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报告翻译问题
after it crashes open the log at the very top of logs folder with notepad n copy and paste the txt here
if its too big split the log in half or use something like dropbox to upload the file here and wait for the developers
a gtx 980 is getting a little old now (2014) but vcd shouldn't crash on that
maybe check that pc fans not choked with dust incase its overheating
i miss windows 8 you lucky bugger win 10 isn't fun sometimes
you also have twice the ram than i do
ryzen 7
16gb ram
8 gb amd gpu
bugrosoft bugrows 10 n vcd runs fine maxed out
i only disabled ambient occlusion and antialising to stop radeon settings cpmplaining about marginal performance so now it says optimal
maybe theres a setting in nvidia control panel that might make things more stable vs all of your games
so yeah post a log right after it crashes n wait for the devs to see whats going on n maybe find a solution
it shouldn't be crashing on your system
I've cleaned out the dust about a week ago so I don't imagine that would be it. I will try that next time I get a crash. Yeah I have wanted to upgrade my graphics card for a while but they are certainly expensive at the moment lol
gpu definatly cost twice as much as they used to
Oof that sucks. At least it turned out okay lol
no idea if that will help if you make a game profile for vcd in nvidia control panel
swap the grav exe for udk.exe try it with the 32 and 64 bit udk.exe which is in the viscera binararies folder
also maybe try this
open the viscera config folder
open udkengine.ini with notepad
find this line=
bDisablePhysXHardwareSupport=True
change it to this=
bDisablePhysXHardwareSupport=False
save the file n play the game=play core sample
if it dies again post a log file and wait for the devs
if devs can't help then a new gpu would be the best option as i7 n 32gb ram still has plenty of grunt for the latest games n a new gpu eat vcd for breakfast
vcd has alot of physics going on
turning physx on in the engine config might help
try 800 x 600 screen size in the game options i know it sux but it will run alot faster
i did that on an i5 pc that had 4gb ram and 32mb intel graphics n vcd still worked for 2 years on a potato that got married with a boat anchor without a video card n it still let me make 30 workshop maps on it= del office pc from hell
took 2 years to save for new pc n vcd was the only game in my library that would still work after the 1gb gpu i had in that exploded while watching a youtube video=
vcd without a video card=scary but i still got 60fps lol
Increasing windows virtual memory in windows environment settings might also help
Set it 1mb lower than what windows says you can set that at especially if you have plenty of free HDD space
Google increasing virtual memory windows 8
Virtual memory should share memory with the 4gb GPU you have and give all your games and programs a decent boost
Ie
My 8gb GPU shares system memory so I get a total of 15gb shared video memory
VCD log file also says how much virtual memory is available
If it's below 4gb n windows let's you double it then it a good idea to increase virtual memory but never set it higher than what windows says you can set it at
Never set it higher than what windows says is safe
Windows will run faster lots faster
Very long time ago everyone with a GTX 960 970 or 980 used to report lag issues etc in the VCD forums but most people had 4gb ram an i5 n windows 7 back then
Lol obsidian broke grounded again now everyone says that crashes= hillarious and not 1 Dev comment either!
Wait for full release if you buy that game cuz it's early access is a tragedy that got married with a train crash:)
That won't work on a GTX 980 either
That game makes the fans on my 8gb GPU turn into a jet engine too= lol obsidian broke vsync too and they don't know how ue4 works:)
VCD is ue3
Devs have a break on weekends
If vcd dies again post a log file so the Devs can read that n help you if nothing I wrote fixed it
It's 4:40am i am very tired been up all night
Hopefully that makes the game more stable vs old GPU
Given that you've tried so many things already, my only real question is under what circumstances does it crash.
By that I mean, does it crash sooner on some levels compared to others?
The original crash you posted seems to indicate your were playing the Core Sample level.
That one does maybe have some odd stuff in it.
What about other levels? Simpler ones like Section 8 or Splatter Station?
Does it crash in Multiplayer only, or singleplayer also?
Was there a lot of mess in the level at them time of crashing?
