Jump to content

4 Fps Bug "solution"


38 replies to this topic

#21 EvilCow

    Member

  • PipPipPipPipPipPipPipPipPip
  • Legendary Founder
  • Legendary Founder
  • 2,243 posts

Posted 16 November 2012 - 09:34 AM

A partial workaround for this problem is to ALT-ENTER and finish the game in windowed mode, then restart the client.

Switching to windowed mode apparently frees a little bit of video memory, often enough (but not always) to restore a semi-playability of the game.

Note that this bug is very "regular", it almost always happens after a fixed number of continuous games, it is 3 games for me, the 4th regularly fails, but it varies depending on the video board and the RAM installed on it. For some people it can be also 10 games but it *will* fail at some point.

The best solution is to prevent it from happening, count the number of drops you can do without problems then remember to restart the game (not the PC) before the critical game and don't let it happen.

Of course the best solution would be PGI fixing this huge and obvious memory leak problem...

Edit: If you start seeing texture artifacts in a game don't wait and restart the client soon after.

Edited by EvilCow, 16 November 2012 - 09:37 AM.


#22 Grayzzur

    Member

  • PipPipPipPipPip
  • Bridesmaid
  • Bridesmaid
  • 101 posts
  • LocationTexas

Posted 16 November 2012 - 11:24 AM

I believe I've heard the leak is in the shaders. I'm inclined to think it has more to do with the video card memory, and less with the system memory. My video card has 2gb, and since my CPU is slow I play on a lower detail level with the shaders turned down. I have seen the 4FPS bug, but it's rare. My client usually crashes to desktop or gets the black-screen bug long before I hit the 4FPS problem.

#23 Odins Fist

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 3,111 posts
  • LocationThe North

Posted 16 November 2012 - 11:32 AM

Sadly "ALT+TAB" has never worked in my case, only logging out, closing game, and restarting MWO..
.
It's a real pain in the rump, "memory leaks" always have been...

#24 SgtMaster

    Member

  • PipPipPipPipPipPip
  • Knight Errant
  • Knight Errant
  • 247 posts
  • LocationMontreal

Posted 16 November 2012 - 11:44 AM

quick fix or hot fix for this issue is fairly simple;
they need to implement an "auto" dump.
meaning to have the account log out and back in automatically after each match.

a player would have to wait a few more seconds in between matches,
but i figured since we are already waiting for the auto repair TBD...

Fixing the core issue of memory leakage is harder and will take up resources for a long time to come...

Edited by SgtMaster, 16 November 2012 - 11:46 AM.


#25 Pyrrho

    Member

  • PipPipPipPipPipPipPip
  • Bad Company
  • 854 posts

Posted 19 November 2012 - 01:31 PM

How this issue has made it from Alpha development, then on to Closed Beta, and then it was decided, "Hey, this game looks great most of the time... start letting the fans pay us!" and to launch Open Beta raises serious concerns for me about the priorities of the game in development. It is fairly easy to assume that (as I have read from other posters and agree) making sure someone can get their bobble-head is more important than fixing run-time issues. Of course, if your client is dropping almost all frames after 5-10 games, that bobble is really useful.

Meh, I guess dealing with restarting my client is a small price to pay for something I truly want to see work in the gaming community, but I am certainly never going to give this company any money as long as their released products stink of poo.

#26 Sevaradan

    Member

  • PipPipPipPipPipPipPip
  • 909 posts
  • LocationTexas

Posted 19 November 2012 - 01:33 PM

Never had alt tabbing or alt+enter actually work for me.

#27 ScrapIron Prime

    Member

  • PipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 4,880 posts
  • LocationSmack dab in the middle of Ohio

Posted 19 November 2012 - 01:33 PM

I've had some success with alt-TAB and coming back to the game, but it's not a reliable cure. I would recommend everyone try it when the 4FPS bug strikes, though. Some relief is better than none.

#28 StainlessSR

    Member

  • PipPipPipPipPipPip
  • Philanthropist
  • Philanthropist
  • 443 posts
  • LocationSunShine State

Posted 19 November 2012 - 01:36 PM

View PostJade Kitsune, on 13 November 2012 - 02:59 PM, said:


Ok, guys, if you're getting HORRIBLE FPS drops... one of the easiest things you can do is play at a lower resolution.

