

Youve Killed My Pc
#1
Posted 21 January 2014 - 01:16 PM
Now I can get the loader launched, play about in my mech lab......
Launch into a Game..........HELL NO.......Mechwarrior then crashes, and locks up my pc so hard I have to Force reboot it, with a non too subtle dunt from my Hatchet arm.
I'd state all sorts o tech speak jargon, if I actually new what it all ment, but I guess I'll just lose my premuim time and have to wait and see if it's hot fixed sometime soon
BUL
#2
Posted 21 January 2014 - 01:51 PM
delete your shader cache from your USER folder and run repair tool

you could try adding to your user.cfg (after the repair tool and shader cache delete)
r_ShadersAsyncCompiling=0
hopefully this issue will get solved in the next few patch cycles as it's been around for a long time and we're pretty close to identifying a fix *knock on wood*
#3
Posted 21 January 2014 - 02:35 PM
Albert Meyburgh, on 21 January 2014 - 01:51 PM, said:
delete your shader cache from your USER folder and run repair tool

you could try adding to your user.cfg (after the repair tool and shader cache delete)
r_ShadersAsyncCompiling=0
hopefully this issue will get solved in the next few patch cycles as it's been around for a long time and we're pretty close to identifying a fix *knock on wood*
+1 for the helpful post albert - I know you're staff, but it's still nice to see the community do something other than bash each other

though sometimes bashing is fun

Bulvar Jorgensson, on 21 January 2014 - 01:16 PM, said:
Now I can get the loader launched, play about in my mech lab......
Launch into a Game..........HELL NO.......Mechwarrior then crashes, and locks up my pc so hard I have to Force reboot it, with a non too subtle dunt from my Hatchet arm.
I'd state all sorts o tech speak jargon, if I actually new what it all ment, but I guess I'll just lose my premuim time and have to wait and see if it's hot fixed sometime soon
BUL
bulvar - remember to post your results to the above back here in case you need more help

Edited by Fierostetz, 21 January 2014 - 02:35 PM.
#4
Posted 21 January 2014 - 03:27 PM
Albert Meyburgh, on 21 January 2014 - 01:51 PM, said:
delete your shader cache from your USER folder and run repair tool

you could try adding to your user.cfg (after the repair tool and shader cache delete)
r_ShadersAsyncCompiling=0
hopefully this issue will get solved in the next few patch cycles as it's been around for a long time and we're pretty close to identifying a fix *knock on wood*
Question is it necessary to run the repair tool after deleting the shader cache folder? Isn't that suppose to be auto-generated with no need for the repair tool to fix?
#5
Posted 21 January 2014 - 03:30 PM
Darth Futuza, on 21 January 2014 - 03:27 PM, said:
I've never needed to run it, but it would not hurt anything to run it. You would just have to wait on it.
#6
Posted 21 January 2014 - 03:38 PM
Deleting the shader cache helps to remove possible textures that are crashing out the engine due to corruption (when you start the game and load into levels and see mechs for the first time the game engine creates a shader template that is stored in the shader cache folder then just rereads these as it needs them, this alleviates the need for the engine to keep creating them while playing thereby reducing some of the overhead that the game operates under).
EDIT: formatted to make more sense.
Edited by StainlessSR, 21 January 2014 - 03:39 PM.
#7
Posted 21 January 2014 - 03:42 PM
If you suspect your shaders are corrupt, delete the shader cache.
If you suspect your game is corrupt, run the repair tool (game corrupt may mean it keeps corrupting your shaders over and over).
#8
Posted 21 January 2014 - 04:27 PM
#9
Posted 21 January 2014 - 06:54 PM
http://patcher.mwome...ORepairTool.exe
Edited by Thorqemada, 22 January 2014 - 03:58 AM.
#10
Posted 22 January 2014 - 07:08 AM

.lost a good 12 hours of my Premium time though.....

Have to ask Why isnt premium time only taken off when your logged into the game....and I know its Micro transaction money, but doesn't it make more sense to have it active when ur online not just counting down all the time.
Also id say if the cost of MC was lowered people would buy more and play more, setting the price mid/high seems rather odd to someone who has used Micro transactions in MEOLRPG, were items and upgrades were set low enough players though yip i'll buy more rather than buy less.
#11
Posted 22 January 2014 - 07:31 AM

this has only happened since this last Patch.......

#12
Posted 22 January 2014 - 08:09 AM

computer noob.......fixed though now...

#13
Posted 22 January 2014 - 09:38 AM
Darth Futuza, on 21 January 2014 - 03:27 PM, said:
I have been digging around the 'corruption' bug, and I suspect that async shader compiling is sometimes having a bit of a race condition when serializing files to disk that may cause it to serialize to a 'random' game file instead of the cached shader file... it's obviously not supposed to do that, but that's why I mention delete AND repair tool, since then the shaders will be forced to regenerate while potentially previously corrupted non-shader files are put back to normal. Disabling async shader compiling is a 'workaround' to avoid the race condition with multiple threads. The performance hit of compiling shaders is only once, so it doesn't really matter that it would only use the main thread for the initial compile imo.
Though like I said... no guarantees because it's not been verified, it's a suspicion based on some debugging thus far

Bulvar Jorgensson, on 22 January 2014 - 08:09 AM, said:

computer noob.......fixed though now...

That post has quite the emotional roller coaster starting with anger but it ends up happy, so I suppose this story ended up being a comedy instead of tragedy!
#14
Posted 22 January 2014 - 02:09 PM
Albert Meyburgh, on 22 January 2014 - 09:38 AM, said:
I have been digging around the 'corruption' bug, and I suspect that async shader compiling is sometimes having a bit of a race condition when serializing files to disk that may cause it to serialize to a 'random' game file instead of the cached shader file... it's obviously not supposed to do that, but that's why I mention delete AND repair tool, since then the shaders will be forced to regenerate while potentially previously corrupted non-shader files are put back to normal. Disabling async shader compiling is a 'workaround' to avoid the race condition with multiple threads. The performance hit of compiling shaders is only once, so it doesn't really matter that it would only use the main thread for the initial compile imo.
Ah cool. Glad to hear a reasonable theory about why my frozen city shaders keep killing themselves. Good luck with the debugging, race conditions are a beast.
#15
Posted 24 January 2014 - 12:39 PM
Albert Meyburgh, on 22 January 2014 - 09:38 AM, said:
I have been digging around the 'corruption' bug, and I suspect that async shader compiling is sometimes having a bit of a race condition when serializing files to disk that may cause it to serialize to a 'random' game file instead of the cached shader file... it's obviously not supposed to do that, but that's why I mention delete AND repair tool, since then the shaders will be forced to regenerate while potentially previously corrupted non-shader files are put back to normal. Disabling async shader compiling is a 'workaround' to avoid the race condition with multiple threads. The performance hit of compiling shaders is only once, so it doesn't really matter that it would only use the main thread for the initial compile imo.
Though like I said... no guarantees because it's not been verified, it's a suspicion based on some debugging thus far

That post has quite the emotional roller coaster starting with anger but it ends up happy, so I suppose this story ended up being a comedy instead of tragedy!
Tried it this way, as only deleting shaders didn't help. Now that i have deleted shaders cache 1st than run repair tool, i can not say if the corrupted textures are still there, cause now the freaking client is permanetly crashing with memory allocation error.
Thanks for the help. I really appreciate the high standards of quality control on everything PGI does...
If you find sarcasm...keep it.
#16
Posted 24 January 2014 - 02:37 PM
You can reduce the amount of memory that the process uses by turning down your quality settings and perhaps report back if that helps?
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