View Full Version : OpenGL not working since update
ByteMe
08-07-2012, 04:09 AM
Since the update this evening I haven't been able to play using the OpenGL renderizer. I can get in the game but the play area is all black. This had been working great up until the last update.
Any ideas? See Pic.
andres81
08-07-2012, 09:11 AM
I reported this error two weeks ago here in the spanish forum, talked with Chilkor about it on Amun server, wrote again in forum as he told me and now after the update I opened a support ticket --- so far, NGD is ignoring everything ! :ranting:
Is this the first step in abandoning Linux and Mac Support?
Ashnurazg
08-07-2012, 11:33 AM
I confirm this problem.
OS: Ubuntu 12.04 with nvidia blob.
My game log says:
[ShaderGL][shader_gl_parser.cpp(212)] Shader <ps_pp_fxaa> (PP.FXAA) info log:
0(1502) : error C7532: global function textureGather requires "#version 400" or later
0(1502) : error C0000: ... or #extension GL_ARB_gpu_shader5 : enable
0(1503) : error C7532: global function textureGatherOffset requires "#version 400" or later
0(1503) : error C0000: ... or #extension GL_ARB_gpu_shader5 : enable
[ShaderGL][shader_gl_parser.cpp(392)] Program <postprocess_fxaa> (PP.FXAA) info log:
Fragment info
-------------
0(1502) : error C7532: global function textureGather requires "#version 400" or later
0(1502) : error C0000: ... or #extension GL_ARB_gpu_shader5 : enable
0(1503) : error C7532: global function textureGatherOffset requires "#version 400" or later
0(1503) : error C0000: ... or #extension GL_ARB_gpu_shader5 : enable
[logger.cpp(72)] Shader PP.FXAA link failed
[ShaderGL][shader_gl_parser.cpp(1512)] Shader PP.FXAA validation failed
AxisVirtd
08-07-2012, 12:20 PM
Confirming this. Fedora 16 x86_64, nvidia GF9800GT, drv. vers. 302.17.
surak
08-07-2012, 12:22 PM
Turning off FXAA doesn't help?
AxisVirtd
08-07-2012, 12:40 PM
Turning off FXAA doesn't help?
No, it doesn`t.
surak
08-07-2012, 12:43 PM
I need more game logs. This is probably a shader failing to compile.
AxisVirtd
08-07-2012, 12:49 PM
I need more game logs. This is probably a shader failing to compile.
$ cat regnum/live/log.txt
[07/08/2012 16:36:52] [RenderizerGL][renderizer_gl_x11.cpp(224)] X Server vendor: Fedora Project
[07/08/2012 16:36:52] [RenderizerGL][renderizer_gl_x11.cpp(228)] X Server release: 1.11.1
[07/08/2012 16:36:52] [RenderizerGL][renderizer_gl.cpp(363)] XVidMode Extension version 2.2
[07/08/2012 16:36:52] [RenderizerGL][renderizer_gl.cpp(373)] Xinerama Extension version 1.1
[07/08/2012 16:36:52] [RenderizerGL][renderizer_gl.cpp(399)] Got a 24 bit visual (50) with a 24 bit depth buffer
[07/08/2012 16:36:52] [RenderizerGL][renderizer_gl.cpp(468)] Resolutions: 1280x1024x32 1024x768x32 1280x960x32 1152x864x32 800x600x32
[07/08/2012 16:36:52] [RenderizerGL][renderizer_gl.cpp(533)] OpenGL vendor: NVIDIA Corporation
[07/08/2012 16:36:52] [RenderizerGL][renderizer_gl.cpp(534)] OpenGL renderer: GeForce 9800 GT/PCIe/SSE2
[07/08/2012 16:36:52] [RenderizerGL][renderizer_gl.cpp(535)] OpenGL version: 3.3.0 NVIDIA 302.17