Believe it or not the game runs GREAT at 720p and actually functions.

Also put alot of the custom graphics options to Medium, then adjust as needed.

Also if you're on an Nvidia card, go into your nvidia control panel and toggle everything to the following for Mechwarrior: Online

Ambient Occlusion: Off [or preformance if you have a decent card I have a gtx 560m]
Anistropic filtering: off
Antialiasing-gamma correction: off
Antialiasing-mode: Application Controlled.
Antialiasing- transparency: off
CUDA- GPUs: All
Maximum pre-rendered frames: use the 3d application setting
multi-display/mixed-gpu acceleration: Single Display Preformance mode.
Power Management mode: Prefer Maximum Preformance
Texture Filtering - Anistropic sample optimization: off
Texture Filtering - Negative LOD Bias: Allow
Texture Filtering- quality: High Preformance
Texture Filtering - Trilnear Optimization: On
Threaded Optimization: On
Tripple buffering: Off
Texture Filtering Anistropic Filter Optimization- off
Vertical Sync- off.

AMD chipsets do similar for your Catalyst settings.

This SHOULD help, but is not guarenteed.


your solution does nothing for my "4FPS bug", the bug is caused by a memory leak in the video card memory usage. At the end of each match the amount of graphics memory being used goes up about 130meg till there is not enough to hold the next drop, this is what is causing the "bug", not actual performance in the game till it fills up I get 30-50 fps.

#29 Alcatraz968

    Member

  • PipPipPipPipPipPip
  • 283 posts
  • LocationBehind You!

Posted 19 November 2012 - 01:39 PM

As someone who has never gotten the 4 FPS bug. I heard it a memory leak. Sense this is a 32-bit game and i have not gotten it, its Vram based.

I would suggest you try turning down your textures and see if it helps.

But this could just be blowing smoke, but its worth a shot ;)

#30 Splinters

    Member

  • PipPipPipPipPipPip
  • Bad Company
  • 268 posts

Posted 08 January 2013 - 09:35 PM

It is VRAM based so anyone referring to system RAM is missing where the bug is at. Most cards are typically at 512MB-2GB range nowadays so the 2GB guys may be in good shape and the 512MB (or less) are probably in the most trouble. Of course turning on lots of shaders and textures will make this bug show up much more quickly.

-S

#31 Av4tar

    Member

  • PipPipPipPipPip
  • FP Veteran - Beta 1
  • 195 posts
  • LocationOcean 12

Posted 10 January 2013 - 08:58 AM

i tried with low texture. After few matches i got fps 4 bug + texture bug

#32 Heiggwinie Halberstadt

    Member

  • PipPipPip
  • Bridesmaid
  • Bridesmaid
  • 89 posts
  • LocationColorado Springs

Posted 10 January 2013 - 09:16 AM

Most of the time when I get the 4 FPS but it is when I am facing one direction. If I turn one direction I get high FPS but if I turn back in that one direction everything slows down.

#33 elbloom

    Member

  • PipPipPipPipPipPip
  • 413 posts

Posted 10 January 2013 - 09:47 AM

only known workaroung for me is to use a custom user.cfg combined with the patched sys_spec files. (last ones make the user.cfg work again, use forum search)

I use the cfg from colonel pada vinson and had not a single bug since. no 4fps, no yellow no black no ctd. not one actually.
As a side effect I have 10 more fps in every situation and very good gfx.

#34 somedood

    Member

  • Pip
  • Survivor
  • 19 posts

Posted 10 January 2013 - 10:08 AM

For what it's worth, when I have my in-game video setting to "high" I have noticed the FPS bug more often than when I am using "medium" (i'm at widescreen 1080p). Normally for me it will occur in battle, and last 10-20 seconds and then frame rates will return to normal. I haven't yet had this happen right at the beginning of the match, and so far it has always returned to normal - but I havent' found anything that consistently returns it to normal.

Most often for me it will happen more often the longer the game has been on, but oncee it did it the first match I played.

#35 GioAvanti

    Member

  • PipPipPipPipPipPip
  • 389 posts

Posted 10 January 2013 - 10:20 AM

View PostJade Kitsune, on 13 November 2012 - 02:59 PM, said:


Ok, guys, if you're getting HORRIBLE FPS drops... one of the easiest things you can do is play at a lower resolution.

