How do I fix the NoSuitableGraphicsDeviceException exception?
by John Klimek · in Torque X 2D · 01/16/2007 (8:17 am) · 7 replies
On my home PC, TorqueX (and XNA) runs perfectly, but on my laptop when I go to run a TorqueX game I get the "NoSuitableGraphicsDeviceException" from the _myGame.Run() call.
I'm almost positive it has to do with antialiasing being turned on (or multisampling?) but in my torqueSettings.xml, all of the PreferMultiSampling is set to false.
I've seen this error with regular XNA (non-TorqueX) and as I mentioned I'm almost positive I was able to fix it by setting antialiasing (or multisampling) to false.
So... how can I fix this with TorqueX?
Thanks,
John
I'm almost positive it has to do with antialiasing being turned on (or multisampling?) but in my torqueSettings.xml, all of the PreferMultiSampling is set to false.
I've seen this error with regular XNA (non-TorqueX) and as I mentioned I'm almost positive I was able to fix it by setting antialiasing (or multisampling) to false.
So... how can I fix this with TorqueX?
Thanks,
John
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#2
{"Could not find a Direct3D device compatible with the current device preferences."}
I can compile (and run) the XNA starter projects just fine though... (eg. Spacewars)
01/16/2007 (8:33 am)
Hmmm, it doesn't really say anything more descriptive than this:{"Could not find a Direct3D device compatible with the current device preferences."}
I can compile (and run) the XNA starter projects just fine though... (eg. Spacewars)
#3
TorqueX is setting the minimum pixel and vertex shaders to require v2.0 where-as the normal XNA games set these to v1.1.
Does TorqueX require shader model v2.0 and XNA only requires v1.1? Is this a bug or is this intended?
(I'd be suprised in TorqueX had higher requirements then XNA itself)
01/16/2007 (8:42 am)
Ok, well I think I've found the problem...TorqueX is setting the minimum pixel and vertex shaders to require v2.0 where-as the normal XNA games set these to v1.1.
Does TorqueX require shader model v2.0 and XNA only requires v1.1? Is this a bug or is this intended?
(I'd be suprised in TorqueX had higher requirements then XNA itself)
#4
01/18/2007 (3:08 pm)
Actually, that same thing was happening to me on my laptop and I'm pretty sure what you said was the case. I vaguely recall being able to compile standard XNA games but not Torque X games and I knew that it had to do with not supporting shader model v2.0.
#5
01/22/2007 (11:30 am)
TorqueX 1.0 will support ps 1.1 and provide fallbacks so you can add shaders that require higher ps versions and still be able to run on lower ps hardware.
#6
01/22/2007 (12:00 pm)
Ok... but right now it requires model 2.0 ?
#7
01/22/2007 (12:01 pm)
Yes, and I think the reason is that XNA originally required 2.0 as well but were faster at removing that restriction than GG has been.
Torque 3D Owner Jonathon Stevens