphics.

Have you tried CTRL SHIFT WIN B ?

This resets the graphics driver.

Try both with Vulkan and OpenGL

So you may want to try boot into Blender with card attached and see if Ctrl Shift Win B unfreezes Blender? and shows yr card?