Believe it or not the game runs GREAT at 720p and actually functions.

Also put alot of the custom graphics options to Medium, then adjust as needed.

Also if you're on an Nvidia card, go into your nvidia control panel and toggle everything to the following for Mechwarrior: Online

Ambient Occlusion: Off [or preformance if you have a decent card I have a gtx 560m]
Anistropic filtering: off
Antialiasing-gamma correction: off
Antialiasing-mode: Application Controlled.
Antialiasing- transparency: off
CUDA- GPUs: All
Maximum pre-rendered frames: use the 3d application setting
multi-display/mixed-gpu acceleration: Single Display Preformance mode.
Power Management mode: Prefer Maximum Preformance
Texture Filtering - Anistropic sample optimization: off
Texture Filtering - Negative LOD Bias: Allow
Texture Filtering- quality: High Preformance
Texture Filtering - Trilnear Optimization: On
Threaded Optimization: On
Tripple buffering: Off
Texture Filtering Anistropic Filter Optimization- off
Vertical Sync- off.

AMD chipsets do similar for your Catalyst settings.

This SHOULD help, but is not guarenteed.



Its a bug... or a memory leak....
What he's talking about is not a player side issue. You basically play fine for an hour or so maybe more then suddenly you drop in a match and your frame rate is 4 or so.

View Postsomedood, on 10 January 2013 - 10:08 AM, said:

For what it's worth, when I have my in-game video setting to "high" I have noticed the FPS bug more often than when I am using "medium" (i'm at widescreen 1080p). Normally for me it will occur in battle, and last 10-20 seconds and then frame rates will return to normal. I haven't yet had this happen right at the beginning of the match, and so far it has always returned to normal - but I havent' found anything that consistently returns it to normal.

Most often for me it will happen more often the longer the game has been on, but oncee it did it the first match I played.



What returns it to normal is not looking towards the center of the map or looking towards closer terrain (such as the ground or a wall). It'll go right back if you look into the open.

#36 Galaxy Drifter

    Member

  • PipPipPipPipPip
  • 195 posts
  • LocationEast of Seattle

Posted 10 January 2013 - 10:33 AM

View PostMister Blastman, on 16 November 2012 - 09:16 AM, said:


This doesn't solve the problem. The 4 FPS bug is a memory leak on the GPU RAM -- i.e. videocard.

How do I know this? Because I proved it to PGI. I used to have 2x 260 GTX's w/896 MB of RAM on them. Only one of the card's RAM counts. I then upgraded to a 670 GTX w/ 2 GB of RAM.

Guess what happened?

The stutters and pops went away completely from disk access and ultimately... the 4 FPS bug now takes hours to develop versus 30 minutes to an hour.

It has nothing to do with system RAM and graphical settings might prolong it but they aren't the source. PGI is not doing something properly with the video ram which ultimately strangles the GPU.

I am not sure if this is always the case.

After reading about this theory, I check my video card memory the next few times I got the 4fps bug. I have a video card with 2 gb of ram and when I experience the bug, only about 800MB of video memory is being used. (Monitoring it with MSI Afterburner).

#37 NRP

    Member

  • PipPipPipPipPipPipPipPipPip
  • Fire
  • Fire
  • 3,949 posts
  • LocationCalifornia

Posted 10 January 2013 - 11:18 AM

When I get the "4 fps" glitch (after about 5-7 games), I have to restart the client. When I do, Win7 gives me a C++ error dialog box that says something about a virtual function call. I always have Windows check for solution because hopefully they relay this info to the developer. Not sure if MS does that though.

#38 focuspark

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Ardent
  • The Ardent
  • 3,180 posts

Posted 24 January 2013 - 10:17 AM

After latest patch getting the 4 FPS bug (first time) every match.

Just upgraded my NVIDIA drivers, no help. Windows Update attempted as well, no help.

