Video editor in v. 2.82.7 freezes

I’m creating a video. File freezes all the time. I have to close Blender and load again.

Any suggestion?
Thank you in advance

Well… a bit more info would be nice.
From your not really descriptive post it could be anything… :wink:

The Blender runs on Ubuntu 18.04.
Graphic card: Intel® HD Graphics 2500 (IVB GT1)
Below you’ll find an out put of debug:
$ blender --debug --debug-gpu
Switching to fully guarded memory allocator.
Blender 2.82 (sub 7)
Build: 2020-03-12 05:30:40 Linux Release
argv[0] = /snap/blender/37/./blender
argv[1] = --debug
argv[2] = --debug-gpu
Read prefs: /home/bowan/.config/blender/2.82/config/userpref.blend
read file
Version 280 sub 39 date unknown hash unknown
GPUTexture: create : TEXTURE_CUBE_MAP, RGBA16F, w : 2, h : 2, d : 0, comp : 4, size : 0.00 MiB
GPUTexture: create : TEXTURE_1D, RGBA8, w : 1, h : 0, d : 0, comp : 4, size : 0.00 MiB
GPUTexture: create : TEXTURE_2D, RGBA8, w : 1, h : 1, d : 0, comp : 4, size : 0.00 MiB
GPUTexture: create : TEXTURE_3D, RGBA8, w : 1, h : 1, d : 1, comp : 4, size : 0.00 MiB
Using KHR_debug extension
GL application marker: Successfully hooked OpenGL debug callback.
/run/user/1000/snap.blender/gvfs/ non-existent directory
found bundled python: /snap/blender/37/2.82/python
Warning: property ‘release_confirm’ not found in keymap item ‘OperatorProperties’
GPUTexture: create : TEXTURE_2D, RGBA8, w : 1117, h : 30, d : 0, comp : 4, size : 0.13 MiB
GPUTexture: create : TEXTURE_2D, R8, w : 16384, h : 128, d : 0, comp : 1, size : 2.00 MiB
GL shader compiler performance: SIMD32 shader inefficient

GL shader compiler other: FS SIMD8 shader: 104 inst, 0 loops, 1858 cycles, 0:0 spills:fills, 22 sends, scheduled with mode top-down, Promoted 3 constants, compacted 1664 to 1248 bytes.
GL shader compiler other: FS SIMD16 shader: 120 inst, 0 loops, 1936 cycles, 0:0 spills:fills, 22 sends, scheduled with mode top-down, Promoted 3 constants, compacted 1920 to 1504 bytes.
GL shader compiler other: VS vec4 shader: 22 inst, 0 loops, 136 cycles, 0:0 spills:fills, 1 sends, compacted 352 to 304 bytes.
GL shader compiler performance: SIMD32 shader inefficient

GL shader compiler other: FS SIMD8 shader: 13 inst, 0 loops, 838 cycles, 0:0 spills:fills, 2 sends, scheduled with mode top-down, Promoted 0 constants, compacted 208 to 160 bytes.
GL shader compiler other: FS SIMD16 shader: 16 inst, 0 loops, 858 cycles, 0:0 spills:fills, 2 sends, scheduled with mode top-down, Promoted 0 constants, compacted 256 to 208 bytes.
GL shader compiler performance: SIMD32 shader inefficient

GL shader compiler other: FS SIMD8 shader: 50 inst, 0 loops, 280 cycles, 0:0 spills:fills, 1 sends, scheduled with mode top-down, Promoted 1 constants, compacted 800 to 624 bytes.
GL shader compiler other: FS SIMD16 shader: 62 inst, 0 loops, 324 cycles, 0:0 spills:fills, 1 sends, scheduled with mode top-down, Promoted 1 constants, compacted 992 to 784 bytes.
GL shader compiler other: VS vec4 shader: 117 inst, 0 loops, 3310 cycles, 0:0 spills:fills, 15 sends, compacted 1872 to 1488 bytes.
GL shader compiler performance: SIMD32 shader inefficient

