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Re: video memory and d3d_texfree [Re: Iglarion] #465177
04/09/17 23:34
04/09/17 23:34
Joined: May 2005
Posts: 868
Chicago, IL
Dooley Offline
User
Dooley  Offline
User

Joined: May 2005
Posts: 868
Chicago, IL
I would try making a backup copy of your game, and reducing all textures by half, i.e. 2048 to 1024, 1024 to 512, etc...

This way, you can see if the problem is fixed, and also see if you can live with the smaller texture sizes. I was not thrilled to reduce all my texture sizes, but it's better than having the game crash.

Also, I believe you can go up to 500 with your nexus. I know the manual recommends keeping it lower, but I think that was written a long time ago... this could give you some extra needed memory.

Re: video memory and d3d_texfree [Re: Dooley] #465180
04/10/17 10:45
04/10/17 10:45
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
I don't think the issue really lies with big textures.
I barely use any (less than 128MB maybe) in my game, have near unlimited RAM and VRAM and yet it still crashes with DirectX errors, right now more than ever (which is not a bad thing for debugging).
There is something wrong with this engine I fear, I wish it was a user problem.

EDIT: The error:
Quote:
Error E2005: Can't create DirectX texture unnamed
D3D_TexCreate: 8007000e - E_OUTOFMEMORY


How is "unnamed" set (or not set), could you, Mr. Lotter, use that field to add debugging information?

Last edited by Superku; 04/10/17 13:10.

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Re: video memory and d3d_texfree [Re: Superku] #465183
04/10/17 14:03
04/10/17 14:03
Joined: Jul 2000
Posts: 27,977
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,977
Frankfurt
We did not make DirectX, so I can not comment on why it thinks that it has not enough memory. "Unnamed" means that it could not be determined when and how this texture was created. Otherwise you would see the name of the texture or object it belonged to.

Re: video memory and d3d_texfree [Re: Dooley] #465192
04/10/17 16:15
04/10/17 16:15
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline OP
Serious User
Reconnoiter  Offline OP
Serious User

Joined: Dec 2011
Posts: 1,823
Netherlands
@Iglarion, your game is a sidescroller right? Have you tried ent_purge big models/textures that the player has passed?

@Superku, how much memory does task manager say your game/project is using?
Maybe you can debug your problem with dx debug runtime;
https://www.microsoft.com/en-us/download/details.aspx?id=6812
https://msdn.microsoft.com/en-us/library/windows/desktop/bb173355(v=vs.85).aspx
https://legalizeadulthood.wordpress.com/2009/06/28/direct3d-programming-tip-5-use-the-debug-runtime/

Originally Posted By: Dooley

Also, I believe you can go up to 500 with your nexus. I know the manual recommends keeping it lower, but I think that was written a long time ago... this could give you some extra needed memory.
, this does not seem to work for me (maybe because I dont use blocks but only models in my maps/.wmb). Cutting all normal maps in half is so far the best one for me since it doesn't decrease visual quality much. Also I noticed that Shade-C uses a noticeable amount of extra memory (probably for shadowmaps etc).

I found this quote also informative:
Quote:

In case you're not familar with address space starvation, on a 32-bit operating system, each executable has 4GB of address space to use, between 0x00000000 and 0xffffffff. The top 2GB is reserved by the operating system, some address ranges are reserved (E.g. the low 64KB (I think? Maybe more?)), and the EXE file and all the various system DLLs loaded into the process usually means that a single application has around 1GB to 1.5GB of free space to use for the heap (At most, the address space could be fragmented meaning there's not one contiguous chunk of memory that size).
(https://www.gamedev.net/topic/616046-d3dxcreatecubetexture-fails-with-e-outofmemory/)

Lastly found another A8 developer that had this problem to and solved it (maybe it helps):
https://steamcommunity.com/app/336200/discussions/0/618453594750526027/

Re: video memory and d3d_texfree [Re: Reconnoiter] #465195
04/10/17 19:00
04/10/17 19:00
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
It's at 1066MB in development mode and 232MB in a published build (which temporarily goes up to 296MB for 5+ seconds after changing resolutions on 1920x1080, which is a tad strange IMO).

That DirectX SDK/ debugger stuff sounds like a good idea, too bad this does not work on Win7 SP1, Win 8 and Win 10 though. -.- It's just not supported anymore.

EDIT: Uhh, got it running on an old laptop but there the crash has not happened so far - obviously.
EDIT2: Activating the debug version of DirectX 9 results in a different error, usually related to outdated DirectX versions (apparently):
Quote:
D3D_DrawPrimitive: D3DERR_INVALIDCALL
D3D_DrawPrimitive: D3DERR_INVALIDCALL 0 lmaps 0 textures
D3D_DrawPrimitive: D3DERR_INVALIDCALL
Malfunction W1246: DirectX driver failure: D3DERR_INVALIDCALL...ok
LevelReady at 214.750

(listed as E1246 in the manual)

Last edited by Superku; 04/11/17 07:44.

