Thanks for the quick answer. Great news!timon37 wrote:Yes absolutely.algoc wrote:@timon37: Is it still expected that there would be all graphics features available on Linux-version of X Rebirth at some point?
Linux support thread
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Hi Timon
Today I figured that I was using 'Nouveau' Xorg drivers instead of nv-33x out...
I was sure that wasn't the case...
Even after a mere (positive)verify
I wonder if you expect improvements and/or which kind...
They(Xorg) are a step or two late wrt new materials but for oldies, that shall not change a lot. What do you think?
I run actually a GTX9800 on Ubuntu 14.04
( I think a will make a 3rd series of test with my unsupported 275...)
Today I figured that I was using 'Nouveau' Xorg drivers instead of nv-33x out...
I was sure that wasn't the case...
Even after a mere (positive)verify
Code: Select all
/usr/lib/nux/unity_support_test -p
They(Xorg) are a step or two late wrt new materials but for oldies, that shall not change a lot. What do you think?
I run actually a GTX9800 on Ubuntu 14.04
( I think a will make a 3rd series of test with my unsupported 275...)
On se rend vers la connaissance avec circonspection.
c.a.d, avec un immense respect et la peur au ventre.
c.a.d, avec un immense respect et la peur au ventre.
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@Gligli
In general afaik Nouveau is a lot slower than the proprietary (evil) driver, and compatibility isn't particularly good either. Though it probably depends a lot on the exact gpu model.
Unfortunately I didn't have time to test how XR works with nouveau yet.
I do hope to do that at some point and if there are any issues maybe workaround them.
But honestly the intel driver takes priority and afaik it has issues currently.
In general afaik Nouveau is a lot slower than the proprietary (evil) driver, and compatibility isn't particularly good either. Though it probably depends a lot on the exact gpu model.
Unfortunately I didn't have time to test how XR works with nouveau yet.
I do hope to do that at some point and if there are any issues maybe workaround them.
But honestly the intel driver takes priority and afaik it has issues currently.
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I hoped for a "not that lot"timon37 wrote:In general afaik Nouveau is a lot slower than the proprietary (evil) driver


Working? it does!timon37 wrote:Unfortunately I didn't have time to test how XR works with nouveau yet.

I'm quite sure that the actual linux product you provide is correctly took in charge by 'nouveau'. Or maybe in this "lot/not that lot"timon37 wrote:I do hope to do that at some point and if there are any issues maybe workaround them.

Ah... and there, it seems that it was you who was hoping for a "not that lot"... Just kiddingtimon37 wrote:But honestly the intel driver takes priority and afaik it has issues currently.

---
I fell on this with big surprise:
https://help.ubuntu.com wrote: (...)
SLI / Multi-GPU on Ubuntu(and Linux in general)
NOTE: This was last tested with nVidia 343.13 drivers... despite these drivers adding support for the GTX Titan Z, a Multi-GPU videocard it still does not support SLI... so the GTX Titan Z is reduced to a single GTX Titan in Linux... same goes for other nVidia Multi-GPU cards such as the GTX 690. sad
For more information, please read SLI & Multi-GPU section of the ReadMe included with nVidia's drivers for Linux.
Current limitations (last tested on 343.22) on nVidia's drivers are as follows:
Linux only support SLI & Multi-GPU (Two-GPUs-on-one cards such as the GTX 690) can be enabled, but only via commant promts in the Terminal.
Only works on desktop platforms, SLI on mobile GPU's is unsupported.
Only ID Tech 4 Engine games are officially supported in SLI by creating an "Application Profile" with GLDoom3 set to "true". Games on ID Tech 4 engine includes Quake 4, Enemy Territory: Quake Wars, Doom 3, Prey and Open Source games on ID Tech 4 include The Dark Mod.
GPUs with ECC enabled may not be used in an SLI configuration.
SLI on Quadro-based graphics cards always requires a video bridge.
TwinView is also not supported with SLI or Multi-GPU. Only one display can be used when SLI or Multi-GPU is enabled, with the exception of Mosaic.
