Tonight I noticed that when passing through the area around Jonkoping the game appeared to be impaired in some way. The frame rate became uneven, the animation jittery and jerky. I expected a crash at any moment (this kind of "fluttering" in the frame rate often presages a hard crash, at least on my platform) but surprisingly it kept running, and the problem eventually went away as I drove away from that area.
This problem wasn't specific to any one location; it persisted for several miles of virtual travel. There were no visual peculiarities other than the jittery animation.
area around Jonkoping, something's odd?
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- RootlessAgrarian
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That's really odd, because beside of rebuilding two interchanges, we didn't change a lot around Jönköping...
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I had this same problem sometime back. It seems that if the system gets very hot due to overheating of GPU or CPU, you have this problem. The frame rates drop alot but it still keeps playing.
So my suggestion would be to check if your system has proper ventilation and if possible clean the insides for any dust accumulation.
Just one of the solutions that comes to my mind for this problem.
So my suggestion would be to check if your system has proper ventilation and if possible clean the insides for any dust accumulation.
Just one of the solutions that comes to my mind for this problem.
Jay
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- RootlessAgrarian
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Interesting j1474982... there are apps available for my platform (iMac) to monitor various temp sensors, and I will install one asap and look for any correlation between overheat and jittery graphics. This machine is nearly new so not much dust accumulation so far
NVIDIA official info explains clearly:
NVIDIA GPUs are designed to operate reliably up to their maximum specified operating temperature. This maximum temperature varies by GPU, but is generally in the 105C range (refer to the nvidia.com product page for individual GPU specifications). If a GPU hits the maximum temperature, the driver will throttle down performance to attempt to bring temperature back underneath the maximum specification. If the GPU temperature continues to increase despite the performance throttling, the GPU will shutdown the system to prevent damage to the graphics card. Performance utilities such as EVGA Precision or GPU-Z can be used to monitor temperature of NVIDIA GPUs. If a GPU is hitting the maximum temperature, improved system cooling via an added system fan in the PC can help to reduce temperatures.
I'm guessing that GPU or CPU overload could be triggered by a very complex map and/or scenery (lots of detail to track and render), or maybe by driving extra-fast through a complex map (forcing faster rendering)?? I don't think I was speeding at the time and I don't have ultra high graphic quality selected, 'cos my NVIDIA GPU is not all that powerful... it does fine most of the time. [I do recall having some similar stuttering around Stockholm, with occasional crashes, a while back.]
Why one city (or surounding area) should be any more complex or challenging to render than another, that's puzzling. Another possibility is that the infamous OpenGL bug in some way bogs down the GPU (prior to actually crashing), like by extending some list or structure beyond reason, not cleaning up unused structures, that kind of thing. Until SCS nails that bug I feel a temptation to blame all weirdness on it
Thanks for the tip. As a newbie to computer gaming I have a lot to learn I like the Scandinavia area, so I'm sure I'll be back through the Jonkoping region for another test run.
NVIDIA official info explains clearly:
NVIDIA GPUs are designed to operate reliably up to their maximum specified operating temperature. This maximum temperature varies by GPU, but is generally in the 105C range (refer to the nvidia.com product page for individual GPU specifications). If a GPU hits the maximum temperature, the driver will throttle down performance to attempt to bring temperature back underneath the maximum specification. If the GPU temperature continues to increase despite the performance throttling, the GPU will shutdown the system to prevent damage to the graphics card. Performance utilities such as EVGA Precision or GPU-Z can be used to monitor temperature of NVIDIA GPUs. If a GPU is hitting the maximum temperature, improved system cooling via an added system fan in the PC can help to reduce temperatures.
I'm guessing that GPU or CPU overload could be triggered by a very complex map and/or scenery (lots of detail to track and render), or maybe by driving extra-fast through a complex map (forcing faster rendering)?? I don't think I was speeding at the time and I don't have ultra high graphic quality selected, 'cos my NVIDIA GPU is not all that powerful... it does fine most of the time. [I do recall having some similar stuttering around Stockholm, with occasional crashes, a while back.]
