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 updated 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
To prevent major lags with Nvidia, go into Nvidia control panel, and in SpaceEngine's profile set Threaded optimization to off.
Nvidia: Water missing on terras, clouds are below the surface
This is becasue of Nvidia driver update. Revert back to 365.19.
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
Open config/user.cfg and change this parameter value to false, so that it looks like this:
EnableMipmapsWarp false // use mipmapping for warp effects rendering
If crashes on enabling the Oculus Rift mode or the Fish Eye mode still remains, change these two parameters to false as well:
EnableMipmapsGUI false // use mipmapping for GUI FBO EnableMipmapsFrame false // use mipmapping for scene FBO
ATI/AMD: Crash on Startup on Windows 10
Open the system folder in your SpaceEngine directory and delete the file atioglxx.dll.
Intel HD: Glitchy landscape and textures on planets
Open config/user.cfg and change this parameter to true:
- "Error loading surface generator shaders. Press YES to run program with procedural planets disabled. Press NO to exit"
To fix that, download and install latest drivers for your video card. If you still get this message, it could be that you have an incompatible video card (see next paragraph).
But you still can try and run SpaceEngine by disabling checking of critical errors at startup. Open main.cfg and change value of this parameter to 'true':
IgnoreCriticalCheck true // ignore checking of OpenGL version and critical extensions supporting
NOTE: I can give no guaranties that SpaceEngine will be stable and work correctly if you do make this change.
If you have an "Error loading surface generator shaders" error and press Yes, SpaceEngine can run, but it will not be able to render procedural planetary landscapes.
After updating or rollback of the drivers, you must delete the cache folder in the SpaceEngine directory.
2) Weak system
SpaceEngine needs a modern "gaming" graphics card to run. Weak cards like Intel Graphics (many laptops have it) or 10 year old devices like GeForce 5700 will not run SpaceEngine. There is no way but to update your hardware. There are no plans to make a second version of the engine for weaker systems with simplified graphics, CPU texture generation, etc. It would be like coding another engine from scratch. Once again, I would remind everyone that the minimum system requirements can be found on the Home page, but I will mention it here as well:
CPU 2.0 GHz RAM 2 GB Video GeForce 8600, Radeon HD 2600 VRAM 512 MB
I stress the special role played by videocard onboard memory (VRAM). 512 MB is the absolute minimum. The engine uses a large amount of data that must be in video memory (textures, meshes etc). The goo performance will be only with a dedicated video card with 1024+ MB of onboard memory. Almost all modern $100+ devices can run SE smoothly. CPU power is not so important for SE, but having many cores could improve performance on fast interstellar and intergalactic flight. CPU does not significantly affect the landscape generation speed because it is done completely on the video card.
3) System with hybrid graphics (NVidia/ATI + Intel HD)
If you're running SE on a laptop with dual graphics, make sure SE runs on NVidia or ATI chip instead of Intel HD. You may see it in the beginning of the "SpaceEngine/system/se.log" file. If it says: Vendor: Intel Renderer: Intel® HD Graphics 4000
then you should open Nvidia Control Panel or ATI Catalyst and force SpaceEngine.exe run on NVidia/ATI graphics card. If you do not find a SpaceEngine profile there, create a new one.
4) Artifacts on procedural planets
If you get missing landscape blocks, blurry or blinking textures, random spikes sticking out of surface, check out these recommendations here:
a) If you have a laptop with hybrid graphics, read item #3.
b) Make sure that you make a "clean" installation of SE (if it is a full version, not a patch!). If you install a new version overwriting the old one, you may get many bugs and glitches.
5) Frequent crashing while generating planetary surface
If you have frequent crashes on planets, or get an "OUT OF MEMORY" message on screen, or "Unexpected deleting of child node" in the log file, try taking these steps first:
- Close any other programs that can consume the video memory (games, video players, graphics editors, etc.). The video memory is the most important resource for SpaceEngine. It may help to disable the Windows Aero theme too, as it consumes a lot of video memory. - Disable "3D water" in Graphics settings (Ctrl-F4) - Reduce "Landscape LOD" to -2 in Graphics settings (Ctrl+F4) - Set up the amount of video memory in the main.cfg file:
VideoMemorySize 2048 // video card onboard memory (VRAM) in megabytes
The value must not be less than 1024, but not more than the total amount of physical video memory plus amount of RAM. For example, if you have a graphics card with 1024 MB of video memory, and more than 2 GB of RAM, you can increase VideoMemorySize to 2048.
