T3D 1.1BETA 1, 2 and 3 BLUE SCREEN OF DOOM! Possibly reflections - RESOLVED
by Steve Acaster · in Torque 3D Professional · 02/11/2010 (11:54 am) · 111 replies
WTF? Bad crash of some kind. Right-click and select "view image" for it's full bizarreness.

And yes, that clock does say 05:15, which is why I'm running a trace now.
All the "speckles" are flashing and it's all over the desktop. New_Project.exe stops responding. Flashing "speckles" remain on the screen after closing the application. Requires a reboot to clear them.
GTS250 (Galaxy), latest driver, Win7 with Aero.
Obviously you can see a rocket, a cloud layer and thus lot's of relection - which is what I'm thinking/wildly stabbing in the dark at is the issue here. That's a big old lump of water plane to reflect stuff, that is.
Problem is when running from a Debug I get a full blown BSOD, so it's not possible for me to call a stack.
If I turn FullReflect off, it doesn't crash or glitch when I do the same thing.
---
still an issue in T3D 1.1beta 2
Update 27Jan2011
RESOLVED!
One line fix here

And yes, that clock does say 05:15, which is why I'm running a trace now.
All the "speckles" are flashing and it's all over the desktop. New_Project.exe stops responding. Flashing "speckles" remain on the screen after closing the application. Requires a reboot to clear them.
GTS250 (Galaxy), latest driver, Win7 with Aero.
Obviously you can see a rocket, a cloud layer and thus lot's of relection - which is what I'm thinking/wildly stabbing in the dark at is the issue here. That's a big old lump of water plane to reflect stuff, that is.
Problem is when running from a Debug I get a full blown BSOD, so it's not possible for me to call a stack.
If I turn FullReflect off, it doesn't crash or glitch when I do the same thing.
---
still an issue in T3D 1.1beta 2
Update 27Jan2011
RESOLVED!
One line fix here
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#62
12/14/2010 (6:19 pm)
Everyone I have seen with this issue seems to have an nVidia card as well. All of my machines have nVidia cards which could be why I seem to have it on all of them.
#63
And now it works :)
Some impressions how it did look for me before, after casting some spells (== a lot of particles)



12/14/2010 (7:31 pm)
Henry's fix did it! I had big problems, when I start using AFX and played with the spells. The screen went totaly mad. I tried so many things downgrading video driver to several versions, downgrading DX-SDK, underclocking graphic card, testing every possible configuration with nvidia control center. I was close to plug in my old 9600 GT but my 260GTX works well with everything else expect Torque3d.And now it works :)
Some impressions how it did look for me before, after casting some spells (== a lot of particles)