If X is configured to use multiple screens and screen 0 has SLI or Multi-GPU enabled, the other screens configured to use the nvidia driver will be disabled. Note that if SLI or Multi-GPU is enabled, the GPUs used by that configuration will be unavailable for single GPU rendering.
Alternate Frame Rendering (AFR) and Split Frame Rendering (SFR) are supported in Linux. AFR2 is not supported nor is it planned for Linux.
Alternate Frame Rendering (AFR) is supported. This SLI mode uses each card to render one frame then the next card renders the following. For example, in two-way AFR, GPU1 renders frames 1, 3, 5, etc. and GPU2 renders 2, 4, 6, etc. Outside of the ID Tech 4 engine Alternate Frame Rendering does not work on any card other than the first which causes framerates to drop by 50%. This is a known bug and nVidia are currently working on this issue.
SLI Profiles are NOT included with the drivers unlike the Windows version of the nVidia drivers. They must be manually created for ID Tech 4 Engine-based games. To learn how to make them yourself, please read the Creating Application Profiles section of this wiki page.
Split Frame Rendering (SFR) is also supported. This mode uses the first GPU to render the top half of the screen, and the second GPU to render the bottom half. This mode also does not function correctly outside of ID Tech 4. It will still render the full screen, but only at the speed of a single GPU.
Alternate Frame Rendering mode 2 (AFR2) is NOT supported in Linux. This mode is opposite of Alternate Frame rendering by instead using the last GPU as the primary, and every GPU above it as the next in line. For example, in three-way AFR2? GPU3 renders frames 1, 4, 7, etc. GPU2 renders frames 2, 5, 8, etc. and GPU1 renders frames 3, 6, 9, etc. In Windows, AFR2 is the preferred SLI mode as it tends to yeild higher performance over AFR. My theory is because GPU1 is the primary card for video out, it uses a different GPU for the primary calculations it better balances the work load. I have not seen any documentation as to the specific reason AFR2 performs better.(...)
On se rend vers la connaissance avec circonspection.
c.a.d, avec un immense respect et la peur au ventre.
c.a.d, avec un immense respect et la peur au ventre.
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@timon37
But maybe it goes well with wine?
I tested X Rebirth Tools,for WineHQ...
- It requires native mfc100.dll.
- Drag-and-drop works (KDE).
Problems with unpacking,
It is necessary to select all files , specify the name of the folder to unpack.
No single file decompression.
But maybe it goes well with wine?
I tested X Rebirth Tools,for WineHQ...
- It requires native mfc100.dll.
- Drag-and-drop works (KDE).
Problems with unpacking,
It is necessary to select all files , specify the name of the folder to unpack.
No single file decompression.
IT-Service «Crimea-Karro» .
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Ubuntu 14.04LTS, nvidia-340-updates (Ubuntu, Steam and X-Rebirth updated)
about 100h playtime (400h with XTC:)
I've been trying to launch X-Rebirth under Linux but only some kind of loading screen appeared then game crashed
This game worked fine before but I cannot specify when it broke (my last Linux save is from 14 march 2015)
and in system log (i've ben trying different SDL versions - from game, from steam and from base system - no change)
any ideas?
p.s. same effect with new nvidia drivers:
about 100h playtime (400h with XTC:)
I've been trying to launch X-Rebirth under Linux but only some kind of loading screen appeared then game crashed
This game worked fine before but I cannot specify when it broke (my last Linux save is from 14 march 2015)
Code: Select all
Game removed: AppID 2870 "X Rebirth", ProcID 2421
Game update: AppID 2870 "X Rebirth", ProcID 2456, IP 0.0.0.0:0
ERROR: ld.so: object '/home/nexus/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/nexus/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/nexus/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
pid 2460 != 2458, skipping destruction (fork without exec?)
ERROR: ld.so: object '/home/nexus/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
ERROR: ld.so: object '/home/nexus/.local/share/Steam/ubuntu12_32/gameoverlayrenderer.so' from LD_PRELOAD cannot be preloaded (wrong ELF class: ELFCLASS32): ignored.
