Driver crashes on ATI 7xxx cards when you start moving with the keyboardI have ATI HD4870, but same thing happens. As soon as I start moving camera with keyboard, black screen (more like sky with stars actually) apears and graphics card starts changing resolutions like crazy.
An issue with beta drivers for that new line of graphics cards - currently no known workaround, it's been submitted to AMD
Did you do a clean install of the drivers?You mean, did I remove previous drivers befor installing 12.2? No. I've simply intalled them.
I'm now wondering if it could be some other program running that's causing it.There is nothing else running in the background when Anteworld is running.
I'd suggest to uninstall the drivers, run a driver sweeper and install the new driver again.I did as you said and still same thing happens :-\
Seems so, and it leads me to think it may be related to some other program/utility running there. Are you using some special graphics utilities, antivirus or any anti-ware, video tools that have resident utilities?Avira AntiVir is the only thing that is running in the background.
I am using a clean install of the catalyst control center after a driver sweep. I also just ran it in a selective start-up to no avail. (without any virus-scanners or non-essential programs) You'll find that crash report attached here. Same symptoms.Always fails on the same thing in the drivers. Can you try a clean install of the app, in case it got corrupted by previous attempts? Uninstall and go to the data dir (home\outerra) and delete the configs and everything there too.
Avira AntiVir is the only thing that is running in the background.Did you try to disable it or exempt outerra.exe from its checks?
Always fails on the same thing in the drivers. Can you try a clean install of the app, in case it got corrupted by previous attempts? Uninstall and go to the data dir (home\outerra) and delete the configs and everything there too.
One idea - in eng.cfg please set debug_mode = true and debug_async = false. Maybe the driver will report something before it crashes.
Guys, please test the new version (0.7.11.3032 (http://www.outerra.com/forum/index.php?topic=792.msg10266#msg10266)) if the crash after initialization is still there.Still crashes after initialization; I did a clean re-install to test it.
You can download the drivers from ATI, not through the utility but directly:
http://www2.ati.com/drivers/mobile/12-2_mobility_vista_win7_64_dd_ccc.exe (http://www2.ati.com/drivers/mobile/12-2_mobility_vista_win7_64_dd_ccc.exe) (64 bit)
http://www2.ati.com/drivers/mobile/12-2_mobility_vista_win7_32_dd_ccc.exe (http://www2.ati.com/drivers/mobile/12-2_mobility_vista_win7_32_dd_ccc.exe) (32 bit)
Here's a video that talks about it: [noembed]http://www.youtube.com/watch?v=t2_thUnvJv4[/noembed]
beta 12.4 driversIs there a version for Win XP?
Owners of ATI 7xxx cards: Please use the beta 12.4 drivers available from here (http://benchmark3d.com/amd-catalyst-12-4-beta-8-96-15-march), reported to work with Outerra.I reformatted my laptop last night and updated my ATI drivers to no avail; I then tried these beta drivers, (I installed them over my old ones) and I still crash after initialization.
Others who have problems with ATI cards could give it a shot as well.
Zeos, are you still getting driver crashes on your 4890 too?
According to the log, it's a mobility 5470 card, right? Did you use it with mobility 12.2 drivers (http://www.outerra.com/forum/index.php?topic=705.msg10276#msg10276)?Yes, I have tested it with the 12.2 mobility drivers too. At this point I'm just trying everything.
Just asking since those 12.4 are desktop ones ..
Shadow size | cropped image | original screenshot |
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You can try resetting OpenGL settings in Nvidia control panel, or do a clean install.I dont seem to have an option for that, i would have done that already, which control panel are you referring to?
Other graphics cards
For other chips you'll get a warning about unknown/untested manufacturer. Intel doesn't support OpenGL 3.3 and Outerra won't run on it. If you decide to run it, it will quit with an error or crash.
INFO: Outerra 0.7.11, build 3083 from Sun, 20 May 2012 21:00:50 GMT
INFO: Nvidia driver profile "Outerra" found...
INFO: Initializing engine...
INFO: data root directory: C:\Users\Ralf\Outerra\
INFO: Windows version: 6.1.7601
INFO: CPU info:
CPU string: GenuineIntel
CPU brand string: Intel(R) Core(TM) i5-3570K CPU @ 3.40GHz
Stepping ID: 9
Model: 10
Family: 6
Processor type: 0
Extended model: 3
Extended family: 0
Brand Index: 0
CLFLUSH cache line size: 64
APIC Physical ID: 2
INFO: GPU System info
Graphics card: Intel(R) HD Graphics 4000
GPU vendor ID: 8086 (Intel Corporation)
GPU device ID: 0162
OpenGL driver version: (igldev32.dll)
OpenGL driver build number: 0
INFO: Reading C:\Users\Ralf\Outerra\eng.cfg
INFO: init timer to 1ms
INFO: Outerra window created size 1286x748
INFO: Starting JobMaster...
INFO: Creating JobMaster thread 0
INFO: Creating JobMaster thread 1
INFO: Creating JobMaster thread 2
INFO: Creating JobMaster thread 3
INFO: Creating JobMaster thread 4
INFO: Creating JobMaster thread 5
INFO: Creating JobMaster thread 6
INFO: Creating JobMaster thread 7
INFO: Event "reverse" already defined, overriding with latest definition.
INFO: Event "reverse" already defined, overriding with latest definition.
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INFO: Event "pause_simulation" already defined, overriding with latest definition.
INFO: Event "brake" already defined, overriding with latest definition.
INFO: Event "rudder_left" already defined, overriding with latest definition.
INFO: Event "aileron_right" already defined, overriding with latest definition.
INFO: Event "start_stop_engine" already defined, overriding with latest definition.
INFO: Event "aileron_left" already defined, overriding with latest definition.
INFO: Event "trim" already defined, overriding with latest definition.
INFO: Event "cyclic_longitudal_back" already defined, overriding with latest definition.
INFO: Event "toggle_hover_mode" already defined, overriding with latest definition.
INFO: Event "cyclic_lateral_right" already defined, overriding with latest definition.
INFO: Event "anti_torque_right" already defined, overriding with latest definition.