Why one city (or surounding area) should be any more complex or challenging to render than another, that's puzzling. Another possibility is that the infamous OpenGL bug in some way bogs down the GPU (prior to actually crashing), like by extending some list or structure beyond reason, not cleaning up unused structures, that kind of thing. Until SCS nails that bug I feel a temptation to blame all weirdness on it
Thanks for the tip. As a newbie to computer gaming I have a lot to learn I like the Scandinavia area, so I'm sure I'll be back through the Jonkoping region for another test run.
British living in Canada, over 60, Hackintosh AMD RX580/8GB, OSX Mojave
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The Beginner's Guide to SCS Mapping (WIP)
All DLCs + ProMods (sometimes: + RusMap + SR + GreatSteppe) Level 43
USBcycle
The Beginner's Guide to SCS Mapping (WIP)
All DLCs + ProMods (sometimes: + RusMap + SR + GreatSteppe) Level 43
Yes. You can try with an App for your system and check. And the OpenGL problem, Hopefully the next version of ETS2 v.1.23 solves it (Fingers crossed)
Also, I noticed from your signature that you have many Mods. You could enable only ProMods and try driving to check if you have the same jittery problem.. Sometimes, the GPU may not be able to handle rendering all those AI vehicles (Rendering on OpenGL).
Also, I noticed from your signature that you have many Mods. You could enable only ProMods and try driving to check if you have the same jittery problem.. Sometimes, the GPU may not be able to handle rendering all those AI vehicles (Rendering on OpenGL).
Jay
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The journey is more important than the destination.
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I agree that if the system is throttling the GPU to reduce its temperature, it can cause a framerate reduction. But there are other bottlenecks in the system that can cause similar behavior. It is known that certain areas of the ProMods map (and other maps too) cause poor framerates even on systems that are not throttling the GPU. Like you said, throttling is one possibility.j1474982 wrote:I had this same problem sometime back. It seems that if the system gets very hot due to overheating of GPU or CPU, you have this problem. The frame rates drop alot but it still keeps playing. So my suggestion would be to check if your system has proper ventilation and if possible clean the insides for any dust accumulation.
Just one of the solutions that comes to my mind for this problem.
I will offer my "two cents" here. Throttling due to over-temperature is a valid cause, but there are more parameters to consider. The frequency of the GPU and the GPU's memory are parameters I recommend watching too. In my experience, the firmware of most (if not all) modern Macs perform active throttling on many parts of the system in an effort to reduce power consumption and cooling requirements. This happens in modern non-Mac systems too, but it is usually user-configurable. And keep in mind that watching these parameters may not show that the problem can be fixed: for example, the firmware may be deciding that the frequency of the GPU does not need to be increased even though the game's framerate is dropping. To be clear, I am not saying the problem is hopeless; just that there may be more things to "worry about" than temperature.RootlessAgrarian wrote:Interesting j1474982... there are apps available for my platform (iMac) to monitor various temp sensors, and I will install one asap and look for any correlation between overheat and jittery graphics. This machine is nearly new so not much dust accumulation so far
I tend to agree, the poor framerates while playing this game can be triggered by map/model complexity. I don't think driving speed has anything to do with it. On my system, I've seen poor framerates in some cities even while parked. It is specifically related to how many objects/polygons there are in view to manage, including A.I. traffic, swaying vegetation, movers, etc. Adding cut-planes to the map can reduce the number of objects to draw, but cut-planes can lead to other types of chaos like things visually disappearing/reappearing.RootlessAgrarian wrote:I'm guessing that GPU or CPU overload could be triggered by a very complex map and/or scenery (lots of detail to track and render), or maybe by driving extra-fast through a complex map (forcing faster rendering). I don't think I was speeding at the time
Yes, parts of Stockholm in the ProMods map are known for causing stuttering graphics on non-top-end systems (including mine). I have not noted Jönköping as a problem area, but I must admit I have not personally driven into the city in quite some time. Most cities cause a drop in framerate (even in the SCS map), some cities more than others; Stockholm is one of the worst in my mind.RootlessAgrarian wrote:[I do recall having some similar stuttering around Stockholm, with occasional crashes, a while back.]
