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Author Topic: Graphics driver issues, startup problems (32 bit)  (Read 651913 times)

eisenopferd

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Re: Graphics driver issues, startup problems
« Reply #645 on: March 27, 2016, 02:29:05 am »

What driver worked? I could use a older one...
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aWac9

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Re: Graphics driver issues, startup problems
« Reply #646 on: March 28, 2016, 05:19:37 pm »

I think the reason why drivers AMD 5000 series card crash as I put in the video has a lot to do with the mesh of rivers,, there any way to disable this mesh to try without it and see if drivers are still crashing. ?
sure I said something stupid :D
« Last Edit: March 28, 2016, 05:25:37 pm by aWac9 »
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HiFlyer

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Re: Graphics driver issues, startup problems
« Reply #647 on: March 28, 2016, 05:45:08 pm »

sure I said something stupid :D

I do that at least two times a day just to keep in practice.........  =|
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aWac9

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Re: Graphics driver issues, startup problems
« Reply #648 on: March 28, 2016, 05:52:38 pm »

 :)
let's rephrase the question:
anyone knows valid for AMD 5000 Series drivers?
 ^-^
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cameni

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Re: Graphics driver issues, startup problems
« Reply #649 on: March 29, 2016, 01:49:07 am »

Seems 5000 series driver code paths aren't really updated anymore. If they are crashing ... there's little we can do.
Rivers aren't present in the demo mode, you can  try that.
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aWac9

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Re: Graphics driver issues, startup problems
« Reply #650 on: March 29, 2016, 11:08:16 am »

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

:)
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HiFlyer

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Re: Graphics driver issues, startup problems
« Reply #651 on: March 29, 2016, 11:15:34 am »

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

:)

My PC is powerful enough that i really have had no need to update it very much.... there are no games that i cant play at fairly high levels..... but for the first time in quite a while I feel the pressure to move up. And its coming mainly from Outerra. I can see that what they are eventually reaching for is going to require a very beefy machine if I have any hope of maxing things out. (Most especially I want much higher quality shadows, the current ones are way too shimmery!!)

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DenisJ

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Re: Graphics driver issues, startup problems
« Reply #652 on: April 03, 2016, 05:04:24 pm »

Hello Cameni!
I have gotten eng.log file from a user having issues with Outerra. He reports complete freezes during initialization loading screen that force to reboot computer manually (I think the process can still be finished by Ctrl-alt-deleting but anyways). Do you have any ideas on how to solve this?
Thanks in advance!
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cameni

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Re: Graphics driver issues, startup problems
« Reply #653 on: April 04, 2016, 01:04:19 am »

Seems to be a driver problem:

Code: [Select]
ERROR: graphics drivers appear to have crashed

I'd try a clean driver installation.
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eisenopferd

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Re: Graphics driver issues, startup problems
« Reply #654 on: April 08, 2016, 12:16:24 pm »

Hey I have a new one! My intel grafik 4400 wants to be a nvidia!

And Outerra is believing it...

Intel can do purple too...

cheers /Hendrik/
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cameni

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Re: Graphics driver issues, startup problems
« Reply #655 on: April 08, 2016, 02:48:09 pm »

Wonderful. I think Angrypig unnecessarily put Nvidia into the test name, though in our defense we really did not expect someone else to repeat the same problem :facepalm:
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eisenopferd

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Re: Graphics driver issues, startup problems
« Reply #656 on: April 08, 2016, 02:54:28 pm »

Only Intel is able to do this trick...

All three drivers I can download from the Intel side have the same problem...

So at the moment both outerra versions have another problem with the buggy intel driver...
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zzz

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Re: Graphics driver issues, startup problems
« Reply #657 on: April 28, 2016, 12:04:55 pm »

I work for a car company and was trying to install Outerra on a work laptop as a possible simulator. However it crashes saying drivers crashed during opengl initialisation.

It's an Intel HD4000 integrated GPU with latest drivers.

Quote
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)
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cameni

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Re: Graphics driver issues, startup problems
« Reply #658 on: April 29, 2016, 01:49:57 am »

So it just produces a message box about the crash, and doesn't bring up the crash reporter? That would mean a crash in the driver code, probably needs a cleanup and/or checking for 3rd party sw injecting. However, that GPU is not something seriously usable with OT.
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drewi

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Re: Graphics driver issues, startup problems
« Reply #659 on: May 16, 2016, 10:02:34 am »

newb....I get a driver crash box....I have open gl 4.4. intel hd graphics on a laptop. :facepalm:
I think its an up to date driver but i'm not sure. =|
I have included eng.log file. ???
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