INFO: Event "cyclic_longitudal_forward" already defined, overriding with latest definition.
INFO: Event "cyclic_lateral_left" already defined, overriding with latest definition.
INFO: Event "anti_torque_left" already defined, overriding with latest definition.
DEBUG: (io_man) event group "player" has been activated...
INFO: Available display modes:
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INFO:
ERROR: soundman: Open capture device failed!
INFO: Sound system information
Using OpenAL device (DirectSound Default)
ALC_FREQUENCY: 44100
ALC_REFRESH: 43
ALC_SYNC: 0
ALC_MONO_SOURCES: 255
ALC_STEREO_SOURCES: 1
DEBUG: job "sndfile_load_task" processed in 250ms
DEBUG: job "sndfile_load_task" processed in 253ms
INFO: Active modules:
C:\Program Files (x86)\Outerra\Anteworld\outerra.exe (Outerra s.r.o, Anteworld), version .
C:\Program Files (x86)\Outerra\Anteworld\CrashRpt.dll (Unknown Company, CrashRpt), version 1.2.0.10
C:\Program Files (x86)\Outerra\Anteworld\c4e.dll (Unknown Company, Unknown Product), version unknown
C:\Program Files (x86)\Outerra\Anteworld\OpenAL32.dll (Unknown Company, Unknown Product), version unknown
C:\Windows\system32\nvapi.dll (NVIDIA Corporation, NVIDIA Windows drivers), version 8.17.13.0142
INFO: renderer: thread started...
INFO: Searching suitable pixel format...
INFO: Pixel format has been found: 7
INFO: Setting pixel format
INFO: Creating temporary OpenGL rendering context
INFO: Setting temporary rendering context as current
INFO: Creating main OpenGL rendering context
INFO: Setting main rendering context as current
INFO: OpenGL renderer information
vendor: Intel
renderer: Intel(R) HD Graphics 4000
version: 3.3.0 - Build 8.15.10.2761
renderer: 3.30 - Intel Build 8.15.10.2761
GL_MAX_BINDABLE_UNIFORM_SIZE_EXT: 0
GL_MAX_VERTEX_BINDABLE_UNIFORMS_EXT: 0
GL_MAX_GEOMETRY_BINDABLE_UNIFORMS_EXT: 0
GL_MAX_FRAGMENT_BINDABLE_UNIFORMS_EXT: 0
extensions:
INFO: Buffer created (1) 'dummy_ati' size 16KB
INFO: Buffer created (2) 'renderer_vtx_vbo' size 48KB
INFO: renderer: OpenGL initialized...
INFO: creating window manager...
DEBUG: Loading texture ("textures\default.dds")...
INFO: (WM) Loading font "ui/default.fnt...
DEBUG: Loading texture ("ui/default_0.dds")...
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DEBUG: job "tex2d_loader_job" processed in 117ms
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INFO: Reading C:\Users\Ralf\Outerra\world.cfg
INFO: Initializing worldview ...
INFO: (WM) Loading font "ui/hud.fnt...
DEBUG: (io_man) event group "ufo" has been activated...
DEBUG: (player) interactor "ufo" activated...
INFO: Starting main loop...
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INFO: Buffer created (12) 'ub.frac_params' size 1KB
INFO: Buffer created (13) 'pkg::instances' size 896KB
INFO: Buffer created (14) 'pkg bboxes' size 512KB
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DEBUG: Loading texture ("textures/AustrianPine.dds")...
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DEBUG: Loading texture ("ui/hud_0.dds")...
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INFO: Buffer created (15) 'texture_widget' size 18KB
INFO: Initializing framebuffer
size: 1280x720
fulscreen: 0
msaa: 1
swap_interval: 2
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INFO: creating another buffer for capture
INFO: Buffer created (17) 'buffer framebuffer' size 900KB
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INFO: Creating render state groups...
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INFO: Buffer created (23) 'sbox index' size 0KB
INFO: Buffer created (24) 'sbox bboxes' size 272KB
INFO: Buffer created (25) 'ub.gpu_frame_state' size 1KB
INFO: shader s0CF569C31C2FB1FF402B855A911817DE5462D419 compiled succesfully
INFO: shader s3B2E8FCD6074C9DEE852132187655405B21187E0 compiled succesfully
INFO: shader sD3A383732BC2BEB51B8A3A4CAAEA74D9C44D0669 compiled succesfully
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INFO: shader s0CF569C31C2FB1FF402B855A911817DE5462D419 compiled succesfully
INFO: shader s00B82EBD489D96EFCA481CD7F65125E149F766FF compiled succesfully
INFO: shader sF518B87DAEF20C39F037C6B0F431FB85E024560A compiled succesfully
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INFO: Buffer created (26) 'unknown_buffer' size 64KB
INFO: shader s0CF569C31C2FB1FF402B855A911817DE5462D419 compiled succesfully
ERROR: error compiling the program `tree_renderer'
ERROR: 0:1653: 'Error' : Cannot offset into the vector
ERROR: 0:1653: 'Error' : Cannot offset into the vector
ERROR: 0:1654: 'Error' : Cannot offset into the vector
ERROR: 0:1654: 'Error' : Cannot offset into the vector
ERROR: 0:1654: 'constructor' : too many arguments
ERROR: aborted
INFO: Exiting renderer thread...
C:\Windows\system32\wbload.dll (Unknown Company, Unknown Product), version unknown
C:\Program Files (x86)\Stardock\MyColors\WBLIND.dll (Stardock Corporation, WindowBlinds), version 7.1
C:\Program Files (x86)\Stardock\MyColors\wbhelp.dll (Stardock.Net, Inc, WindowBlinds 4 for Win32 x86 machines), version 4.01
C:\Program Files\Alienware\Command Center\AlienFXHook.dll (Alienware Corp., AlienFXHook for 32 bits), version 1, 0, 59, 0
Oh i had no idea 305.xx was available yet, on Geforce's beta drivers page they show up to 304.79. I had to do some hunting to find them. Thanks for the tip cameni! :)
Btw we have a 5770 card for testing and it works well, on Windows 7 x64. If it's not a hardware error then I don't know what it could be.
