It doesn't hang here with RadeonSI although I didn't test a lot. Now,
the game should just start as-is without any override envvars.
On 03/19/2017 01:31 AM, Ernst Sjöstrand wrote:
Are you sure? I still need the workaround, otherwise the game hangs
very quickly.
2017-03-15 15:13 GMT+01:00
Are you sure? I still need the workaround, otherwise the game hangs
very quickly.
2017-03-15 15:13 GMT+01:00 Samuel Pitoiset :
> Quick update: The issue has been fixed since v255.2 (Survival Evolved only).
> I will ask for the "Survival Of The Fittest" because it still
Quick update: The issue has been fixed since v255.2 (Survival Evolved
only). I will ask for the "Survival Of The Fittest" because it still
fails to start.
On 02/06/2017 04:04 PM, Eero Tamminen wrote:
Hi,
On 03.02.2017 19:23, Samuel Pitoiset wrote:
This is similar to the
On 02/10/2017 04:01 PM, Marek Olšák wrote:
On Mon, Feb 6, 2017 at 9:26 PM, Samuel Pitoiset
wrote:
On 02/06/2017 04:45 PM, Eero Tamminen wrote:
Hi,
On 05.02.2017 15:19, Samuel Pitoiset wrote:
On 02/03/2017 07:48 PM, Bas Nieuwenhuizen wrote:
As far as I can
On Mon, Feb 6, 2017 at 9:26 PM, Samuel Pitoiset
wrote:
>
>
> On 02/06/2017 04:45 PM, Eero Tamminen wrote:
>>
>> Hi,
>>
>> On 05.02.2017 15:19, Samuel Pitoiset wrote:
>>>
>>> On 02/03/2017 07:48 PM, Bas Nieuwenhuizen wrote:
As far as I can see[1], when the game
On 02/08/2017 02:23 PM, Eero Tamminen wrote:
Hi,
On 07.02.2017 15:29, Gustaw Smolarczyk wrote:
2017-02-07 14:11 GMT+01:00 Eero Tamminen :
Thanks, setting breakpoint on SDL_ShowMessageBox() I can catch where it
shows the dialog, but it appears to link SDL
On 02/09/2017 01:40 PM, Ian Romanick wrote:
On 02/05/2017 02:13 PM, Samuel Pitoiset wrote:
On 02/03/2017 07:24 PM, Jason Ekstrand wrote:
On Fri, Feb 3, 2017 at 9:23 AM, Samuel Pitoiset
> wrote:
This is similar to the
On 02/05/2017 02:13 PM, Samuel Pitoiset wrote:
>
>
> On 02/03/2017 07:24 PM, Jason Ekstrand wrote:
>> On Fri, Feb 3, 2017 at 9:23 AM, Samuel Pitoiset
>> > wrote:
>>
>> This is similar to the MESA_GLSL_VERSION_OVERRIDE envvar
Hi,
On 07.02.2017 15:29, Gustaw Smolarczyk wrote:
2017-02-07 14:11 GMT+01:00 Eero Tamminen :
Thanks, setting breakpoint on SDL_ShowMessageBox() I can catch where it
shows the dialog, but it appears to link SDL statically and not have debug
symbols so that I could
2017-02-07 14:11 GMT+01:00 Eero Tamminen :
> Hi,
>
> On 06.02.2017 22:26, Samuel Pitoiset wrote:
>>
>> On 02/06/2017 04:45 PM, Eero Tamminen wrote:
>>>
>>> Results from quick try on Ubuntu 16.04 with today's version of the game
>>> (ARK: Survival Evolved)...
>>>
>>> With
Hi,
On 06.02.2017 22:26, Samuel Pitoiset wrote:
On 02/06/2017 04:45 PM, Eero Tamminen wrote:
Results from quick try on Ubuntu 16.04 with today's version of the game
(ARK: Survival Evolved)...
