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Troubleshooting and bug reports - SpaceEngine 0.9.7.2
HarbingerDawnDate: Friday, 26.12.2014, 20:29 | Message # 1
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Please post here all of your reports about bugs or crashes in SpaceEngine. Before you post any bugs, please follow these steps:

  • First of all, make sure you make a clean install of SpaceEngine and update your video card drivers. This may solve 99% of all isues.
  • Read the Fixing common issues section below. It is possible that your problem can be solved there.
  • Read the List of known issues section below and make sure that your bugs are not on in it. You can use your browser's word finder to help search the list.
  • If the bug is not on the list then please post it in this thread. Attach to your message a screenshot (if possible) and a log file (it's called the se.log and is located in the SpaceEngine/system/ directory). Only the log file will help us to understand your problem and find a solution!



    Fixing videocard-specific issues

    If you do not know which videocard do you have, open the system/se.log file in the text editor and read the Vendor information in the beginning:

    INITIALIZING OPENGL
    [MT] Vendor: ATI Technologies Inc.


    Then look for a solution for you:

    Nvidia: Major lag spikes


    ATI/AMD: Transparent or invisible planets, no landscape


    ATI/AMD: Crash on approaching to the black hole, neutron star or white dwarf, on using ship's hyperdrive, or when enabling the Oculus Rift mode or the Fish Eye mode


    Intel HD: Glitchy landscape and textures on planets


    Intel HD: Crash near planets


    Intel HD: Red clouds on Earth




    Fixing common issues

    1) Obsolete or incompatible drivers or strange error message "(NULL) 2.1 (NULL)"


    2) Weak system


    3) System with hybrid graphics (NVidia/ATI + Intel HD)


    4) Artifacts on procedural planets


    5) Frequent crashing while generating planetary surface


    6) Spaceship disappears when far from a star


    7) Blurry textures on Solar system planets


    8) Crash on entering the Display menu


    9) Problems with very high resolution displays




    List of known issues

    Green items have been fixed for the next release

    Not real bugs, but effects caused by limitations in the engine:


    Real bugs:
  •  
    HarbingerDawnDate: Sunday, 25.01.2015, 11:58 | Message # 391
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    Quote lilihahattl ()
    No!

    Yes

    Quote lilihahattl ()
    WHY!

    Because of a bug.

    Quote lilihahattl ()
    what vesion would that be?

    Any version besides 0.9.7.2.





    All forum users, please read this!
    My SE mods and addons
    Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
     
    lilihahattlDate: Sunday, 25.01.2015, 11:58 | Message # 392
    Observer
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    thx mate

    Edited by lilihahattl - Sunday, 25.01.2015, 11:59
     
    SpaceEngineerDate: Sunday, 25.01.2015, 12:04 | Message # 393
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    LOL FastFourierTransform, can you give a location?




     
    FastFourierTransformDate: Sunday, 25.01.2015, 13:14 | Message # 394
    Pioneer
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    Quote SpaceEngineer ()
    LOL FastFourierTransform, can you give a location?


    Yes. The object is called RS 665194-5-3-148-75 6.3 and it is located in the galaxy SDSS 1237658302742200429 (this is in the recomended zooniverse catalogue of the SDSS thread)

    I've noticed this occurrs in all the ice planets and selenas, and also occurs in procedurall galaxies and not only the SDSS galaxies.

    Here you have more samples:




     
    NielzDate: Sunday, 25.01.2015, 13:17 | Message # 395
    Space Tourist
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    OCD planets.
     
    xionorDate: Sunday, 25.01.2015, 14:06 | Message # 396
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    Quote HarbingerDawn ()
    xionor, I have never encountered this issue nor has anyone else ever reported it that I know of. Please post your log file as described in the OP


    Screenshot1
    Screenshot2
    Screenshot3 - Planet's satellite, disappears at different distance. Also planet silhouette visible against a light source.
    Screenshot4 - And it disappears.
    Screenshot5 - This is what happens when i get closer to a sun. Notice the tiny white dot in the middle disappears as well if i get even closer.
    Log(dropbox)

    It gets black as soon as I get below a certain distance. Notice the planet is still actually there and will occlude stars and all, it's just completely black. They also seem to disappear at a rounded-number distances, like at 22,000km for the satellite or at 48,000km with the planet.
    I've tried a clean reinstall and all, doesn't help in any way.

    P.S. Log seems to display my RAM as 4GB whereas I have 16GB. Should this be an issue?

    Original post for reference:

    Hi!

    I get this weird bug only in Oculus mode. I tried every single other and they all work fine, even the non-oculus stereoscopic mode.

    When I get close enough to planets, they turn completely black. If i zoom out everything suddenly appears again with all its textures and shapes and things. As soon as i get close again it immediately disappears into blackness.