Nope, their internal drivers already get farther past the error you are getting, but there's still a lot of stuff that needs to be fixed there before it becomes usable.
I have no experience with Eyefinity,
I have no experience with Eyefinity, but those resolutions are what is reported to us as available. Maybe something needs to be set in the control panel for the driver to expose it to OpenGL programs?
But you can try to edit eng.cfg (in your outerra data dir) and set the desired resolution there.
Is it possible to synchronize 2 running outerra pc`s and uns one only to display the instruments of the plane?Not yet but it's going to be developed in near future for other projects running Outerra. Another supported option will be separate frustums rendered on the same machine.
There are two sources of possible resolutions list - from OpenGL and from Windows. AFAIK we are using the one from Windows now.Yes. I only have to go into the grafic settings and without changing anything the resolution is resetted to 640x480 at the next start.
Does it reset? That's a bug, current resolution is normally added to the list.
QuoteIs it possible to synchronize 2 running outerra pc`s and uns one only to display the instruments of the plane?Not yet but it's going to be developed in near future for other projects running Outerra. Another supported option will be separate frustums rendered on the same machine.
Another relevant thing, looking at your setup, is going to be the spherical and cylindrical projection.
Aren't there more error messages preceding it in the eng.log?
Latest update (3333) works around the 12.9 beta driver bug.
Technically, Intel has 3.3 drivers for 3000 chipset http://www.geeks3d.com/20120501/intel-hd-graphics-driver-v2712-for-sandy-and-ivy-bridge-processors/ (http://www.geeks3d.com/20120501/intel-hd-graphics-driver-v2712-for-sandy-and-ivy-bridge-processors/)
And to be honest, the HD3000 would be too slow for Outerra. Even the HD4000 might be too slow.
It's not really a matter of faith; we aren't magicians :)And to be honest, the HD3000 would be too slow for Outerra. Even the HD4000 might be too slow.
Knowing how Outerra develops and having faith in the producers I believe you are wrong ;)
We've downloaded and installed Devt version Anteworld-0.7.12.3275 on a Win Xp 32 station which gets a new GTX 660 GPU.Hmm, on Windows XP it should be probably checking a different dll, not nvoglv32.dll. What Nvidia driver did you install? Can you check if you have any nvogl*.dll in system32 in windows?
Then when we launch the soft, we get a Warning windows with text below :
<< Unable to find Nvidia driver version number. Please update you graphics card drivers, otherwise...>>
I checked various devices and services and do not see so far anything wrong on our config...There seems to be an issue specific to 32-bit version of Windows XP and the amount of memory that can be mapped between CPU and GPU. We seem to be running out of this memory there with our current usage pattern.
Meanwhile, do you have a newer OS somewhere to test with?
I turned off both the 32 and 64 bit versions of HydraDM and tried after closing each....no joy after about a minute of flying (freeze, blackout, then window filled with white...) eng.log attachedYou are using the 12.10 Catalyst driver, right? Might be worth testing it with 12.11 beta drivers, although I have got a feeling that it made our 7850 unstable in turn. But we don't have problems on 6850.
... including Fraps.Is there or will be an internal command/setting to show FPS?
Odd, apparently driver can't initialize proper OpenGL context. Can you please run GPU Caps Viewer (http://www.geeks3d.com/20120927/gpu-caps-viewer-1-17-2-released/), what does it report for OpenGL?
Also, AMD Catalyst installer sometimes doesn't install the drivers properly, did you try to uninstall the drivers first, clean it up and then install the new ones? The procedure that usually helps is described in the first post in this thread.
It usually only happens if I change settings in the Catalyst Control Center, if I revert back to the default CCC settings I’m able to load Outerra again. I’ve seen the problem on a fresh OS (no previous Catalyst drivers present) as well as after uninstalling the previous drivers and then installing the new driver revision.
Unfortunately I can't replicate it here with a 6850 card, and the triple buffering was enabled all the time.
Tesselation is a DX11 only feature, doesn't apply here. Changing any of those options should not have such effect.
I'm not able to reproduce it on 6850 I have got here now, and the 7850 we have is faulty and freezes the system ...
I don't want Cameni backtracking to make a back door for our obsolete cards.
4890 would be supported (I think Zeos here is running just that card), but since AMD discontinued the support for anything older than 5xxx cards while the OpenGL driver was still buggy, you will get driver crashes and various artifacts.
The last driver for 4890 is the legacy 12.6 driver.
Tesselation is a DX11 only feature, doesn't apply here. Changing any of those options should not have such effect.
I'm not able to reproduce it on 6850 I have got here now, and the 7850 we have is faulty and freezes the system ...
INFO: Outerra 0.7.13, build 3519 from Sat, 16 Feb 2013 10:46:44 GMT
DEBUG: Nvidia driver profile "Outerra" found...
DEBUG: Initializing engine...
DEBUG: data root directory: C:\Users\Patrice\Outerra\
DEBUG: Windows version: 6.1.7601
DEBUG: CPU info:
CPU string: GenuineIntel
CPU brand string: Intel(R) Core(TM) i7-2670QM CPU @ 2.20GHz
Stepping ID: 7
Model: 10
Family: 6
Processor type: 0
Extended model: 2
Extended family: 0
Brand Index: 0
CLFLUSH cache line size: 64
APIC Physical ID: 4
DEBUG: GPU System info
Graphics card: NVIDIA GeForce GTX 560M
GPU vendor ID: 10de (NVIDIA Corporation)
GPU device ID: 1251
OpenGL driver version: 8.17.12.9616 (nvoglv32.dll)
OpenGL driver build number: 9616
NVIDIA Systeminformationen-Bericht erstellt am: 04/04/2013 13:48:17
Name des Systems: ASUSN73SV
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Betriebssystem: Windows 7 Home Premium, 64-bit (Service Pack 1)
DirectX-Version: 11.0
GPU-Prozessor: GeForce GT 540M
Treiberversion: 301.42
DirectX-Support: 11.1
CUDA-Kerne: 96
Kerntakt: 672 MHz
Shadertakt: 1344 MHz
Speichertaktfrequenz: 900 MHz (1800 MHz Datenrate)
Speicherschnittstelle: 128-Bit
Gesamter verfügbarer Grafikspeicher: 4094 MB
Dedizierter Videospeicher: 2047 MB DDR3
System-Videospeicher: 0 MB
Freigegebener Systemspeicher: 2047 MB
Video-BIOS-Version: 70.08.45.00.2F
IRQ: 16
Bus: PCI Express x16 Gen2
Do we know if or when Intel will be supported?