[07/08/2012 16:36:52] [RenderizerGL][renderizer_gl_extensions_loader.cpp(295)] Detected 66 OpenGL extensions: GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGI_swap_control, GL_ARB_depth_texture, GL_ARB_draw_buffers, GL_ARB_draw_instanced, GL_ARB_fragment_program, GL_ARB_fragment_shader, GL_ARB_get_program_binary, GL_ARB_half_float_pixel, GL_ARB_map_buffer_range, 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_shader_objects, GL_ARB_shading_language_100, GL_ARB_shadow, GL_ARB_texture_compression, GL_ARB_texture_cube_map, GL_ARB_texture_env_add, GL_ARB_texture_env_combine, GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3, GL_ARB_texture_float, GL_ARB_texture_multisample, GL_ARB_texture_non_power_of_two, GL_ARB_texture_rectangle, GL_ARB_vertex_array_object, GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader, GL_EXT_Cg_shader, GL_EXT_bindable_uniform, GL_EXT_blend_func_separate, GL_EXT_direct_state_access, GL_EXT_draw_range_elements, GL_EXT_fog_coord, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample, GL_EXT_framebuffer_object, GL_EXT_gpu_shader4, GL_EXT_packed_depth_stencil, GL_EXT_secondary_color, GL_EXT_separate_specular_color, GL_EXT_stencil_wrap, GL_EXT_texture3D, GL_EXT_texture_array, GL_EXT_texture_compression_s3tc, GL_EXT_texture_edge_clamp, GL_EXT_texture_filter_anisotropic, GL_EXT_texture_lod, GL_EXT_texture_lod_bias, GL_EXT_timer_query, GL_EXT_vertex_array_bgra, GL_NVX_gpu_memory_info, GL_NV_conditional_render, GL_NV_fragment_program2, GL_NV_gpu_program4, GL_NV_multisample_filter_hint, GL_NV_register_combiners, GL_NV_register_combiners2, GL_NV_vertex_program3, GL_SGIS_generate_mipmap
[07/08/2012 16:36:52] [RenderizerGL][renderizer_gl_extensions_loader.cpp(312)] OpenGL Shading Language version: 3.30 NVIDIA via Cg compiler
[07/08/2012 16:36:52] [RenderizerGL][renderizer_gl_extensions_loader.cpp(318)] Shader model 4 capable card detected
[07/08/2012 16:36:52] [SDB_File][sdb_file.cpp(1256)] SDB: ../data0.sdb(718.89 MB), fragmentation: 13.84%
[07/08/2012 16:36:52] [SDB_File][sdb_file.cpp(1256)] SDB: ../data1.sdb(2438.15 MB), fragmentation: 15.52%
[07/08/2012 16:36:52] [SDB_File][sdb_file.cpp(1256)] SDB: ../data2.sdb(88.23 MB), fragmentation: 0.02%
[07/08/2012 16:36:52] [SDB_File][sdb_file.cpp(1256)] SDB: ../data3.sdb(12.76 MB), fragmentation: 0.80%
[07/08/2012 16:36:52] [SDB_File][sdb_file.cpp(1256)] SDB: ../data4.sdb(243.67 MB), fragmentation: 27.03%
[07/08/2012 16:36:52] [SDB_File][sdb_file.cpp(1256)] SDB: ../data5.sdb(59.21 MB), fragmentation: 5.99%
[07/08/2012 16:36:53] [ResourceManager][resource_manager.cpp(302)] disk retriever is ready
[07/08/2012 16:36:53] [ResourceManager][resource_manager.cpp(302)] http retriever is ready
[07/08/2012 16:36:53] [ResourceListManager][resource_list_manager.cpp(312)] Got resource list: 24250 resources available
[07/08/2012 16:36:53] [TextManager][text_manager.cpp(164)] Text Manager ready
[07/08/2012 16:36:54] [CManager][shader_manager.cpp(235)] Loading render paths from render_paths/render_path_gl_sm3_high.xml
[07/08/2012 16:36:59] [SDB_File][sdb_file.cpp(1256)] SDB: characters.sdb(0.42 MB), fragmentation: 0.00%
[07/08/2012 16:36:59] [SDB File][sdb_file.cpp(1009)] Optimizing space in characters.sdb
[07/08/2012 16:36:59] [SDB_File][sdb_file.cpp(1256)] SDB: characters.sdb(0.42 MB), fragmentation: 0.00%
[07/08/2012 16:36:59] [logger.cpp(72)] brasas_forge: skipping parameter (self_illumination_with_mask)
[07/08/2012 16:37:23] [logger.cpp(72)] Liquido de caldero: skipping parameter (self_illumination_with_mask)
[07/08/2012 16:39:25] [.][C(0)] (game_core:0) Saving profile to server...