    I tried to edit and tweak each setting but nothing seemed to work out.

    I'm running it on i7 cpu with a realtively new Nvidia card and 16gb of ram.
    I've rolled back to the previous-than-current nvidia drivers cause of a bug in the newest one that puts a double image on the dk2.


    Edited by xionor - Sunday, 25.01.2015, 14:25
     
    HarbingerDawnDate: Sunday, 25.01.2015, 14:26 | Message # 397
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    xionor, your log shows this error:

    Code
    ERROR: Script::Load(): Can't open the file "config/main.cfg"

    Check to verify that the file exists, and possibly try reinstalling SE.





    All forum users, please read this!
    My SE mods and addons
    Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
     
    xionorDate: Sunday, 25.01.2015, 19:56 | Message # 398
    Observer
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    Quote HarbingerDawn ()
    xionor, your log shows this error:

    Code
    ERROR: Script::Load(): Can't open the file "config/main.cfg"

    Check to verify that the file exists, and possibly try reinstalling SE.


    Huh, no idea where the file went but indeed it wasn't there. Weird tho how the program would run absolutely normally for 99% of the time without it and only bug out in Oculus mode.

    But reinstalling it for the Nth time actually did solve the problem!

    Thanks for the help! smile


    Edited by xionor - Sunday, 25.01.2015, 19:57
     
    ZamachiDate: Sunday, 25.01.2015, 20:14 | Message # 399
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    As the title says, I can't run SE properly, every time I get into the Planetarium, game gets into the 'not responding' status, loads up after a few minutes, but that's it...whenever I look around the place I am at/try to go to some other, the game just doesn't respond, but in the Task Manager says it functions properly(sure, does take a lot of CPU and RAM, but I couldn't see anything strange).
    I used to run SE previously with much less RAM, even with high LOD, and had no problems, now I have everything down to low, and it's still the same...
    Any idea what's the problem?

    Added (25.01.2015, 19:14)
    ---------------------------------------------
    Someone?

    Attachments: DxDiag.txt (30.5 Kb)
     
    FossilSparkDate: Sunday, 25.01.2015, 23:35 | Message # 400
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    Quote HarbingerDawn ()
    FossilSpark, I don't know what to suggest. Can you give more information? What are your system specs (CPU and GPU)? And what location did you install SE into?


    Thanks. for trying to help. Here is my system info and the location it is installed:

    Processor: Intel® Xeon® CPU W3520 @ 2.67GHz (8 CPUs)
    Installed memory (RAM) 12.0 GB
    System type: 64-bit operating system

    The exe file is located here but as I mentioned there's no log file (I'm guessing because it has never actually launched successfully.) C:\Program Files\se\SpaceEngine 0.972\system

    Graphics hardware:

    Name: NVIDIA Quadro FX 580
    Manufacturer: NVIDIA
    Chip Type: Quadro FX 580
    DAC Type: Integrated RAMDAC
    Approx. Total Memory: 4071 MV


    Edited by FossilSpark - Sunday, 25.01.2015, 23:37
     
    mzonicDate: Monday, 26.01.2015, 00:58 | Message # 401
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    Hi all,

    When I try to run 0.972, the game crashes shortly [Usually around 2-5 seconds] after starting up. I get a "SpaceEngine has stopped working" error. I was able to play 0.971 fine with the same computer.

    Below are my specs:
    Processor: Intel® Core™ i3-2120 CPU @ 3.30GHz
    Installed memory (RAM): 8.00 GB
    Adapter Type: ASUS EAH6850 Series
    Total Available Graphics Memory: 4849 MB
    Dedicated Video Memory: 1024MB

    Thank you for your help and please let me know if additional info. is needed!

    Attachments: 7322368.log (26.3 Kb)
     
    HarbingerDawnDate: Monday, 26.01.2015, 02:20 | Message # 402
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    Zamachi, you need to post your se.log file as described in the OP.

    FossilSpark, SE does have problems running on Quadro cards, but I've never heard of it not even starting. Sometimes people seem to encounter weird issues running it from Program Files, try moving it to a different location (maybe just to the desktop as a test) or a different hard drive. If that doesn't work, try to make a fresh install.

    mzonic, what graphics driver version are you using? Since you're using an AMD card, maybe try installing 14.4 if possible. Also try to disable atmospheres and see if that has any effect.





    All forum users, please read this!
    My SE mods and addons
    Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
     
    ScramblesDate: Monday, 26.01.2015, 08:49 | Message # 403
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    Hi guys,
    This isn't a bug, more just a problem I'm experiencing, and I'm already assuming there's nothing I can do to solve it, but I'm wondering if there are any settings I can change to help improve things:

    I've noticed that your velocity is directly related to your frame rate, which essentially forces me to run with v-sync enabled if I want to maintain a constant speed.