I would try a clean reinstall of the drivers first, as described in the first post. You seem to have no injected modules there that could interfere, so it seems to be solely a driver problem.
Delete world.cfg and eng.cfg, they probably got corrupted by an earlier version.
Atmosphere settings are adjustable in environment settings (press Esc and then click the env icon), perhaps the coefficients were reset somehow - try resetting them to default values.
We haven't got a Quadro card to test with, so there may be also an issue with these cards.
Could you try setting debug_mode = true in eng.cfg and send us the eng.log afterwards? It will create a debug OpenGL context, there might be some useful messages from that.
Unfortunately it simply crashes inside the driver file, early during the initialization, so it looks like a driver or hardware or system problem. Especially when it normally works on systems like this ...
It may be a 3rd party program that's interfering with the drivers, hooking there. Do you have your Intel graphics drivers updated as well?
I'm running Win 8.1, Intel Core i5-3230M @ 2.60GHz, 8GB RAM with a GeForce GT 620M...620 is rather slow for OT, not much can be done except making it less pretty :)
I'm wondering if anyone on here could recommend graphical settings for Outerra that would make it run at it's smoothest while still being pretty.
hey, im getting the "error initializing opengl subsystem... message, i have a nvidia 560 gtx and I dont know how to assign a proper profile, if that is the fix, anNvidia profiles are created and assigned automatically by Outerra, usually you don't have to do anything. However, you should have updated drivers, some older ones didn't work properly with profiles and OpenGL.
y help?
I wanted to test outerra tech demo using HD 4000, doesn't run it amazingly, but it ran it well enough to use.What driver version did you update to? Please post your eng.log, might be that the driver version is different on some Windows versions or something.
It ran just fine up until today's update. Now it just will not start. I keep getting a error saying my intel graphics drivers for OpenGL are outdated.
I updated them and still get the same thing.
I have a little issue. When changing screens outerra tells me on startup it cant support the resolution and won't launch. How do i fix this without changing back to the former monitor? And outerra should simply go to default resolution when the resolution isn't supported. thanks a lotPlease edit eng.cfg and the resolutions there.
I wanted to test outerra tech demo using HD 4000, doesn't run it amazingly, but it ran it well enough to use.What driver version did you update to? Please post your eng.log, might be that the driver version is different on some Windows versions or something.
It ran just fine up until today's update. Now it just will not start. I keep getting a error saying my intel graphics drivers for OpenGL are outdated.
I updated them and still get the same thing.
eng.log file is where you selected the data directory during the installation.
Just upload it to http://pastebin.com/ (http://pastebin.com/) and send the link
Ok the spherical/cylindrical modes seem to be broken on cards where the new depth mapping mode was enabled, will be fixed.
It does not open with a high performance profile, but it uses the default Intel one.
Some old Nvidia drivers did not work correctly with OpenGL switching. Did you update with the latest drivers from Nvidia? Manufacturers usually lag with the drivers and don't care.
Your Intel drivers aren't the newest ones either ...
Serious startup issues here. Dark star sky is shown, high CPU and program goes unresponsive.
Sometimes the login window is shown without textures. Sometimes it actually starts and is completely fine, maybe 1 in 20 tries works.
...
C:\Program Files (x86)\DisplayFusion\Hooks\AppHookWIN6032_E500B5BA-2E1F-46A5-A503-6D04045D70A4.dll (Binary Fortress Software, DisplayFusion Hook), version 5.1.1.11
Hi, guys. I have a startup error, and I presume it's because the latest beta Nvidia driver 337.50, I'm not sure tho. I get the error message, Its something like: Failed to precompile shader, open GL error, failed to link shader program, etc. Anybody has similar issues?We'll check this, but Nvidia beta drivers often break OpenGL stuff, while the subsequent WHQL drivers again behave correctly ...
Hi!
Yes, I suspected the DisplayFusion Hook, but it's the same with that service turned off...
And I'm running WHQL drivers 335.23, not beta for me.
Did it disappear from the eng.log when you turned it off?
I can try it again and make sure everything is removed.
Uhh, pretty bad news!
Cant seem to fix this:(http://i832.photobucket.com/albums/zz241/Avidean/Haswell/Outerrastartcrash.png) (http://s832.photobucket.com/user/Avidean/media/Haswell/Outerrastartcrash.png.html)
It happens right after I start the game.
eng.log attached
System in sig.
Any help much appreciated
We already worked around it in the latest version, please update or reinstall. I don't know when Nvidia releases fixed drivers, but after their devs provided hints on what part they fail, we managed to restructure the code so that it works on those drivers too.
There is also slightly increased performance 6-10% at least on my NVIDIA 750 TI.
Are the new nvidia driver safe to use ? 340.52I'm already using that version with no problems at all. So I think it's safe to use ;)
You should include a Dxdiag.txt so we can see his system specs
Well im not too tempted to update now...
Not liking the new Nvidia drivers that just came out. (347.88) They seem to be cutting framerates almost by half, for me.I've just tested them, and it seems to not have a negative impact on my FPS.
Will be interested to see what others think.
Not liking the new Nvidia drivers that just came out. (347.88) They seem to be cutting framerates almost by half, for me.I've just tested them, and it seems to not have a negative impact on my FPS.
Will be interested to see what others think.
I think I found my OpenGL version ;)
Intel(R) Core(TM) i3-3120M CPU @ 2.50Ghz
OpenGL: 4.0.0 - Bulid 10.18.10.3958
Have you installed the very latest Intel HD drivers on it? We tested the last build on Intel (though on HD 4400) and it worked ok.
