[Solved] GeForce GTX 660 Ti not compatible with T3D 1.2?
by Nils Eikelenboom · in Hardware Issues · 11/28/2012 (9:56 am) · 39 replies
[Edit] Solved!
T3D 1.2 keeps on crashing since my new NVIDIA's GeForce GTX 660 Ti. Often these crashes end up in complete system freezes (Windows 7, 64bit)
- I tried all the NVDIA drivers compatible with this card
- Clean-installed drivers and using Guru3D driversweep
- Turned everything off in T3D from AA to postFX etc...
- Turned everything off in NVDIA's program settings
- Updated DirectX 9c, 10 and 11 including June 2010 SDK
- Turned 3 different AV apps completely off
- Running as Admin, fullscreen or in window
- Made sure it's not the keyboard, mouse, gamecontroller etc.
- Made sure it's not any malware
- Happens in all T3D projects, including the FPS example etc.
- Nothing shows up in system stress tests (like Sandra);
Power (600Watt), GPU voltage, GPU temp, RAM temp etc.
Console is showing the message "Device needs to be reset, waiting on device..." and screen turns to the background color. Quickly pressing CTRL-ALT-DEL sometimes helps to restore T3D but often the system completely freezes and only a cold reset is then an option.
Maybe a solution to be found in gfxPCD3D9Device.cpp?
I really need to solve this problem while seriously developing :-S
T3D 1.2 keeps on crashing since my new NVIDIA's GeForce GTX 660 Ti. Often these crashes end up in complete system freezes (Windows 7, 64bit)
- I tried all the NVDIA drivers compatible with this card
- Clean-installed drivers and using Guru3D driversweep
- Turned everything off in T3D from AA to postFX etc...
- Turned everything off in NVDIA's program settings
- Updated DirectX 9c, 10 and 11 including June 2010 SDK
- Turned 3 different AV apps completely off
- Running as Admin, fullscreen or in window
- Made sure it's not the keyboard, mouse, gamecontroller etc.
- Made sure it's not any malware
- Happens in all T3D projects, including the FPS example etc.
- Nothing shows up in system stress tests (like Sandra);
Power (600Watt), GPU voltage, GPU temp, RAM temp etc.
Console is showing the message "Device needs to be reset, waiting on device..." and screen turns to the background color. Quickly pressing CTRL-ALT-DEL sometimes helps to restore T3D but often the system completely freezes and only a cold reset is then an option.
Maybe a solution to be found in gfxPCD3D9Device.cpp?
I really need to solve this problem while seriously developing :-S
//-------------------------- 11/29/2012 -- 01:12:49 -----
Processor Init:
Intel Core 2, ~2.40 Ghz
FPU detected
MMX detected
SSE detected
SSE2 detected
MP detected [4 cores, 4 logical, 1 physical]
Math Init:
Installing Standard C extensions
Installing Assembly extensions
Installing FPU extensions
Installing MMX extensions
Installing SSE extensions
Initializing platform...
Input Init:
keyboard0 input device created.
mouse0 input device created.
joystick0 input device created.
DirectInput enabled.
Done
SFXFMODProvider - FMOD Ex API version: 4.36.0
SFXFMODProvider - FMOD Designer API version: 4.36.0
GFX Init:
Direct 3D (version 9.x) device found
Direct 3D (version 9.x) device found
Null device found
DebugDrawer Enabled!
--------- Loading DIRS ---------
--------- Parsing Arguments ---------
Binding server port to default IP
UDP initialized on port 0
Attempting to create GFX device: NVIDIA GeForce GTX 660 Ti (D3D9)
Device created, setting adapter and enumerating modes
Win32Window::setVideoMode - invoking curtain
Cur. D3DDevice ref count=1
Pix version detected: 3.000000
Vert version detected: 3.000000
Maximum number of simultaneous samplers: 16
Number of simultaneous render targets: 4
Hardware occlusion query detected: Yes
Using Direct3D9Ex: No
WMIVideoInfo: DxDiag initialized
Initializing GFXCardProfiler (D3D9)
o Chipset : 'GeForce GTX 660 Ti'
o Card : 'GeForce GTX 660 Ti'
o Version : '9.18.0013.0568'
- Scanning card capabilities...
GFXCardProfiler (D3D9) - Setting capability 'autoMipMapLevel' to 1.
GFXCardProfiler (D3D9) - Setting capability 'maxTextureWidth' to 8192.
