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.
I would like to adress some problems. First, my computers crashes (usually with the error 0xa0000001), lags a ton, or just quits responding when i look at the following objects:
Black Holes
Neutron Stars/Pulsars
White Dwarves
Irregular Galaxies other than the Large and Small Magellanic Clouds
2: Another problem that I have had recently is that my mouse's axis has been inverted when clicking/moving to look around.
For example, when I click the screen and move the mouse up to look up, it looks down.
I would like an answer to these questions as soon as possible.
my problem is that the second card in my crossfire rig isnt being utilized. it sits at idle.
I don't think there's anything you can do about this. SE doesn't properly support SLI/Crossfire at the moment, if I'm not mistaken.
Quotepennymobb ()
it only uses 4gb of RAM, is there a way to increase that and if so would it increase performance?
No and no. SE is a 32-bit app, which means it can only use 4 GB of memory. But the vast majority of SE's memory usage goes to graphics memory, so you'll probably never even reach 4 GB of system memory usage. Mostly it's your video card's memory that's used.
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
Fund SE development full-time for 12 months Supporting Oculus Rift, 3D displays, multi-monitor setup Joystick and gamepad support Ambient music and sound effects Expanded catalogs of known astronomical objects (Tycho-2, SDSS, ...) Deferred shading pipeline 3D water, clouds and rings Procedural nebula and galaxy models NVidia SLI and AMD CrossFireX support Particle effects: accretion and protoplanetary disks, weather effects, volcanoes, ship engines exhaust Enhanced scripting system and visual path editor for creating interactive educational tours Spherical mirror projection for home planetariums"
what is this supposed to mean, also ive been googling trying to troubleshoot this issue and ive seen numerous other posts where people say that it is possible. for example http://en.spaceengine.org/forum/8-529-1
Urg, so, I got .973 and also tried .974 but the problem persists:
After zipping about the universe for a short while hieghtmaps (landscape) stops generating on planets. If I am on a planet with a landscape, sometimes I can watch it disappear chunk by chunk. I can view maybe 3 to 4 planets before it happens.
I was originally using the 14.4 drivers per the fix in .972, but that just makes the landscape disappear entirely in chunks, with holes in the planet in the newer versions. To make matters more fun, the official thread up here says to solve this, install a fresh SE. Well, I've do that, no dice.
With the new 14.12 drivers (figured maybe I could update with the new version of SE now it just flattens into a boring textured sphere instead of vanishing from reality.
Infos:
Radeon HD 7770 (2gb) AMD FX 8120 8 core Windows 64bit 8gb RAM
Begining of SE log says:
INITIALIZING OPENGL [MT] Vendor: ATI Technologies Inc. [MT] Renderer: AMD Radeon HD 7700 Series [MT] Driver version: 14.501.1003.0 [MT] OpenGL version: 4.4.12874 Compatibility Profile Context 14.501.1003.0 [MT] GLSL version: 4.30
I get a number of these when loading not sure if they mean anything:
[MT] WARNING: Linking shader "system/shaders/blackhole_disk.glsl": WARNING: Too many temp register is used in Fragment shader, it may cause slow execution. [MT] WARNING: Linking shader "system/shaders/tg_terra_color.glsl": WARNING: Too many temp register is used in Fragment shader, it may cause slow execution. [MT] Saving shader "cache/shaders/AMD_14.501.1003.0_4.4.12874_4.30/bin/tg_terra_color.bin" [MT] Loading shader "system/shaders/tg_terra_glow.glsl" [MT] Saving shader "cache/shaders/AMD_14.501.1003.0_4.4.12874_4.30/bin/tg_terra_glow.bin" [MT] Loading shader "system/shaders/tg_selena_height.glsl" [MT] Saving shader "cache/shaders/AMD_14.501.1003.0_4.4.12874_4.30/bin/tg_selena_height.bin" [MT] Loading shader "system/shaders/tg_selena_color.glsl" [MT] WARNING: Linking shader "system/shaders/tg_selena_color.glsl": WARNING: Too many temp register is used in Fragment shader, it may cause slow execution. [MT] Saving shader "cache/shaders/AMD_14.501.1003.0_4.4.12874_4.30/bin/tg_selena_color.bin"
Nothing unusual appears under running, and it shuts down normally.
Finally, a screenshot of the surface of an otherwise perfectly fine desert world vanishing before my eyes:
Any clue what could be going on?
~
Edited by Azirphaeli - Saturday, 16.05.2015, 22:38
i had a general question i have crossfire hd7950s. would it be worth it to disable crossfire in my catalyst menu when playing space engine? will i see a performance increase when it doesnt have to worry about the second card?
I just built a new computer, and Space Engine will not start on it. No error, no splash screen, just nothing at all after I double-click the icon. My computer:
Intel Core i5-4690 3.5GHz ZOTAC GeForce GTX 970 AMP! Extreme Core (GeForce driver 352.86 released 5/18/2015) 8GB RAM Windows 8.1
My bad! I forgot about setting it to Run As Admin! Thanks again for an awesome experience.
Edited by christopherguinnup - Saturday, 23.05.2015, 01:31