6) Spaceship disappears when far from a star
This is not a bug. The current version does not yet have a completed spaceship rendering system - they cannot be rendered if there are no stars or planets in the renderlist. Just imagine that the ship is in hyperspace, so cannot be seen :)
7) Blurry textures on Solar system planets
This is not a bug. Our Solar system planets and its satellites have no procedural textures, they use real ones with limited level-of-detail. You can download addons with high resolution textures to increase the level of detail of real planets. But don't expect 1 cm level of detail; these addons also have limited size, and thus limited resolution (up to 150 meters per pixel for some bodies).
8) Problems with very high resolution displays
If you're using a very high display resolution and have problems selecting things with the cursor, or your screenshots are being output at a lower resolution than you're using, try the following:
1) Open Windows Control Panel, navigate to Display, and set the DPI scaling to "Smaller - 100% (default)" - it should look like this.
2) If you want to adjust the DPI scaling, click on "Set custom text size (DPI)" in the sidebar and change its value to suit your preference.
9) Problems in Windows 10 + AMD/ATI
Delete the file system/atioglxx.dll
List of known issues
Green items have been fixed for the next release
Not real bugs, but effects caused by limitations in the engine:
- Star mode "points" and "sprites" look the same. This is right! This switch changes the rendering technology, not the visual appearance. - Ships do not render in interstellar space - Star catalog has many errors in star classification, so there are many "giant dwarfs" and "dwarf giants" - Many real binary stars rendered as single, and many single rendered as binary - SE simply have incomplete catalog of binary stars - Comet nucleus star-sprite will shine through planets[example]. - Galaxy/nebula sprites will rotate when seen from certain angles - Auroras, comet tails and rings can be rendered in front of ships/moons sometimes - Lens flares are distorted by gravitational lensing (black holes and ship warp drive effect) - Text editor for Wiki descriptions is not working - it is not implemented yet - Solar system moons don't have extremely accurate orbits (requires implementation of custom orbit models, e.g. VSOP-87) - Sunspot distribution is not always realistic - Ocean tag not yet implemented in planet editor - Rounding errors (e.g. 30° in catalog rounds to 29°59'59.99" displayed on HUD) - Bloom effects from the bottom of the screen are replicated at the top of the screen in anaglyph mode - Many HIP and HD stars do not appear in the search menu
Real bugs:
- Cloud cyclones have cut edges sometimes - Lines or junctures are visible on planetary surface - Changing "modes" between simulation and orbital when piloting ships can cause glitches - Few issues with asynchronous loading (stars don't always generate properly, especially when flying to new galaxies) - Flashing landscape LOD on a planet when Wiki for it is displayed - GUI response issues with some users (interface items glitchy or not respond easily) - Flickering flare color in close binary systems [example] - Auto-exposure does not react when a sun is blocked while diffraction spikes are set to normal or super - "Eclipse bug" on distant planets (weird dark shimmering on outer planet caused by inner planet crossing the sun or two suns eclipsing) - Level horizon command (End key) doesn't work properly on oblate objects - Weird behavior of movement keys in tracking mode (T) and after releasing it - If a galaxy model is selected, the camera is not following any object, and the program is in Edit Mode, closing and restarting the program will cause the WASDRF movement keys to behave incorrectly until the camera is set to follow an object - Problems when releasing Left + Right click - Music player will unpause when SE window is minimized and restored, or when entering and exiting the main menu - Switching to fullscreen doesn't work sometimes - Automatic reference object setting with spacecraft doesn't always choose the best object (for example, when near dwarf moons or debris asteroids close to a planet you are trying to orbit) - 3D water fog sometimes starts above the water surface - Visual atmosphere heights are inconsistently and unrealistically generated - Physical atmosphere properties are inconsistently and unrealistically generated, and are not tied to the visual models - Cyclones are not generated in the southern hemispheres of gas giants - Shimmering bloom splotch when very close to the surface of a planet [example] - Lighting errors in system browser when viewing from outside the system - "Sky lighting shadow" in the subsolar region of atmospheres - Problems with the skybox export interface, and with the planetarium after using it, for some users - Camera will be set to 90° FOV when returning from fisheye or cubemap view sometimes - If spacecraft .sss Length is very different from its .cfg length, there may be rendering glitches - VSync doesn't work after usage of Oculus Rift in the Direct mode, sometimes it doesn't work at startup when Oculus Rift is connected.
