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[Support - OSX] 0MB VRAM detected in Player.log ("GL: Detected 0 MB VRAM")


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I've been frustrated by display bugs all day, such that when I set my graphics settings too high the game crashes with colorful squares and stripes on screen. However, I think that's a separate issue which has simply been exposed by this problem I found.

In ~/Library/Logs/Unity/Player.log I find this entry:

GL: Detected 0 MB VRAM

To put it in context, this is the head of the Player.log:

Initialize engine version: 4.5.5f1 (7684ad0c5a44)

GfxDevice: creating device client; threaded=1

OpenGL:

Version: OpenGL 2.1 [2.1 ATI-10.0.19]

Renderer: ATI Radeon HD 4670 OpenGL Engine

Vendor: ATI Technologies Inc.

VRAM: 256 MB

Extensions: GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_rectangle GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_float_pixels GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_blend_equation_separate GL_ATI_blend_weighted_minmax GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGI_color_matrix GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod

GL: buggy packed depth stencil; Deferred rendering will use slower rendering path

GL: Detected 0 MB VRAM

Here is one of my full Player.log files.

I don't know how long this has been going on. When I was running the KSP 18.3 demo, it ran quite happily fast, but when I bought 0.25 it was suddenly dog-slow unless I turned down the textures to 1/8th res and ran full-screen. I had no clue about what behavior *should* be like, so I figured this was normal for software becoming more complex, and with all the people complaining about low frame rates I figured my computer was just slow.

I do not yet know how to find my KSP frame rate. Last time I looked at the debug console, it showed that the game was running at about half-speed (so 2 seconds real world time for 1 second game time).

KSP version is Kerbal Space Program - 0.90.0.705 (OSXPlayer) Steam BETA (as reported by KSP.log).

System is OSX 10.10.1, 3.06GHz Intel i3, 256MB VRAM, 12GB RAM. If you ask I'll send my .spx file from System Report.

Some Google searches show a few other reports of similar problems for Unity games, and my understanding of Player.log is that it's for the Unity game engine rather than KSP itself. So this is sort of outside the scope of this forum.

Could someone direct me on how to debug this further, and/or suggest a resolution? Is this a bad interaction between this OSX version and Unity?

- - - Updated - - -

Sorry about the double "[support - OSX]" tag in the header, I'm used to putting those in by hand in the trouble ticket system at work and didn't know the drop-down tag menu would do it that way.

- - - Updated - - -

I happen to still have the KSP 18.3 demo version installed, and so I started that up. I note that in the resulting Player.log, there's no mention of 0MB VRAM. When I was playing the demo (in the past, I haven't played it today because I crashed it), things seemed much faster than the current version. So this makes me think the current game engine is breaking on my system somehow.

Initialize engine version: 4.0.1f2

GfxDevice: creating device client; threaded=1

OpenGL:

Version: OpenGL 2.1 [2.1 ATI-10.0.19]

Renderer: ATI Radeon HD 4670 OpenGL Engine

Vendor: ATI Technologies Inc.

VRAM: 256 MB

Extensions: GL_ARB_color_buffer_float GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_blend GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_debug_label GL_EXT_debug_marker GL_EXT_draw_buffers2 GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_rectangle GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_APPLE_aux_depth_stencil GL_APPLE_client_storage GL_APPLE_element_array GL_APPLE_fence GL_APPLE_float_pixels GL_APPLE_flush_buffer_range GL_APPLE_flush_render GL_APPLE_object_purgeable GL_APPLE_packed_pixels GL_APPLE_pixel_buffer GL_APPLE_rgb_422 GL_APPLE_row_bytes GL_APPLE_specular_vector GL_APPLE_texture_range GL_APPLE_transform_hint GL_APPLE_vertex_array_object GL_APPLE_vertex_array_range GL_APPLE_vertex_point_size GL_APPLE_vertex_program_evaluators GL_APPLE_ycbcr_422 GL_ATI_blend_equation_separate GL_ATI_blend_weighted_minmax GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_IBM_rasterpos_clip GL_NV_blend_square GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fog_distance GL_NV_light_max_exponent GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGI_color_matrix GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod

GL: buggy packed depth stencil; Deferred rendering will use slower rendering path

Begin MonoManager ReloadAssembly

I note that it still crashes with the same headless kerbal and floating rocks I've seen at times today with my regular install, which makes me think Unity is fscked up somehow.

20150124_213646.jpg

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Your gpu is dead/dying, that is "artifacting", there are only a few things that cause that. Try reinstalling drivers first, but if it still has these problems..it's dying.

It's an Apple box, so reinstalling drivers is nontrivial.

Also, why would a dying GPU yield artifacts like headless kerbals and floating rocks? The funky colors I can understand, especially since a reboot is necessary to 'fix' the problem (at least temporarily).

I downloaded FurMark and ran it, getting <10FPS with the FurMark test when using hardware rendering, and 0 FPS when using software rendering, so some hardware rendering is working. I haven't done enough comparisons to know what's good numbers and what isn't.

I may go to an Apple store with this, and see what they say. This machine has the Yosemite bug that makes the Window Server process eat more and more CPU over several days until you restart it, so if I can get that fixed while checking for GPU problems it would be great.

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I did a PRAM reset using the instructions here:

https://discussions.apple.com/thread/6623697

it didn't help my Window Server CPU-usage problem (not related to KSP) the last time I tried it, but others have said multiple attempts may help.

At any rate, after the reboot the demo version started normally, and I turned down the Pixel Light Count and Shadow Cascades to 0.The demo game seemed really snappy compared to the full version, even with full texture resolution. Played for a bit and it was much more responsive than I was used to for the full version.

Shut down demo version normally.

Restarted full version. It seemed to hang, but when I switched it out of fullscreen mode using the menu at the top, it seemed to continue loading.

At the main menu, I switched it back to 1/8th res textures and Pixel Light Count and Shadow Cascades to 0, as well as AA to 2x.

Rendering was somewhat slow, as before, but playable.

I switched to the Activity Monitor, and it showed KSP only using ~30-40%CPU (at least when playing with small craft, I haven't tried this with my big station yet). This makes me think it's VRAM starved.

So I can play KSP again. (Hilarity ensues) I'm just going to have to be careful of setting the graphics too high.

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