GFXCardProfiler (D3D9) - Setting capability 'maxTextureHeight' to 8192.
GFXCardProfiler (D3D9) - Setting capability 'maxTextureSize' to 8192.
GFXCardProfiler (D3D9) - Setting capability 'lerpDetailBlend' to 1.
GFXCardProfiler (D3D9) - Setting capability 'fourStageDetailBlend' to 1.
- Loading card profiles...
- Loaded card profile core/profile/D3D9.cs
- Loaded card profile core/profile/D3D9.GeForceGTX660Ti.cs
- Loaded card profile core/profile/D3D9.GeForceGTX660Ti.GeForceGTX660Ti.cs
- No card profile core/profile/D3D9.GeForceGTX660Ti.GeForceGTX660Ti.91800130568.cs exists
% - PostFX Manager - Executing core/scripts/client/postFx/default.postfxpreset.cs
% - PostFX Manager - Applying from preset
% - PostFX Manager - PostFX enabled
% - Initialized Core
--------- Initializing Directory: scripts ---------
sfxStartup...
FMOD Device caps:
OUTPUT_FORMAT_PCM8
OUTPUT_FORMAT_PCM16
OUTPUT_FORMAT_PCM24
OUTPUT_FORMAT_PCM32
OUTPUT_FORMAT_PCMFLOAT
SFXSystem::createDevice - created FMOD device 'Luidsprekers (Creative SB X-Fi)'
CAPS_Reverb
CAPS_VoiceManagement
Provider: FMOD
Device: Luidsprekers (Creative SB X-Fi)
Hardware: No
Buffers: 32
--------- Initializing DeadlyMatter: Server Scripts ---------
--------- Initializing DeadlyMatter: Client Scripts ---------
--------- Initializing Lighting Systems ---------
Using Advanced Lighting
--------------
Attempting to set resolution to "1920 1080 true 32 60 4"
Accepted Mode:
--Resolution : 1920 1080
--Full Screen : Yes
--Bits Per Pixel : 32
--Refresh Rate : 60
--FSAA Level : 4
--------------
GFXPCD3D9Device::reset - depthstencil 4d09b20 has 2 ref's
--- Resetting D3D Device ---
Binding server port to default IP
UDP initialized on port 0
GuiCanvas::setContent - Invalid control specified')
% - Initializing Tools
% - Initializing Tools Base
% - Initializing Base Editor
% - Initializing World Editor
% - Initializing Sketch Tool
- Initializing Datablock Editor
% - Initializing Debugger
% - Initializing Decal Editor
% - Initializing Forest Editor
% - Initializing Gui Editor
% - Initializing Material Editor
% - Initializing Mesh Road Editor
% - Initializing Mission Area Editor
% - Initializing Particle Editor
% - Initializing Physics Tools
No physics plugin exists.
% - Initializing River Editor
- Initializing Road and Path Editor
% - Initializing Shape Editor
Engine initialized...
Window focus status changed: focus: 1
AntiAliasing has been disabled; it is not compatible with AdvancedLighting.
Exporting server prefs...
ParticleData(GLWaterExpDust) times[2] < times[1]
ParticleData(RLWaterExpDust) times[2] < times[1]
ParticleData(LightPuff) times[2] < times[1]
*** LOADING MISSION: levels/Crimea_Lab.mis
*** Stage 1 load
*** Stage 2 load
Game -> activatePackages
*** Mission loaded
Connect request from:
Connection established 5688
CADD: 5689 local
*** Sending mission load to client: levels/Crimea_Lab.mis
Mapping string: ServerMessage to index: 0
Mapping string: MsgConnectionError to index: 1
Mapping string: MsgLoadInfo to index: 2
Mapping string: MsgLoadInfoDone to index: 3
Mapping string: MissionStartPhase1 to index: 4
*** New Mission: levels/Crimea_Lab.mis
*** Phase 1: Download Datablocks & Targets
% - PostFX Manager - Executing levels/Crimea_Lab.postfxpreset.cs
% - PostFX Manager - Applying from preset
% - PostFX Manager - PostFX enabled
Mapping string: MissionStartPhase1Ack to index: 0
No material for texture: base.lmale
Mapping string: MissionStartPhase2 to index: 5
*** Phase 2: Download Ghost Objects
Mapping string: MissionStartPhase2Ack to index: 1
Ghost Always objects received.