With (Ubuntu 16.04 default) Mesa 11.2, game starts to the game main
menu, but when one starts from
On 02/06/2017 04:45 PM, Eero Tamminen wrote:
Hi,
On 05.02.2017 15:19, Samuel Pitoiset wrote:
On 02/03/2017 07:48 PM, Bas Nieuwenhuizen wrote:
As far as I can see[1], when the game detects GL 4.3+, the engine tries
to load a different set of shaders from disk, but the game developers
have
On 02/06/2017 04:04 PM, Eero Tamminen wrote:
Hi,
On 03.02.2017 19:23, Samuel Pitoiset wrote:
This is similar to the MESA_GLSL_VERSION_OVERRIDE envvar (mainly
for developers). But this one has the advantage to be configured
for specific apps which require a context with an explicit version.
On Mon, Feb 6, 2017, at 16:45, Eero Tamminen wrote:
> Hi,
>
> On 05.02.2017 15:19, Samuel Pitoiset wrote:
> > On 02/03/2017 07:48 PM, Bas Nieuwenhuizen wrote:
> >> As far as I can see[1], when the game detects GL 4.3+, the engine tries
> >> to load a different set of shaders from disk, but the
Hi,
On 05.02.2017 15:19, Samuel Pitoiset wrote:
On 02/03/2017 07:48 PM, Bas Nieuwenhuizen wrote:
As far as I can see[1], when the game detects GL 4.3+, the engine tries
to load a different set of shaders from disk, but the game developers
have not enabled the right flag during building, so the
Hi,
On 03.02.2017 19:23, Samuel Pitoiset wrote:
This is similar to the MESA_GLSL_VERSION_OVERRIDE envvar (mainly
for developers). But this one has the advantage to be configured
for specific apps which require a context with an explicit version.
For example, when an app requires a 3.2 core
On 02/03/2017 07:48 PM, Bas Nieuwenhuizen wrote:
On Fri, Feb 3, 2017, at 19:24, Jason Ekstrand wrote:
On Fri, Feb 3, 2017 at 9:23 AM, Samuel Pitoiset
> wrote:
This is similar to the MESA_GLSL_VERSION_OVERRIDE envvar (mainly
On 02/03/2017 07:24 PM, Jason Ekstrand wrote:
On Fri, Feb 3, 2017 at 9:23 AM, Samuel Pitoiset
> wrote:
This is similar to the MESA_GLSL_VERSION_OVERRIDE envvar (mainly
for developers). But this one has the advantage to be
On 02/04/2017 05:48 AM, Bas Nieuwenhuizen wrote:
>
> On Fri, Feb 3, 2017, at 19:24, Jason Ekstrand wrote:
>> On Fri, Feb 3, 2017 at 9:23 AM, Samuel Pitoiset
>> > wrote:
>>
>> This is similar to the MESA_GLSL_VERSION_OVERRIDE
On Fri, Feb 3, 2017, at 19:24, Jason Ekstrand wrote:
> On Fri, Feb 3, 2017 at 9:23 AM, Samuel Pitoiset
> wrote:
>> This is similar to the MESA_GLSL_VERSION_OVERRIDE envvar (mainly
>> for developers). But this one has the advantage to be configured
>> for specific
On Fri, Feb 3, 2017 at 9:23 AM, Samuel Pitoiset
wrote:
> This is similar to the MESA_GLSL_VERSION_OVERRIDE envvar (mainly
> for developers). But this one has the advantage to be configured
> for specific apps which require a context with an explicit version.
>
> For
On 02/03/2017 06:29 PM, Ilia Mirkin wrote:
On Fri, Feb 3, 2017 at 12:23 PM, Samuel Pitoiset
wrote:
This is similar to the MESA_GLSL_VERSION_OVERRIDE envvar (mainly
for developers). But this one has the advantage to be configured
for specific apps which require a
On Fri, Feb 3, 2017 at 12:23 PM, Samuel Pitoiset
wrote:
> This is similar to the MESA_GLSL_VERSION_OVERRIDE envvar (mainly
> for developers). But this one has the advantage to be configured
> for specific apps which require a context with an explicit version.
>
> For
This is similar to the MESA_GLSL_VERSION_OVERRIDE envvar (mainly
for developers). But this one has the advantage to be configured
for specific apps which require a context with an explicit version.
For example, when an app requires a 3.2 core context, RadeonSI
will return a 4.5 context but this
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