More Info: How to Fix java.lang.OutOfMemoryError in Minecraft
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---- Minecraft Crash Report ----
// Uh... Did I do that?
Time: 7/3/14 6:25 PM
Description: Updating screen events
java.lang.OutOfMemoryError: unable to create new native thread
at java.lang.Thread.start0(Native Method)
at java.lang.Thread.start(Unknown Source)
at bfz.b(SourceFile:69)
at bdw.a(SourceFile:197)
at bao.a(SourceFile:663)
at bee.a(SourceFile:208)
at bdw.a(SourceFile:172)
at bee.a(SourceFile:446)
at bdw.k(SourceFile:232)
at bdw.p(SourceFile:211)
at bao.p(SourceFile:1328)
at bao.ak(SourceFile:774)
at bao.f(SourceFile:728)
at net.minecraft.client.main.Main.main(SourceFile:148)
A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------
-- Head --
Stacktrace:
at java.lang.Thread.start0(Native Method)
at java.lang.Thread.start(Unknown Source)
at bfz.b(SourceFile:69)
at bdw.a(SourceFile:197)
at bao.a(SourceFile:663)
at bee.a(SourceFile:208)
at bdw.a(SourceFile:172)
at bee.a(SourceFile:446)
at bdw.k(SourceFile:232)
at bdw.p(SourceFile:211)
-- Affected screen --
Details:
Screen name: bfz
Stacktrace:
at bao.p(SourceFile:1328)
at bao.ak(SourceFile:774)
at bao.f(SourceFile:728)
at net.minecraft.client.main.Main.main(SourceFile:148)
-- System Details --
Details:
Minecraft Version: 1.7.10
Operating System: Windows 7 (x86) version 6.1
Java Version: 1.7.0_45, Oracle Corporation
Java VM Version: Java HotSpot(TM) Client VM (mixed mode, sharing), Oracle Corporation
Memory: 238200120 bytes (227 MB) / 361222144 bytes (344 MB) up to 518979584 bytes (494 MB)
JVM Flags: 2 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M
AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
IntCache: cache: 0, tcache: 0, allocated: 13, tallocated: 95
Launched Version: 1.7.10
LWJGL: 2.9.1
OpenGL: Intel(R) HD Graphics 4000 GL version 3.3.0 - Build 8.15.10.2626, Intel
GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.
Is Modded: Probably not. Jar signature remains and client brand is untouched.
Type: Client (map_client.txt)
Resource Packs: []
Current Language: English (US)
Profiler Position: N/A (disabled)
Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
Anisotropic Filtering: Off (1)
Try using the default memory allocation. (Xmx1G)
The JVM argument?
I have Xmx1G as the jvm arguement
From your crash:
Do you have Razer Synapse?