Elephant Memory Manager Initialized with 0MB
Elephant Memory Manager Name And Callstack Base Address is 0x123e73b
Elephant Memory Manager Mode: Resizable Mode, Has small heap: No, 64bit, Version: 1.7.3
Heap Resize Generic 0x0x7f2668a77000 to 0x0x7f2672a76fc0
Setting breakpad minidump AppID = 2870
Steam_SetMinidumpSteamID: Caching Steam ID: 76561197978086703 [API loaded no]
Performance counter frequency: 1000.000000 MHz - Performance counter overflows in 106751 days
[...]
Create wh 1000 640
OpenGL-info
NVIDIA Corporation
NVS 3100M/PCIe/SSE2
3.3.0 NVIDIA 340.76
3.30 NVIDIA via Cg compiler
BE_UnitNum 32
[...]
Name shadergl\high_spec\xu_hologram compiled 1215
Name shadergl\high_spec\xu_hologram compiled 1218
Name shadergl\high_spec\xu_hologram compiled 1221
Name shadergl\high_spec\xu_hologram compiled 1224
/LINUX2/Steam/SteamApps/common/X Rebirth/testandlaunch: linia 32: 2465 Naruszenie ochrony pamięci ./$cmd "$@"
Game removed: AppID 2870 "X Rebirth", ProcID 2465
Code: Select all
[25326.382118] Rendering[1518]: segfault at 0 ip 00007fe64d4640a4 sp 00007ffdde39add8 error 4 in libSDL2-2.0.so.0[7fe64d3c6000+117000]
[25383.902243] Rendering[1864]: segfault at 0 ip 00007fc9f56fc0a4 sp 00007ffe941d59f8 error 4 in libSDL2-2.0.so.0[7fc9f565e000+117000]
[25803.545425] Rendering[2091]: segfault at 0 ip 00007f576f8330a4 sp 00007ffed94f8448 error 4 in libSDL2-2.0.so.0[7f576f795000+117000]
[25859.799733] Rendering[2124]: segfault at 0 ip 00007f11eae1a2b6 sp 00007ffe4e27f2d8 error 4 in libSDL2-2.0.so.0.2.1[7f11ead91000+f1000]
[26507.834291] Rendering[2262]: segfault at 0 ip 00007f2550f022b6 sp 00007ffde54f48e8 error 4 in libSDL2-2.0.so.0.2.1[7f2550e79000+f1000]
[26650.858820] Rendering[2421]: segfault at 0 ip 00007f6765f842f4 sp 00007ffe91d1f5b8 error 4 in libSDL2-2.0.so.0.2.0[7f6765ef9000+fa000]
[26750.845641] Rendering[2465]: segfault at 0 ip 00007f26c3d710a4 sp 00007ffcd5302d58 error 4 in libSDL2-2.0.so.0[7f26c3cd3000+117000]
p.s. same effect with new nvidia drivers:
Code: Select all
NVS 3100M/PCIe/SSE2
3.3.0 NVIDIA 340.93
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So, there is hope for Intel driver? I tried the current update and it only displays the load screen and then crashes withtimon37 wrote: But honestly the intel driver takes priority and afaik it has issues currently.
kernel: [518039.990021] traps: Rendering[23332] general protection ip:11d3485 sp:7ffee1058640 error:0 in XRebirth[400000+165b000]
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@Neksio
Hehe "naruszenie ochrony pamieci" brzmi grozniej niz "segmentation fault";)
I don't have any good ideas especially if you tried various libSDL. I'm running ubuntu 14.04 everyday here so it's a surprise that anything would go wrong.
First can you try windowed mode? Just edit "~/.config/EgoSoft/X Rebirth/config.xml" and set both fullscreen and borderless to false.
@kurush
Which cpu do you have exactly and which mesa version?
In the limited testing I had time to do, there's quite a few graphical glitches but no crashes.
Hehe "naruszenie ochrony pamieci" brzmi grozniej niz "segmentation fault";)
I don't have any good ideas especially if you tried various libSDL. I'm running ubuntu 14.04 everyday here so it's a surprise that anything would go wrong.