Ah yes, I see SE does say that it is not supported and imitation is used. So far I haven't used the 3D projector for any other 3D games but there seems to be no problem when watching 3D movies. I watch the movies with Corel WinDVD Pro but I am not sure of the technical details, sorry. It is such a pity that I cannot use the 3D with NVidia because when it works for a few seconds it is AMAZING! :)
Thank you so much for your reply and thank you for all your hard work on an awesome program! I may have to change my graphics card just so I can see SE in 3D
meellis1998, look at the main post of this thread under fixing common issues. before you post something look at the forum first if there is an already existing post, question or thread...
hi space engine dont work is my ram is G 4 And i have realy good G.C. BUT THE GAME CRASH AND IF I OPEN LOG FILE HIS TELL ME THIS : MT] ERROR: Linking shader "system/shaders/atmo_transm.glsl":
[MT] Loading shader "system/shaders/blackhole_disk.glsl" [MT] ERROR: Compiling shader "system/shaders/blackhole_disk.glsl": ERROR: 0:1: '' : Version number not supported by OGL driver ERROR: 0:1: '' : syntax error #version ERROR: 0:17: 'mat4x4' : syntax error parse error [MT] ERROR: Compiling shader "system/shaders/blackhole_disk.glsl": ERROR: 0:1: '' : Version number not supported by OGL driver ERROR: 0:1: '' : syntax error #version ERROR: 0:17: 'mat4x4' : syntax error parse error [MT] ERROR: Linking shader "system/shaders/blackhole_disk.glsl":
[MT] Loading shader "system/shaders/blackhole_warp.glsl" [MT] ERROR: Compiling shader "system/shaders/blackhole_warp.glsl": ERROR: 0:1: '' : Version number not supported by OGL driver ERROR: 0:1: '' : syntax error #version ERROR: 0:11: 'layout' : syntax error parse error [MT] ERROR: Compiling shader "system/shaders/blackhole_warp.glsl": ERROR: 0:1: '' : Version number not supported by OGL driver ERROR: 0:1: '' : syntax error #version ERROR: 0:23: 'in' : supported in GLSL 1.30 or later ERROR: 0:24: 'layout' : syntax error parse error [MT] ERROR: Linking shader "system/shaders/blackhole_warp.glsl":
[MT] Loading shader "system/shaders/ship_warp.glsl" [MT] ERROR: Compiling shader "system/shaders/ship_warp.glsl": ERROR: 0:1: '' : Version number not supported by OGL driver ERROR: 0:1: '' : syntax error #version ERROR: 0:12: 'layout' : syntax error parse error [MT] ERROR: Compiling shader "system/shaders/ship_warp.glsl": ERROR: 0:1: '' : Version number not supported by OGL driver ERROR: 0:1: '' : syntax error #version ERROR: 0:24: 'in' : supported in GLSL 1.30 or later ERROR: 0:25: 'layout' : syntax error parse error [MT] ERROR: Linking shader "system/shaders/ship_warp.glsl":
[MT] Loading shader "system/shaders/get_pixel.glsl" [MT] ERROR: Compiling shader "system/shaders/get_pixel.glsl": ERROR: 0:1: '' : Version number not supported by OGL driver ERROR: 0:1: '' : syntax error #version ERROR: 0:9: 'layout' : syntax error parse error [MT] ERROR: Compiling shader "system/shaders/get_pixel.glsl": ERROR: 0:1: '' : Version number not supported by OGL driver ERROR: 0:1: '' : syntax error #version ERROR: 0:19: 'layout' : syntax error parse error [MT] ERROR: Linking shader "system/shaders/get_pixel.glsl":
[MT] Loading shader "system/shaders/sun_flare_mark.glsl" [MT] ERROR: Compiling shader "system/shaders/sun_flare_mark.glsl": ERROR: 0:1: '' : Version number not supported by OGL driver ERROR: 0:1: '' : syntax error #version ERROR: 0:6: 'mat4x4' : syntax error parse error [MT] ERROR: Compiling shader "system/shaders/sun_flare_mark.glsl": ERROR: 0:1: '' : Version number not supported by OGL driver ERROR: 0:1: '' : syntax error #version ERROR: 0:6: 'mat4x4' : syntax error parse error [MT] ERROR: Linking shader "system/shaders/sun_flare_mark.glsl":
[MT] Loading shader "system/shaders/sun_flare_conv.glsl" [MT] ERROR: Compiling shader "system/shaders/sun_flare_conv.glsl": ERROR: 0:1: '' : Version number not supported by OGL driver ERROR: 0:1: '' : syntax error #version ERROR: 0:13: 'layout' : syntax error parse error [MT] ERROR: Compiling shader "system/shaders/sun_flare_conv.glsl": ERROR: 0:1: '' : Version number not supported by OGL driver ERROR: 0:1: '' : syntax error #version ERROR: 0:25: 'in' : supported in GLSL 1.30 or later ERROR: 0:26: 'layout' : syntax error parse error [MT] ERROR: Linking shader "system/shaders/sun_flare_conv.glsl":