RootlessAgrarian wrote:Another possibility is that the infamous OpenGL bug in some way bogs down the GPU (prior to actually crashing), like by extending some list or structure beyond reason, not cleaning up unused structures, that kind of thing. Until SCS nails that bug I feel a temptation to blame all weirdness on it
I feel it necessary to point out that there is not just one OpenGL "bug". And do not expect all OpenGL issues to be fixed by game version 1.23. In my opinion, OpenGL mode in this game has not had the same level of testing/scrutiny as DirectX, resulting in little effort to optimize it. To be fair, DirectX could be better optimized too, for example by upgrading the engine from DirectX 9 to DirectX 11 or 12. I find that running the game in OpenGL mode on my hardware produces more performance issues than DirectX, but the opposite can be true on other hardware. In my opinion, rendering performance is not high on the priority list at SCS, especially when newer hardware tends to alleviate the performance problems.j1474982 wrote:And the OpenGL problem, Hopefully the next version of ETS2 v.1.23 solves it (Fingers crossed)
I will concede the possibility that the poor framerates you experienced in Jönköping are a result of some objects that perform better in DirectX than OpenGL rendering, but I would not be so quick to blame OpenGL. Just my opinion.
Type the following into the console
; you should see a bar at the top of the screen displaying a range of values, including framerate. When you experience lag issues keep an eye on the value for 'tc'. This is short for triangle count, and we aim to keep it below 2 million everywhere as above this even the most powerful PCs start to have trouble. However there is not a direct correlation between tc and framerate, sometimes it might just be 1.5 mill and there is terrible lag whereas in Spain it is sometimes above 3 mill without significant lag. Perhaps someone can elaborate a little on why that is (I'm sure Josh knows something more ).
Anyway, when having a quick fly around the highest I saw the tc go to around Jönköping was just below 2 mill on the big custom interchange (Trafikplats Ljungarum) in camera 0, note being inside the truck adds a few hundred thousand to tc, and my fps stayed a silky 60. Therefore I suspect this is a setup specific/OpenGL issue as has been discussed above.
Code: Select all
g_minicon 1
g_fps 1
Anyway, when having a quick fly around the highest I saw the tc go to around Jönköping was just below 2 mill on the big custom interchange (Trafikplats Ljungarum) in camera 0, note being inside the truck adds a few hundred thousand to tc, and my fps stayed a silky 60. Therefore I suspect this is a setup specific/OpenGL issue as has been discussed above.
Bugs are love, bugs are life
- RootlessAgrarian
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OpenGL mode in this game has not had the same level of testing/scrutiny as DirectX
I am willing to be an OSX test bunny I'm running El Capitan on a fairly capable iMac (2013 vintage but pretty good hardware), and with a little more practise I can probably generate useful bug reports.
I am willing to be an OSX test bunny I'm running El Capitan on a fairly capable iMac (2013 vintage but pretty good hardware), and with a little more practise I can probably generate useful bug reports.
British living in Canada, over 60, Hackintosh AMD RX580/8GB, OSX Mojave
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The Beginner's Guide to SCS Mapping (WIP)
All DLCs + ProMods (sometimes: + RusMap + SR + GreatSteppe) Level 43
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The Beginner's Guide to SCS Mapping (WIP)
All DLCs + ProMods (sometimes: + RusMap + SR + GreatSteppe) Level 43
- RootlessAgrarian
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Did a bunch of driving last night with interesting results. I must say that continuous diagnostics like fps and tc are very distracting: I totalled a couple of small cars due to my fascination with the frame rate!
So, first off, I did find an area that seemed inherently glitchy. As in, even restarting the game did not make it easier to transit that area, and my GPS route was trashed from the git-go when in that area.
So I do have evidence for location-specific glitchiness.
I also, however, have evidence for something more subtle and interesting. Remember I'm quite new to all this gaming stuff so bear with me if I don't describe it in quite the right jargon... What I have observed is that my fps hovers right around 30, sometimes dipping to 29. It flutters right around 30, all the time, regardless of tc -- same 30 fps whether tc is 2.4 million or 400K. However, that said, when the graphics goes loopy, it is usually in an area where tc is high.