[07/08/2012 16:39:26] [SDB_File][sdb_file.cpp(1256)] SDB: characters.sdb(0.42 MB), fragmentation: 0.00%
[07/08/2012 16:39:26] [SDB File][sdb_file.cpp(1009)] Optimizing space in characters.sdb
[07/08/2012 16:39:26] [SDB_File][sdb_file.cpp(1256)] SDB: characters.sdb(0.42 MB), fragmentation: 0.00%
[07/08/2012 16:39:44] [SDB_File][sdb_file.cpp(1256)] SDB: characters.sdb(0.84 MB), fragmentation: 0.00%
[07/08/2012 16:39:44] [SDB File][sdb_file.cpp(1009)] Optimizing space in characters.sdb
[07/08/2012 16:39:44] [SDB_File][sdb_file.cpp(1256)] SDB: characters.sdb(0.42 MB), fragmentation: 0.00%
[07/08/2012 16:39:44] [EntitySystem][entity_system.cpp(100)] Entity system ready to shutdown
You mean this?
AxisVirtd
08-07-2012, 12:56 PM
http://pastebin.com/cqbGhsD4
Or this?
surak
08-07-2012, 01:16 PM
Does this happen in all video qualities?
andres81
08-07-2012, 01:18 PM
Does this happen in all video qualities?
I tried it only in Low and Very High (Ultra is not available in OpenGL btw)
PS: May I ask why all my reports that I made 4 days ago in the spanish forum section regarding this issue have been ignored?
Here just the last two ones:
http://regnumonline.com.ar/forum/showpost.php?p=1622078&postcount=69
http://regnumonline.com.ar/forum/showpost.php?p=1622161&postcount=79
Ashnurazg
08-07-2012, 01:19 PM
Bad news:
Disabling FXAA doesn't work.
All GTK windows (content and window decoration) change to white, when I play Regnum.
(full log comes later, I'm now on Win7, game works with opengl, but FXAA shader fails to compile, too)
The log of my Desktop:
[07/08/2012 15:23:45] [RenderizerGL][renderizer_gl_x11.cpp(224)] X Server vendor: The X.Org Foundation
[07/08/2012 15:23:45] [RenderizerGL][renderizer_gl_x11.cpp(228)] X Server release: 1.11.3
[07/08/2012 15:23:45] [RenderizerGL][renderizer_gl.cpp(363)] XVidMode Extension version 2.2
[07/08/2012 15:23:45] [RenderizerGL][renderizer_gl.cpp(373)] Xinerama Extension version 1.1
[07/08/2012 15:23:45] [RenderizerGL][renderizer_gl.cpp(399)] Got a 24 bit visual (50) with a 24 bit depth buffer
[07/08/2012 15:23:45] [RenderizerGL][renderizer_gl.cpp(468)] Resolutions: 1280x1024x32 1280x960x32 1152x864x32 1024x768x32 960x600x32 928x696x32 896x672x32 832x624x32 800x600x32
[07/08/2012 15:23:46] [RenderizerGL][renderizer_gl.cpp(533)] OpenGL vendor: NVIDIA Corporation
[07/08/2012 15:23:46] [RenderizerGL][renderizer_gl.cpp(534)] OpenGL renderer: GeForce GTX 460/PCIe/SSE2
[07/08/2012 15:23:46] [RenderizerGL][renderizer_gl.cpp(535)] OpenGL version: 4.2.0 NVIDIA 295.40
[07/08/2012 15:23:46] [RenderizerGL][renderizer_gl_extensions_loader.cpp(295)] Detected 66 OpenGL extensions: GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGI_swap_control, GL_ARB_depth_texture, GL_ARB_draw_buffers, GL_ARB_draw_instanced, GL_ARB_fragment_program, GL_ARB_fragment_shader, GL_ARB_get_program_binary, GL_ARB_half_float_pixel, GL_ARB_map_buffer_range, 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_shader_objects, GL_ARB_shading_language_100, GL_ARB_shadow, GL_ARB_texture_compression, GL_ARB_texture_cube_map, GL_ARB_texture_env_add, GL_ARB_texture_env_combine, GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3, GL_ARB_texture_float, GL_ARB_texture_multisample, GL_ARB_texture_non_power_of_two, GL_ARB_texture_rectangle, GL_ARB_vertex_array_object, GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader, GL_EXT_Cg_shader, GL_EXT_bindable_uniform, GL_EXT_blend_func_separate, GL_EXT_direct_state_access, GL_EXT_draw_range_elements, GL_EXT_fog_coord, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample, GL_EXT_framebuffer_object, GL_EXT_gpu_shader