GL shader compiler other: FS SIMD8 shader: 8 inst, 0 loops, 796 cycles, 0:0 spills:fills, 2 sends, scheduled with mode top-down, Promoted 0 constants, compacted 128 to 80 bytes.
GL shader compiler other: FS SIMD16 shader: 8 inst, 0 loops, 812 cycles, 0:0 spills:fills, 2 sends, scheduled with mode top-down, Promoted 0 constants, compacted 128 to 80 bytes.
GL shader compiler other: VS vec4 shader: 43 inst, 0 loops, 1138 cycles, 0:0 spills:fills, 4 sends, compacted 688 to 592 bytes.
GL shader compiler performance: SIMD32 shader inefficient

GL shader compiler other: FS SIMD8 shader: 5 inst, 0 loops, 24 cycles, 0:0 spills:fills, 1 sends, scheduled with mode top-down, Promoted 0 constants, compacted 80 to 48 bytes.
GL shader compiler other: FS SIMD16 shader: 5 inst, 0 loops, 32 cycles, 0:0 spills:fills, 1 sends, scheduled with mode top-down, Promoted 0 constants, compacted 80 to 48 bytes.
GL shader compiler other: VS vec4 shader: 8 inst, 0 loops, 52 cycles, 0:0 spills:fills, 1 sends, compacted 128 to 112 bytes.
GPUTexture: create : TEXTURE_2D, RGBA8, w : 483, h : 30, d : 0, comp : 4, size : 0.06 MiB
GL shader compiler performance: SIMD32 shader inefficient

GL shader compiler other: FS SIMD8 shader: 50 inst, 0 loops, 280 cycles, 0:0 spills:fills, 1 sends, scheduled with mode top-down, Promoted 1 constants, compacted 800 to 624 bytes.
GL shader compiler other: FS SIMD16 shader: 62 inst, 0 loops, 324 cycles, 0:0 spills:fills, 1 sends, scheduled with mode top-down, Promoted 1 constants, compacted 992 to 784 bytes.
GL shader compiler other: VS vec4 shader: 117 inst, 0 loops, 3310 cycles, 0:0 spills:fills, 15 sends, compacted 1872 to 1488 bytes.
GPUTexture: create : TEXTURE_2D, RGBA8, w : 1600, h : 24, d : 0, comp : 4, size : 0.15 MiB
GPUTexture: create : TEXTURE_2D, RGBA8, w : 276, h : 30, d : 0, comp : 4, size : 0.03 MiB
GPUTexture: create : TEXTURE_2D, RGBA8, w : 31, h : 493, d : 0, comp : 4, size : 0.06 MiB
GPUTexture: create : TEXTURE_2D, RGBA8, w : 245, h : 493, d : 0, comp : 4, size : 0.46 MiB
GPUTexture: create : TEXTURE_2D, R8, w : 16384, h : 128, d : 0, comp : 1, size : 2.00 MiB
GL shader compiler performance: SIMD32 shader inefficient

GL shader compiler other: FS SIMD8 shader: 5 inst, 0 loops, 24 cycles, 0:0 spills:fills, 1 sends, scheduled with mode top-down, Promoted 0 constants, compacted 80 to 64 bytes.
GL shader compiler other: FS SIMD16 shader: 5 inst, 0 loops, 32 cycles, 0:0 spills:fills, 1 sends, scheduled with mode top-down, Promoted 0 constants, compacted 80 to 64 bytes.
GL shader compiler other: VS vec4 shader: 9 inst, 0 loops, 52 cycles, 0:0 spills:fills, 1 sends, compacted 144 to 128 bytes.
GPUTexture: create : TEXTURE_2D, RGBA8, w : 276, h : 30, d : 0, comp : 4, size : 0.03 MiB
GPUTexture: create : TEXTURE_2D, RGBA8, w : 276, h : 217, d : 0, comp : 4, size : 0.23 MiB
GL shader compiler performance: SIMD32 shader inefficient