At or near the onramp from hell I saw fps go down to 19, 15, then 11, 10... then Boom, crash to desktop. But (and this is very interesting) when I restarted the game, the fps went back to the normal 29-30, but there was evidence of OpenGL trashing (GPS track was all stripy immediately on startup). Usually OpenGL trashing takes a while to happen, so this was unusual.
I motored up the onramp and a few miles past it with the trashed GPS display, exited the game, resumed the game and the GPS was OK and the frame rate was then normal no matter what the tc was. And, btw, no temperature on any of my silicon went higher than 70C during all of this (I have a datalogger running now) so it can hardly be said that either CPU or GPU is overworked.
So. If I had to summarise this messy result, I would say that... Under certain circumstances, something gets corrupted which makes my platform unable to deal with high tc. It is able to deal with high tc just fine until this corruption happens, and the corruption sure looks like a metastatic structure growth, pointer out of range, etc (because I did get more SEGV last night).
here's the line up of last night's crashes
Time between crashes varied from over 30 minutes to just a couple of minutes (near the onramp from hell). tail -10 of game logs from crashes:
Actual playing time before crash (at least, time till last save before the crash): 17m50s, 32m38s, 6m20s, 11m56s, 2m3s (trouble spot, that last one).
Actual game logs:
A few other stray thoughts: I am running the game on an ultrawide display; this means a lot of pixels; could that be relevant? I am running Apple's version of the NVIDIA driver. NVIDIA offers an "improved gaming driver" with "CUDA support" (whatever that is) for this NVIDIA GPU. Dare I try it? If there are any load tests or diag suites for NVIDIA that I can DL and use to stress-test the GPU, point me at'em.
I've seen a few interesting errors go by, like "more than 2 water levels" (??) and some more missing trailer data, but these don't seem to coincide with the crashes. Of course, memory corruption can be a time bomb; if mismanaged textures or corrupt tobjs combine with OpenGL bug to scribble on random memory, all bets are off. The option I really don't want to consider right now is that my GPU is defective (argh!!); but I think I would have seen trouble with other graphics-intensive apps if that were the case. F'rexample, I have spent a few hours with GRID2 on the ultrawide screen (nowhere near as much fun as ETS2, but great graphics), and never saw a single hiccup. I can try flying a few hours of XPLANE10, quite a demanding app with high detail levels, to see if I can break the NVIDIA driver/lib or at least heat up the chip
As soon as I've finished the current delivery I will do some testing with other profiles (w/o TCP, w/o PM at all) -- go directly to troublesome area like Jonkoping and see if I can show any correlation with PM. If this is a core problem then obviously I need to take this whole history over to SCS...
So, first off, I did find an area that seemed inherently glitchy. As in, even restarting the game did not make it easier to transit that area, and my GPS route was trashed from the git-go when in that area.
Code: Select all
very glitchy right here ; [25/03/2016 22:56] (sec-0001-0009);-780.272;4.77131;-33646.8
Very glitchy here, high tc ; [25/03/2016 23:03] (sec-0001-0008);-2598.14;-5.03535;-31274.5
crash on this onramp, gps trashed ; [25/03/2016 23:12] (sec-0001-0008);-2767.97;-4.16085;-31213.5
I also, however, have evidence for something more subtle and interesting. Remember I'm quite new to all this gaming stuff so bear with me if I don't describe it in quite the right jargon... What I have observed is that my fps hovers right around 30, sometimes dipping to 29. It flutters right around 30, all the time, regardless of tc -- same 30 fps whether tc is 2.4 million or 400K. However, that said, when the graphics goes loopy, it is usually in an area where tc is high.
At or near the onramp from hell I saw fps go down to 19, 15, then 11, 10... then Boom, crash to desktop. But (and this is very interesting) when I restarted the game, the fps went back to the normal 29-30, but there was evidence of OpenGL trashing (GPS track was all stripy immediately on startup). Usually OpenGL trashing takes a while to happen, so this was unusual.
I motored up the onramp and a few miles past it with the trashed GPS display, exited the game, resumed the game and the GPS was OK and the frame rate was then normal no matter what the tc was. And, btw, no temperature on any of my silicon went higher than 70C during all of this (I have a datalogger running now) so it can hardly be said that either CPU or GPU is overworked.