Usual suspects are drivers, which are probably fine, so right now I'd suggest yeah, the bDisablePhysXHardwareSupport=False fix A Janitor mentions above.
And running in Win7 Compatibility mode.
Also running either the 32bit exe or 64bit, depending on which one you were using previously.
Beyond that, it may take some digging.
I cannot seem to find any distinguishing factors between levels as it seems to crash randomly. Yesterday I played Cryogensis for about an hour before my gpu crashed and recovered (I will post the log afterwards) and today I started playing the Revolutionary Robotics level for about 10 minutes and it crashed. Previously it would crash randomly as well for other levels at similar time intervals. I have tried both multiplayer and single and it seems to crash either way in a similar manner. As far as the mess goes I am cleaning up the mess more than anything as time goes on so I don't think that is a factor since there is less of a mess as time goes on.
My gpu drivers are currently up to date and I have tried the disable in the config file to no avail. I mostly run in 64 bit because my system is 64 bit and the 32 bit tends to crash more often. The next thing I will try is the compatability mode. The log for the Cryogensis crash and recover will be in the next post it is too long for this one.
Hopefully the link works lol
The physx toggle in the UDKengine.ini file
Did you try that with notepad
Change True to False and save the ini file and start the game but next time it write a log file it will say pysx GPU support ENABLED in the log file and VCD will use hardware instead of software
The physx toggle should help!
Or are you getting an access denied message in windows when you try and save it?
If it won't let you save it check the windows UAC administrator settings
If you're locked out of the administrator settings and can't change anything
The same thing happened to me on my old win 8.1 PC and my new win10 PC I couldn't save a new workshop map=access denied
Wtf I am administrator PC has 1 account administrator and I run VCD as administrator comparability mode for windows 7 on both 32 and 64 bit VCD
I got a take ownership script from toms hardware or bleeping computer or it might of been windows club
Created a system restore point before I installed the script
Right click my C drive and took ownership of all folders and sub folders and files
hooray everything on windows stopped randomly crashing
I wondered why photo shop CS6 extended was bsod windows lol
Script fixed it too
If not want to try a script copy and paste the viscera folder to desktop to bypass the system bug
Now change the ini file for physx it should let you do it now instead of getting access denied message
Start steam then start the game from the desktop copy from the binaries folder start either the 32 or 64 bit exe
My PC has 64 bit win 10 but I play 32 bit VCD as 32 bit programs use less memory than 64 bit stuff and multiplayer is rock solid in 32 bit for me
If you got an access denied message when you tried to change the ini file with notepad
Windows defender has a catfight with windows UAC and administrator thinks it's a guest bug
It also causes Everything installed on PC to random crash or bsod as games fail to save as well as read and write to disk and handle DLL files properly
Said bug drive me crazy every single time I buy a new PC it happens
Every single time I reinstalled windows it happens again and my new PC rejected a Corsair water cooler lol cuz of that bug n i had to go air cooled
Take ownership Script fix it every time!
Don't use wrong script for wrong OS and never take ownership of the recycling bin or it could brick windows.
Try n save a blank txt file in the viscera mods folder copy and paste it from desktop to the games mods folder
Does windows chuck
You do not have administrator privileges to perform this action access denied???