"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: video memory and d3d_texfree [Re: Superku] #465198
04/11/17 14:47
04/11/17 14:47
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
When I set the nexus to 200+ MB in the SED command line parameters, my game crashes pretty much every time I switch resolutions (1920x1080ish) with
Error E2005: Can't create DirectX texture unnamed.
With a nexus of 300 I get that error message before loading the first real level or the menu.
With a nexus of < 150MB it seems to be working for a while. Still got the error message with a similar or lower nexus after playing for 20+minutes on my laptop a couple of days ago, on a published build.

The RAM usage shows pretty much the same value (~1055MB), both for a nexus of 150MB and 250MB. Does that make sense?


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: video memory and d3d_texfree [Re: Reconnoiter] #465200
04/11/17 19:03
04/11/17 19:03
Joined: Jul 2004
Posts: 785
Serbia
Iglarion Offline
User
Iglarion  Offline
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Joined: Jul 2004
Posts: 785
Serbia
Originally Posted By: Reconnoiter
@Iglarion, your game is a sidescroller right? Have you tried ent_purge big models/textures that the player has passed?
My game has multiple views, and i already use ent_purage on the few places where this is possible.

I haven't yet had a time to play my game a little longer time to check whether the error still occurs, currently i prepare complete game for this beacuse i need almost one+ hour to reach crash and before test i want to go once again through all suspicious parts. First i must see when exactly the e2005 occurs and where. I just found my topic from the year 2013 when i have the same problem but without any error message. It seems that the issue is only reduced after converting textures to DDS, but is still here. The RAM usage for my game is 1280MB in development mode and i try to keep all things as simple as possible - lowpoly models, extern dds textures 512 and 1024 and just five 2048 for terrain colormap and shadowmap.

Error "Can't create DirectX texture unnamed" in my case also happens only after switch resolution.

Error "Can't create DirectX texture skin(number)" appear after i pass trought many of my levels and at begining of new loaded level.

The part that scares me is that Superku not used at all too much video memory, and especially Starlaxis, and the question is how much reducing memory consumption can help in my game. Maybe we also should contact the author of Starlaxis and see if his update actually removed e2005 error from his game and what was the problem. I also afraid there is something wrong with engine and if this is the truth it will be very difficult for us to isolate this error for support.

Re: video memory and d3d_texfree [Re: Iglarion] #465204
04/11/17 21:49
04/11/17 21:49
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Given the severity of this issue and that rather many users and their game projects are experiencing this, I think the best solution or rather approach right now would be a dedicated unofficial A8 release for testing.
IMO this should only include logging or stuff like that, not any other change (fix) for now.

Forgive my DirectX (and general) noobiness but could you, Mr. Lotter, add logging to the texture creation in some way or another?
I did that for all my bmap_create[black] instructions with a macro but that obviously does not help where we don't have access to the CreateTexture calls or whatever it is (like for engine intern postprocessing bitmaps or on entity creation or level (texture) loading).

Could you maybe even output information like a stack trace (?) or data like free remaining memory when such a DirectX call fails?
Even if that A8 test version was a lot slower it would be a great relief to have this issue finally isolated.
Thanks.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: video memory and d3d_texfree [Re: Superku] #465240
04/13/17 20:34
04/13/17 20:34
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline OP
Serious User
Reconnoiter  Offline OP
Serious User

Joined: Dec 2011
Posts: 1,823
Netherlands
@Iglarion, yeah contacting Starlaxis dev is a good idea.

@Superku, could try setting this d3d_texdepth = 16; before level loading? (so e.g. in your main function)

I tried that and it saved me ~25% video memory without noticeable losses so far (not sure if its important but my maps only have models and not blocks).

Quote:
The RAM usage shows pretty much the same value (~1055MB), both for a nexus of 150MB and 250MB. Does that make sense?
, from what I read every 32 app that uses above 1 gb ram could technically give the error if the engine or used dll's etc use alot or there is to little ram and/or video ram in the computer itself. Maybe you use many plugins or such? Also the nexus does not seem make any difference for me too, I think it only matters for loading big maps with lots of blocks and wad textures or perhaps with big terrain shadow/light maps etc.

Last edited by Reconnoiter; 04/13/17 20:41.
Re: video memory and d3d_texfree [Re: Reconnoiter] #465241
04/13/17 20:40
04/13/17 20:40
Joined: Oct 2011
Posts: 1,082
Germany
C
Ch40zzC0d3r Offline
Serious User
Ch40zzC0d3r  Offline
Serious User
C

Joined: Oct 2011
Posts: 1,082
Germany
x86 processes can only take a maximum of 2gb ram if the app wasnt compiled with a special flag (/LARGEADDRESSAWARE) which allows to address up to 4gb ram.

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