So. If I had to summarise this messy result, I would say that... Under certain circumstances, something gets corrupted which makes my platform unable to deal with high tc. It is able to deal with high tc just fine until this corruption happens, and the corruption sure looks like a metastatic structure growth, pointer out of range, etc (because I did get more SEGV last night).
here's the line up of last night's crashes
Code: Select all
ONE:
Crashed Thread: 0 MainThrd Dispatch queue: com.apple.main-thread
Exception Type: EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Exception Note: EXC_CORPSE_NOTIFY
Application Specific Information:
abort() called
Application Specific Signatures:
Graphics kernel error: 0xfffffffd
Thread 0 Crashed:: MainThrd Dispatch queue: com.apple.main-thread
0 libsystem_kernel.dylib 0x00007fff9d8f4002 __pthread_kill + 10
1 libsystem_pthread.dylib 0x00007fff975a95c5 pthread_kill + 90
2 libsystem_c.dylib 0x00007fff94b356e7 abort + 129
3 libGPUSupportMercury.dylib 0x00007fff8fddfe5c gpusGenerateCrashLog + 158
4 com.apple.GeForceGLDriver 0x00007fff98d96e07 0x7fff98b76000 + 2231815
5 libGPUSupportMercury.dylib 0x00007fff8fde1204 gpusSubmitDataBuffers + 162
6 com.apple.GeForceGLDriver 0x00007fff98e8af2c 0x7fff98b76000 + 3231532
7 com.apple.GeForceGLDriver 0x00007fff98e8ada8 0x7fff98b76000 + 3231144
8 libGPUSupportMercury.dylib 0x00007fff8fde1db3 gpuiTestFence + 69
9 GLEngine 0x00007fff8ca3f80e glGetQueryObject_Core + 386
10 GLEngine 0x00007fff8ca3f653 glGetQueryObjectiv_Exec + 37
11 com.scssoft.ets2 0x0000000110764a14 0x10fcaf000 + 11229716
12 com.scssoft.ets2 0x000000010fce41d9 0x10fcaf000 + 217561
13 com.scssoft.ets2 0x000000010fce4a8d 0x10fcaf000 + 219789
14 com.scssoft.ets2 0x000000010fce49ad 0x10fcaf000 + 219565
TWO:
Crashed Thread: 0 MainThrd Dispatch queue: com.apple.main-thread
Exception Type: EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0x0000000000000058
Exception Note: EXC_CORPSE_NOTIFY
VM Regions Near 0x58:
-->
__TEXT 00000001051df000-00000001060cb000 [ 14.9M] r-x/rwx SM=COW /Users/USER/Library/Application Support/Steam/*/Euro Truck Simulator 2.app/Contents/MacOS/eurotrucks2
Thread 0 Crashed:: MainThrd Dispatch queue: com.apple.main-thread
0 com.apple.GeForceGLDriver 0x00007fff98e9e97c 0x7fff98b76000 + 3311996
1 com.apple.GeForceGLDriver 0x00007fff98d986d7 gldGetQueryInfo + 38
2 GLEngine 0x00007fff8ca3f78a glGetQueryObject_Core + 254
3 GLEngine 0x00007fff8ca3f89a glGetQueryObjectuiv_Exec + 37
4 com.scssoft.ets2 0x0000000105c94a5e 0x1051df000 + 11229790
5 com.scssoft.ets2 0x00000001052141ed 0x1051df000 + 217581
6 com.scssoft.ets2 0x0000000105214a8d 0x1051df000 + 219789
7 com.scssoft.ets2 0x00000001052149ad 0x1051df000 + 219565
8 com.scssoft.ets2 0x0000000105211797 0x1051df000 + 206743
THREE:
Crashed Thread: 0 MainThrd Dispatch queue: com.apple.main-thread
Exception Type: EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0x0000000000000178
Exception Note: EXC_CORPSE_NOTIFY