If it does then PC has that bug
If it lets you save it then PC not have said windows administrator thinks it's a guest bug
Poly bridge 2 Devs as well as myself hate said bug
Not fun when you spend all day making a workshop map and when I go to save it
Bam access denied
Try the physx ini file tweak again
Open the ini file with notepad
bDisablePhysXHardwareSupport=True
Change it to this
bDisablePhysXHardwareSupport=False
Now save the ini file to turn physx GPU support on
It says it's disabled in your log file
Other than that all I can think of is old GPU is starting to breach captain and it can't be overheating cuz you already cleaned the dusty fans
Have you tried an older video driver
Latest video driver might be unstable roll back to an older version
Don't use a take ownership script if you don't need one
Said script adds a right mouse button option to windows explorer when you right click stuff=it stops everything from random crashes and windows from blue screen of death on new PC unbricking day:)
That's the 1st time I ever seen vcd dump a complete log file if it crashes xd
Try the physx thing again n wait to see what BlackEagle can find especially since it says that the GPU crashes in the log file
Is windows using low power mode
Get rid of that use max power
Is windows going to sleep
Set windows sleep to never sleep
Now it doesn't freeze crash when I change the channel with my tv remote to see what's on tv before I flick back to the PC
It can't be the punchout lockout settings Or the settings that automatically clock punchout as a speedrun timer especially if it dies at random times
But very odd it went back to the main menu before it died especially if you didn't exit back to the main menu when playing a level
Even if I copy the viscera folder to a USB stick start steam then start VCD from the USB stick it still works and it even install workshop maps on my USB stick n let's me play em
Disable steam cloud sync for VCD if you do that from a USB or the desktop
Right click VCD in steam library and disable steam cloud sync permanently
Don't disable steam cloud sync in steam settings or all of valves games won't work
If PC not have speakers does headphones have a dodgy cable
VCD die if the sound stops working but I only saw the GPU die in The log file
Could it be monitor settings especially the refresh rate settings?
I use a 60hz TV on HDMI at 59hz to stop HDMI dropouts so I'm not sure about monitor settings as monitor too small xd n got used to playing games on a huge TV
Why is it crashing
I'm not sure cuz it shouldn't crash at all with your hardware in both 32 and 64 bit VCD it shouldn't die at all
32 bit runs faster
If you're video driver is up to date
Is NVIDIA physx driver up to date
Physx driver is not included in the video driver it's a separate download from NVIDIA website
I dunno maybe try older GTX 980 drivers
What about the shader cache is the game failing to update the shader cache
Fully loading the viscera package in the level editor will force VCD to rebuild the shader cache then exit the editor when it's finished n don't save anything in the level editor
It also stops workshop maps with custom content from crashing on the loading screen
Does this do anything
https://steamcommunity.com/app/332500/discussions/0/528398719786581004/
no idea if that will help if you make a game profile for vcd in nvidia control panel
swap the grav exe for udk.exe try it with the 32 and 64 bit udk.exe which is in the viscera binararies folder
Power settings in NVIDIA control panel and create a game profile might fix it as that link is related to unreal engine crashes
I7 32gb ram
Lol what about the motherboard Intel graphics it might be better than using the GTX 980 ???
Does it crash on Intel graphics?
No idea why it's crash when it shouldn't crash
Lol I ran VCD for 2 years on 32 MB i5 Intel graphics after the 1 GB GPU exploded when watching a YouTube video until I could buy a new PC and VCD was the only game that didn't chuck out of video memory error and old PC not enough memory to start goat simulator and VCD n goat simulator has the same level editor=lol
60 fps without a video card in VCD n it still let me make 30 workshop maps on old PC from hell that struggle to run windows 8 as it used to have windows vista on it yet everyone with a GTX 960 or 970 would say they have 10 fps on alienware=LoL my old PC had 4gb faulty ram and a 300gb HDD with less than 2 GB free space n vcd still worked but I had to lick the ram cards like Nintendo cartridges to stop del office tower from bootlooping
When the video card went bang there was a big orange flash n it fried the fuse box breakers in the fuse box Kentucky fried 1tb and 2tb HDD and murdered a keyboard and fried the USB 3.0 socket and I had to solder wires to fix the sound not working
I got sticky tape n scissors and spliced power from the cd drive to turn the HDD on as half the motherboard was fried half the PSU was dead and VCD still worked on a 300gb HDD I found at the tip that had been beaten to death by a sledgehammer n I had to cut the tower open with tin snips to find a rescue disk so I could play VCD all day almost every day
Rip chitty chitty bang bang
The 2tb HDD still works for half an hour if I put it in the freezer xd as I had to jumpstart Bugrosoft Bugrows 10 with windows 8 disk after windows 10 windows update installed the wrong sound driver twice on new PC unbricking day turning my new PC into a zombie echoing xylophone that would bsod in less than 4 minutes n I had to use win 8 disk to fix it when the PC guy at the PC shop couldn't fix it when he built my new PC=lol PC guy smarter than I am as I am maguyver with a mop as it happened at the PC shop lol and both me and the PC guy was freaking out looking at 3k worth of brand new hardware bsod
Together we fixed it:)
I like my new PC the old one went to hell
Device manager any conflicts?
