So, a bit earlier then I expected but since it is lolMiners birthday (one week old now) lets have a party
Time for version 0.2(Also known as: "The first feature release")
As usual here are die Download links:
Linux 64:
Klick Me (v0.2 beta) Windows 64:
Klick Me (v0.2 beta) Change log:Added simple watchdog scripts for the minerWell these aren't really high level software, but for the random crashes this will do the job. On linux restart of crashed miner is almost guarantied with that, for Windows I am not sure about what happens when Windows thinks that miner is hanged up. Lets see. If there are more problems I will pay some of the batch experts here to do a proper watchdog for lolMiner
Please do not leave the miner unattended in the beginning. Due to the long list of modifications I did not test this very deeply...
Added multiple GPU supportUnder the hood there were a lot of changes required but here it is: Just add --devices=a,b,c to run lolMiner on your devices a,b and c on the selected platform. As before use --list-devices to see which devices are there on your machine. For each device there will be sol/s displayed separately plus every 60 seconds the average over all cards over the minute. When one GPU does not send any sol/s for about two minutes the miner is closed so it can be cached up by the watchdog for a restart.
Added --set-work-batch switchThis switch will control the load that is send to the GPU at once. The value may be between 1 and 4. For Nvidia GTX 1XXX series I observed that 2 (default) is ideal, while AMD Mainstream graphic may work faster (5 %) having this set to 4. Most extreme example I have seen was some Nvidia Tesla card jumping almost 25% when this is set to 1. So you see: there is no ideal value for all cards out there and it is not much tested yet. But having a switch more is better then no option to choose
Fixed immediate reconnect bugSome pools had trouble with lolMiner that after an unsuccessful connection attempt it directly tried to reconnect. Now it will wait some time before to give the pool a chance to recover from the problem.
Fixed boost async IO crashSometimes it happened that one thread closed the pool connection while an other tried to write on it causing the miner to crash. Now there should be a block taking this exception and print a warning. Afterwards the miner tries to reconnect. Should be more graceful than before.
Fixed invalid share bugDue to some unclean cleanup of nonce informations the first ordinary mining attempt after the shares of dev fee were computed was messed up. This did not happen every iteration, but will have cost about 1% profitability on pool side. Pools did not punish sending these faulty shares till now, but will do in future. Now this is fixed and should provide you slightly better income.
Alert: Due to this bug which may be serious for some pools I would like to announce that the 0.1x versions are kind of deprecated now. If possible switch to newer version asap.
[Nvidia] Fixed high CPU load after long runtime bugWhen lolMiner.mnx ran for a long time (yea indeed that happend) the CPU time it consumes increased. Now lolMiner resets the settings for the --enable-nv-hotfix switch internally. That should help reducing CPU load on a long term. For rigs with many cards it still may be high and it still may be better to run lolMiner-mnx on less cards then are available.
[Windows only:] Switched some of the compiled in librariesThe libraries included in 0.13 were identical (but invisible) to those of 0.11, while the ones in 0.12 were newer. Now in 0.2 the ones fit to those of 0.12 which were more stable for some users. Hope this helps stabilizing the miner in Windows.
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And here the current statistics:
Hashrate of all lolMiners out there: ~5.25 Msol/s
Market share: ~ 9,6 %
Till now I collected 8.1 mnx as dev fee, half of this will be spread out as bug bounty.
Also:
Announcement:At the first monthly birthday of lolMiner-mnx, which is
March 12th there will be a new version reducing the dev-fee to 1.5%.