4, GL_EXT_packed_depth_stencil, GL_EXT_secondary_color, GL_EXT_separate_specular_color, GL_EXT_stencil_wrap, GL_EXT_texture3D, GL_EXT_texture_array, GL_EXT_texture_compression_s3tc, GL_EXT_texture_edge_clamp, GL_EXT_texture_filter_anisotropic, GL_EXT_texture_lod, GL_EXT_texture_lod_bias, GL_EXT_timer_query, GL_EXT_vertex_array_bgra, GL_NVX_gpu_memory_info, GL_NV_conditional_render, GL_NV_fragment_program2, GL_NV_gpu_program4, GL_NV_multisample_filter_hint, GL_NV_register_combiners, GL_NV_register_combiners2, GL_NV_vertex_program3, GL_SGIS_generate_mipmap
[07/08/2012 15:23:46] [RenderizerGL][renderizer_gl_extensions_loader.cpp(312)] OpenGL Shading Language version: 4.20 NVIDIA via Cg compiler
[07/08/2012 15:23:46] [RenderizerGL][renderizer_gl_extensions_loader.cpp(318)] Shader model 4 capable card detected
[07/08/2012 15:23:46] [SDB_File][sdb_file.cpp(1256)] SDB: ../data0.sdb(958.04 MB), fragmentation: 26.50%
[07/08/2012 15:23:46] [SDB_File][sdb_file.cpp(1256)] SDB: ../data1.sdb(2993.83 MB), fragmentation: 24.89%
[07/08/2012 15:23:46] [SDB_File][sdb_file.cpp(1256)] SDB: ../data2.sdb(103.29 MB), fragmentation: 1.82%
[07/08/2012 15:23:46] [SDB_File][sdb_file.cpp(1256)] SDB: ../data3.sdb(13.65 MB), fragmentation: 0.74%
[07/08/2012 15:23:46] [SDB_File][sdb_file.cpp(1256)] SDB: ../data4.sdb(249.80 MB), fragmentation: 29.33%
[07/08/2012 15:23:46] [SDB_File][sdb_file.cpp(1256)] SDB: ../data5.sdb(114.14 MB), fragmentation: 12.90%
[07/08/2012 15:23:46] [ResourceManager][resource_manager.cpp(302)] disk retriever is ready
[07/08/2012 15:23:46] [ResourceManager][resource_manager.cpp(302)] http retriever is ready
[07/08/2012 15:23:46] [ResourceListManager][resource_list_manager.cpp(312)] Got resource list: 24250 resources available
[07/08/2012 15:23:47] [TextManager][text_manager.cpp(164)] Text Manager ready
[07/08/2012 15:23:47] [CManager][shader_manager.cpp(235)] Loading render paths from render_paths/render_path_gl_sm3_high.xml
[07/08/2012 15:23:48] [ShaderGL][shader_gl_parser.cpp(212)] Shader <ps_pp_fxaa> (PP.FXAA) info log:
0(1502) : error C7532: global function textureGather requires "#version 400" or later
0(1502) : error C0000: ... or #extension GL_ARB_gpu_shader5 : enable
0(1503) : error C7532: global function textureGatherOffset requires "#version 400" or later
0(1503) : error C0000: ... or #extension GL_ARB_gpu_shader5 : enable
[07/08/2012 15:23:48] [ShaderGL][shader_gl_parser.cpp(392)] Program <postprocess_fxaa> (PP.FXAA) info log:
Fragment info
-------------
0(1502) : error C7532: global function textureGather requires "#version 400" or later
0(1502) : error C0000: ... or #extension GL_ARB_gpu_shader5 : enable
0(1503) : error C7532: global function textureGatherOffset requires "#version 400" or later
0(1503) : error C0000: ... or #extension GL_ARB_gpu_shader5 : enable
[07/08/2012 15:23:48] [logger.cpp(72)] Shader PP.FXAA link failed
[07/08/2012 15:23:48] [ShaderGL][shader_gl_parser.cpp(1512)] Shader PP.FXAA validation failed
[07/08/2012 15:23:59] [SDB_File][sdb_file.cpp(1256)] SDB: characters.sdb(1.34 MB), fragmentation: 0.00%
[07/08/2012 15:23:59] [SDB File][sdb_file.cpp(1009)] Optimizing space in characters.sdb
[07/08/2012 15:23:59] [SDB_File][sdb_file.cpp(1256)] SDB: characters.sdb(1.34 MB), fragmentation: 0.00%
[07/08/2012 15:24:08] [logger.cpp(72)] brasas_forge: skipping parameter (self_illumination_with_mask)
[07/08/2012 15:24:17] [EntitySystem][entity_system.cpp(100)] Entity system ready to shutdown
Some good news:
It works on my Laptop with Legacy AMD blob (8.972, catalyst 12.6), but Post Processing effects results in a pixel nightmare.
