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 issues.
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 graphics card-specific issues
If you do not know which graphics card (chip) 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.
Intel HD: Glitchy landscape and textures on planets
Open config/main-user.cfg and change this parameter to true:
Note that this is an experimental feuture and may cause glitches; collision detection also works incorrectly in this mode. Also, read Fixing common issues #3.
Intel HD: Red clouds on Earth
Install the latest driver for Intel HD.
Intel HD: Black screen
Disable comet tails. Go to the main menu, then Settings -> View, and uncheck "comet tails". If you even don't see the main menu, close SE, delete the file config/main-user.cfg, and try again.
Fixing common issues
1) Obsolete or incompatible drivers
These are the most frequent errors found in SE. You will get a popup window with one of these following messages:
- "You have old OpenGL version (2.1.1). Update your graphics card driver or install compatible hardware"
- "You have old GLSL version (1.2). Update your graphics card driver or install compatible hardware"
- "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-user.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 or Radeon with at least 1 GB of dedicated video memory
I stress the special role played by graphics card's onboard memory (VRAM), and 1 GB is the absolute minimum. The engine uses a large amount of data that must be in video memory (textures, meshes etc). The good 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 flights. CPU does not significantly affect the landscape generation speed because it is done completely on the graphics chip.
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 chip. If you can't 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.
c) Just restart SE. It helps in 99% of cases.
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. - Reduce "Landscape LOD" to -2 in Graphics settings (Ctrl+F4) - Set up the amount of video memory in the config/main-user.cfg file:
VideoMemorySize 2048 // graphics 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) 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).
7) 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:
a) Open Windows Control Panel, navigate to Display, and set the DPI scaling to "Smaller - 100% (default)" - it should look like this.
b) 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.
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 - 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 - Galaxy/nebula sprites will rotate when seen from certain angles - Lens flares are distorted by gravitational lensing (black holes and ship warp drive effect) - Solar system moons don't have extremely accurate orbits (requires implementation of custom orbit models, e.g. VSOP-87) - Solar eclipses on Earth, Moon, Jupiter and other real planets are inaccurate (the same as above) - 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) - Many HIP and HD stars do not appear in the search menu, as well as procedural objects (RS xxxx) - Camera sometimes falling through the surface - Collisions detection between ships is not implemented yet; and between ship and planet is inaccurate
Real bugs:
- Lines or junctures are visible on planetary surface of real planets - 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 - 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 - 3D water fog sometimes starts above or below 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 - 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.
So i managed to figure out the cause of the blinking stars as you can see in my video here: https://youtu.be/on0ZyPrsWG4?t=1m5s The reason why it was happening was because in graphic setting, in point sources section i had set motion blur for planets. So i set it to sprites which fixed the problem. However, the problem with disappearing star for a little while when it's trying to switch from point to object as i'm approaching it, as you can see in my video here: https://youtu.be/on0ZyPrsWG4?t=57s , that problem i wasn't able to fix, no matter what i set in graphic setting. The star always disappear for a while like that when i approach it to such distance when it changes from point to object. And the problem with disappearing galaxy, as you can see here: https://youtu.be/on0ZyPrsWG4?t=3m53s , i managed to fix it by decreasing the ship warp quality to low So certainly these setting i mentioned above are kinda glitched i guess.
Well, now how to fix the disappearing star problem? If i manage to fix that, my Space Engine will look perfect again.
This is normal behaviour of the program. This is not a bugs, but kinda limitation, or how program works. Just ignore them until better algorithm being implemented.
I see. Thanks for reply.
Edit: But i believe the disappearing star wasn't happening in earlier versions. Or was it?
Hi all, I am having trouble running SE 0.9.8.0 on Wine. It shows the splash for a few seconds, but crashes before it even starts loading anything. Also had the problem with SE 0.9.7.3, however 0.9.7.2 runs fine. I am dual booting with Windows 8 and while SE crashed there as well, it runs fine if I run it as administrator. I thought this might have something to do with the access privileges of the installation directory, but I checked and I have both read and write permissions across the subdirectory tree. I will only try running Wine with root privileges as a last resort as I've heard that can create problems of its own.