Dxdiag any problems?
Antivirus not screwing with it?
VCD is an awesome game don't give up without a fight vs windows
If nothing I posted works=
Confusious says wait n see what BlackEagle says as the complete log file you posted should be useful especially since you are the system administrator and not the administrator?
Does it die on Intel motherboard graphics
Does administrator think it's a guest bug
Is GTX 980 faulty
Are monitor settings correct
Is NVIDIA control panel configured correctly
Is updated video driver buggy
Does it die if you make a VCD game profile in NVIDIA control panel
No idea cuz it shouldn't be crashing at all
I will try out that post you linked next. Thank you again lol
Do you have antialiasing turned on in the options? Maybe turn that off if it is.
That sometimes causes issues.
You can try incrementally disabling features in the options menu as you go. If it still crashes, disable something else then try again, etc.
Main suspects could be(in order):
-Antialiasing
-Anisotropic Filtering
-Ambient Occlusion
-Motion Blur
-Mop Drips
-VSync
-Physics Quality
-Lens Flares
-Light Complexity
-Shadow Settings
-Dynamic Shadows
Other than that, yeah I'm at a bit of a loss.
That log file seems to indicate everything is normal.
Although, that's also not a log file post-crash. This looks like a log file after the game was launched and then exited manually. So it doesn't say what happened moments before a crash.
Judging from your initial report, that first log file had a long repeat of the same line, indicating it was stuck in some kind of system loop.
Though I have never seen one where it says: "Timed out while waiting for GPU to catch up. (500 ms)" endlessly.
That's a strange one for sure. Clearly something about the game it doesn't/can't render. Question is what. What element is the game asking it to render.
Usually one can narrow this down if it only happens in one or two levels, indicating it's something unique.
However in this case it could be anything since it happens just about anywhere at any time...
This makes it very hard to diagnose.
Yeah my graphics card will crash but recover so I am able to exit manually. I would exit game to save the log file that way. I have found it to be strange because I can't seem to find any commonalitiles between the crashes.
Log: Log file open, 07/06/21 12:20:31
Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
DevConfig: GConfig::Find has loaded file: ..\..\Engine\Config\ConsoleVariables.ini
Init: Version: 10907
Init: Epic Internal: 0
Init: Compiled (64-bit): Jul 1 2013 15:03:50
Init: Changelist: 1715227
Init: Command line:
Init: Base directory: E:\Games\steamapps\common\Viscera\Binaries\win64\
[0000.31] Init: Computer: ERKDRASIL
[0000.31] Init: User: Anthony
[0000.31] Init: CPU Page size=4096, Processors=8
[0000.31] Init: High frequency timer resolution =3.906254 MHz
[0000.31] Init: Memory total: Physical=31.9GB (31GB approx) Pagefile=63.9GB Virtual=131072.0GB
[0000.53] Log: Steam Client API initialized 1
[0000.78] Log: Steam Game Server API initialized 1
[0000.82] Init: WinSock: I am ErkDrasil (192.168.1.4:0)
[0000.82] Init: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
[0000.82] Init: Object subsystem initialized
[0000.97] Log: Found D3D11 adapter 0: NVIDIA GeForce GTX 980
[0000.97] Log: Adapter has 3938MB of dedicated video memory, 0MB of dedicated system memory, and 16314MB of shared system memory
[0001.00] Log: Found D3D11 adapter 1: Intel(R) HD Graphics 4600
[0001.00] Log: Adapter has 160MB of dedicated video memory, 0MB of dedicated system memory, and 1760MB of shared system memory
[0001.01] Log: Found D3D11 adapter 2: Microsoft Basic Render Driver
[0001.01] Log: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 256MB of shared system memory
[0001.05] Log: Shader platform (RHI): PC-D3D-SM3
[0001.09] Log: PhysX GPU Support: ENABLED
[0001.97] Init: Initializing FaceFX...