Mapping string: MissionStartPhase3 to index: 6
Client Replication Startup has Happened!
fxFoliageReplicator - replicated client foliage for 0 objects
*** Phase 3: Mission Lighting
Mission lighting done
Mapping string: MissionStartPhase3Ack to index: 2
Mapping string: MissionStart to index: 7
Mapping string: SyncClock to index: 8
Mapping string: RefreshWeaponHud to index: 9
Mapping string: SetAmmoAmountHud to index: 10
Mapping string: MsgClientJoin to index: 12
Mapping string: Joining DeadlyMatter. to index: 13
Mapping string: Visitor to index: 14
*** Initial Control Object
Activating DirectInput...
joystick0 input device acquired.
DirectInput joystick enabled.
*** Control Object Changed
Mapping string: to index: 15
Mapping string: setNumericalHealthHUD to index: 16
Window focus status changed: focus: 0
Using background sleep time: 200
joystick0 input device unacquired.
DirectInput deactivated.
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device lost and reset wait time exceeded, skipping reset (will retry later)
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device needs to be reset, waiting on device...
GFXPCD3D9Device::beginScene - Device lost and reset wait time exceeded, skipping reset (will retry later)
Activating DirectInput...
joystick0 input device acquired.
Mapping string: Stand to index: 17
GFXPCD3D9Device::beginScene - Device needs to be reset, resetting device...
GFXPCD3D9Device::reset - depthstencil 23a6e00 has 2 ref's
--- Resetting D3D Device ---
Window focus status changed: focus: 1
*** ENDING MISSION
5687 -> deactivatePackages
CDROP: 5689
Exporting server prefs...
Exporting server prefs...
Exporting client prefs
Exporting server prefs
Cur. D3DDevice ref count=1
joystick0 input device unacquired.
#2
11/28/2012 (11:57 am)
Have you downloaded and ran the DirectX Updater to have it install all DirectX 9.0c runtime libraries? I've been told in the paste that Windows Vista and 7 do not come with DirectX 9 libraries, only 10.1 and 11.0 respectively.
#3
T3D seems to 'lose' the device randomly, regardless if in a fullscreen scene or in the editors in a window mode. It can lose it while playing (with focus) or during a sleep state (window not focused). Short after that (few ms) the whole system freezes.
I'm developing with the studio version of T3D 1.2!
11/28/2012 (7:43 pm)
@Nathan, thanks for the reply! Yes, I ran the DX9c (web)updater, as wel the end-user runtime version just to be sure. Even reinstalled the SDK if that would ever help at allT3D seems to 'lose' the device randomly, regardless if in a fullscreen scene or in the editors in a window mode. It can lose it while playing (with focus) or during a sleep state (window not focused). Short after that (few ms) the whole system freezes.
I'm developing with the studio version of T3D 1.2!
#4
11/29/2012 (2:04 am)
This sounds disturbing..
#5
It's pretty critical! Of coarse I can't be fully sure it's about the graphic card; but if the problem really is due to the NVIDIA 600 series (with the whole new architecture) then a solution needs to be found before developing any further. I tested/checked everything before reported this, sure I don't want to jump into any conclusions yet.
For what it's worth; running it with a "Windows XP (Service pack 2)" compatibility mode reduces the frequency of crashes from once in a few minutes to once in about 15 minutes.
11/29/2012 (9:03 am)
I have submitted this on the support pageIt's pretty critical! Of coarse I can't be fully sure it's about the graphic card; but if the problem really is due to the NVIDIA 600 series (with the whole new architecture) then a solution needs to be found before developing any further. I tested/checked everything before reported this, sure I don't want to jump into any conclusions yet.
For what it's worth; running it with a "Windows XP (Service pack 2)" compatibility mode reduces the frequency of crashes from once in a few minutes to once in about 15 minutes.
#6
Considering that I have been able to run T3D on a lot of hardware without issue I have to think that this is not a compliance to APIs issues. It sounds like a driver problem.
I know there was a thread a while back that had users left and right blaming T3D for not working with certain laptop chips. After studying the issue I came to the conclusion that it was the display chipset and drivers to blame in that situation. It was a quirk of the technology that caused the issues. So make sure you track down the issue an determine thoroughly what you think is going on. Treat it like being an archeologist.