    My monitor runs at 60Hz, and I can generally maintain 60fps (I'm using SpaceEngine's built in FPS counter to measure the frame rate). But every now and then, the frame rate drops by half, to 30fps, halving my velocity. This makes flying manually across galaxies, and between galaxies, very difficult, because my velocity keeps halving, then returning to normal, then halving etc...

    I've experimented with turning 'RealTime mode' to false, but this doesn't help at all. It just seems to change the way velocity is calculated, but I can tell when the frame rate drops to 30fps my velocity has still effectively halved.

    When at the 'edge' of a galaxy, close enough such that the galaxy fills my whole screen (default FOV), it's obvious the the 'halving' tends to happen if the centre of the galaxy is straight ahead. If I glance left, right, or backwards, away from the galaxy, the frame rate immediately returns to 60. When travelling at incredibly high velocities between galaxies (e.g. >1Mly/sec) the problem seems to occur completely at random, swapping between 30fps and 60fps.

    This problem generally only occurs for me when travelling at speeds >1ly/sec. It doesn't seem to happen when exploring a planet's surface for example. It never happens while I'm stationary.

    I love travelling 'manually' to selected planets, slowing down from over 1Mly/sec, to slowly entering a planets atmosphere, but this problem makes travelling like this somewhat impossible, with my velocity constantly halving, doubling, halving etc...

    I can switch v-sync off, which eliminates the halving & doubling, but it means that velocity is anything but constant. Looking to the left or right when entering a galaxy completely changes my velocity, regardless of the RealTime mode. As I sometimes like to use my Oculus Rift DK2, it somewhat defeats the purpose of VR if I have to keep looking forward to maintain a constant velocity!

    I assume the problem can't be fixed, but are there any settings I've missed that could potentially help the problem? I've tried turning ALL the graphics settings down as low as possible, but it makes virtually no difference to having everything maxed out. Sorry if this has been asked before. I did search the forum but was surprised to not find anything.

    Thanks!
    Awesome program btw cool
    As someone who spent hundreds of hours playing Noctis IV back in the day, SpaceEngine is like the stuff of dreams biggrin

    Specs:
    Intel i7 3930K (3.2GHz)
    nVidia GTX690 4GB (Up-to-date drivers at time of posting 347.25)
    32GB DDR3 RAM

    Attachments: 0575428.log (34.9 Kb)


    Edited by Scrambles - Monday, 26.01.2015, 08:58
     
    woodrowjackDate: Monday, 26.01.2015, 20:42 | Message # 404
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    When it runs the first time, it's flawless... After closing once it will not open.

    LOG:
    Code
    SpaceEngine Version 0.9.7.2 beta

    STARTING
    Loading script "config/main.cfg"
    [MT] Loading script "config/universe.cfg"
    [MT] Loading script "config/user.cfg"
    [MT] Loading  image "textures/common/splash06.jpg"
    DONE

    INITIALIZING OPENGL
    [MT] Vendor:   NVIDIA Corporation
    [MT] Renderer: GeForce GT 240/PCIe/SSE2
    [MT] OpenGL version: 3.3.0
    [MT] GLSL   version: 3.30 NVIDIA via Cg compiler
    [MT] Saving  script "config/main.cfg"
    [MT] Extensions: GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_clear_buffer_object GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array 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_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array 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_bindable_uniform 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_depth_bounds_test GL_EXT_direct_state_access 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_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object 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_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_integer_mix 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_dxt1 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_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_ES1_1_compatibility GL_NV_explicit_multisample 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_gpu_program4_1 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_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory 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_NVX_gpu_memory_info 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  
    [MT] Floating-point pixel format: GL_RGBA16F_ARB
    [MT] Half float supported
    [MT] 3D textures supported
    [MT] Stereoscopic draw buffers not supported
    [MT] Binary shader program supported
    [MT] Sync objects supported
    [MT] Max texture image units: 32
    [MT] Max vertex texture image units: 32
    [MT] Max combined texture image units: 96
    [MT] Max texture size: 8192
    [MT] Max rectangle texture size: 8192
    [MT] Max cubemap texture size: 8192
    [MT] Max 3D texture size: 2048
    [MT] Max viewport size: 8192 x 8192
    [MT] Max anisotropy: 16
    [MT] Max multisamples: 16
    [MT] Draw buffers: 8
    DONE

    INITIALIZING OPENAL
    [MT] Vendor:   Creative Labs Inc.
    [MT] Renderer: Software
    [MT] OpenAL Version: OpenAL 1.0
    [MT] OpenAL Extentions: EAX 2.0, EAX 3.0, EAX Unified, and EAX-AC3
    [MT] ALC Default device specifier: DirectSound3D
    [MT] ALC Device specifier: DirectSound
    [MT] ALC Extensions:  
    [MT] Loading default sounds
    DONE