[0001.97] Init: FaceFX 1.7.4 initialized.
[0002.00] Init: XAudio2 using 'Speakers (Realtek High Definition Audio)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3)
[0003.24] Init: Finished loading startup packages in 1.14 seconds
[0003.25] Log: 57887 objects as part of root set at end of initial load.
[0003.25] Log: 0 out of 0 bytes used by permanent object pool.
[0003.25] Log: Initializing Engine...
[0004.05] Init: UEngine initialized
[0004.06] Init: XAudio2Device initialized.
[0004.19] Init: Client initialized
[0006.85] Log: Initializing Steamworks
[0006.86] Log: Logged in as 'ErkDrasil'
[0006.88] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0006.88] Warning: Warning, Failed to find object 'Class None.'
[0006.88] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0006.88] Warning: Warning, Failed to find object 'Class None.'
[0006.88] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0006.88] Warning: Warning, Failed to find object 'Class None.'
[0006.88] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0006.88] Warning: Warning, Failed to find object 'Class None.'
[0006.90] Log: LoadMap: VC_FrontEnd_New?Name=Bob?Team=255?Class=
[0008.16] Log: Game class is 'VCEntryGame'
[0008.18] Log: Primary PhysX scene will be in software.
[0008.18] Log: Creating Primary PhysX Scene.
[0008.20] Log: Bringing World vc_frontend_new.TheWorld up for play (0) at 2021.07.06-12.20.39
[0008.22] Log: WARNING: Cooking Convex For Actor: vc_frontend_new.TheWorld:PersistentLevel.VCDebris_Flare_0 Component: VCGibStaticMeshComponent_40 StaticMesh: GP_DigSite.Explosives.S_GP_Flare_01 (Scale: 0.750000 0.750000 0.750000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects.
[0008.24] Log: Bringing up level for play took: 0.070244
[0008.24] Log: Bool DynamicShadows set to 0
[0008.28] Error: StartLocalVoiceProcessing(): Device is currently owned by another user
[0008.28] Log: ########### Finished loading level: 1.380936 seconds
[0008.28] Init: Game engine initialized
[0008.28] Log: Initializing Engine Completed
[0008.87] Log: >>>>>>>>>>>>>> Initial startup: 8.87s <<<<<<<<<<<<<<<
[0009.20] Log: Current scalability system settings:
[0009.20] Log: StaticDecals = TRUE (Whether to allow static decals.)
[0009.20] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.)
[0009.20] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.)
[0009.20] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.)
[0009.20] Log: DynamicShadows = FALSE (Whether to allow dynamic shadows.)
[0009.20] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.)
[0009.20] Log: MotionBlur = FALSE (Whether to allow motion blur.)
[0009.20] Log: DepthOfField = TRUE (Whether to allow depth of field.)
[0009.20] Log: AmbientOcclusion = FALSE (Whether to allow ambient occlusion.)
[0009.20] Log: Bloom = TRUE (Whether to allow bloom.)
[0009.20] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.)
[0009.20] Log: Distortion = TRUE (Whether to allow distortion.)
[0009.20] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.)
[0009.20] Log: LensFlares = FALSE (Whether to allow rendering of LensFlares.)
[0009.20] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.)
[0009.20] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.)
[0009.20] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.)
[0009.20] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.)
[0009.20] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.)
[0009.20] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.)
[0009.20] Log: DetailMode = 2 (Current detail mode; determines whether components of actors should be updated/ ticked.)
[0009.20] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.)
[0009.20] Log: MaxAnisotropy = 1 (Maximum level of anisotropy used.)
[0009.20] Log: bAllowD3D9MSAA = FALSE (UKNOWN)
[0009.20] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.)
[0009.20] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.)
[0009.20] Log: MaxShadowResolution = 128 (max square dimensions (in texels) allowed for rendering shadow subject depths.)
