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Forum » SpaceEngine » Archive » Troubleshooting SpaceEngine 0.94 (FROM CATEGORY "TROUBLESHOOTING AND SOLUTIONS")
Troubleshooting SpaceEngine 0.94
SpaceEngineerDate: Sunday, 07.08.2011, 02:02 | Message # 46
Author of Space Engine
Group: Administrators
Russian Federation
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This is not a bug. Giant stars really looks like this. Surprise, right? smile Here the link to movies that shows numerical simulation of red giant hydrodynamics:
http://www.astro.uu.se/~bf/movie/dst35gm04n26/movie.html
And here you can found related publications (type "supergiant" in your browser page search):
http://www.astro.uu.se/~bf/publications/publications.html





 
RobDate: Sunday, 07.08.2011, 02:45 | Message # 47
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Group: Newbies
New Zealand
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Fair enough then, any idea about the F2 and start in fullscreen issues I brought up?
 
Joman66Date: Sunday, 07.08.2011, 14:06 | Message # 48
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Whenever I start Space Engine up, the loader comes up for a few seconds and an error message comes up saying that "3d space simulator has stopped working" with "A problem caused the program to stop working correctly. Windows will close the program and notify you if a solution is available." Any help would be appreciated!
This is the startup/crash log:
Space Engine Version 0.9.4.0 beta

STARTING
Loading "config/main.cfg"
Loading "config/universe.cfg"
Opening window
Initializing OpenGL
Vendor: Intel
Renderer: Intel® HD Graphics
OpenGL version: 2.1.0 - Build 8.15.10.2119
GLSL version: 1.20 - Intel Build 8.15.10.2119
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_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_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_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_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_EXT_draw_buffers2 GL_WIN_swap_hint GL_EXT_texture_sRGB GL_EXT_packed_float GL_EXT_texture_shared_exponent GL_ARB_texture_rg GL_ARB_texture_compression_rgtc GL_NV_conditional_render GL_EXT_texture_swizzle GL_ARB_framebuffer_sRGB GL_EXT_packed_depth_stencil GL_ARB_depth_buffer_float GL_EXT_transform_feedback GL_EXT_framebuffer_blit GL_ARB_vertex_array_object
Framebuffer objects supported
Half floats suppoted
Floating-point pixel format: GL_RGBA16F_ARB
3D textures suppoted
Texture blocks: 8
Max texture size: 4096
Max rectangle texture size: 4096
Max cubemap texture size: 2048
Max 3D texture size: 128
Max anisotropy: 2
Startup video memory detection disabled. Value 4096 Mb from config will be used.
Dynamic video memory detection disabled
Checking critical extensions
Loading image "data/textures/common/splash09.jpg"

INITIALIZING ENGINE
Loading shader "data/shaders/hdr_down4.glsl"
Loading shader "data/shaders/hdr_bloom.glsl"
Loading shader "data/shaders/hdr_tone.glsl"
Loading shader "data/shaders/hdr_tone_bloom.glsl"
Loading shader "data/shaders/proj_fisheye.glsl"
 
SpaceEngineerDate: Sunday, 07.08.2011, 23:20 | Message # 49
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4799
Status: Offline
Read here paragraph 2.

*





 
SpaceEngineerDate: Sunday, 07.08.2011, 23:33 | Message # 50
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4799
Status: Offline
Hm, this is strange bug, i can't see it on my machine. Maybe it is a keyboard driver or Windows issue? Are you still able to toggle planets browser via main menu?
However, I fix the black screen bug, so you can test startup at fullscreen in the new version.





 
RobbieDate: Thursday, 11.08.2011, 12:39 | Message # 51
Pioneer
Group: Global Moderators
United Kingdom
Messages: 590
Status: Offline
Quote (SpaceEngineer)
DevonX, no, set VRAM to 4Gb, but set MaxPercent to 20. Don't let SE to use all 4Gb of VRAM, because there is a issue with memory manager - it don't tae into account usage of sysem RAM. SE is 32-bit application, so it cannot take more than 2Gb of RAM. Limiting usage of VRAM leads to limiting of usage of RAM, so there must be no crashes. Read section 5)e) in the first post.


Do you plan on releasing a 64-bit version of your program in the future? Considering the demand that SpaceEngine can put on our hardware, would it not give even better performance if I could utilize more ram on my PC than the current imposed 4MB limit?





