Game Development Community

Torque 3D and Graphics Card issue

by Thomas Pac · in Hardware Issues · 07/17/2013 (6:18 am) · 8 replies

Torque 3D is not detecting my Nvidia GT 545 graphics card. When going into options, I get 2 choices for graphics card. The built in Intel card, and "GFX null device". I don't know if that is my Nvidia card or not, but When I click on that, it tells me to restart my Torque 3D for the changes to save the changes. But it never changes when I go back in. I'm very new to Torque and I have no other idea on how to fix it. I have reinstalled Torque, I have uninstalled and reinstalled the latest Nvidia drivers as well.

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  • Collada texture issue

  • #1
    07/17/2013 (6:28 am)
    Can you run your project? Do you have any issues seeing anything on the screen?

    I get this when running my project:
    -----
    Processor Init:
       Intel Pentium III Xeon, ~3.29 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.
       DirectInput enabled.
    
    Done
    GFX Init:
       Direct 3D (version 9.x) device found
       Null device found
    
    DebugDrawer Enabled!
    Binding server port to default IP
    Debugger connection from 127.0.0.1
    --------- Loading DIRS ---------
    
    --------- Parsing Arguments ---------
    Binding server port to default IP
    UDP initialized on port 0
    Attempting to create GFX device: AMD Radeon HD 6700 Series (D3D9)
    Device created, setting adapter and enumerating modes
       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 : 'AMD Radeon Graphics Processor (0x673E)'
       o Card    : 'AMD Radeon HD 6700 Series'
       o Version : '8.17.0010.1140'
       - Scanning card capabilities...
    GFXCardProfiler (D3D9) - Setting capability 'autoMipMapLevel' to 1.
    GFXCardProfiler (D3D9) - Setting capability 'maxTextureWidth' to 16384.
    GFXCardProfiler (D3D9) - Setting capability 'maxTextureHeight' to 16384.
    GFXCardProfiler (D3D9) - Setting capability 'maxTextureSize' to 16384.
    GFXCardProfiler (D3D9) - Setting capability 'lerpDetailBlend' to 1.
    GFXCardProfiler (D3D9) - Setting capability 'fourStageDetailBlend' to 1.
       - Loading card profiles...
          - Loaded card profile core/profile/D3D9.cs
          - No card profile core/profile/D3D9.AMDRadeonGraphicsProcessor0x673E.cs exists
          - No card profile core/profile/D3D9.AMDRadeonGraphicsProcessor0x673E.AMDRadeonHD6700Series.cs exists
          - No card profile core/profile/D3D9.AMDRadeonGraphicsProcessor0x673E.AMDRadeonHD6700Series.81700101140.cs exists
    % - PostFX Manager - Executing core/scripts/client/postFx/default.postfxpreset.cs
    % - PostFX Manager - Applying from preset
    % - PostFX Manager - PostFX enabled
    Missing file: core/art/gui/customProfiles.cs!
     % - Initialized Core

    As you can see it finds it in the console but says no card core profile. It does not mean anything as the project still runs.

    Could you post your console output?
    #2
    07/17/2013 (7:00 am)
    I see the screen fine cause it runs on my built in graphics card, but the quality is very bad. It seems to not even pick up my Nvidia card. It works in other programs fine.

    /-------------------------- 7/17/2013 -- 09:09:35 -----
    Processor Init:
    Intel Pentium III Xeon, ~3.39 Ghz
    FPU detected
    MMX detected
    SSE detected
    SSE2 detected
    HT detected
    MP detected [4 cores, 8 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.
    DirectInput enabled.

    Done
    SFXFMODProvider - Could not locate 'fmodex.dll' or 'fmodexp.dll' - FMOD not available.
    GFX Init:
    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: Intel(R) HD Graphics (D3D9) [\.DISPLAY3]
    Device created, setting adapter and enumerating modes
    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 : 'INTEL'
    o Card : 'Intel(R) HD Graphics'
    o Version : '8.15.0010.2696'
    - 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
    - No card profile core/profile/D3D9.INTEL.cs exists
    - No card profile core/profile/D3D9.INTEL.IntelRHDGraphics.cs exists
    - No card profile core/profile/D3D9.INTEL.IntelRHDGraphics.81500102696.cs exists
    % - PostFX Manager - Executing core/scripts/client/postFx/default.postfxpreset.cs
    % - PostFX Manager - Applying from preset
    % - PostFX Manager - PostFX enabled
    % - Initialized Core
    #3
    07/17/2013 (7:13 am)
    Oh yes indeed it does use the intel graphics...