11/29/2012 (9:57 am)
I have an Asus ENGTX460. Once in a great while my whole desktop turns black and freaks out. Then a few moments it comes back with a message indicating the GPU recovered from some strange issue. It has not been a big enough problem for me to need to track this down, but it tells me that perhaps the drivers are not as stable as they should be. Considering that I have been able to run T3D on a lot of hardware without issue I have to think that this is not a compliance to APIs issues. It sounds like a driver problem.
I know there was a thread a while back that had users left and right blaming T3D for not working with certain laptop chips. After studying the issue I came to the conclusion that it was the display chipset and drivers to blame in that situation. It was a quirk of the technology that caused the issues. So make sure you track down the issue an determine thoroughly what you think is going on. Treat it like being an archeologist.
#7
Like I wrote in the initial post; I tried all available drivers for this card (also the beta drivers). So if none of them is working; it's automaticly bound to the hardware since there is not much option left at this point. I did test/checked everything else there's to check before posting here. It took me 3 precious weeks.
I didn't blame garagegames at all for the fact that T3D is not working. I'm just trying to find a solution here since I'm developing a game that will be released in the future; a significant part of potential players will need support for this kind of hardware. I know this card is put on the market 1 year after the release of 1.2; so maybe the problem lays here, still I don't know!
11/29/2012 (11:48 am)
@Frank, thanks for the reply. I replaced a GTX460 with the 660. Card worked great with T3D, no question about that! I did run T3D for several years without any serious problems.Like I wrote in the initial post; I tried all available drivers for this card (also the beta drivers). So if none of them is working; it's automaticly bound to the hardware since there is not much option left at this point. I did test/checked everything else there's to check before posting here. It took me 3 precious weeks.
I didn't blame garagegames at all for the fact that T3D is not working. I'm just trying to find a solution here since I'm developing a game that will be released in the future; a significant part of potential players will need support for this kind of hardware. I know this card is put on the market 1 year after the release of 1.2; so maybe the problem lays here, still I don't know!
#8
- Dave
11/29/2012 (1:23 pm)
Have you tried any other DirectX 9 games or game engines? You'll need to make sure they are indeed running in DirectX 9 and not switching to DirectX 11.- Dave
#9
I know you were being fair, I have just seen these discussion disintegrate before.
You may want to try running Half Life 2 or some other programs you can manually set to DX9. I know the Source engine can be adjusted that way is the reason I mention Half Life 2. I think David is right on the money of testing DX9 software.
This is something I found, not sure what it means though:
www.computerforum.com/217802-my-new-gtx660-issues.html
I searched Google for "gtx660 issues" and found a bunch of stuff. Down at the bottom of the first page it has some Toms Hardware links. I did not look really close because I don't really know if any of it applies to your situation.
11/29/2012 (5:01 pm)
@Nils,I know you were being fair, I have just seen these discussion disintegrate before.
You may want to try running Half Life 2 or some other programs you can manually set to DX9. I know the Source engine can be adjusted that way is the reason I mention Half Life 2. I think David is right on the money of testing DX9 software.
This is something I found, not sure what it means though:
www.computerforum.com/217802-my-new-gtx660-issues.html
I searched Google for "gtx660 issues" and found a bunch of stuff. Down at the bottom of the first page it has some Toms Hardware links. I did not look really close because I don't really know if any of it applies to your situation.
#10
Some DX9 games do have issues with the GTX660. TombRaider for example is creating the exact same symptoms; game hangs randomly after a short time playing and the system freezes up (no BSOD). No Win compatibility mode is helping. Also 3ds max 2010 (Direct 3d 9.0) is crashing when having the orthographic view in a specific angle. I kind of expected it with a new card. Still I think if the issues are caused by these cards, I need a solution in T3D as long as NVIDIA is not releasing drivers resolving this. A workaround is great to continue developing without crashing the system all the time, but won't help when releasing something made with T3D in the future...
Garagegames replied the bug submission with "Please post your bug report to the GitHub issue tracker", so I posted it over there as well.
11/30/2012 (6:17 am)
Thanks for your time @Dave and @Frank! That's great :)Some DX9 games do have issues with the GTX660. TombRaider for example is creating the exact same symptoms; game hangs randomly after a short time playing and the system freezes up (no BSOD). No Win compatibility mode is helping. Also 3ds max 2010 (Direct 3d 9.0) is crashing when having the orthographic view in a specific angle. I kind of expected it with a new card. Still I think if the issues are caused by these cards, I need a solution in T3D as long as NVIDIA is not releasing drivers resolving this. A workaround is great to continue developing without crashing the system all the time, but won't help when releasing something made with T3D in the future...