[0009.20] Log: MaxWholeSceneDominantShadowResolution = 256 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.)
[0009.20] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.)
[0009.20] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.)
[0009.20] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.)
[0009.20] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.)
[0009.20] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.)
[0009.20] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.)
[0009.20] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.)
[0009.20] Log: 1
[0009.20] Log: DumpAvailableResolutions
[0009.23] Log: 1920x1080
[0009.23] Log: 1920x1080
[0009.23] Log: 1920x1080
[0009.23] Log: 1920x1080
[0009.23] Log: 1920x1080
[0009.23] Log: 640x480
[0009.23] Log: 640x480
[0009.23] Log: 640x480
[0009.23] Log: 640x480
[0009.23] Log: 640x480
[0009.23] Log: 720x480
[0009.23] Log: 720x480
[0009.23] Log: 720x480
[0009.23] Log: 720x480
[0009.23] Log: 720x480
[0009.23] Log: 720x576
[0009.23] Log: 720x576
[0009.23] Log: 720x576
[0009.23] Log: 720x576
[0009.23] Log: 720x576
[0009.23] Log: 800x600
[0009.23] Log: 800x600
[0009.23] Log: 800x600
[0009.23] Log: 800x600
[0009.23] Log: 800x600
[0009.23] Log: 1024x768
[0009.23] Log: 1024x768
[0009.23] Log: 1024x768
[0009.23] Log: 1024x768
[0009.23] Log: 1024x768
[0009.23] Log: 1152x864
[0009.23] Log: 1152x864
[0009.23] Log: 1152x864
[0009.23] Log: 1152x864
[0009.23] Log: 1152x864
[0009.23] Log: 1280x720
[0009.23] Log: 1280x720
[0009.23] Log: 1280x720
[0009.23] Log: 1280x720
[0009.23] Log: 1280x720
[0009.23] Log: 1280x768
[0009.23] Log: 1280x768
[0009.23] Log: 1280x768
[0009.23] Log: 1280x768
[0009.23] Log: 1280x768
[0009.23] Log: 1280x800
[0009.23] Log: 1280x800
[0009.23] Log: 1280x800
[0009.23] Log: 1280x800
[0009.23] Log: 1280x800
[0009.23] Log: 1280x960
[0009.23] Log: 1280x960
[0009.23] Log: 1280x960
[0009.23] Log: 1280x960
[0009.23] Log: 1280x960
[0009.23] Log: 1280x1024
[0009.23] Log: 1280x1024
[0009.23] Log: 1280x1024
[0009.23] Log: 1280x1024
[0009.23] Log: 1280x1024
[0009.23] Log: 1360x768
[0009.23] Log: 1360x768
[0009.23] Log: 1360x768
[0009.23] Log: 1360x768
[0009.23] Log: 1360x768
[0009.23] Log: 1366x768
[0009.23] Log: 1366x768
[0009.23] Log: 1366x768
[0009.23] Log: 1366x768
[0009.23] Log: 1366x768
[0009.23] Log: 1600x900
[0009.23] Log: 1600x900
[0009.23] Log: 1600x900
[0009.23] Log: 1600x900
[0009.23] Log: 1600x900
[0009.23] Log: 1600x1024
[0009.23] Log: 1600x1024
[0009.23] Log: 1600x1024
[0009.23] Log: 1600x1024
[0009.23] Log: 1600x1024
[0009.23] Log: 1680x1050
[0009.23] Log: 1680x1050
[0009.23] Log: 1680x1050
[0009.23] Log: 1680x1050
[0009.23] Log: 1680x1050
[0009.23] Log: 1440x900
[0009.23] Log: 1440x900
[0009.23] Log: 1440x900
[0009.23] Log: 1440x900
[0009.23] Log: 1440x900
[0009.23] ScriptLog: Reloading Trophy Data...