    INITIALIZING LOADER
    [MT] Number of CPUs: 4
    [MT] Loader threads: 2
    [MT] RAM granularty: 4 kb
    [MT] Total      RAM: 4095 Mb
    [MT] Available  RAM: 3909 Mb
    [MT] Total     VRAM: 256 Mb
    [MT] Available VRAM: 68 Mb
    [MT] Dedicated VRAM: 256 Mb (auto)
    [MT] Dynamic video memory detection is enabled
    [MT] Searching for pak files
    [MT] Loading "catalogs/CatalogsSE.pak":    5 folders, 24 files
    [MT] Loading "locale/Fonts.pak":    0 folders, 8 files
    [MT] Loading "models/atmospheres/Atmospheres.pak":    0 folders, 10 files
    [MT] Loading "models/spacecrafts/ShipsModelsSE.pak":    2 folders, 110 files
    [MT] Loading "system/shaders.pak":    1 folders, 134 files
    [MT] Loading "textures/common/CommonTexSE.pak":    0 folders, 16 files
    [MT] Loading "textures/galaxies/GalaxiesTexSE.pak":    0 folders, 177 files
    [MT] Loading "textures/nebulae/NebulaeTexSE.pak":    0 folders, 53 files
    [MT] Loading "textures/planets/PlanetsTexSE.pak":    362 folders, 33958 files
    [MT] Loading "textures/spacecrafts/ShipsTexSE.pak":    3 folders, 35 files
    [MT] Total: 34525 files in 10 paks
    [MT] Initializing the filesystem data
    DONE

    INITIALIZING OCULUS RIFT
    [MT] Oculus Rift HMD not detected, using virtual debug HMD
    [MT] Display device:      
    [MT] Product name:       Oculus Rift DK1
    [MT] Manufacturer:       Oculus VR
    [MT] Display resolution: 1280 x 800
    [MT] Render resolution:  2242 x 1553
    [MT] Default FOV:        129.872
    [MT] Maximum FOV:        149.937
    [MT] Interpup. distance: 6.4
    DONE

    LOADING LOCALIZATIONS
    [MT] 18 localizations found
    DONE

    INITIALIZING ENGINE
    [MT] Loading script "config/user.cfg"
    [MT] Loading shader "system/shaders/hdr_down.glsl"
    [MT] Loading shader "system/shaders/hdr_gauss_blur.glsl"
    [MT] Loading shader "system/shaders/hdr_tone.glsl"
    [MT] Loading shader "system/shaders/hdr_tone_alpha.glsl"
    [MT] Loading shader "system/shaders/hdr_tone_luma.glsl"
    [MT] Loading shader "system/shaders/hdr_tone_bloom.glsl"
    [MT] Loading shader "system/shaders/hdr_add_bloom.glsl"
    [MT] Loading shader "system/shaders/proj_fisheye.glsl"
    [MT] Loading shader "system/shaders/proj_fisheye_gui.glsl"
    [MT] Loading shader "system/shaders/3D_interlace_ver.glsl"
    [MT] Loading shader "system/shaders/3D_interlace_hor.glsl"
    [MT] Loading shader "system/shaders/3D_shutter.glsl"
    [MT] Loading shader "system/shaders/3D_anaglyph.glsl"
    [MT] Loading shader "system/shaders/hdr_copy.glsl"
    [MT] Loading shader "system/shaders/hdr_copy_cube.glsl"
    [MT] Loading shader "system/shaders/3D_oculus_mesh.glsl"
    [MT] Loading shader "system/shaders/3D_oculus_mesh_chrom.glsl"
    [MT] Loading shader "system/shaders/3D_oculus_mesh_GUI.glsl"
    [MT] Loading shader "system/shaders/3D_oculus_gui.glsl"
    [MT] Loading shader "system/shaders/3D_oculus_chrom_gui.glsl"
    [MT] Loading shader "system/shaders/fxaa.glsl"
    [MT] Loading shader "system/shaders/fxaa_lum.glsl"
    [MT] Loading script "models/galaxies/Models.cfg"
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    DONE

    RUNNING ENGINE

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    [MT] Loading  sound "music/AstroPilot - Inverted Worlds.ogg"
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    mzonicDate: Tuesday, 27.01.2015, 03:25 | Message # 405
    Observer
    Group: Newbies
    United States
    Messages: 2
    Status: Offline
    Thanks HarbingerDawn! I installed 14.4 and it worked! I had an ASUS 8.861 driver before.

    I do have some lag and flickering of textures from time to time. Would that be due to my hardware's limitations? (i.e. if I had a more powerful computer they would go away)

    Thanks again!
     
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