Garagegames replied the bug submission with "Please post your bug report to the GitHub issue tracker", so I posted it over there as well.
#11
I know, I know, you probably already sold the other card, but worth a try.
11/30/2012 (7:15 am)
Workaround:- Remove GTX660 from machine.
- Install GTX460 back in machine.
- Optional: Install GTX460 in addition to the GTX660. Select GTX460 when running T3D and other games that need the older card.
I know, I know, you probably already sold the other card, but worth a try.
#12
11/30/2012 (8:48 am)
@Frank, haha, sure that was on my mind for the last few weeks... but I'm kind of stubborn ya know... I need to have a fix for this to be able to sleep well again ;-) I always keep my old hardware (if it's still working) in case I need it for testing. Having both cards with a 600Watt PSU... I don't know; a 2nd machine would be better I guess
#13
From your console log, the IDirect3DDevice9::TestCooperativeLevel() method is failing in GFXPCD3D9Device::beginSceneInternal(). For whatever reason, the DirectX device has been lost to T3D. T3D then keeps on trying to get the device back. If this takes too long then T3D will attempt to reset the device with IDirect3DDevice9::Reset() in GFXPCD3D9Device::reset(). All fairly standard stuff.
As to why the device is being lost for so long in the first place, I do not know. Given that you're having trouble with other programs, it does sound like a driver issue. If we cannot even reset the device through Windows' DirectX interface, I'm not sure what else Torque 3D could do to try and recover.
Just before posting this response I saw one other thing in your console log:
Any reason why two Direct 3D devices are being found on your machine? If you can open your options dialog in Torque 3D, what shows up under the Display Driver drop down? I only have one Direct 3D device on my computer showing up. Is it possible you haven't properly cleaned up your drivers?
- Dave
11/30/2012 (11:45 am)
@Nils:From your console log, the IDirect3DDevice9::TestCooperativeLevel() method is failing in GFXPCD3D9Device::beginSceneInternal(). For whatever reason, the DirectX device has been lost to T3D. T3D then keeps on trying to get the device back. If this takes too long then T3D will attempt to reset the device with IDirect3DDevice9::Reset() in GFXPCD3D9Device::reset(). All fairly standard stuff.
As to why the device is being lost for so long in the first place, I do not know. Given that you're having trouble with other programs, it does sound like a driver issue. If we cannot even reset the device through Windows' DirectX interface, I'm not sure what else Torque 3D could do to try and recover.
Just before posting this response I saw one other thing in your console log:
GFX Init: Direct 3D (version 9.x) device found Direct 3D (version 9.x) device found Null device found
Any reason why two Direct 3D devices are being found on your machine? If you can open your options dialog in Torque 3D, what shows up under the Display Driver drop down? I only have one Direct 3D device on my computer showing up. Is it possible you haven't properly cleaned up your drivers?
- Dave
#14
I noticed a lot of NVIDIA 305.68 driver problems while surfing a bit more; games not working properly etc. This is the 660 driver so it won't work with earlier versions. I tried all 8 drivers available (including beta), always cleaned up first with Guru3D's Driver Sweeper and using the "Clean Install" option.
The 2 devices you see in the log are 2 HDMI screens. Just to make sure those weren't the cause of it I swapped those with an older TFT screen that worked for 6 years, using a different cable. Too bad there was no difference. The log only showed 1 Direct 3D (version 9.x) device.
Problems with the old TombRaider games (from steam) are very common with new hardware and OS. Most can't even run those without the Win compatibility mode on Win7. As for 3ds max 2010, only minor issues (no system freezing etc.) Don't know if we can draw many conclusions from this. Most DX9 games I played with different cards in the past (like STALKER SOC) are working just fine now with the 660.
I noticed that there's always the "Window focus status changed: focus: 0" in the console before it loses the device. For that I stripped Windows to the bone, disabling all services, that are not essential for the OS, setting the power plan to "screen and system always on" and turned off the AV. Nope!
12/01/2012 (8:05 am)
Thanks @David, I appreciate this!I noticed a lot of NVIDIA 305.68 driver problems while surfing a bit more; games not working properly etc. This is the 660 driver so it won't work with earlier versions. I tried all 8 drivers available (including beta), always cleaned up first with Guru3D's Driver Sweeper and using the "Clean Install" option.