What OT build number is it? The info should be in first few lines of eng.log (http://goo.gl/DaK1M8).
I am having the same (: matbaked2) issue. I only just reinstalled Outerra after having had it uninstalled for a few months. It used to work, not it doesn't.
Graphics card is nVidia EVGA GT240.
Khanromi, make sure you're running the latest version of your graphics card driver: Omega (14.12) (http://support.amd.com/en-us/download/desktop?os=Windows%207%20-%2064)Downloaded and installed the drivers you recommended. The issue then happened more or less immediately after world loading.
sigcheck.exe -q -c C:\Windows\SysWOW64\ati* >ati.txt
There is some kind of problem with AMD cards and drivers, the driver crash seems to happen from time to time on all their card series, though the frequency is much lower. On our test machine the driver crash occurs in roughly 5% of runs, but the reason is unknown and it doesn't seem to be linked to any particular thing.
Driver cleanup (with DDU) usually helps with the problem, though it doesn't eliminate it completely: just recently my main computer got into a state when 4 of 5 runs would crash the drivers shortly before the world was going to get displayed. I used DDU to clean up the drivers and reinstall them, and now the issue is rare, like 1 out of 20 runs. I have no idea why it works this way, and unless we can reliably crash the drivers, AMD devs aren't able to debug it ...
Actually, if your computer is crashing this reliably, it would be great to check what the state of the drivers on your computer is before cleanup.
Could you download this tool: https://technet.microsoft.com/en-us/sysinternals/bb897441
and run the following command:Code: [Select]sigcheck.exe -q -c C:\Windows\SysWOW64\ati* >ati.txt
And then upload the generated ati.txt file with file versions?
...
Actually, if your computer is crashing this reliably, it would be great to check what the state of the drivers on your computer is before cleanup.
Could you download this tool: https://technet.microsoft.com/en-us/sysinternals/bb897441
and run the following command:Code: [Select]sigcheck.exe -q -c C:\Windows\SysWOW64\ati* >ati.txt
And then upload the generated ati.txt file with file versions?
Done, here you go:
http://pastebin.com/G1KbesLf
Edit: Would you recommend using DDU to uninstall/reinstall drivers, since I've made a snapshot of what I had?
Please apply this patch first: Anteworld-0.8.4.5948-6018 (http://planet.anteworld.com/appdata/Anteworld/Anteworld-0.8.4.5948.patch-6018.exe)
I'm 98% sure my specs are correct.
The screenshot shows you are running on an integrated Intel graphics card. It may be an issue with Intel drivers that pops up from time to time, we are going to check it, though integrated cards aren't really suitable to run OT.
If you also have a discrete GPU and it's not being used (a laptop?), you should assign a high performance profile to outerra.exe, if that doesn't work please attach your [url=http://goo.gl/DaK1M8][url=http://goo.gl/DaK1M8][url=http://goo.gl/DaK1M8][url=http://goo.gl/DaK1M8]eng.log (http://goo.gl/DaK1M8)[/url][/url][/url][/url].
Here is link for latest driver... your version is 10.18.10.4061 the latest one is 10.18.14.4294
https://downloadcenter.intel.com/download/25425
Make sure you downloaded the right version (32 bit vs 64 bit) for your operating system.
Your processor i5-4200U is listed among the supported ones on the Intel driver page.
Hello everyone ! Here is my problem today...very anoying
I saw some posts in the forum where people have the same issue then me but they don't seem to give a damn but for me it's very anoying and when you pay for something you want it to work right...right ?!!
so....
Since I updated my anteworld (I bought the game just to tell it's not the demo :P) I got some graphic issue all the trees are cubes and turn on itself when I pass by and terrain is colorfull with purple background and weird yellow and green lines on ground...what in the hell is causing that since before update it was fine ???
I'm all ultra high setup on graphics and shadows and even on low it does that !
Oh! and I don't even try or know if it can still change something but i'm dual screen setup in DVI ?!?!
CPU : amd quad core
card: Nvidia 560 ti 2gb
Ram: 6gb
opengl: 4.3.1
graphic driver: 361.48
some pics :
"https://onedrive.live.com/embed?cid=A15FFD10A6E5F091&resid=A15FFD10A6E5F091%21347&authkey=ACIxzlSxrvf8Veg"
"https://onedrive.live.com/embed?cid=A15FFD10A6E5F091&resid=A15FFD10A6E5F091%21348&authkey=ABa1u-VVKG2Qe0Q"
"https://onedrive.live.com/embed?cid=A15FFD10A6E5F091&resid=A15FFD10A6E5F091%21349&authkey=ACBl2tQOs8qfavM"
Thanks !!
yey finally as i expected new nvidia drivers 361.60 out going in full blast testing ooh missed it ig time hoping all back to normal its hotfix drivr so soon complete fix. let's see ! good luck to all nvidia users ! writing this b4 installing drivers...
Yeah... just let us know how that goes... :D Until further notice, I am still not updating my drivers.
GeForce HotFix driver 361.60
Answer ID 3832 | Published 01/12/2016 07:50 AM | Updated 01/12/2016 11:50 AM
This is a GeForce Hot Fix driver, version 361.60 that addresses the following issues:
Crashes in Photoshop & Illustrator
Install & clocking related issues
The purple graphics issue still persists with the newest Nvidia drivers (362.00)
It usually took 3-6 months or more for AMD fixes to appear in release builds, and it's not that different for Nvidia. It has to go through several stages of testing; a dev build contains lots of changes and it cannot be simply released, potentially breaking everything.
It usually took 3-6 months or more for AMD fixes to appear in release builds, and it's not that different for Nvidia. It has to go through several stages of testing; a dev build contains lots of changes and it cannot be simply released, potentially breaking everything.
Also, why do you think Vulkan is going to help here? It has tons of bugs currently, and in OT we were always hitting special corners - these will be in Vulkan drivers for a long time yet.