GL shader compiler other: FS SIMD8 shader: 8 inst, 0 loops, 796 cycles, 0:0 spills:fills, 2 sends, scheduled with mode top-down, Promoted 0 constants, compacted 128 to 80 bytes.
GL shader compiler other: FS SIMD16 shader: 8 inst, 0 loops, 812 cycles, 0:0 spills:fills, 2 sends, scheduled with mode top-down, Promoted 0 constants, compacted 128 to 80 bytes.
GL shader compiler other: VS vec4 shader: 22 inst, 0 loops, 222 cycles, 0:0 spills:fills, 1 sends, compacted 352 to 320 bytes.
GPUTexture: create : TEXTURE_2D, RGBA8, w : 1321, h : 30, d : 0, comp : 4, size : 0.15 MiB
GPUTexture: create : TEXTURE_2D, RGBA8, w : 1321, h : 27, d : 0, comp : 4, size : 0.14 MiB
GPUTexture: create : TEXTURE_2D, R8, w : 16384, h : 128, d : 0, comp : 1, size : 2.00 MiB
GPUTexture: create : TEXTURE_2D, RGBA8, w : 1321, h : 30, d : 0, comp : 4, size : 0.15 MiB
GL shader compiler performance: SIMD32 shader inefficient

GL shader compiler other: FS SIMD8 shader: 8 inst, 0 loops, 796 cycles, 0:0 spills:fills, 2 sends, scheduled with mode top-down, Promoted 0 constants, compacted 128 to 80 bytes.
GL shader compiler other: FS SIMD16 shader: 8 inst, 0 loops, 812 cycles, 0:0 spills:fills, 2 sends, scheduled with mode top-down, Promoted 0 constants, compacted 128 to 80 bytes.
GL shader compiler other: VS vec4 shader: 10 inst, 0 loops, 52 cycles, 0:0 spills:fills, 1 sends, compacted 160 to 160 bytes.
GPUTexture: create : TEXTURE_2D, RGBA8, w : 1321, h : 30, d : 0, comp : 4, size : 0.15 MiB
GPUTexture: create : TEXTURE_2D, RGBA8, w : 62, h : 653, d : 0, comp : 4, size : 0.15 MiB
GL shader compiler performance: SIMD32 shader inefficient