The 2 devices you see in the log are 2 HDMI screens. Just to make sure those weren't the cause of it I swapped those with an older TFT screen that worked for 6 years, using a different cable. Too bad there was no difference. The log only showed 1 Direct 3D (version 9.x) device.
Problems with the old TombRaider games (from steam) are very common with new hardware and OS. Most can't even run those without the Win compatibility mode on Win7. As for 3ds max 2010, only minor issues (no system freezing etc.) Don't know if we can draw many conclusions from this. Most DX9 games I played with different cards in the past (like STALKER SOC) are working just fine now with the 660.
I noticed that there's always the "Window focus status changed: focus: 0" in the console before it loses the device. For that I stripped Windows to the bone, disabling all services, that are not essential for the OS, setting the power plan to "screen and system always on" and turned off the AV. Nope!
#15
That is normal for dual display setups. For DirectX you will find a device per display attached to the system that is connected to a Direct3D compatible interface/video card. There's also a performance penalty when the game window isn't inside the display of which the game has opened the device associated with said display. OpenGL on the other hand has no distinction between displays therefore you will only find one OpenGL device no matter how many displays are attached to the system.
@Nils: As I mentioned on the Torqu3D's github issue tracker this appears to be a hardware or driver problem and not a Torque 3D problem. The only thing I can suggest is to check out nVidia (or your card's vendor) customer discussion forums, or simply RMA the video card and hopefully receive a working one. But there is a possibility that either your motherboard isn't really compatible with the new video card or your PSU doesn't have sufficient power to provide to the newer video card. Diagnosing problems like these aren't easy nor fun as I've been in this position many times in the past.
12/01/2012 (11:25 am)
@David: Quote:Any reason why two Direct 3D devices are being found on your machine?
That is normal for dual display setups. For DirectX you will find a device per display attached to the system that is connected to a Direct3D compatible interface/video card. There's also a performance penalty when the game window isn't inside the display of which the game has opened the device associated with said display. OpenGL on the other hand has no distinction between displays therefore you will only find one OpenGL device no matter how many displays are attached to the system.
@Nils: As I mentioned on the Torqu3D's github issue tracker this appears to be a hardware or driver problem and not a Torque 3D problem. The only thing I can suggest is to check out nVidia (or your card's vendor) customer discussion forums, or simply RMA the video card and hopefully receive a working one. But there is a possibility that either your motherboard isn't really compatible with the new video card or your PSU doesn't have sufficient power to provide to the newer video card. Diagnosing problems like these aren't easy nor fun as I've been in this position many times in the past.
#16
Perhaps the drivers are not in order or there is a bad batch of cards. I don't know. Who made your GTX660? That might have more to do with it than anything else. I try to buy only Asus for most things anymore. Their stuff just seems to work, like forever.
12/02/2012 (3:32 pm)
I don't know about the PSU not being enough. I am running my GTX460 on a 430 Watt power supply. So unless the GTX660 is pulling an extra 200W then I can't see that being the issue. I am also running with an Asus Sabertooth 990FX board which is one of the nicer boards you can get. I am sure it pulls some wattage as well.Perhaps the drivers are not in order or there is a bad batch of cards. I don't know. Who made your GTX660? That might have more to do with it than anything else. I try to buy only Asus for most things anymore. Their stuff just seems to work, like forever.
#17
My old 460 uses the same amount of power as the Asus 660, and the 600 Watt PSU is still more then the requirements of Asus. Since it's not even overclocked with their Tweak app should it certainly not be the problem.
If benchmarking with 3dmark11, stressing (Sandra) and playing other new games does not showing any problems at all; then I can almost say for sure there are no defects on this card.
3mark6 (DX9) was a bit sensitive though with ALT-TAB or the Start button; showing the same error "Device lost". So far I only have seen troubles with DX9
What does seem important to me though, is that T3D does not crash or showing any related errors when PostFX is turned off ($pref::enablePostEffects = "0";). I found more similar issues with 600-cards and games like here.
So I believe it's indeed driver related. At this time there's not much to do about that. Finding out what part of PostFX is causing the problem would be good to know; so maybe we could turn on the other effects again until NVIDIA fixes this.
12/03/2012 (2:05 am)
@Nathan; thanks for the reply here and on Github. I only posted it on Github because I received a mail from GG to do so; after I filled in the form on GG's support page.My old 460 uses the same amount of power as the Asus 660, and the 600 Watt PSU is still more then the requirements of Asus. Since it's not even overclocked with their Tweak app should it certainly not be the problem.
