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.
#2
/-------------------------- 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
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
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
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! :)
#6
How to whitelist a game with Nvidia's Optimus
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
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
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
Torque Owner Dwarf King
Noble Games Production
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 CoreAs 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?