#64
12/21/2010 (6:58 pm)
Has anyone made any progress on an proper fix?
#65
12/21/2010 (7:22 pm)
A "proper" fix most likely won't come out unless someone can identify the major issue. Since turning off the reflections resolves a great deal of the issues this is definitely the first place to look.
#66
GTX 295, Windows7.
it seems like there is a trend.
GTX ***, with Window7/vista
could it be an incompatability between these 2(GTX + W7)??
12/21/2010 (7:43 pm)
yeah, this is becoming a serious issue for me too, the speckles eat up both my screens within 30 seconds, that same 4 split window freeze, and the BSOD's.GTX 295, Windows7.
it seems like there is a trend.
GTX ***, with Window7/vista
could it be an incompatability between these 2(GTX + W7)??
#67
12/21/2010 (7:45 pm)
I have had this same issue on Windows XP and the GTS, so I don't believe its directly related to the OS. I know that since I applied Henry's fix from above I have yet to have a single issue with it crashing.
#68
trying the recomended fix now....
will report back
12/21/2010 (8:18 pm)
I see on the net, that this is a known issue,trying the recomended fix now....
will report back
#69
For those who can reproduce the bug,try this way:
According to MSDN, GetData "should be not called" on a query that is in the building state,this way it will never return something different from S_FALSE.
12/21/2010 (8:52 pm)
It seems the engine is crashing at this line :while( ( hRes = mQuery->GetData( &dwOccluded, sizeof(DWORD), D3DGETDATA_FLUSH ) ) == S_FALSE)
For those who can reproduce the bug,try this way:
while( ( hRes = mQuery->GetData( &dwOccluded, sizeof(DWORD), D3DGETDATA_FLUSH ) ) == (S_FALSE | S_OK) )
According to MSDN, GetData "should be not called" on a query that is in the building state,this way it will never return something different from S_FALSE.
#70
I made the above changes from Ivan and reverted the changes from Henry. I will be testing on my machines this evening and will report with results.
12/21/2010 (9:09 pm)
FYI, the file that Ivan is refering to is Torque3D-Beta3EnginesourcegfxD3D9gfxD3D9OcclusionQuery.cppI made the above changes from Ivan and reverted the changes from Henry. I will be testing on my machines this evening and will report with results.
#72
12/21/2010 (10:28 pm)
It is not crashing anymore, but it is still "pausing" at almost every rocket launch.
#73
12/21/2010 (10:49 pm)
Yeah, I'm still getting the second long GPU lock-up in beta 3.
#74
12/21/2010 (11:57 pm)
Way back when I was doing the particle fx for the various weapons I never experienced this... crashes, hangs, locks, or graphical corruption... and still don't -- even on a crappy laptop 7150 nVidia card.
#75
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
During this whole time I only had one item generate an error.
it points to this I believe
- ri 0xc273a630 {vertBuff=??? primBuff=??? count=??? ...} ParticleRenderInst *
- RenderInst {type=??? translucentSort=??? sortDistSq=??? ...} RenderInst
type CXX0030: Error: expression cannot be evaluated
translucentSort CXX0030: Error: expression cannot be evaluated
sortDistSq CXX0030: Error: expression cannot be evaluated
defaultKey CXX0030: Error: expression cannot be evaluated
defaultKey2 CXX0030: Error: expression cannot be evaluated
vertBuff CXX0017: Error: symbol "" not found
primBuff CXX0017: Error: symbol "" not found
count CXX0030: Error: expression cannot be evaluated
modelViewProj CXX0030: Error: expression cannot be evaluated
blendStyle CXX0030: Error: expression cannot be evaluated
targetIndex CXX0030: Error: expression cannot be evaluated
systemState CXX0030: Error: expression cannot be evaluated
softnessDistance CXX0030: Error: expression cannot be evaluated
bbModelViewProj CXX0030: Error: expression cannot be evaluated
diffuseTex CXX0017: Error: symbol "" not found
12/22/2010 (12:12 am)
Ok, doing a little debugging tonight I came across a couple of things. The console spammed the below error once. I also noticed that the screen flashed "yellow" during the time that the driver locked up.GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
During this whole time I only had one item generate an error.
it points to this I believe
ParticleRenderInst *ri = renderManager->allocInst<ParticleRenderInst>();
- ri 0xc273a630 {vertBuff=??? primBuff=??? count=??? ...} ParticleRenderInst *
- RenderInst {type=??? translucentSort=??? sortDistSq=??? ...} RenderInst
type CXX0030: Error: expression cannot be evaluated
translucentSort CXX0030: Error: expression cannot be evaluated
sortDistSq CXX0030: Error: expression cannot be evaluated
defaultKey CXX0030: Error: expression cannot be evaluated
defaultKey2 CXX0030: Error: expression cannot be evaluated
vertBuff CXX0017: Error: symbol "" not found
primBuff CXX0017: Error: symbol "" not found
count CXX0030: Error: expression cannot be evaluated
modelViewProj CXX0030: Error: expression cannot be evaluated
blendStyle CXX0030: Error: expression cannot be evaluated
targetIndex CXX0030: Error: expression cannot be evaluated
systemState CXX0030: Error: expression cannot be evaluated
softnessDistance CXX0030: Error: expression cannot be evaluated
bbModelViewProj CXX0030: Error: expression cannot be evaluated
diffuseTex CXX0017: Error: symbol "" not found
#76
12/22/2010 (12:18 am)
@Michael this doesn't seem to affect all weapons, my pistols/rifles have no issue. The rocket launcher and the AFX machine gun do cause the problem.
#77
We've sent a test case to NVidia for this bug a few weeks ago. They have been able to reproduce it and we've identified that it happens with the latest NVidia drivers on certain Geforce models.
They are working on identifying the reason for the driver crash and a fix. Hopefully they can give me an idea of a work around which avoids the issue as it will take time for a new driver to get on to everyone's system.
12/22/2010 (2:50 am)
FYI.We've sent a test case to NVidia for this bug a few weeks ago. They have been able to reproduce it and we've identified that it happens with the latest NVidia drivers on certain Geforce models.
They are working on identifying the reason for the driver crash and a fix. Hopefully they can give me an idea of a work around which avoids the issue as it will take time for a new driver to get on to everyone's system.
#78
12/22/2010 (2:56 am)
Cool. :)
#79
@Sean: that's why i commented, because i'm the one who setup the particle fx for the stock/default rocketlauncher in T3D (as well as all weapons that were originally in the FPS example) and never experienced this issue despite, admittedly, getting carried away with particle counts :D
Of course my newer comp has an ATI card which has other problems, just not this one.
12/22/2010 (4:15 am)
Cool good news about nVidia admitting a problem ;)@Sean: that's why i commented, because i'm the one who setup the particle fx for the stock/default rocketlauncher in T3D (as well as all weapons that were originally in the FPS example) and never experienced this issue despite, admittedly, getting carried away with particle counts :D
Of course my newer comp has an ATI card which has other problems, just not this one.
#80
12/22/2010 (1:07 pm)
@Tom awesome man, thanks for your hardwork on this!
Torque Owner Ivan Mandzhukov
Liman3D
Actually I have several PCs, all with Ati cards and was never able to reproduce this bug.I'll apply Henry's fix in order to render safe.