First can you try windowed mode? Just edit "~/.config/EgoSoft/X Rebirth/config.xml" and set both fullscreen and borderless to false.
@kurush
Which cpu do you have exactly and which mesa version?
In the limited testing I had time to do, there's quite a few graphical glitches but no crashes.
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timon37 wrote: First can you try windowed mode? Just edit "~/.config/EgoSoft/X Rebirth/config.xml" and set both fullscreen and borderless to false.
Code: Select all
<fullscreen>false</fullscreen>
<borderless>false</borderless>
<res_width>1000</res_width>
<res_height>640</res_height>
some time ago XR was working fine in this computer.. (last save is from 14 march 2015) then something changed.. (kernel, libs, steam client, XR itself - no idea..)
UPDATE: I've just checked my other X Games
Gigabytes of download and:
X3: Reunion - works perfect
X3: Terran Conflict - works perfect
X3: Albion Prelude - works perfect
only X Rebirth don't start (only loading screen then crash)
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Intel(R) Core(TM) i5-3360M CPU @ 2.80GHztimon37 wrote: Which cpu do you have exactly and which mesa version?
In the limited testing I had time to do, there's quite a few graphical glitches but no crashes.
OpenGL version string: 3.0 Mesa 10.1.3
Ubuntu 14.04
This gets written to the dmesg when I try to start it:
[561154.320263] [drm] stuck on render ring
[564942.798124] traps: Rendering[11498] general protection ip:11d34e0 sp:7fff6a561410 error:0 in XRebirth[400000+165c000]
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debug trace (maybe this will help):
Code: Select all
Core was generated by `./XRebirth'.
Program terminated with signal SIGSEGV, Segmentation fault.
#0 0x00007f3fbb1920a4 in BlitNtoNCopyAlpha (info=<optimized out>) at /home/osboxes/git/src/SDKs/sdl2/src/video/SDL_blit_N.c:2171
#1 0x00007f3fbb18256f in SDL_SoftBlit (src=0xb4f1230, srcrect=0x7fff7fc48a50, dst=0xb1e6470, dstrect=<optimized out>) at /home/osboxes/git/src/SDKs/sdl2/src/video/SDL_blit.c:88
#2 0x00007f3fbb1b874f in SDL_LowerBlit_REAL (dstrect=0x7fff7fc48a50, dst=0xb1e6470, srcrect=0x7fff7fc48a50, src=0xb4f1230) at /home/osboxes/git/src/SDKs/sdl2/src/video/SDL_surface.c:514
#3 SDL_ConvertSurface_REAL (surface=surface@entry=0xb4f1230, format=format@entry=0xb1e6430, flags=flags@entry=0) at /home/osboxes/git/src/SDKs/sdl2/src/video/SDL_surface.c:871
#4 0x00007f3fbb1b8b87 in SDL_ConvertSurfaceFormat_REAL (surface=0xb4f1230, pixel_format=pixel_format@entry=372645892, flags=flags@entry=0) at /home/osboxes/git/src/SDKs/sdl2/src/video/SDL_surface.c:945
#5 0x00007f3fbb148935 in SDL_CreateColorCursor_REAL (surface=<optimized out>, hot_x=16287, hot_y=2) at /home/osboxes/git/src/SDKs/sdl2/src/events/SDL_mouse.c:648
#6 0x00000000010e6bdc in ?? ()
#7 0x00000000010112ce in ?? ()
#8 0x0000000001015ead in ?? ()
#9 0x000000000056ab2d in ?? ()
#10 0x00007f3fba7eeec5 in __libc_start_main (main=0x56a910, argc=1, argv=0x7fff7fc4afd8, init=<optimized out>, fini=<optimized out>, rtld_fini=<optimized out>, stack_end=0x7fff7fc4afc8) at libc-start.c:287
#11 0x0000000000578d7d in _start ()
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This is a duplicate report of the X3TC report.
