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Forum » SpaceEngine » Archive » Troubleshooting SpaceEngine 0.94 (FROM CATEGORY "TROUBLESHOOTING AND SOLUTIONS")
Troubleshooting SpaceEngine 0.94
RobbieDate: Wednesday, 05.10.2011, 08:24 | Message # 106
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[Moderator edit: This post has been merged with two other similar threads]




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
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SpaceEngineerDate: Wednesday, 05.10.2011, 13:37 | Message # 107
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cowo8,

Sorry, I never use search and didn't know that it was so horrible smile I'll try to improve it.

Did you not find this in main.cfg?

Code
IgnoreCriticalCheck false


*





 
SpaceEngineerDate: Wednesday, 05.10.2011, 13:48 | Message # 108
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I've fixed some bugs in landscape engine, so memory consumption is reduced. 800-1024 Mb of VRAM is good, 512 is still minimum requirment, 1.5 Gb and more may lead to crash due to overuse of virtual memory (I have still not fix it). Newest hardware like GTX4 - GTX5 have some strange bugs in drivers that gives incorrect memory usage detection. I have no idea how to fix this, because I only have a GeForce 9800 GTX and Radeon HD 5730.

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cowo8Date: Wednesday, 05.10.2011, 19:52 | Message # 109
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It's ok surprised and no I can't find it at all!
 
TheostratusDate: Wednesday, 05.10.2011, 19:52 | Message # 110
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I just downloaded SE94, and when I start the .exe file it brings up "Critical extensions missing: GL_ARB_vertex_array_object"

I'm not entirely sure why, I'm not the brightest guy when it comes to computers.

Thank you.
 
SpaceEngineerDate: Wednesday, 05.10.2011, 19:53 | Message # 111
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Update your video drivers.




 
neutronium76Date: Monday, 24.10.2011, 23:32 | Message # 112
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Sorry if this has been posted before - I did a search and didn't find any info.
Why do the nebulaes contain so few stars?





I mean shouldn't nebulaes contain more stars (more blue-white i.e new ones) as they contain plenty of materials necessary for star formation? Obviously not all types of nebulaes are suitable for star formation - there are those that are supernova remnands that contain neutron stars or black holes - or some other types I am missing.
Sorry If this has been asked before... sad





PC1:Core i7 970@3.34GHz, 6 cores/12 threads, 12GB DDR3 RAM@1.34GHz, 2x(SLI) GTX-580 GPUs 3GB VRAM(GDDR5)@1GHz, OS:Win7x64SP1
PC2:Core2Quad X9770@3.2GHz, 2 cores/4 threads 4GB DDR2 RAM@1GHz, GTX-285 GPU 1GB VRAM(DDR3)@1.24GHz, OS:WinVistax64SP2
 
SpaceEngineerDate: Tuesday, 25.10.2011, 02:31 | Message # 113
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SE generates nebulae with 1-4 stars for lighting, all other stars are the procedural stars of galaxy background. I don't see any procedural stars in your pictures. Where are they? These 4 white stars is a nebula lighters.

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neutronium76Date: Tuesday, 25.10.2011, 06:40 | Message # 114
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These nebulaes from my pics are found at the edge of the Andromeda galaxy where procedural star density is low. I intentionally chose these locations in order to demonstrate my point. But as you said SE generates 1-4 Stars inside nebulae for lighting. So will it be a problem to generate more than that? Will it cause problem with lighting?




PC1:Core i7 970@3.34GHz, 6 cores/12 threads, 12GB DDR3 RAM@1.34GHz, 2x(SLI) GTX-580 GPUs 3GB VRAM(GDDR5)@1GHz, OS:Win7x64SP1
PC2:Core2Quad X9770@3.2GHz, 2 cores/4 threads 4GB DDR2 RAM@1GHz, GTX-285 GPU 1GB VRAM(DDR3)@1.24GHz, OS:WinVistax64SP2
 
SpaceEngineerDate: Tuesday, 25.10.2011, 07:37 | Message # 115
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It causes a problem with performance. Imagine a nebula consists of 10000 sprites, and 10000 stars illuminate each sprite.
Later I'll implement more accurate astrophysical model of nebula and stars related to it, and improve lighting/rendering algorithm.

