Game wont load/crashes ... Worked fine 2 weeks ago?


GCandy77

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When I load my game, I now get a black screen for approx 2 secs b4 the game closes.

The game work fine about 2 weeks ago just b4 the 13th hot fixes as you can see from my other posts, now from what I can tell from looking at the logs it says that my shader model is not supported.  Im Running via linux steam and have tried in native + all vulkan modes + WINE via the start-up options and it all does the same thing = I get 2 seconds of game time 😫

Im not a experienced Linux user, but I havent changed anything on my system apart from regular system updates & all my other games still work, so ive hit a bit of a wall.  Please help!

Specs -

I5 2500, 16gb Ram, R9 290, Pop Os 19.10

Logs -

Desktop is 1920 x 1080 @ 60 Hz
Initialize engine version: 2018.4.12f1 (59ddc4c59b4f)
Forcing GfxDevice: OpenGL Core
GfxDevice: creating device client; threaded=1
Renderer: AMD HAWAII (DRM 2.50.0, 5.3.0-7625-generic, LLVM 10.0.0)
Vendor:   X.Org
Version:  4.5 (Core Profile) Mesa 20.0.0-devel - padoka PPA
GLES:     0
 GL_AMD_conservative_depth GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_gpu_shader_int64 GL_AMD_multi_draw_indirect GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trinary_minmax GL_AMD_texture_texture4 GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_bu
ffer_float GL_ARB_depth_clamp GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_occlusion_query2 GL_ARB_parallel_shader_compile GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_sprite GL_ARB_polygon_offset_clamp GL_ARB_program_inter
face_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counter_ops GL_ARB_shader_atomic_counters GL_ARB_shader_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression_bptc GL_ARB_texture_co
mpression_rgtc GL_ARB_texture_cube_map_array GL_ARB_texture_filter_anisotropic GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ATI_blend_equation_separate GL_ATI_meminfo GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_EGL_sync GL_EXT_abgr GL_EXT_ble
nd_equation_separate GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_memory_object GL_EXT_memory_object_fd GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_pixel_buffer_object GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_mirror_clamp GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_IBM_multimode_draw_arrays GL_KHR_blend_equation_ad
vanced GL_KHR_context_flush_control GL_KHR_debug GL_KHR_no_error GL_KHR_parallel_shader_compile GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KHR_texture_compression_astc_ldr GL_KHR_texture_compression_astc_sliced_3d GL_MESA_framebuffer_flip_y GL_MESA_pack_invert GL_MESA_shader_integer_functions GL_MESA_texture_signed_rgba GL_NVX_gpu_memory_info GL_NV_conditional_render GL_NV_depth_clamp GL_NV_packed_depth_stencil GL_NV_texture_barrier GL_NV_vdpau_interop GL_OES_EGL_image GL_S3_s3tc
OPENGL LOG: Creating OpenGL 4.5 graphics device ; Context level  <OpenGL 4.5> ; Context handle 52994416
Begin MonoManager ReloadAssembly
- Completed reload, in  0.635 seconds
WARNING: Shader Unsupported: 'Hidden/Nature/Terrain/Utilities' - All passes removed
ERROR: Shader Shader is not supported on this GPU (none of subshaders/fallbacks are suitable)WARNING: Shader Unsupported: 'Hidden/Nature/Terrain/Utilities' - Setting to default shader.
WARNING: Shader Unsupported: 'Hidden/PostProcessing/Uber' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/PostProcessing/Uber' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/TerrainEngine/Details/BillboardWavingDoublePass' - Pass 'DEFERRED' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/TerrainEngine/Details/BillboardWavingDoublePass' - All passes removed
WARNING: Shader Unsupported: 'Hidden/PostProcessing/FinalPass' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/PostProcessing/FinalPass' - Pass '' has no vertex shader
Default vsync count 1
requesting resize 1920 x 1080
Using native desktop resolution 1920 x 1080
requesting fullscreen 1920 x 1080 at 0 Hz
Desktop is 1920 x 1080 @ 60 Hz

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Two comments. One, your video card is six years old, and from what I can find comes with 2GB memory; it's possible you're running out of VRAM for the game with some of the new resources that are loading to support some of the new features, regions, and critters. Also, I note that your game is "requesting fullscreen 1920 x 1080 at 0 Hz", which indicates that maybe you've got a weird configuration bug, because 0 Hz is not a valid screen refresh. Maybe start with running a steam file validation check. You can do this by right clicking on the game name in Steam and selecting properties, then selecting the "local files" tab, then running the validation check. If that doesn't work, try purging and reinstalling the game to see if it clears the problem up.

If neither of those things work, I'd say go to the reporting page at https://hinterlandgames.zendesk.com/hc/en-us, select "ask for help/report an issue" and fill out the form there describing your problem.

Edited by stratvox
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Guest jeffpeng

R9 290's usually came with 4 GB. Plus I'm currently running a 390, which works very well (except it being a furnace), and that's basically the same chip. And even if you run out of VRAM the worst you should experience is stuttering, not crashes. That 0 Hz looks indicative of a long standing Unity bug that happens with more than one screen. Maybe try purging the configuration of the game (rm ~/.local/share/Hinterland/TheLongDarkNoSync/user001.cfg).

Vulkan is still broken on TLD with a z-Buffer issue making shadows not work of too many shadows are cast, so don't bother with that.

What indeed looks suspicious is 

21 hours ago, GCandy77 said:

4.5 (Core Profile) Mesa 20.0.0-devel - padoka PPA

That's basically compiled right from the git tree. Does PopOS do that by default? That would be highly irregular.

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Hi peeps and thx for the reply.

Jeff in answer to ure question, Ive had been trying to install the amdgpu drivers a long time ago to try and get my card to run with vulkan & dxvk properly, but it turned out to be a massive pain in the bum and I buggered it off, but the game did work b4 the patch so its a little confusing still.

Neway .. Id thought id mention that its all working now ... In tyipcal noob linux style I messed something else up that required me to do my 7th or 8th re-installation and I suppose the best thing I can do now is not to play with anymore settings & adding random repo's n just accept that at least I can play the dam games again :D

Wishing u all the best for the NY too!

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