If I enable 2xAA with X-Rebirth the screen does "smooth" the current visible screen (loading screen if new game has been started or graphic setting screen when it is changed ingame) but it also locks the screen up. All in all, the behaviour is the same as with X3TC.
When I enable FXAA (low) the game goes completely crazy with my screen flickering red/blue/red/blue/... very fast
Any idea what is causing this? Is AA not supported on my system? If it isn't supported, could you maybe disable the AA-checkbox?
In other steam games (Sanctum, Portal, Kotor2) I can enable AA and it seems to work just fine.
Code: Select all
$ glxinfo | grep OpenGL
OpenGL vendor string: X.Org
OpenGL renderer string: Gallium 0.4 on AMD BARTS (DRM 2.43.0, LLVM 3.7.0)
OpenGL core profile version string: 3.3 (Core Profile) Mesa 11.1.0-devel (git-9ecfc6b)
OpenGL core profile shading language version string: 3.30
OpenGL core profile context flags: (none)
OpenGL core profile profile mask: core profile
OpenGL core profile extensions:
OpenGL version string: 3.0 Mesa 11.1.0-devel (git-9ecfc6b)
OpenGL shading language version string: 1.30
OpenGL context flags: (none)
OpenGL extensions:
OpenGL ES profile version string: OpenGL ES 3.0 Mesa 11.1.0-devel (git-9ecfc6b)
OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.00
When I enable FXAA (low) the game goes completely crazy with my screen flickering red/blue/red/blue/... very fast
Code: Select all
======================================
Failed to set posteffect shader, skipping!
======================================
======================================
Failed to set FXAA posteffect shader, skipping!
======================================
Name shadergl\high_spec\xu_tonemap compiled 1470
======================================
ViewPortPostEffect::DoRender(xu_glow) Failed to set POSTEFFECT_BLUR_X
======================================
Any idea what is causing this? Is AA not supported on my system? If it isn't supported, could you maybe disable the AA-checkbox?
In other steam games (Sanctum, Portal, Kotor2) I can enable AA and it seems to work just fine.
The only way of discovering the limits of the possible is to venture a little way past them into the impossible. (Arthur C. Clarke)
Ever wanted to simulate a sp.-relativistic n-body gravitational system?
Ever wanted to simulate a sp.-relativistic n-body gravitational system?
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- EGOSOFT
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@Neksio yes that narrows it down considerably.
First I'd like you to go to the game folder, compress the "mousecursors" folder and send it to me (email at top of first post, or upload somewhere and post a link).
Then try verifying integrity in steam (right click on the game, properties, local files).
@EoD
Hmm regarding FXAA right now there could be some garbage on screen when switching to it, give it a minute and it should go away. Those "Failed to set" errors are "fine" when switching various settings. They're bad only if they persist after you give it a moment and you're back in game (shader loading can be really slow, and right now a few too many are loaded asynchronously).
Edit: I've tested debian sid with mesa-10.6.8 and 11.0.4, FXAA works fine (though there's garbage for a few seconds when switching to it), so we could be dealing with some regression (or better error testing) in newer mesa.
Regarding MSAA the problem is that mesa refuses to resolve rgba to rgb with msaa, but when I modify it to accept that it works fine (at least with r600), so I'll file a bug-report and we'll see what happens.
I may also implement a workaround on our side, though if it turns out to be nasty I'll desist;p
First I'd like you to go to the game folder, compress the "mousecursors" folder and send it to me (email at top of first post, or upload somewhere and post a link).
Then try verifying integrity in steam (right click on the game, properties, local files).
@EoD
Hmm regarding FXAA right now there could be some garbage on screen when switching to it, give it a minute and it should go away. Those "Failed to set" errors are "fine" when switching various settings. They're bad only if they persist after you give it a moment and you're back in game (shader loading can be really slow, and right now a few too many are loaded asynchronously).
Edit: I've tested debian sid with mesa-10.6.8 and 11.0.4, FXAA works fine (though there's garbage for a few seconds when switching to it), so we could be dealing with some regression (or better error testing) in newer mesa.