Granted, my system is very weak, but if SE runs on Windows, hardware is not the problem and therefore should run on Linux too. CPU: AMD A6-5200 APU with Radeon HD Graphics (Quad Core) RAM: 6GB GPU: AMD Radeon HD 8400 / R3 Series (512 MB)
I have the latest version of fglrx (Catalyst driver for Linux, 15.12) installed; my Windows driver is even older. I've made the following changes to main-def.cfg and main-user.cfg (I've made them identical):
Code
Memory { VideoMemoryStrategy 0 // strategy of video memory usage: 0 - limited by VideoMemoryMinSize, 1 - limited by max(physical size, VideoMemoryMinSize) VideoMemorySize 512 // minimum size of video memory (Mb) to use VideoMemoryReserved 50 // video memory reserved for OS (Mb) CacheSizeLandNode 12000 // limit on the number of terrain nodes in the memory (0 for auto, at least 2100 for LOD 0, 19000 for LOD 2) CacheSizeStarNode 21000 // limit on the number of star nodes in the memory (0 for auto, at least 20000 for central regions of the galaxy) CacheSizeGalNode 10000 // limit on the number of galaxy nodes in the memory (0 for auto, at least 10000 for dense regions of the Universe) CacheSizeGalModels 20 // limit on the number of galaxy subsystem models in the memory CacheSizeGalModelsVRAM 32 // minimum size of video memory (Mb) to use by galaxy models CacheSizeNebModelsVRAM 32 // minimum size of video memory (Mb) to use by nebula models CacheSizeAtmoModels 0 // limit on the number of atmosphere models in the memory (0 for auto) } Display { WindowSizeX 1920 // window width WindowSizeY 1200 // window height WindowPosX 0 // window x position WindowPosY 0 // window y position Maximized true // start with a maximized window FullScreen 2 // 0 - windowed mode, 1 - fullscreen window mode, 2 - hardware fullscreen mode ScreenResX 1366 // screen resolution (width) in the hardware fullscreen mode ScreenResY 768 // screen resolution (height) in the hardware fullscreen mode RefreshRate 60 // refresh frequency in the fullscreen mode AspectRatio 1 // aspect ratio for displays with non-square pixels }
My se.log file is attached and here is the Wine crash report:
Unhandled exception: page fault on read access to 0x00000000 in 32-bit code (0x00000000). Register dump: CS:0023 SS:002b DS:002b ES:002b FS:006b GS:0063 EIP:00000000 ESP:0033fcf4 EBP:0033fd20 EFLAGS:00010246( R- -- I Z- -P- ) EAX:00000000 EBX:00000000 ECX:0033fd00 EDX:f7500430 ESI:00000001 EDI:00000000 Stack dump: 0x0033fcf4: 0052dea7 00000000 00000000 00000000 0x0033fd04: 00000001 00000000 00000000 00000000 0x0033fd14: 00000000 00000000 48511eb3 0033fd88 0x0033fd24: 0052dfb4 00000000 00010000 fffcffff 0x0033fd34: 0052e264 0047c65a 00400000 00000040 0x0033fd44: 00000014 52981000 00000001 0ba34000 000d: sel=006f base=00000000 limit=00000000 32-bit r-x Backtrace: =>0 0x00000000 (0x0033fd20) 1 0x0052dfb4 in spaceengine (+0x12dfb3) (0x0033fd88) 2 0x007336ca in spaceengine (+0x3336c9) (0x0033fe04) 3 0x0047c761 in spaceengine (+0x7c760) (0x0033fe50) 4 0x7b85e31c in kernel32 (+0x4e31b) (0x0033fe68) 5 0x7b85f36a in kernel32 (+0x4f369) (0x0033fe98) 6 0x7bc7e030 (0x0033feb8) 7 0x7bc8101f (0x0033ffa8) 8 0x7bc7e00e (0x0033ffc8) 9 0x7bc52577 (0x0033ffe8) 0x00000000: -- no code accessible -- Modules: Module Address Debug info Name (35 modules) PE 340000- 347000 Deferred vorbisfile PE 350000- 35d000 Deferred ogg PE 360000- 388000 Deferred zlibwapi PE 390000- 3a2000 Deferred zlib1 PE 400000- fee000 Export spaceengine PE ff0000- 10e2000 Deferred vorbis PE 10000000-100e3000 Deferred openal32 PE 686c0000-686e4000 Deferred jpeg62 PE 6c740000-6c83f000 Deferred sdl2 PE 6fd80000-6fde1000 Deferred libtiff3 PE 7a820000-7a824000 Deferred opengl32 PE 7b810000-7b9af000 Export kernel32 PE 7bc10000-7bc14000 Deferred ntdll PE 7eb30000-7eb34000 Deferred uxtheme PE 7ed60000-7ed64000 Deferred winex11 PE 7f160000-7f164000 