VM Regions Near 0x178:
-->
__TEXT 000000010d1a0000-000000010e08c000 [ 14.9M] r-x/rwx SM=COW /Users/USER/Library/Application Support/Steam/*/Euro Truck Simulator 2.app/Contents/MacOS/eurotrucks2
Thread 0 Crashed:: MainThrd Dispatch queue: com.apple.main-thread
0 com.apple.GeForceGLDriver 0x00007fff98e9ebf5 0x7fff98b76000 + 3312629
1 libGPUSupportMercury.dylib 0x00007fff8fde4c36 gpumLoadCurrentQueries + 177
2 com.apple.GeForceGLDriver 0x00007fff98e8a645 gldUpdateDispatch + 456
3 GLEngine 0x00007fff8cae3ad4 gleDoDrawDispatchCore + 533
4 GLEngine 0x00007fff8caa3175 glDrawArrays_ACC_Exec + 237
5 com.scssoft.ets2 0x000000010dc4816f 0x10d1a0000 + 11174255
6 com.scssoft.ets2 0x000000010d75550f 0x10d1a0000 + 5985551
7 com.scssoft.ets2 0x000000010d1d2d36 0x10d1a0000 + 208182
8 com.scssoft.ets2 0x000000010d1d26ae 0x10d1a0000 + 206510
9 com.scssoft.ets2 0x000000010d1ceca7 0x10d1a0000 + 191655
FOUR:
Crashed Thread: 0 MainThrd Dispatch queue: com.apple.main-thread
Exception Type: EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Exception Note: EXC_CORPSE_NOTIFY
Application Specific Information:
abort() called
Application Specific Signatures:
Graphics hardware encountered an error and was reset: 0x0000001f
Thread 0 Crashed:: MainThrd Dispatch queue: com.apple.main-thread
0 libsystem_kernel.dylib 0x00007fff9d8f4002 __pthread_kill + 10
1 libsystem_pthread.dylib 0x00007fff975a95c5 pthread_kill + 90
2 libsystem_c.dylib 0x00007fff94b356e7 abort + 129
3 libGPUSupportMercury.dylib 0x00007fff8fddfe5c gpusGenerateCrashLog + 158
4 com.apple.GeForceGLDriver 0x00007fff98d96e07 0x7fff98b76000 + 2231815
5 libGPUSupportMercury.dylib 0x00007fff8fde1361 gpusSubmitDataBuffers + 511
6 com.apple.GeForceGLDriver 0x00007fff98e8af2c 0x7fff98b76000 + 3231532
7 com.apple.GeForceGLDriver 0x00007fff98e8b2b0 gldPresentFramebufferData + 417
8 GLEngine 0x00007fff8c9f0c81 glSwap_Exec + 97
9 com.apple.opengl 0x00007fff89c4bff6 CGLFlushDrawable + 66
10 gameoverlayrenderer.dylib 0x000000010dda9dc6 SteamCGLFlushDrawable(_CGLContextObject*) + 32
11 com.apple.AppKit 0x00007fff9269a117 -[NSOpenGLContext flushBuffer] + 27
12 com.scssoft.ets2 0x000000010d79ed9d 0x10cce5000 + 11247005
13 com.scssoft.ets2 0x000000010d78bbc6 0x10cce5000 + 11168710
14 com.scssoft.ets2 0x000000010d632bf4 0x10cce5000 + 9755636
15 com.scssoft.ets2 0x000000010d312980 0x10cce5000 +
FIVE:
Crashed Thread: 0 MainThrd Dispatch queue: com.apple.main-thread
Exception Type: EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0x0000000000000040
Exception Note: EXC_CORPSE_NOTIFY
VM Regions Near 0x40:
-->
__TEXT 000000010f1dc000-00000001100c8000 [ 14.9M] r-x/rwx SM=COW /Users/USER/Library/Application Support/Steam/*/Euro Truck Simulator 2.app/Contents/MacOS/eurotrucks2
Thread 0 Crashed:: MainThrd Dispatch queue: com.apple.main-thread
0 com.apple.GeForceGLDriver 0x00007fff9908a273 0x7fff98b76000 + 5325427
1 com.apple.GeForceGLDriver 0x00007fff99087114 0x7fff98b76000 + 5312788