*





 
neutronium76Date: Friday, 28.10.2011, 20:01 | Message # 116
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Thank you ever so much SpaceEngineer smile ! And also another BIG thank you for saving my money: I'll explain: I was ready to go and buy a sooper-dooper GTX 590 Video card for SE but since I read your post above and another post by Dimethylhypnotoad : http://en.spaceengine.org/forum/4-124-1 I am no longer going to spend 500 Euros on buggy hardware cool
PS: Anxiously awaiting for 0.95 but don't rush it for my (or any of us users) shake wink

Added (28.10.2011, 23:01)
---------------------------------------------
Ok another problem... I tried to solve it by tweaking varius options, cfgs etc but no luck sad

<iframe width="853" height="480" src="http://www.youtube.com/embed/EflCslrFWWs?rel=0" frameborder="0" allowfullscreen></iframe>

Oops it doesn't understand this code - here's the link:
http://www.youtube.com/watch?v=EflCslrFWWs

I don't understand. When I disable atmospheres or when I am outside atmospheres there is no flickering. But when I am close to planet surface, hell breaks loose. This mainly happens when I am at a system which is located at the edge of a star cluster, which, in turn, is located at the edge of a galaxy. I like visiting such systems - they offer outstanding visuals. I just don't understand why it is doing this.

PS: I also noticed it gets worse when I enable auto exposure from graphic settings (ctrl+F4)

Here are my logs and cfgs:

se.log


main.cfg


user.cfg


Hardware:
GPU: EVGA NVIDIA GTX-275 @ 896MB DDR3 VRAM
Video Drivers: 280.26
MAIN RAM: 4GB DDR2@1066MHz
CPU: CORE2 Extreme QX-9770@3.2GHz
OS: Win Vista Ultimate x64bit with SP2





PC1:Core i7 970@3.34GHz, 6 cores/12 threads, 12GB DDR3 RAM@1.34GHz, 2x(SLI) GTX-580 GPUs 3GB VRAM(GDDR5)@1GHz, OS:Win7x64SP1
PC2:Core2Quad X9770@3.2GHz, 2 cores/4 threads 4GB DDR2 RAM@1GHz, GTX-285 GPU 1GB VRAM(DDR3)@1.24GHz, OS:WinVistax64SP2


Edited by neutronium76 - Friday, 28.10.2011, 21:35
 
SpaceEngineerDate: Saturday, 29.10.2011, 04:00 | Message # 117
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This looks like a bug with auto exposure when sun appears in field-of-view, which I have already fixed. But on your video I can't see the sun. Strange...

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neutronium76Date: Saturday, 29.10.2011, 08:10 | Message # 118
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When sun appears in view field it is even worse wacko .
So to sum up the factors that increase the problem (not in order of importance - I don't know which is the most important):

1. Auto-Exposure set to "On"
2. Atmospheres enabled
3. Sun (or suns if binary system) in view field
4. Daylight flight close to a terra planet with atmosphere (below cloud layer)
5. Terra planet orbiting a star (usually binary) which in turn is a member of a star cluster - the further the star from the star cluster, the worse
5. Star Cluster close to galaxy but outside of galactic plane - the further away from the galaxy/galactic plane, the worse

problem does not occur on earth or on systems close to galactic plane and outside of star clusters
hope this info helps wink





PC1:Core i7 970@3.34GHz, 6 cores/12 threads, 12GB DDR3 RAM@1.34GHz, 2x(SLI) GTX-580 GPUs 3GB VRAM(GDDR5)@1GHz, OS:Win7x64SP1
PC2:Core2Quad X9770@3.2GHz, 2 cores/4 threads 4GB DDR2 RAM@1GHz, GTX-285 GPU 1GB VRAM(DDR3)@1.24GHz, OS:WinVistax64SP2
 
SpaceEngineerDate: Saturday, 29.10.2011, 16:29 | Message # 119
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I fixed blinking bug with auto-exposure when a very bright sun appears within field-of-view, i.e. when the sun is very close to a planet or it's very luminous itself. It gives infinite bright value, so scene becomes black in next frame. The next frame gives zero brightness, so the frame after it becomes normal brightness, and the process repeats itself. Star clusters and galaxies are not affected by this.

Anyway, you could wait, and try-out the new version soon smile

*





 
JHillDate: Saturday, 29.10.2011, 18:38 | Message # 120
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I usually crash when I have two mod systems loaded into SE, or if I have a particularly large system loaded in.




Sed nos soli stantes. Solus stamus unita.
In multis unum surgimus. Sub una resurgemus totidem.
 
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