[0013.87] ScriptLog: RUST: [Initializing Workshop Client]
[0013.87] ScriptLog: RUST: DLLVersionInt(): 268435457
[0013.87] ScriptLog: RUST: DLLBuildString(): RUSTClient - 1.0.0.1 - Release - win64
[0013.92] ScriptLog: RUST: StartClient(): True
[0013.93] ScriptLog: RUST: SetConfigPath(): True
[0013.94] ScriptLog: RUST: UpdateUGCInstall(): OK
[0016.88] ScriptLog: RUST: [Checking Initial Status]
[0016.89] ScriptLog: RUST: ReadMessage(): mods_alldone
[0016.89] ScriptLog: RUST: [All Done]
[0016.89] ScriptLog: RUST: [Shutting Down]
[0019.82] Log: LoadMap: VC_Jungle?Name=Bob?Team=255?Class=?Game=VisceraGame.VCGame?listen?online?bDisableSniffer=False?GhostMode=0ServerName=ErkDrasil?GamePassword=?AdminPassword=_Admin?Password=_Admin?PrivateGame=False?ActorLimit=1?bOfficialContentOnly=False?SaveGameState=AutoSave.sav?LocalCoop=False?AdminName=JoJoTheJanitor?steamsockets
[0019.84] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate()
OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0
Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE
[0025.64] Log: Game class is 'VCGame'
[0025.64] Init: WinSock: Socket queue 131072 / 131072
[0025.64] Init: WinSock: Socket queue 131072 / 131072
[0025.64] Log: Initialized RedirectNetDriver, for redirecting IP connections to Steam sockets
[0025.65] Log: NetMode is now 2
[0025.70] Log: Primary PhysX scene will be in software.
[0025.70] Log: Creating Primary PhysX Scene.
[0025.78] Log: Bringing World VC_Jungle.TheWorld up for play (0) at 2021.07.06-12.20.56
[0025.78] ScriptLog: Game [VCGame] is registering PRIMARY Online match using: VCUI_OnlineGameHandler_Steamworks
[0025.78] Log: Initializing Steam game server
[0025.80] ScriptLog: Accessing data from save file: AutoSave.sav
[0027.59] Log: Bringing up level for play took: 1.931578
[0027.59] ScriptLog: ErkDrasil logged in as a server administrator.
[0027.72] Log: ########### Finished loading level: 7.904484 seconds
[0027.87] ScriptLog: Commencing game state load...
[0027.87] ScriptLog: Commiting step-loaded save data to actors...AutoSave.sav
[0027.96] Log: WARNING: Cooking Convex For Actor: VC_Jungle.TheWorld:PersistentLevel.VCDebris_Flare_0 Component: VCGibStaticMeshComponent_179 StaticMesh: GP_DigSite.Explosives.S_GP_Flare_01 (Scale: 0.750000 0.750000 0.750000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects.
[0028.01] ScriptLog: Commiting step-loaded save data to actors...AutoSave.sav
[0028.06] Warning: Warning, Failed to load 'Actor None.': Failed to find object 'Actor None.'
[0028.06] Warning: Warning, Failed to load 'Actor None.': Failed to find object 'Actor None.'
[0028.06] Log: WARNING: Cooking Convex For Actor: VC_Jungle.TheWorld:PersistentLevel.VCRadio_Content_Ultimate_0 Component: VCGibStaticMeshComponent_308 StaticMesh: GP_Tools3.Boombox.S_GP_Boombox_01 (Scale: 1.250000 1.250000 1.250000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects.
[0028.06] ScriptLog: Restoring level-saved Trophy Item present in save session: VCRadio_Content_Ultimate_0
[0028.13] Log: Steam game server UID: 90148780689183750
[0028.21] ScriptLog: Commiting step-loaded save data to actors...AutoSave.sav
[0028.22] ScriptLog: Reloading Trophy Data...