Deferred msvcr80 PE 7f220000-7f228000 Deferred oleaut32 PE 7f350000-7f354000 Deferred imm32 PE 7f370000-7f37d000 Deferred avifil32 PE 7f3b0000-7f3df000 Deferred comctl32 PE 7f4b0000-7f4bb000 Deferred msvfw32 PE 7f4f0000-7f4f4000 Deferred msvcrt PE 7f590000-7f599000 Deferred msacm32 PE 7f5c0000-7f5c4000 Deferred rpcrt4 PE 7f650000-7f658000 Deferred ole32 PE 7f770000-7f7e8000 Deferred winmm PE 7f830000-7f838000 Deferred shlwapi PE 7f8b0000-7fa0f000 Deferred shell32 PE 7faf0000-7faf4000 Deferred advapi32 PE 7fb60000-7fb67000 Deferred gdi32 PE 7fc90000-7fccb000 Deferred user32 PE 7ffd0000-7ffd4000 Deferred version PE f3b80000-f3b84000 Deferred dsound PE f7180000-f7183000 Deferred winepulse PE f71f0000-f71f4000 Deferred mmdevapi Threads: process tid prio (all id:s are in hex) 0000000e services.exe 0000001e 0 0000001d 0 00000014 0 00000010 0 0000000f 0 00000012 winedevice.exe 0000001c 0 00000019 0 00000018 0 00000013 0 0000001a plugplay.exe 00000020 0 0000001f 0 0000001b 0 00000021 explorer.exe 00000025 0 00000024 0 00000023 0 00000022 0 00000026 (D) Z:\media\Files\Games\SpaceEngine098\system\SpaceEngine.exe 0000002b 15 0000002a 15 00000029 0 00000028 0 00000027 0 <== System information: Wine build: wine-1.8.2 (Debian) Platform: i386 Version: Windows 7 Host system: Linux Host version: 4.5.0-0.bpo.1-amd64
It's too much trouble having to boot Windows every time I want to use SE and would really prefer to fix this issue with Wine. Any help is appreciated!
Hello all SE developers. I posted my issue on the second page, but forgot to add the log. Please have a look and see what you can find. Everything else seems to be working fine, but on all planets that have an atmosphere, all mountain ranges and terrain textures are semi transparent. Being very far away they are completely transparent and you can see the sea level horizon behind the mountain and the closer I get to the mount the more opaque the mountain becomes. When I am literally planted onto the surface of the mountain it is completely solid opaque. It is this way for all planets that have an atmosphere. Selena planets don't have this issue and Selenas have a solid opaque surface at any distance. See pics on the atmosphere transparent planet textures and log file. Thank you.
See more pics in the attachments.
Oh and if it helps, here are my computer specs.
Windows 7 Intel i7-4790k 8GB Ram Nvidia GTX 970 FTW+ 4GB VRAM 2TB WD HD
Botched, valexmckindle, I see you have 512MB dedicated Video RAM which is less than 1GB minimum system requirement for latest versions of SE, see also the topmost post on this thread.
This could also explain in the Wine log what is seems to be a RAM access memory error.
"Time is illusion. Lunchtime doubly so." Douglas N. Adams My mods Asus x555ub: cpu i5-6200u - ram 4gb - gpu nvidia geforce 940m 2gb vram
Botched, valexmckindle, I see you have 512MB dedicated Video RAM which is less than 1GB minimum system requirement for latest versions of SE, see also the topmost post on this thread.
This could also explain in the Wine log what is seems to be a RAM access memory error.
As mentioned in my post, it works on Windows, although as administrator only. And I haven't yet had any crashes ingame there.
I was wonder if I'm the only one experiencing these computer freezing/partial blue screen of death when using Space Engine 9.8. This happens at around 3-5 minutes of use, simply just flying around and exploring, and I'm not sure why. I did use a blue screen viewer, and the type of error I get is, "non page fault in nonpaged area". I haven't had this anywhere else but only when using Space Engine. If anyone can suggest something, I'd really be grateful. It seems I can't use Space Engine when this constantly occurs.
(I am in windows 10, and if you're wondering, my specs are sufficient. 980/16GB ram/I7 3770k)