Regarding MSAA the problem is that mesa refuses to resolve rgba to rgb with msaa, but when I modify it to accept that it works fine (at least with r600), so I'll file a bug-report and we'll see what happens.
I may also implement a workaround on our side, though if it turns out to be nasty I'll desist;p
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FXAA: You were right. If I give it some time (about 10 secods), it will indeed stabilise. Maybe I wasn't patient enough last time. Thanks! Would it be possible to make some kind of loading screen while XR compiles its shaders?timon37 wrote:@EoD
Hmm regarding FXAA right now there could be some garbage on screen when switching to it, give it a minute and it should go away. Those "Failed to set" errors are "fine" when switching various settings. They're bad only if they persist after you give it a moment and you're back in game (shader loading can be really slow, and right now a few too many are loaded asynchronously).
Edit: I've tested debian sid with mesa-10.6.8 and 11.0.4, FXAA works fine (though there's garbage for a few seconds when switching to it), so we could be dealing with some regression (or better error testing) in newer mesa.
Regarding MSAA the problem is that mesa refuses to resolve rgba to rgb with msaa, but when I modify it to accept that it works fine (at least with r600), so I'll file a bug-report and we'll see what happens.
I may also implement a workaround on our side, though if it turns out to be nasty I'll desist;p
MSAA: Could you send me (or link) the bug report?
The only way of discovering the limits of the possible is to venture a little way past them into the impossible. (Arthur C. Clarke)
Ever wanted to simulate a sp.-relativistic n-body gravitational system?
Ever wanted to simulate a sp.-relativistic n-body gravitational system?
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@kurush
I just managed to reproduce the issue (had to install 14.04 on yet another pc).
First of all if you get newer mesa things should work fine, though you may encounter other rendering issues (those should be fixed with the next major update).
At first glance this looks like a mesa/driver bug, but I'll look into it a bit and see what can be done.
Though to be frank, you probably won't get acceptable performance on that cpu:(
Good news is I'll be working on some optimizations soonish, so maybe things will get better.
@EoD
I was planning to: https://bugs.freedesktop.org/show_bug.cgi?id=92706
You can apply the patch if you want, then MSAA should work fine;)
Regarding the FXAA and other switching glitches, yes I'll fix'em at some point.
I just managed to reproduce the issue (had to install 14.04 on yet another pc).
First of all if you get newer mesa things should work fine, though you may encounter other rendering issues (those should be fixed with the next major update).
At first glance this looks like a mesa/driver bug, but I'll look into it a bit and see what can be done.
Though to be frank, you probably won't get acceptable performance on that cpu:(
Good news is I'll be working on some optimizations soonish, so maybe things will get better.
@EoD
I was planning to: https://bugs.freedesktop.org/show_bug.cgi?id=92706
You can apply the patch if you want, then MSAA should work fine;)
Regarding the FXAA and other switching glitches, yes I'll fix'em at some point.
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I'm a bit confused:
Do you mean general performance or wrt his problem (or Intel drivers?) (core balancing?)
Is there any external GPU on that configuration? (Without, I'll understand a bit better...
)
timon37 wrote:@kurush
Though to be frank, you probably won't get acceptable performance on that cpu:(
kurush wrote: Intel(R) Core(TM) i5-3360M CPU @ 2.80GHz

Do you mean general performance or wrt his problem (or Intel drivers?) (core balancing?)
Is there any external GPU on that configuration? (Without, I'll understand a bit better...

On se rend vers la connaissance avec circonspection.
c.a.d, avec un immense respect et la peur au ventre.
c.a.d, avec un immense respect et la peur au ventre.
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timon37 wrote:@Neksio yes that narrows it down considerably.
First I'd like you to go to the game folder, compress the "mousecursors" folder and send it to me (email at top of first post, or upload somewhere and post a link).
Then try verifying integrity in steam (right click on the game, properties, local files).
Code: Select all
http://nexus.hell.pl/cursors.tgz
(cannot sent email so I post it here - @egosoft refused my emails with: "host mail.egosoft.com [81.169.159.190]: 550 Unrouteable address" - tried from 3 different servers)