[MT] Loading shader "system/shaders/sun_flare_ghost.glsl" [MT] ERROR: Compiling shader "system/shaders/sun_flare_ghost.glsl": ERROR: 0:1: '' : Version number not supported by OGL driver ERROR: 0:1: '' : syntax error #version ERROR: 0:5: 'mat4x4' : syntax error parse error [MT] ERROR: Compiling shader "system/shaders/sun_flare_ghost.glsl": ERROR: 0:1: '' : Version number not supported by OGL driver ERROR: 0:1: '' : syntax error #version ERROR: 0:5: 'mat4x4' : syntax error parse error [MT] ERROR: Linking shader "system/shaders/sun_flare_ghost.glsl":
[MT] Loading shader "system/shaders/sun_flare_ghost_read.glsl" [MT] ERROR: Compiling shader "system/shaders/sun_flare_ghost_read.glsl": ERROR: 0:1: '' : Version number not supported by OGL driver ERROR: 0:1: '' : syntax error #version ERROR: 0:6: 'mat4x4' : syntax error parse error [MT] ERROR: Compiling shader "system/shaders/sun_flare_ghost_read.glsl": ERROR: 0:1: '' : Version number not supported by OGL driver ERROR: 0:1: '' : syntax error #version ERROR: 0:6: 'mat4x4' : syntax error parse error [MT] ERROR: Linking shader "system/shaders/sun_flare_ghost_read.glsl":
[MT] Loading shader "system/shaders/billboard.glsl" [MT] ERROR: Compiling shader "system/shaders/billboard.glsl": ERROR: 0:1: '' : Version number not supported by OGL driver ERROR: 0:1: '' : syntax error #version ERROR: 0:5: 'mat4x4' : syntax error parse error [MT] ERROR: Compiling shader "system/shaders/billboard.glsl": ERROR: 0:1: '' : Version number not supported by OGL driver ERROR: 0:1: '' : syntax error #version ERROR: 0:5: 'mat4x4' : syntax error parse error [MT] ERROR: Linking shader "system/shaders/billboard.glsl":
hi opsee_moo5, those errors could have been caused by old or faulty drivers of your graphic card. Try with updated drivers, check your graphic card manufacturer. If you speak French or you are more comfortable with French, there's a brand new Section Française.
"Time is illusion. Lunchtime doubly so." Douglas N. Adams My mods Asus x555ub: cpu i5-6200u - ram 4gb - gpu nvidia geforce 940m 2gb vram
While I can change the setting it has no affect in any full or window screen mode. The vertical tearing is horrendous. I tried forcing it through Nvidia control panel but that didn't help
happens on 9.7.2, 9.7.3, and the latest 9.7.4. My drivers are up-to-date.
While I can change the setting it has no affect in any full or window screen mode. The vertical tearing is horrendous. I tried forcing it through Nvidia control panel but that didn't help
happens on 9.7.2, 9.7.3, and the latest 9.7.4. My drivers are up-to-date.
OS:Win 10 CPU: Intell 4790k GPU: Nvidia 970 gtx
Found solution. Disable high DPI scaling. I'm playing on a 4k monitor
Hi, I cannot even have my first run through space. Fails on exe:"The procedure entry point EnumSystemLocalesEx could not be located in the dynamic link library KERNEL32.dll". Win XP(SP3) x86, ATI Radeon 4800
Dear SpaceEngine, Please, address this problem, cause it's pretty frequent (or just say it's incurable and you won't fix it - to exclude my vain hopes ):
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cmep4d Дата: Воскресенье, 19.04.2015, 14:17 | Сообщение # 14 Нет аватара Наблюдатель Группа: Новички Пират Сообщений: 3 Награды: 0 + Репутация: 0 ± Замечания: 0% Статус: Offline Так и осталась проблема с XP, "Точка входа в процедуру EnumSystemLocalesEx не найдена в библиотеке DLL KERNEL32.dll". (Win XP(SP3) x86, ATI Radeon 4800, 4G RAM) Прикрепления: 5365067.jpg(12Kb) · 5631731.log(0Kb)
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37 Raj (19.08.2015 08:24) Hi Space Engineer, I get the below error message,
The procedure entry point EnumSystemLocalesEx could not be located in the dynamic link library KERNEL32.dll.
I waited for this bug to be fixed in 0.9.7.3 but it doesn't seem to work. Please help me fix it, I like this program a lot smile
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bzzommbo Date: Saturday, 13.02.2016, 15:58 | Message # 407 Observer Group: Users Pirate Messages: 13 Status: Offline EnumSystemLocalesEx wasn't fund in KERNEL32.dll library. Previously, it was InitializeCriticalSectionEx, now it's EnumSystemLocalesEx. I kinda know coding - when you fix one thing, 10 more errors are made.
Added (26.02.2016, 12:09) --------------------------------------------- Thank you very much for knocking yourselves out to help me, but problem is already solved.