GL shader compiler other: FS SIMD8 shader: 18 inst, 0 loops, 842 cycles, 0:0 spills:fills, 2 sends, scheduled with mode top-down, Promoted 0 constants, compacted 288 to 208 bytes.
GL shader compiler other: FS SIMD16 shader: 21 inst, 0 loops, 864 cycles, 0:0 spills:fills, 2 sends, scheduled with mode top-down, Promoted 0 constants, compacted 336 to 256 bytes.
GL shader compiler other: VS vec4 shader: 10 inst, 0 loops, 52 cycles, 0:0 spills:fills, 1 sends, compacted 160 to 160 bytes.
GPUTexture: create : TEXTURE_2D, RGBA8, w : 1321, h : 683, d : 0, comp : 4, size : 3.44 MiB
GPUTexture: create : TEXTURE_2D, DEPTH24_STENCIL8, w : 1321, h : 683, d : 0, comp : 1, size : 3.44 MiB
GPUTexture: create : TEXTURE_1D, RGBA8, w : 257, h : 0, d : 0, comp : 4, size : 0.00 MiB
GPUTexture: create : TEXTURE_1D, RGBA8, w : 256, h : 0, d : 0, comp : 4, size : 0.00 MiB
GPUTexture: create : TEXTURE_3D, RGBA8, w : 1, h : 1, d : 1, comp : 4, size : 0.00 MiB
GPUTexture: create : TEXTURE_1D, RGBA8, w : 1, h : 0, d : 0, comp : 4, size : 0.00 MiB
GPUTexture: create : TEXTURE_2D, R11F_G11F_B10F, w : 1321, h : 683, d : 0, comp : 3, size : 3.44 MiB
GPUTexture: create : TEXTURE_2D, RGBA8, w : 1321, h : 683, d : 0, comp : 4, size : 3.44 MiB
GPUTexture: create : TEXTURE_2D, R32UI, w : 1321, h : 683, d : 0, comp : 1, size : 3.44 MiB
GPUTexture: create : TEXTURE_2D, RG16, w : 1321, h : 683, d : 0, comp : 2, size : 3.44 MiB
GPUTexture: create : TEXTURE_2D, RGBA16F, w : 64, h : 64, d : 0, comp : 4, size : 0.06 MiB
GPUTexture: create : TEXTURE_2D, RGBA8, w : 1321, h : 683, d : 0, comp : 4, size : 3.44 MiB
GPUTexture: create : TEXTURE_2D, DEPTH24_STENCIL8, w : 1321, h : 683, d : 0, comp : 1, size : 3.44 MiB
GPUTexture: create : TEXTURE_2D, RGBA8, w : 1, h : 1, d : 0, comp : 4, size : 0.00 MiB
GPUTexture: create : TEXTURE_2D, DEPTH_COMPONENT24, w : 1, h : 1, d : 0, comp : 1, size : 0.00 MiB
GPUTexture: create : TEXTURE_2D, RGBA8, w : 1321, h : 683, d : 0, comp : 4, size : 3.44 MiB
GPUTexture: create : TEXTURE_2D, RGBA8, w : 1321, h : 683, d : 0, comp : 4, size : 3.44 MiB
GPUTexture: create : TEXTURE_2D, DEPTH24_STENCIL8, w : 1321, h : 683, d : 0, comp : 1, size : 3.44 MiB
GPUTexture: create : TEXTURE_2D, R16UI, w : 1321, h : 683, d : 0, comp : 1, size : 1.72 MiB
GPUTexture: create : TEXTURE_2D, DEPTH24_STENCIL8, w : 1321, h : 683, d : 0, comp : 1, size : 3.44 MiB
GPUTexture: create : TEXTURE_2D, R8, w : 16384, h : 64, d : 0, comp : 1, size : 1.00 MiB
GPUTexture: create : TEXTURE_2D, RGBA8, w : 570, h : 549, d : 0, comp : 4, size : 1.19 MiB
GL shader compiler performance: SIMD32 shader inefficient

GL shader compiler other: FS SIMD8 shader: 13 inst, 0 loops, 838 cycles, 0:0 spills:fills, 2 sends, scheduled with mode top-down, Promoted 0 constants, compacted 208 to 160 bytes.
GL shader compiler other: FS SIMD16 shader: 16 inst, 0 loops, 858 cycles, 0:0 spills:fills, 2 sends, scheduled with mode top-down, Promoted 0 constants, compacted 256 to 208 bytes.
GL shader compiler performance: SIMD32 shader inefficient

GL shader compiler other: FS SIMD8 shader: 18 inst, 0 loops, 195 cycles, 0:0 spills:fills, 1 sends, scheduled with mode top-down, Promoted 1 constants, compacted 288 to 208 bytes.
GL shader compiler other: FS SIMD16 shader: 20 inst, 0 loops, 227 cycles, 0:0 spills:fills, 1 sends, scheduled with mode top-down, Promoted 1 constants, compacted 320 to 240 bytes.
GL shader compiler other: VS vec4 shader: 35 inst, 0 loops, 173 cycles, 0:0 spills:fills, 1 sends, compacted 560 to 512 bytes.
GPUTexture: create : TEXTURE_2D, R8, w : 16384, h : 128, d : 0, comp : 1, size : 2.00 MiB

The problem still exists… It’s not only video editor - the app.

One more comment:
I created a .blend file on other computer without any problem but rendering takes too much time. So, decided to create a file on one computer and render on one that crushes.
When I tried to render I got an error message.