Update your Nvidia drivers to 364.51+
http://forum.outerra.com/index.php?topic=1211.msg40298#msg40298
Newest driver Nvidia 364.47 or better 364.51 Beta fixed the purple weirdness.
sure I said something stupid :D
sometimes we forget that we live in a system based on "planned obsolescence" hard refrigerator market which is scheduled to last, the pieces are broken at the time previously Preprogrammed ... is a system of constant consumption,, it is useless to expect to them rescue you,, you are the one who has to adapt to them,,
It is true that the HD5000 cards have been discontinued and AMD will do nothing for us,, we have to buy their latest,, so I'll try to save some comparme a current card, and that means a new board and a new micro .. in ,, so I think I have to choose between outerra or continue with the same pc,,, I think I'll have to update myself
:)
ERROR: graphics drivers appear to have crashed
INFO: starting io_man...
DEBUG: program directory: C:\Program Files (x86)\Outerra\Anteworld\
INFO: Outerra 16, build 6601 from Sat, 26 Mar 2016 07:21:10 GMT
DEBUG: Initializing engine...
INFO: data root directory: C:\Users\HMI\Outerra\
DEBUG: Windows version: 6.2.9200
DEBUG: CPU info:
CPU string: GenuineIntel
CPU brand string: Intel(R) Core(TM) i5-3210M CPU @ 2.50GHz
Stepping ID: 9
Model: 10
Family: 6
Processor type: 0
Extended model: 3
Extended family: 0
Brand Index: 0
CLFLUSH cache line size: 64
APIC Physical ID: 2
DEBUG: Reading C:\Users\HMI\Outerra\eng.cfg
DEBUG: saving eng.cfg
DEBUG: GPU Vendor: Intel
DEBUG: GL Renderer: Intel(R) HD Graphics 4000
DEBUG: GL Version: (400) 4.0.0 - Build 10.18.10.4226
DEBUG: OpenGL context defaults to: Intel, detected version: 400 build 4226
DEBUG: Display devices attached to desktop:
\\.\DISPLAY1 8086 0166 Intel(R) HD Graphics 4000, Display: Generic PnP Monitor
\\.\DISPLAY2 8086 0166 Intel(R) HD Graphics 4000
\\.\DISPLAY3 8086 0166 Intel(R) HD Graphics 4000
DEBUG: Connected displays:
Display #0:
Resolution: 1366x768
Refresh rate: 76300000/1271952Hz
Scaling mode: 1
Rotation: 0 deg
Adapter: \\.\DISPLAY1
Position: 0,0
DEBUG: GPU System info
Graphics card: Intel(R) HD Graphics 4000
GPU vendor ID: 8086 (Intel Corporation)
GPU device ID: 0166
OpenGL driver version: (ig75icd32.dll)
OpenGL driver build number: 0
INFO: FT tracker initialized
DEBUG: init timer to 1ms
DEBUG: Outerra window created size 1280x720
DEBUG: Starting JobMaster...
DEBUG: Creating JobMaster thread 0
DEBUG: Creating JobMaster thread 1
DEBUG: Creating JobMaster thread 2
DEBUG: Creating JobMaster thread 3
DEBUG: Creating JobMaster thread 4
DEBUG: Creating JobMaster thread 5
DEBUG: Creating JobMaster thread 6
DEBUG: Creating JobMaster thread 7
PERF: reload_pkgs_and_objdefs blocked for 1253.33ms
DEBUG: Event "vertical_speed" already defined, overriding with latest definition.
DEBUG: Added event air/sensor.slew_azimuth
DEBUG: Added event air/sensor.set_spi
DEBUG: Added event air/sensor.slew_rate
DEBUG: Added event air/sensor.sensor_view
DEBUG: Added event air/sensor.slew_elevation
DEBUG: Added event air/sensor.slew_to_spi
INFO: added new events from defaults/iomap/air.cfg
DEBUG: Added event car/submarine.change_depth
DEBUG: Added event car/submarine.elevator
INFO: added new events from defaults/iomap/car.cfg
DEBUG: Added event ot/player.open_config
INFO: added new events from defaults/iomap/ot.cfg
DEBUG: (io_man) event group "player" has been activated...
DEBUG: Available display modes:
320x200@40
320x200@60
320x240@40
320x240@60
400x300@40
400x300@60
512x384@40
512x384@60
640x400@40
640x400@60
640x480@40
640x480@60
800x600@40
800x600@60
1024x768@40
1024x768@60
1280x600@40
1280x600@60
1280x720@40
1280x720@60
1280x768@40
1280x768@60
1360x768@40
1360x768@60
1366x768@40
1366x768@60
DEBUG:
Available Capture Devices are:-
Internal Mic (IDT High Definition Audio CODEC)
Stereo Mix (IDT High Definition Audio CODEC)
DEBUG:
Sound system information:
Using OpenAL device (OpenAL Soft)
ALC Extensions: ALC_ENUMERATE_ALL_EXT ALC_ENUMERATION_EXT ALC_EXT_CAPTURE ALC_EXT_DEDICATED ALC_EXT_disconnect ALC_EXT_EFX ALC_EXT_thread_local_context ALC_SOFT_loopback
Using OpenAL capture device (OpenAL Soft)
ALC_FREQUENCY: 44100
ALC_REFRESH: 43
ALC_SYNC: 0
ALC_MONO_SOURCES: 255
ALC_STEREO_SOURCES: 1
OpenAL info:
Vendor: OpenAL Community
Version: 1.1 ALSOFT 1.15.1
Renderer: OpenAL Soft
Extensions: AL_EXT_ALAW AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_LOKI_quadriphonic AL_SOFT_buffer_samples AL_SOFT_buffer_sub_data AL_SOFTX_deferred_updates AL_SOFT_direct_channels AL_SOFT_loop_points AL_SOFT_source_latency
DEBUG: renderer: thread started...
DEBUG: Searching suitable pixel format...