The log from my laptop:
[07/08/2012 15:00:41] [RenderizerGL][renderizer_gl_x11.cpp(224)] X Server vendor: The X.Org Foundation
[07/08/2012 15:00:41] [RenderizerGL][renderizer_gl_x11.cpp(228)] X Server release: 1.11.3
[07/08/2012 15:00:41] [RenderizerGL][renderizer_gl.cpp(363)] XVidMode Extension version 2.2
[07/08/2012 15:00:41] [RenderizerGL][renderizer_gl.cpp(373)] Xinerama Extension version 1.1
[07/08/2012 15:00:41] [RenderizerGL][renderizer_gl.cpp(399)] Got a 24 bit visual (57) with a 24 bit depth buffer
[07/08/2012 15:00:41] [RenderizerGL][renderizer_gl.cpp(468)] Resolutions: 1366x768x32 1280x768x32 1280x720x32 1024x768x32 1280x600x32 1024x600x32 800x600x32
[07/08/2012 15:00:41] [RenderizerGL][renderizer_gl.cpp(533)] OpenGL vendor: ATI Technologies Inc.
[07/08/2012 15:00:41] [RenderizerGL][renderizer_gl.cpp(534)] OpenGL renderer: ATI Mobility Radeon HD 4200 Series
[07/08/2012 15:00:41] [RenderizerGL][renderizer_gl.cpp(535)] OpenGL version: 3.3.11653 Compatibility Profile Context
[07/08/2012 15:00:41] [RenderizerGL][renderizer_gl_extensions_loader.cpp(295)] Detected 59 OpenGL extensions: GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGI_swap_control, GL_ARB_depth_texture, GL_ARB_draw_buffers, GL_ARB_draw_instanced, GL_ARB_fragment_program, GL_ARB_fragment_shader, GL_ARB_get_program_binary, GL_ARB_half_float_pixel, GL_ARB_map_buffer_range, 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_shader_objects, GL_ARB_shading_language_100, GL_ARB_shadow, GL_ARB_texture_compression, GL_ARB_texture_cube_map, GL_ARB_texture_env_add, GL_ARB_texture_env_combine, GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3, GL_ARB_texture_float, GL_ARB_texture_multisample, GL_ARB_texture_non_power_of_two, GL_ARB_texture_rectangle, GL_ARB_vertex_array_object, GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader, GL_ATI_meminfo, GL_EXT_bindable_uniform, GL_EXT_blend_func_separate, GL_EXT_direct_state_access, GL_EXT_draw_range_elements, GL_EXT_fog_coord, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample, GL_EXT_framebuffer_object, GL_EXT_gpu_shader4, GL_EXT_packed_depth_stencil, GL_EXT_secondary_color, GL_EXT_separate_specular_color, GL_EXT_stencil_wrap, GL_EXT_texture3D, GL_EXT_texture_array, GL_EXT_texture_compression_s3tc, GL_EXT_texture_edge_clamp, GL_EXT_texture_filter_anisotropic, GL_EXT_texture_lod, GL_EXT_texture_lod_bias, GL_EXT_timer_query, GL_EXT_vertex_array_bgra, GL_NV_conditional_render, GL_SGIS_generate_mipmap
[07/08/2012 15:00:41] [RenderizerGL][renderizer_gl_extensions_loader.cpp(312)] OpenGL Shading Language version: 3.30
[07/08/2012 15:00:41] [RenderizerGL][renderizer_gl_extensions_loader.cpp(318)] Shader model 4 capable card detected
[07/08/2012 15:00:41] [SDB_File][sdb_file.cpp(1256)] SDB: ../data0.sdb(850.91 MB), fragmentation: 17.47%
[07/08/2012 15:00:41] [SDB_File][sdb_file.cpp(1256)] SDB: ../data1.sdb(2707.09 MB), fragmentation: 20.46%
[07/08/2012 15:00:41] [SDB_File][sdb_file.cpp(1256)] SDB: ../data2.sdb(103.29 MB), fragmentation: 1.84%