    Attempting to create GFX device: Intel(R) HD Graphics (D3D9) [\.DISPLAY3]
    Device created, setting adapter and enumerating modes
    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 : 'INTEL'
    o Card : 'Intel(R) HD Graphics'
    o Version : '8.15.0010.2696'

    Try reading these threads below as one suggest that his card can be forced to run all the time and hence cancel the Intel internal graphics from running(go to bios and set to fixed).

    some talk about the topic

    Possible solution

    Please let me know if it worked :o)

    Best,

    Dwarf King
    #4
    07/17/2013 (8:09 am)
    I fixed it in the bios. Much thanks! :)
    #5
    07/17/2013 (8:21 am)
    Awesome! :o)

    Your are welcome.

    Best,

    Dwarf King
    #6
    07/18/2013 (6:09 am)
    Might want to try out this nVidia recommended procedure instead of changing settings in the BIOS:
    How to whitelist a game with Nvidia's Optimus
    #7
    07/18/2013 (11:13 pm)
    Also understand you CANNOT whitelist an engine. Just the executable. So every time you create a new executable with a different name it will need to be whitelisted. There is no way for your system to know it is a program that needs a higher end 3D card.
    #8
    02/07/2016 (2:15 am)
    This is the complete list of wishes from the garage games uservoice, i intend to relist them in some orderly fashion.

    Some are done, some are works in progress, some despite wishful thinking are never likely to happen, especially with the current manpower issues, these along selected items from the other places where features are requested can form the goto list if you want to work on the engine, or users can add their own to the list and start work.

    If you are working on one of these and wish to say so, i can put your @link next to them so people who want to help with specific parts

    Also ive no idea how this clashes with jeffs new posts, if it does then... ive prepared a list for him :p

    Add full support for Linux Operating Systems to Torque 3D
    Multiple CPU Core Usage (for skinned meshes especially)
    A new scripting language
    Shader Composer / Material Editor
    Open GL 4.x support for Torque3D
    Add full support for Mac OS X to Torque 3D
    AI System - Navgraph, planner, fuzzy state machine
    Physical Based Lighting/Shader (PBR)
    A system like kismet from unreal engine 3
    DX11 Support
    Global Illumination
    Update the Terrain System
    Inverse Kinematics for character animation
    Export to mobile platforms
    weather system
    Create an Open Source Alternative to Torsion
    GUI system Overhaul for Torque 3D
    Terrain Streaming or Paging
    Wind animation and collision support for groundcover objects
    3d skybox
    Multiple Viewports in World Editor
    Revamp the Shadow system
    Better support for MinGW compilers
    Upgraded sketch tool
    Advanced snapping options
    hitboxes aka locational damage
    KEY FEATURE - Please keep Torque-3D-Linux Generic (Non-Os and Non-Version specific! )
    Animation Blending
    Add Torque3D to Steam Greenlight
    Steps in the FPS Tutorial for how to compile Torque3D for the first time.
    CgFX Shader Language integration
    Use a Plug-in Architecture so all the Add-ons could work together
    Add full support for Linux Operating Systems to Torque 2D
    Convert data serialization over to use TAML
    In game cinametics
    More Full Featured templates/Starter kits
    Forest Editor to support multiple forest objects per mission
    Play through web page, with streaming capabilities
    Support for Intel Graphics Cards
    Displacement map option.
    Core Engine refactor with Core Plus modules
    PhysX vehicle
    C# implemented
    Light animation for the emissive material
    wetness PostFX and wetness custom material
    Torque Smart ptr: Shared, Weak, and Scoped
    Seperate Sever from Client
    XMLVM toolchain for cross compiling to .Net, iOS, Andoid and Java
    A scripting language like GML (Game Maker Language)
    Realistic Skin Shader
    Rim Lighting Shader
    screenspace lightning
    Elevation mask for terrain-painting and new filling function
    Add placement of physicsForce objects to the World Editor
    Re-add terrain erosion
    More efficient / intuitive handling of the editor
    Add TorqueScript Prefab methods
    Additional options for forest/mesh painting
    Phong Tesselation
    More Simgroups/better managing (forest items, terrain materials...)
    Bigger brushes
    Marble Class
    Vehicle steering return-to-centre
    Better Zip file functionality
    Occlusion Volume
    RayInfo distance with ContainerRayCast
    Database: Simple and Complex
    MVC Design Pattern (Component System?)
    An unreal mesh paint like editor hooked into shadergen
    SetDPIAware()
    Add terrain layer sensitivity to the forest
    Enable looping for GuiTheoraCtrl.
    Zone Update
    Support for exporting game to the Flash platform
    Ai poses and ContactTimer Pack/Unpack update fix (already in resources)
    T2D Style Toybox System
    beefing up the sketch tool
    Jitter in terrain system between terrain and models
    Feature: "externalCommand" for Torque 3D
    GuiHealthHud - a C++ replacement for the scripted numerical health hud
    Improved Color Picker
    Add new GuiBitmapStringCtrl that strings a number of images http://www.traininginsholinganallur.in/php-training-in-chennai.html | http://www.traininginsholinganallur.in/vmware-training-in-chennai.html