2 com.apple.GeForceGLDriver 0x00007fff9908ab82 0x7fff98b76000 + 5327746
3 com.apple.GeForceGLDriver 0x00007fff98e58f4b 0x7fff98b76000 + 3026763
4 com.apple.GeForceGLDriver 0x00007fff98e5b23a 0x7fff98b76000 + 3035706
5 com.apple.GeForceGLDriver 0x00007fff98e5a4b6 0x7fff98b76000 + 3032246
6 com.apple.GeForceGLDriver 0x00007fff99087818 0x7fff98b76000 + 5314584
7 com.apple.GeForceGLDriver 0x00007fff98e54050 0x7fff98b76000 + 3006544
8 com.apple.GeForceGLDriver 0x00007fff98e54296 0x7fff98b76000 + 3007126
9 com.apple.GeForceGLDriver 0x00007fff98ea1b88 0x7fff98b76000 + 3324808
10 com.apple.GeForceGLDriver 0x00007fff98e8b0f9 0x7fff98b76000 + 3231993
11 com.apple.GeForceGLDriver 0x00007fff98e8b2b0 gldPresentFramebufferData + 417
12 GLEngine 0x00007fff8c9f0c81 glSwap_Exec + 97
13 com.apple.opengl 0x00007fff89c4bff6 CGLFlushDrawable + 66
14 gameoverlayrenderer.dylib 0x000000011029ddc6 SteamCGLFlushDrawable(_CGLContextObject*) + 32
15 com.apple.AppKit 0x00007fff9269a117 -[NSOpenGLContext flushBuffer] + 27
16 com.scssoft.ets2 0x000000010fc95d9d 0x10f1dc000 + 11247005
SIX:
Crashed Thread: 0 MainThrd Dispatch queue: com.apple.main-thread
Exception Type: EXC_BAD_ACCESS (SIGSEGV)
Exception Codes: KERN_INVALID_ADDRESS at 0x00000000000001a8
Exception Note: EXC_CORPSE_NOTIFY
VM Regions Near 0x1a8:
-->
__TEXT 000000010a0d9000-000000010afc5000 [ 14.9M] r-x/rwx SM=COW /Users/USER/Library/Application Support/Steam/*/Euro Truck Simulator 2.app/Contents/MacOS/eurotrucks2
Thread 0 Crashed:: MainThrd Dispatch queue: com.apple.main-thread
0 com.apple.GeForceGLDriver 0x00007fff98e9ebf5 0x7fff98b76000 + 3312629
1 libGPUSupportMercury.dylib 0x00007fff8fde4c36 gpumLoadCurrentQueries + 177
2 com.apple.GeForceGLDriver 0x00007fff98e8a645 gldUpdateDispatch + 456
3 GLEngine 0x00007fff8cae3ad4 gleDoDrawDispatchCore + 533
4 GLEngine 0x00007fff8caa3175 glDrawArrays_ACC_Exec + 237
5 com.scssoft.ets2 0x000000010ab8116f 0x10a0d9000 + 11174255
6 com.scssoft.ets2 0x000000010a68e50f 0x10a0d9000 + 5985551
7 com.scssoft.ets2 0x000000010a10bd36 0x10a0d9000 + 208182
8 com.scssoft.ets2 0x000000010a10b6ae 0x10a0d9000 + 206510
9 com.scssoft.ets2 0x000000010a107ca7 0x10a0d9000 + 191655
10 com.scssoft.ets2 0x000000010a0f82bb 0x10a0d9000 + 127675
11 com.scssoft.ets2 0x000000010a7fc109 0x10a0d9000 + 7483657
Code: Select all
==> SIGABRT_1.game.log.txt <==
00:11:00.619 : [gl] Detected GPU: PCI 10de:0fe9, 1024 MB, Model: NVIDIA GeForce GT 750M
00:11:25.900 : Creating save-game file (/home/profiles/4465/save/autosave_drive/game.sii) ...
00:11:25.952 : Game has been auto-saved.
00:12:40.536 : Creating save-game file (/home/profiles/4465/save/quicksave/game.sii) ...
00:12:40.708 : Game has been quick-saved.
00:15:36.733 : Screenshot written: '/screenshot/ets2_00248.png'.
00:17:06.896 : Creating save-game file (/home/profiles/4465/save/autosave_drive/game.sii) ...
00:17:06.950 : Game has been auto-saved.
00:17:50.065 : Creating save-game file (/home/profiles/4465/save/quicksave/game.sii) ...