[07/08/2012 15:00:41] [SDB_File][sdb_file.cpp(1256)] SDB: ../data3.sdb(11.03 MB), fragmentation: 1.00%
[07/08/2012 15:00:41] [SDB_File][sdb_file.cpp(1256)] SDB: ../data4.sdb(249.80 MB), fragmentation: 29.33%
[07/08/2012 15:00:41] [SDB_File][sdb_file.cpp(1256)] SDB: ../data5.sdb(88.56 MB), fragmentation: 15.63%
[07/08/2012 15:00:41] [ResourceManager][resource_manager.cpp(302)] disk retriever is ready
[07/08/2012 15:00:41] [ResourceManager][resource_manager.cpp(302)] http retriever is ready
[07/08/2012 15:00:42] [ResourceListManager][resource_list_manager.cpp(312)] Got resource list: 24250 resources available
[07/08/2012 15:00:44] [TextManager][text_manager.cpp(164)] Text Manager ready
[07/08/2012 15:00:44] [CManager][shader_manager.cpp(235)] Loading render paths from render_paths/render_path_gl_sm3_high.xml
[07/08/2012 15:01:56] [SDB_File][sdb_file.cpp(1256)] SDB: characters.sdb(0.67 MB), fragmentation: 0.00%
[07/08/2012 15:01:56] [SDB File][sdb_file.cpp(1009)] Optimizing space in characters.sdb
[07/08/2012 15:01:56] [SDB_File][sdb_file.cpp(1256)] SDB: characters.sdb(0.67 MB), fragmentation: 0.00%
[07/08/2012 15:01:57] [DiskRetriever][disk_retriever.cpp(148)] Resource 71893 type mismatch, downloading resource again
[07/08/2012 15:01:57] [DiskRetriever][disk_retriever.cpp(148)] Resource 71897 type mismatch, downloading resource again
[07/08/2012 15:02:08] [logger.cpp(72)] brasas_forge: skipping parameter (self_illumination_with_mask)
Consequently it's only a nvidia rendering error on Linux and MacOSX.
71175
08-07-2012, 01:23 PM
To be clear, i had the same problem with enabled anisotropic/antialias on blob. Disabling ones helped for me. (using mid render, everything up but antialias, color correction, anisotropic and FXAA)
andres81
08-07-2012, 01:27 PM
FXAA is not supported using the latest NVidia Linux driver (295.59) ;)
The first Nvidia driver supporting FXAA is 304.30beta from 2 of Ago and with this driver it still doesn't work. Which is no surprise because how could NGD test this when they released this version at end of July - funny question :jacky_chun:
AxisVirtd
08-07-2012, 01:29 PM
To be clear, i had the same problem with enabled anisotropic/antialias on blob. Disabling ones helped for me. (using mid render, everything up but antialias, color correction, anisotropic and FXAA)
Confirming this, after disabling anisotropic filtration and antialiasing games starts with visible opnegl content.
Ashnurazg
08-07-2012, 01:33 PM
FXAA is not supported using the latest NVidia Linux driver (295.59) ;)
The newest driver is 295.71 (which fixes the privilege escalation vulnerability). :wink:
AxisVirtd
08-07-2012, 01:35 PM
The problem is in antialiasing, anisotropic filtering is ok.
One more bug: game cannot restart after changing AA or Af settings with «server is unavailable co12».
71175
08-07-2012, 01:41 PM
The problem is in antialiasing, anisotropic filtering is ok.
One more bug: game cannot restart after changing AA or Af settings with «server is unavailable co12».