INFO: Pixel format description:
WGL_SUPPORT_OPENGL_ARB=1
WGL_DOUBLE_BUFFER_ARB=1
WGL_SWAP_METHOD_ARB=WGL_SWAP_EXCHANGE_ARB
WGL_SAMPLES_ARB=0
WGL_SAMPLE_BUFFERS_ARB=0
WGL_AUX_BUFFERS_ARB=0
WGL_ACCUM_BITS_ARB=64
DEBUG: Pixel format has been found: 2
DEBUG: Setting pixel format
DEBUG: Creating temporary OpenGL rendering context
DEBUG: Setting temporary rendering context as current
DEBUG: Creating OpenGL 4.x rendering context
DEBUG: Setting main rendering context as current
DEBUG: OpenGL context initialized: 4.0
DEBUG: OpenGL renderer information
vendor: Intel
renderer: Intel(R) HD Graphics 4000
version: 4.0.0 - Build 10.18.10.4226
glsl: 4.00 - Build 10.18.10.4226
Total available GPU memory: 0 MB
Current available GPU memory: 0 MB
MAX_UNIFORM_BLOCK_SIZE: 65536
MAX_VERTEX_UNIFORM_BLOCKS: 14
MAX_GEOMETRY_UNIFORM_BLOCKS: 14
MAX_FRAGMENT_UNIFORM_BLOCKS: 14
UNIFORM_BUFFER_OFFSET_ALIGNMENT: 16
MAX_UNIFORM_BUFFER_BINDINGS: 70
MAX_TEXTURE_BUFFER_SIZE: 134217728
MAX_DRAW_BUFFERS: 8
MAX_TEXTURE_SIZE: 16384
MAX_3D_TEXTURE_SIZE: 2048
MAX_SPARSE_ARRAY_TEXTURE_LAYERS: 0
MAX_ARRAY_TEXTURE_LAYERS: 2048
MAX_ELEMENTS_INDICES: 1048576
MAX_ELEMENTS_VERTICES: 1048576
MAX_COMBINED_TEXTURE_IMAGE_UNITS: 96
MAX_VIEWPORTS: 0
Number of OpenGL extensions: 188
NV_depth_buffer_float: no
OpenGL extensions:
GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_texture_edge_clamp GL_EXT_separate_specular_color GL_ARB_multitexture GL_ARB_map_buffer_alignment GL_ARB_conservative_depth GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_SUN_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_ARB_fragment_program_shadow GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float GL_ARB_pixel_buffer_object GL_EXT_framebuffer_object GL_ARB_draw_instanced GL_ARB_half_float_vertex GL_ARB_occlusion_query2 GL_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_ARB_multisample GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_ARB_texture_swizzle GL_EXT_texture_swizzle GL_ARB_texture_gather GL_ARB_sync GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_ARB_transform_feedback2 GL_ARB_draw_indirect GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_ARB_framebuffer_object GL_ARB_framebuffer_no_attachments GL_EXT_texture_array GL_EXT_texture_integer GL_ARB_map_buffer_range GL_ARB_texture_buffer_range GL_EXT_texture_buffer GL_EXT_texture_snorm GL_ARB_blend_func_extended GL_INTEL_performance_queries GL_INTEL_performance_query GL_ARB_copy_buffer GL_ARB_sampler_objects GL_NV_primitive_restart GL_ARB_seamless_cube_map GL_ARB_uniform_buffer_object GL_ARB_depth_clamp GL_ARB_vertex_array_bgra GL_ARB_shader_bit_encoding GL_ARB_draw_buffers_blend GL_ARB_geometry_shader4 GL_EXT_geometry_shader4 GL_ARB_texture_query_lod GL_ARB_explicit_attrib_location GL_ARB_draw_elements_base_vertex GL_ARB_instanced_arrays GL_ARB_base_instance GL_ARB_fragment_coord_conventions GL_EXT_gpu_program_parameters GL_ARB_texture_buffer_object_rgb32 GL_ARB_compatibility GL_ARB_texture_rgb10_a2ui GL_ARB_texture_multisample GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_timer_query GL_ARB_tessellation_shader GL_ARB_vertex_array_object GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_texture_cube_map_array GL_EXT_gpu_shader4 GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_shader_subroutine GL_ARB_transform_feedback3 GL_ARB_get_program_binary GL_ARB_separate_shader_objects GL_ARB_shader_precision GL_ARB_vertex_attrib_64bit GL_ARB_viewport_array GL_ARB_transform_feedback_instanced GL_ARB_compressed_texture_pixel_storage GL_ARB_shader_atomic_counters GL_ARB_shading_language_packing GL_ARB_shading_language_420pack GL_ARB_texture_storage GL_EXT_texture_storage GL_ARB_vertex_attrib_binding GL_ARB_multi_draw_indirect GL_ARB_program_interface_query GL_ARB_texture_storage_multisample GL_ARB_buffer_storage GL_ARB_debug_output GL_KHR_debug GL_ARB_arrays_of_arrays GL_INTEL_map_texture GL_ARB_texture_compression_bptc GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_robustness GL_EXT_texture_sRGB_decode GL_KHR_blend_equation_advanced GL_EXT_shader_integer_mix GL_ARB_stencil_texturing WGL_EXT_depth_float WGL_ARB_buffer_region WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_pixel_format WGL_ARB_pbuffer WGL_EXT_extensions_string WGL_EXT_swap_control WGL_EXT_swap_control_tear WGL_ARB_multisample WGL_ARB_pixel_format_float WGL_ARB_framebuffer_sRGB WGL_ARB_create_context WGL_ARB_create_context_profile WGL_EXT_pixel_format_packed_float WGL_EXT_create_context_es_profile WGL_EXT_create_context_es2_profile WGL_NV_DX_interop WGL_ARB_create_context_robustness
WGL extensions:
WGL_EXT_depth_float WGL_ARB_buffer_region WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_pixel_format WGL_ARB_pbuffer WGL_EXT_extensions_string WGL_EXT_swap_control WGL_EXT_swap_control_tear WGL_ARB_multisample WGL_ARB_pixel_format_float WGL_ARB_framebuffer_sRGB WGL_ARB_create_context WGL_ARB_create_context_profile WGL_EXT_pixel_format_packed_float WGL_EXT_create_context_es_profile WGL_EXT_create_context_es2_profile WGL_NV_DX_interop WGL_ARB_create_context_robustness
DEBUG: wglSwapIntervalEXT 0
DEBUG: wglGetSwapIntervalEXT 0
INFO: Using logarithmic depth buffer mode
DEBUG: shader s104891328CAD779704CF9AA7263C28688BCF7C4A compiled successfully
DEBUG: shader sE57DB70172B0170CEA1BA4559D77FF36B734B764 compiled successfully
DEBUG: shader s1340AB3B9D30EA74779562D9316A18365CB221FC compiled successfully
DEBUG: shader sE57DB70172B0170CEA1BA4559D77FF36B734B764 compiled successfully
DEBUG: (GL test) base vertex included in glVertexID, vbo: no, w/o vbo: no
INFO: (GL test) checking sRGB correctness
DEBUG: shader s0CF569C31C2FB1FF402B855A911817DE5462D419 compiled successfully
DEBUG: shader s0B6C7C260FEB5A8797CBDDC1BCC5FE545EC4C9F9 compiled successfully
WARNING: sRGB driver bug detected, sRGB: 80bbbcbb (should be 80bcbcbc), RGBA: 807f807f (should be 80808080)
It can't open the bio data. Does eng.log (http://goo.gl/DaK1M8) have some more info?