DxDiag Dump:

------------------
System Information
------------------
Time of this report: 1/24/2013, 10:16:10
Machine name: MAIN
Operating System: Windows 8 Pro 64-bit (6.2, Build 9200) (9200.win8_gdr.121119-1606)
Language: English (Regional Setting: English)
System Manufacturer: To Be Filled By O.E.M.
System Model: To Be Filled By O.E.M.
BIOS: BIOS Date: 03/21/12 17:50:34 Ver: 04.06.05
Processor: Intel® Core™ i5-3550 CPU @ 3.30GHz (4 CPUs), ~3.3GHz
Memory: 16384MB RAM
Available OS Memory: 16348MB RAM
Page File: 2585MB used, 16065MB available
Windows Dir: C:\Windows
DirectX Version: DirectX 11
DX Setup Parameters: Not found
User DPI Setting: Using System DPI
System DPI Setting: 96 DPI (100 percent)
DWM DPI Scaling: Disabled
DxDiag Version: 6.02.9200.16384 64bit Unicode

------------
DxDiag Notes
------------
Display Tab 1: No problems found.
Sound Tab 1: No problems found.
Sound Tab 2: No problems found.
Input Tab: No problems found.

--------------------
DirectX Debug Levels
--------------------
Direct3D: 0/4 (retail)
DirectDraw: 0/4 (retail)
DirectInput: 0/5 (retail)
DirectMusic: 0/5 (retail)
DirectPlay: 0/9 (retail)
DirectSound: 0/5 (retail)
DirectShow: 0/6 (retail)

---------------
Display Devices
---------------
Card name: NVIDIA GeForce GTX 680
Manufacturer: NVIDIA
Chip type: GeForce GTX 680
DAC type: Integrated RAMDAC
Device Type: Full Device
Device Key: Enum\PCI\VEN_10DE&DEV_1180&SUBSYS_096910DE&REV_A1
Display Memory: 4042 MB
Dedicated Memory: 1994 MB
Shared Memory: 2047 MB
Current Mode: 1920 x 1200 (32 bit) (59Hz)
Monitor Name: Generic PnP Monitor
Monitor Model: DELL 2405FPW
Monitor Id: DELA010
Native Mode: 1920 x 1200(p) (59.950Hz)
Output Type: DVI
Driver Name: nvd3dumx.dll,nvwgf2umx.dll,nvwgf2umx.dll,nvd3dum,nvwgf2um,nvwgf2um
Driver File Version: 9.18.0013.1090 (English)
Driver Version: 9.18.13.1090
DDI Version: 11
Feature Levels: 11.0,10.1,10.0,9.3,9.2,9.1
Driver Model: WDDM 1.2
Graphics Preemption: DMA
Compute Preemption: DMA
Driver Attributes: Final Retail
Driver Date/Size: 12/29/2012 02:34:47, 18054312 bytes
WHQL Logo'd: Yes
WHQL Date Stamp:
Device Identifier: {D7B71E3E-52C0-11CF-2C77-64291CC2C435}
Vendor ID: 0x10DE
Device ID: 0x1180
SubSys ID: 0x096910DE
Revision ID: 0x00A1
Driver Strong Name: oem2.inf:0f066de3ff4d91a1:Section042:9.18.13.1090:pci\ven_10de&dev_1180&subsys_096910de
Rank Of Driver: 00E00001
Video Accel: ModeMPEG2_A ModeMPEG2_C ModeVC1_C ModeWMV9_C
DXVA2 Modes: DXVA2_ModeMPEG2_IDCT DXVA2_ModeMPEG2_VLD DXVA2_ModeVC1_VLD DXVA2_ModeVC1_IDCT DXVA2_ModeWMV9_IDCT DXVA2_ModeH264_VLD_NoFGT
Deinterlace Caps: {6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(UYVY,UYVY) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{6CB69578-7617-4637-91E5-1C02DB810285}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{F9F19DA5-3B09-4B2F-9D89-C64753E3EAAB}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(S342,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
D3D9 Overlay: Supported
DXVA-HD: Supported
DDraw Status: Enabled
D3D Status: Enabled
AGP Status: Enabled

#39 focuspark

    Member

  • PipPipPipPipPipPipPipPipPip
  • The Ardent
  • The Ardent
  • 3,180 posts

Posted 24 January 2013 - 10:20 AM

BTW if this is a memoryleak, it's one hell of a leak. I have 16GB of sysmem and 4GB of vidmem and I get hit with it at the start of every match.





3 user(s) are reading this topic

0 members, 3 guests, 0 anonymous users