Thanks for that info
time to lower my FPS by alot too :D
andres81
08-07-2012, 01:55 PM
One more bug: game cannot restart after changing AA or Af settings with «server is unavailable co12».
This has nothing to do with certain options, the restart using the dialog box that pops up when you change settings ingame is not working at all. This never worked on Amun and I reported it every day...
EDIT:
Just tried Render qualtiy low and AA mid value - this works now.
Render quality medium and AA medium is not working -> black screen (see log)
Render quality high results in black screen as well
AxisVirtd
08-07-2012, 02:07 PM
Some visual bugs: terrain shadows and yellow round thing aka potin-where-char-is-walkibg-after-RMB-click are blinking hardly.
andres81
08-07-2012, 02:11 PM
And here with Render quality High and AA max setting (FXAA still turned off)
NotScias
08-07-2012, 03:46 PM
Okay so quoting myself for the fourth time :
- The colors are fade and washed out (16bit?!), the lighting and shading is really weak (everything is too dark and plain) (http://wstaw.org/m/2012/08/03/screenshot_2012-08-03_18_12_41.jpg http://wstaw.org/m/2012/08/03/screenshot_2012-08-03_18_13_01.jpg)
- Turning on Antialiasing = Black screen
- Ambient occlusion greyed out (although I can use it on another games like Amnesia)
- No Ultra preset
- Very far terrain awfully flickering when being rendered
- Enabling FXAA = Screen sometimes flickers with layers of green/red on some camera angles (http://wstaw.org/m/2012/08/03/screenshot_2012-08-03_18_13_04.jpg)
- "Restart to apply settings" still broken (gives Server not available error)
Eventually an old issue that would be nice to be fixed :
- Day/Night shadows transition is abrupt.
-- Specs --
CPU: AMD FX-6100
GPU / Driver: NVIDIA Geforce GTX 550Ti / nvidia's latest proprietary blob
RAM: 8GB DDR3 1600Mhz
OS: Archlinux 64-Bit
Usual RO setup: Everything maxed besides trails.
Other games and Unigine demo run just fine, so does Regnum on Haven.
Here's the errors part of the log :
[07/08/2012 17:42:36] [ShaderGL][shader_gl_parser.cpp(212)] Shader <ps_pp_fxaa> (PP.FXAA) info log:
0(1502) : error C7532: global function textureGather requires "#version 400" or later
0(1502) : error C0000: ... or #extension GL_ARB_gpu_shader5 : enable
0(1503) : error C7532: global function textureGatherOffset requires "#version 400" or later
0(1503) : error C0000: ... or #extension GL_ARB_gpu_shader5 : enable
[07/08/2012 17:42:36] [ShaderGL][shader_gl_parser.cpp(392)] Program <postprocess_fxaa> (PP.FXAA) info log:
Fragment info
-------------
0(1502) : error C7532: global function textureGather requires "#version 400" or later
0(1502) : error C0000: ... or #extension GL_ARB_gpu_shader5 : enable
0(1503) : error C7532: global function textureGatherOffset requires "#version 400" or later
0(1503) : error C0000: ... or #extension GL_ARB_gpu_shader5 : enable
[07/08/2012 17:42:36] [logger.cpp(72)] Shader PP.FXAA link failed
[07/08/2012 17:42:36] [ShaderGL][shader_gl_parser.cpp(1512)] Shader PP.FXAA validation failed
But FXAA is only causing flickering issues for me. Disabling it doesn't solve anything else in the list of issues I mentioned.
Anyways FXAA is the last of the matters for me. I rather want the regular Antialiasing working and proper lighting/coloring first...
surak
08-07-2012, 04:22 PM
Antialiasing fixed. Expect hotfix soon.
Sorry :(
71175
08-07-2012, 04:33 PM
Antialiasing fixed. Expect hotfix soon.
Sorry :(
-_____________________- Shud hav dun dat be4 reliz!
But thanks anyway!
andres81
08-07-2012, 04:41 PM
Antialiasing fixed. Expect hotfix soon.
Sorry :(
Errors can happen but you (i mean NGD) really need a better testing/bug report handling because this bug was reported at least 10 times in spanish and english forum before the release !