How does this build work with the Oculus Rift CV1?
Consistently freezes when loading new locations with "Anteworld is not responding"
Windows 10
AMD HD 7660G 512Mb
AMD A10-4600M APU
12 gigs of RAM
I'm unable to attach eng.log (http://goo.gl/DaK1M8) because it's 168 kb
When I start it gives me an error: "Can't open: F:/Programs/Apps/Outerra/data/earth2/_bio/-x/base.desc
When I go there there isn't any file. I haven't deleted anything.
Computer Manufacturer Graphics Driver Detected
even when I set Nvidia as the default
When is the OpenGL issue going to be fixed? :(
I am already using my new gtx 1060, so in framerate no prob at all. But the entry to the game is very slow, and before see outerra fields, all is white with many points, and after only sky. After some seconds, green and trees appear.
A lot of blurries in mid distance mountains (less 25 Km), sometimes even very near have big fields blurries. Its like cant load mountains details at all. also if many trees, sometimes cant charge those trees fast.
Bought a RX480, everything works fine, except outerra, which crashes on start with "graphics card driver crashed during initialization of OpenGL"
Any ideas?
I am already using my new gtx 1060, so in framerate no prob at all. But the entry to the game is very slow, and before see outerra fields, all is white with many points, and after only sky. After some seconds, green and trees appear.
A lot of blurries in mid distance mountains (less 25 Km), sometimes even very near have big fields blurries. Its like cant load mountains details at all. also if many trees, sometimes cant charge those trees fast.
Check your disk (SMART log) for problems, this sounds a lot like what I was getting with a dying disk once.
Otherwise it may be some settings that are out of reasonable ranges, cfg files do not get overwritten by reinstalls. Delete world.cfg and eng.cfg if you didn't do it already.
This version may have some slowdowns of its own, one bug fix that aimed to fix terrain corruption under high load has effectively decreased parallelization in terrain tile creation.
Thanks. My problem might stem from the fact that I also have a hd5870 in my setup (macpro, old card needed for boot screen)
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Also: who thought replacing every instance of eng.log with a link was a good idea??
In the latest version (17.0.2.8079) i have encountered a pretty serious graphical bug when trying to look at the building scenery for Bern
Congrats for this release, it takes some special dedication to release an update the 31 December :)
It's so nice to finally see OSM in action!
Edit: As noted by HiFlyer, you could experience some rendering artifacts over the buildings depending on your hardware configuration. Be sure Minimum Object Size is set to 5.0 or higher in the graphics/setting menu, and change the variable so flickering/dark buildings are correctly rendered.
In eng.cfg you can set:
pkg_limits = (pkg_limits) {
max_meshes = 4
},
Because there are so many objects in that scenery, setting to a higher value always fixes these issues for me.
I noticed that in your eng.cfg you have this setting:
min_obj_size = 0.1
I also had a similar problem the first time I visited Bern ... I resolved following the advice of Acetone:Congrats for this release, it takes some special dedication to release an update the 31 December :)
It's so nice to finally see OSM in action!
Edit: As noted by HiFlyer, you could experience some rendering artifacts over the buildings depending on your hardware configuration. Be sure Minimum Object Size is set to 5.0 or higher in the graphics/setting menu, and change the variable so flickering/dark buildings are correctly rendered.
Hm, at some point it looks like you were under fog. In any case it seems to be a material error, and I suspect MSAA = 8 has something to do with it as well.
I tried to turn of antialiasing after reading your post cameni, and it made the issue much worse. Then again, any one of the cfg changes i quoted above work like a charm.
I tried to turn of antialiasing after reading your post cameni, and it made the issue much worse. Then again, any one of the cfg changes i quoted above work like a charm.
Interesting. The min object size setting says what minimal mesh size on screen is allowed; meshes smaller than given pixel size are not rendered. I guess what happens there is that very small meshes get their triangle vertices transformed to the same screen space positions (equal with regards to the internal GPU interpolation precision), and a subsequent computation results in a div by zero. I assumed that with MSAA this will happen sooner because of additional subsamples ...
With permission of cameni, that is who knows of this.
If that is weird, the R9 should not give problems, I would delete the folder iomap and the files world and eng.cfg
You've probably been messing with the configuration
[url=http://goo.gl/DaK1M8]eng.log (http://goo.gl/DaK1M8)[/url] please.
I don't remember seeing anything like that before. Unfortunately we haven't got a Fury card to test, but did you try some other modern OpenGL games or benchmarks, to eliminate a hw or driver problem?
When you reinstalled, did you also delete your config files? Especially eng.cfg and world.cfg, let them restore from defaults. They can be found in your data directory specified during installation.Yes I did delete them ( with about a dozen other files) because the uninstall command left them in - but I have a copy. I am not quite sure what you mean by 'let them restore from defaults'. Do I just put them in the data folders in users/ outerra ?
Did you send the crash report (did it pop up)?Nope, did not pop up, just a crash message (attached)