Quad Core i7 930 CPU o/c 3.8 GHz - 6GB DDR3 1600MHz RAM - ATI HD 5870 1024Mb - Intel SSD X25-M Gen 2 - Win 7 64-bit
Add Your PC Spec To Your Signature Or Post It Here
 
SpaceEngineerDate: Thursday, 11.08.2011, 18:45 | Message # 52
Author of Space Engine
Group: Administrators
Russian Federation
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Robbie, I found the engine uses system RAM in an inefficient way, that leads to 10x over usage of RAM. Really the engine needs 300-400 Mb of RAM per every 1Gb of VRAM data, but due to this inefficiency it uses more than 2Gb RAM per 1Gb VRAM, and it is limited for 32-bit application. So, the first step is to implement effective memory manager. Then, if 2Gb is too less, then make 64-bit version.




 
gpaw5765Date: Monday, 22.08.2011, 21:05 | Message # 53
Astronaut
Group: Users
Spain
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I have a computer with 2 graphics cards: Intel HD Graphics and NVIDIA GeForce GT 450M, and I've found that Space Engine always tries to run on the Intel HD Graphics instead of the NVIDIA. This is no big deal, as I can configure windows to force using the NVIDIA card (the other one is not powerful enough to run Space Engine), but it would be nice to have the program choose the best available graphics card by itself. Besides, more people may be having the same problem and not finding the cause.




Check my Space Flight Simulator for Android!
 
SpaceEngineerDate: Tuesday, 23.08.2011, 13:32 | Message # 54
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4799
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I thought the driver chooses the grahics card itself. I can't debug this issue because I have no integrated card on my PC. I don't even know if OpenGL has a mechanism to control that choice.

A question: Why are you using an integrated Intel card when you have a powerful GeForce? smile

*





 
gpaw5765Date: Tuesday, 23.08.2011, 20:29 | Message # 55
Astronaut
Group: Users
Spain
Messages: 40
Status: Offline
By default, the graphics driver automatically decides which graphic card to use at any given moment (the reason is to reduce power consumption and heat when not using any graphics-intensive application). When I run any game that requires some graphics power it automatically uses the GeForce, but not with Space Engine. That's why I though it may be a bug.




Check my Space Flight Simulator for Android!
 
SpaceEngineerDate: Wednesday, 24.08.2011, 14:45 | Message # 56
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4799
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I can't understand such a configuration. Where is your monitor connected? To the GeForce or to the motherboard? My single Geforce automatically reduces power consumption and fan speed when in 2D mode.

*





 
AntonkrDate: Wednesday, 24.08.2011, 14:50 | Message # 57
Observer
Group: Newbies
United States
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Hello there. I've tried using this fantastic software and it was amazing! Really was, but I ran into a problem
The game and my computer freezes after a little bit of flying around and the only solution is restarting it. . And planet's textures move around a lot, making it look weird.
I have
4 gigs ram
Xeon E3110 3.00 GHz
AMD Radeon HD 6800 Series

Got nothing graphically dependent running.
 
VoeDate: Wednesday, 24.08.2011, 18:43 | Message # 58
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Group: Newbies
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Whenever I try to run SpaceEngine.exe i get a pop up saying

"Critical extensions missing:
GL_ARB_vertex_array_object"

I downloaded this and saved the folder on my desktop.

Heres what i found in se.txt:

Space Engine Version 0.9.4.0 beta

STARTING
Loading "config/main.cfg"
Loading "config/universe.cfg"
Opening window
Initializing OpenGL
Vendor: NVIDIA Corporation
Renderer: GeForce 9800M GT/PCI/SSE2
OpenGL version: 2.1.2
GLSL version: 1.20 NVIDIA via Cg compiler
Extensions: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_bindable_uniform GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_buffer_float GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
Framebuffer objects supported
Half floats suppoted
Floating-point pixel format: GL_RGBA16F_ARB
3D textures suppoted
Texture blocks: 4
Max texture size: 8192
Max rectangle texture size: 8192
Max cubemap texture size: 8192
Max 3D texture size: 2048
Max anisotropy: 16
Dynamic video memory detection unsupported. Value 1024 Mb from config will be used.
Dynamic video memory detection disabled
Checking critical extensions

Critical extensions missing:
GL_ARB_vertex_array_object

Loading image "data/textures/common/splash13.jpg"

INITIALIZING ENGINE
DONE

INITIALIZING USER
Loading "config/user.cfg"
ERROR: InitCameraPos(): Unknown reference body ""
DONE

LOADING NEARBY GALAXIES
DONE

INITIALIZING ENGINE
DONE

RUNNING ENGINE

...................

...................

Saving "config/user.cfg"
Loading "config/user.cfg"

DESTROYING UNIVERSE
Destroying planets
Destroying stars
Destroying nebulae
Destroying clusters
Destroying galaxies
DONE

FINISHED
 
ShnitzelKillerDate: Wednesday, 24.08.2011, 20:16 | Message # 59
Observer
Group: Newbies
United States
Messages: 4
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Hey, according to my se.log file, the application only detects 455 Mb of video RAM on my computer. According to DX Diagnostic Tool, I have 2,291 Mb.

 
SpaceEngineerDate: Wednesday, 24.08.2011, 21:58 | Message # 60
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4799
Status: Offline
2291 is a total memory: physical video RAM (455 or maybe 512 Mb, physically installed on your graphics card) and shared system RAM (1700 or so Mb of system RAM can be given to graphics driver to use them as additional video RAM). SpaceEngine can't use shared memory due to strange behaviour of drivers in Windows 7. Anyway, shared memory is very slow compared to normal physical VRAM. So don't worry about it.




 
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