And seeing a black screen after the update is a really serious issue ;)
Btw. my support ticket is still unanswered
AQI-487700: Pantalla negra desde la actualización a 1.9.6
06 Aug 2012 11:28 PM andres81 Open Critical Support | Soporte
In a crucial moment like the day after such an update you should react a bit faster :P
ByteMe
08-08-2012, 04:32 AM
Here are my logs and system info.
Let me know what other information is needed. I can also host a gotoMeeting or other support type session for debugging if needed.
andres81
08-08-2012, 08:57 PM
Antialiasing fixed. Expect hotfix soon.
Sorry :(
Now, after the Hotfix the antialiasing setting in the video options is diasbled (greyed out) - is this a kind of bad joke? :confused:
Tigerious
08-08-2012, 09:12 PM
Same here, anti-aliasing not available and locked.
Thanks for fixing freezes on ground textures and right now after this update the water reflect clipping.
But one issue still present after this hotfix :
http://i.imgur.com/KgJo9.jpg
As you can see the element reflect quality is really bad and worst than before (look at trees reflect on water ;/).
Maybe it's just voluntary to "fix" performances?
Are the greenish colors on armors part a normal behavior :
http://i.imgur.com/GTmma.jpg
(look at horse's armors)
ByteMe
08-09-2012, 01:06 AM
Antialiasing fixed. Expect hotfix soon.
Sorry :(
Surak,
Thanks for the hotfix but still having this issue. It was not fixed with today's download. Any ideas? Offer for remote support is still open.
NotScias
08-09-2012, 02:02 AM
Since the hotfix :
- Antialiasing greyed out
- FXAA working as intended, however not as perfect as the regular AA (lot of alias remaining on far terrain).
- No more black screens (well can't enable AA...) nor colored layer flickers
There's progress, sort of... Still a lot of issues remaining such as the awful terrain shading/coloring/lighting and Ambient Occlusion being greyed out too.
http://wstaw.org/m/2012/08/09/screenshot_2012-08-09_03_49_08.jpg
Yes, the terrain texture is properly loaded. It's just being so dark and washed out...
Also something that troubles me in logs but I might be wrong :
[09/08/2012 03:47:46] [CManager][shader_manager.cpp(235)] Loading render paths from render_paths/render_path_gl_sm3_high.xml
So even with everything maxed I get only Shaders 3.0 ? (sm3)
I could play with Shaders 4.0 before :/...
That'd explain why graphics regressed so much for me.
So even with everything maxed I get only Shaders 3.0 ? (sm3)
I could play with Shaders 4.0 before :/...
That'd explain why graphics regressed so much for me.
Something wrong on build-in benchmark i think... on my macpro where i have last generation of ati(HD 5770) max shader is scaled to 2(in game.cfg) and on my old macbook with very old ati x1600 max shader is scaled to 4 O.o
Anyway from this point i think will be constant patches and engine will be improved based on players feedback.
71175
08-09-2012, 09:09 AM
There's progress, sort of... Still a lot of issues remaining such as the awful terrain shading/coloring/lighting and Ambient Occlusion being greyed out too.
http://wstaw.org/m/2012/08/09/screenshot_2012-08-09_03_49_08.jpg
Yes, the terrain texture is properly loaded. It's just being so dark and washed out...
Also something that troubles me in logs but I might be wrong :
So even with everything maxed I get only Shaders 3.0 ? (sm3)
I could play with Shaders 4.0 before :/...
That'd explain why graphics regressed so much for me.
1st: i approve of crappy shadin and stuff, ambient occlusion according to Chilko is only available in very high render (which is not available on OpenGl, trololo), and next: high is old shader model 4.
NotScias
08-09-2012, 09:39 PM
I did a test on Windows 7 64-bit on the same machine with D3D and I also have Antialiasing greyed out even on Ultra.
I also have the same issue of terrain textures being dark and dull (but less).
Zelionka
12-27-2012, 09:11 AM
Hey guys im back from a short vacation from Regnum i came back and i tried to launch RO but this happend each time even if i downloaded RO on me other mac still the same problems http://www.youtube.com/watch?v=x9Xif1ldOqY&feature=youtu.be
I had another post about this and the only way to launch Regnum now on mac is on safe mode which really sucks :I no boss armor/weapon colors etc etc :confused:
surak
12-27-2012, 12:56 PM
Please create a new thread instead of reviving a four months old one, you make *everyone* waste time until we realize we're reading old stuff.
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