If benchmarking with 3dmark11, stressing (Sandra) and playing other new games does not showing any problems at all; then I can almost say for sure there are no defects on this card.
3mark6 (DX9) was a bit sensitive though with ALT-TAB or the Start button; showing the same error "Device lost". So far I only have seen troubles with DX9
What does seem important to me though, is that T3D does not crash or showing any related errors when PostFX is turned off ($pref::enablePostEffects = "0";). I found more similar issues with 600-cards and games like here.
So I believe it's indeed driver related. At this time there's not much to do about that. Finding out what part of PostFX is causing the problem would be good to know; so maybe we could turn on the other effects again until NVIDIA fixes this.
#18
a) save your data / backup your system
b) install a fresh copy of windows
c) load the nvidia (no beta) drivers
d) add the DirectX SDK (2010)
e) install T3D, MIT release ... as it has updated bug fixes.
... retest.
I'd bet that solves your issue -- windows needs a fresh install every 6 months anyhow, just to clean up that stupid /windows/winsxs/ directory cache ... which can't be cleaned any other way.
I just make a point of saving my data off of the windows drive, and have a bootable USB drive to make it go quicker ...
Another option is to "build" a debug version of the executable and test from there ... the release build tends to just ignore errors which are not immediately fatal. I made mistake of testing on with release version for 6 months on one project, only for it to bite me when I went to test in Debug mode and it crashed ... had to step through 6 months of changes to find my issue. And lost a couple months progress.
12/03/2012 (4:33 pm)
Nils@ Here is what I would do ... take from it what you want.a) save your data / backup your system
b) install a fresh copy of windows
c) load the nvidia (no beta) drivers
d) add the DirectX SDK (2010)
e) install T3D, MIT release ... as it has updated bug fixes.
... retest.
I'd bet that solves your issue -- windows needs a fresh install every 6 months anyhow, just to clean up that stupid /windows/winsxs/ directory cache ... which can't be cleaned any other way.
I just make a point of saving my data off of the windows drive, and have a bootable USB drive to make it go quicker ...
Another option is to "build" a debug version of the executable and test from there ... the release build tends to just ignore errors which are not immediately fatal. I made mistake of testing on with release version for 6 months on one project, only for it to bite me when I went to test in Debug mode and it crashed ... had to step through 6 months of changes to find my issue. And lost a couple months progress.
#19
I have now found the part of PostFX that is causing the problem; it's the DOF. If I turn it off in the console, T3D is running error and crash free:
If DOF is only disabled in the PostFX manager (unchecked) it seems not good enough; still need to fix that.
According the remarks in the DOF script, the technique is based on a NVIDIA paper:
http.developer.nvidia.com/GPUGems3/gpugems3_ch28.html.
It should be strange if that suddenly doesn't work with NVIDIA drivers or hardware.
I will try to dig any deeper (not for too long though ;)
I would really like to know if there are more NVIDIA driver/hardware users with the same problems; then I could just put it in profile scripts.
12/03/2012 (11:40 pm)
Thanks @Jeff, I'll take your advice in consideration.I have now found the part of PostFX that is causing the problem; it's the DOF. If I turn it off in the console, T3D is running error and crash free:
DOFPostEffect.disable();
If DOF is only disabled in the PostFX manager (unchecked) it seems not good enough; still need to fix that.
According the remarks in the DOF script, the technique is based on a NVIDIA paper:
http.developer.nvidia.com/GPUGems3/gpugems3_ch28.html.
It should be strange if that suddenly doesn't work with NVIDIA drivers or hardware.
I will try to dig any deeper (not for too long though ;)
I would really like to know if there are more NVIDIA driver/hardware users with the same problems; then I could just put it in profile scripts.
#20
This is awesome man! Thanks for sticking this out and reporting back. This kind of stuff saves other people weeks if not months of head banging.
I would be willing to bet there are more users with this issue. It would be good to have this off for the 660 with an in game ability to turn this on should it be fixed later. I would rather lose the feature than have it crash a system
12/05/2012 (7:07 pm)
@Nils,This is awesome man! Thanks for sticking this out and reporting back. This kind of stuff saves other people weeks if not months of head banging.
I would be willing to bet there are more users with this issue. It would be good to have this off for the 660 with an in game ability to turn this on should it be fixed later. I would rather lose the feature than have it crash a system
Torque Owner Nils Eikelenboom
Studio DimSum