[0301.55] Log: ZELC: Component 'Env_Dig_01.Meshes.pillar.S_Env_Dig_Pillar_A_02' with Owner 'Env_Dig_01.Meshes.pillar.S_Env_Dig_Pillar_A_02' returned normal with incorrect length (0.000000). ChkActor: VCDebrisPlaced_Deco_86 (VCDebrisPlaced_Deco VC_Jungle.TheWorld:PersistentLevel.VCDebrisPlaced_Deco_86)
[0328.20] ScriptLog: ---Auto Saving---
[0328.20] ScriptLog: Commencing game save...AutoSave.sav
[0328.20] ScriptLog: Game Save version: v1.145
[0331.60] ScriptLog: Commiting save data to file: AutoSave.sav
[0331.69] Log: ZELC: Component 'Env_Dig_01.Meshes.pillar.S_Env_Dig_Pillar_A_02' with Owner 'Env_Dig_01.Meshes.pillar.S_Env_Dig_Pillar_A_02' returned normal with incorrect length (0.000000). ChkActor: VCDebrisPlaced_Deco_89 (VCDebrisPlaced_Deco VC_Jungle.TheWorld:PersistentLevel.VCDebrisPlaced_Deco_89)
[0511.60] Log: Timed out while waiting for GPU to catch up. (500 ms)
[0512.10] Log: Timed out while waiting for GPU to catch up. (500 ms)
[0512.60] Log: Timed out while waiting for GPU to catch up. (500 ms)
[0513.10] Log: Timed out while waiting for GPU to catch up. (500 ms)
[0513.60] Log: Timed out while waiting for GPU to catch up. (500 ms)
[0514.11] Log: Timed out while waiting for GPU to catch up. (500 ms)
[0514.61] Log: Timed out while waiting for GPU to catch up. (500 ms)
[0515.11] Log: Timed out while waiting for GPU to catch up. (500 ms)
[0515.61] Log: Timed out while waiting for GPU to catch up. (500 ms)
[0516.11] Log: Timed out while waiting for GPU to catch up. (500 ms)
[0516.61] Log: Timed out while waiting for GPU to catch up. (500 ms)
[0517.11] Log: Timed out while waiting for GPU to catch up. (500 ms)
[0517.61] Log: Timed out while waiting for GPU to catch up. (500 ms)
[0518.11] Log: Timed out while waiting for GPU to catch up. (500 ms)
[0518.61] Log: Timed out while waiting for GPU to catch up. (500 ms)
[0519.11] Log: Timed out while waiting for GPU to catch up. (500 ms)
[0519.61] Log: Timed out while waiting for GPU to catch up. (500 ms)
[0520.11] Log: Timed out while waiting for GPU to catch up. (500 ms)
[0520.61] Log: Timed out while waiting for GPU to catch up. (500 ms)
[0521.11] Log: Timed out while waiting for GPU to catch up. (500 ms)
[0521.61] Log: Timed out while waiting for GPU to catch up. (500 ms)
[0522.11] Log: Timed out while waiting for GPU to catch up. (500 ms)
[0522.59] Log: Timed out while waiting for GPU to catch up. (500 ms)
[0523.09] Log: Timed out while waiting for GPU to catch up. (500 ms)
[0523.59] Log: Timed out while waiting for GPU to catch up. (500 ms)
[0524.09] Log: Timed out while waiting for GPU to catch up. (500 ms)
[0524.59] Log: Timed out while waiting for GPU to catch up. (500 ms)
[0525.09] Log: Timed out while waiting for GPU to catch up. (500 ms)
[0525.59] Log: Timed out while waiting for GPU to catch up. (500 ms)
[0526.09] Log: Timed out while waiting for GPU to catch up. (500 ms)
[0526.59] Log: Time
Would say the auto-save, but the timing there is all wrong, so it's doubtful that has anything to do with it.
I'm really not sure why it hates your GPU so much. I'll take some time to do a bit of digging tomorrow if I can, see if there are any common overlaps with your GPU and other UE3 games.
https://steamcommunity.com/sharedfiles/filedetails/?id=2540325502
This was happening in other instances but this was the best example I could screenshot as I did not see many good instances of this. The picture is back in the office after the prison level strangely. This happened more with certain lighting effects around penumbra as well.
Here is the log from my gameplay:
https://www.dropbox.com/s/6zoduzwmr1cagt2/PrisonPenumbra.log?dl=0