00:17:50.247 : Game has been quick-saved.
==> SEGV_ferry.game.log.txt <==
00:27:57.154 : Creating save-game file (/home/profiles/4465/save/quicksave/game.sii) ...
00:27:57.336 : Game has been quick-saved.
00:31:12.196 : Creating save-game file (/home/profiles/4465/save/quicksave/game.sii) ...
00:31:12.374 : Game has been quick-saved.
00:31:40.929 : Creating save-game file (/home/profiles/4465/save/autosave_drive/game.sii) ...
00:31:40.979 : Game has been auto-saved.
00:32:23.872 : <ERROR> [fs] Failed to open file "/vehicle/trailer_eu/volvo/textures/rear_trailer_new.tobj" in the read_only mode
00:32:23.872 : <ERROR> [resource_task] Can not open '/vehicle/trailer_eu/volvo/textures/rear_trailer_new.tobj'
00:32:38.548 : Creating save-game file (/home/profiles/4465/save/quicksave/game.sii) ...
00:32:38.729 : Game has been quick-saved.
==> SEGV.2.game.log.txt <==
00:04:20.004 : <ERROR> [fs] Failed to open file "/vehicle/trailer_eu/volvo/textures/lamp_mask.tobj" in the read_only mode
00:04:20.004 : <ERROR> [resource_task] Can not open '/vehicle/trailer_eu/volvo/textures/lamp_mask.tobj'
00:04:20.037 : <ERROR> [fs] Failed to open file "/vehicle/trailer_eu/volvo/textures/rear_trailer_new.tobj" in the read_only mode
00:04:20.037 : <ERROR> [resource_task] Can not open '/vehicle/trailer_eu/volvo/textures/rear_trailer_new.tobj'
00:05:04.525 : Creating save-game file (/home/profiles/4465/save/quicksave/game.sii) ...
00:05:04.691 : Game has been quick-saved.
00:06:17.175 : screenshot
00:06:18.178 : Screenshot written: '/screenshot/ets2_00252.png'.
00:06:20.144 : Creating save-game file (/home/profiles/4465/save/autosave_drive/game.sii) ...
00:06:20.193 : Game has been auto-saved.
==> Fps11ABRT_game.log.txt <==
00:11:08.501 : Game has been quick-saved.
00:11:14.709 : Position : < -2598.14 -5.03535 -31274.5 >
00:11:32.299 : screenshot bug_20160325_230315_-2598_-5_-31274
00:11:33.317 : Screenshot written: '/screenshot/bug_20160325_230315_-2598_-5_-31274.png'.
00:11:43.791 : Creating save-game file (/home/profiles/4465/save/quicksave/game.sii) ...
00:11:43.964 : Game has been quick-saved.
00:11:50.136 : screenshot
00:11:51.207 : Screenshot written: '/screenshot/ets2_00258.png'.
00:11:56.076 : Creating save-game file (/home/profiles/4465/save/autosave_drive/game.sii) ...
00:11:56.127 : Game has been auto-saved.
==> OnRampCRASH.game.log.txt <==
00:01:15.020 : <ERROR> [resource_task] Can not open '/vehicle/trailer_eu/volvo/textures/cool_liner.tobj'
00:01:15.020 : <ERROR> [resource_task] Can not open '/vehicle/trailer_eu/volvo/textures/bcp.tobj'
00:01:15.020 : <ERROR> [fs] Failed to open file "/vehicle/trailer_eu/volvo/textures/empty.tobj" in the read_only mode
00:01:15.020 : <ERROR> [resource_task] Can not open '/vehicle/trailer_eu/volvo/textures/empty.tobj'
00:01:15.020 : <ERROR> [fs] Failed to open file "/vehicle/trailer_eu/volvo/textures/lamp_mask.tobj" in the read_only mode
00:01:15.020 : <ERROR> [resource_task] Can not open '/vehicle/trailer_eu/volvo/textures/lamp_mask.tobj'
00:01:15.052 : <ERROR> [fs] Failed to open file "/vehicle/trailer_eu/volvo/textures/rear_trailer_new.tobj" in the read_only mode
00:01:15.052 : <ERROR> [resource_task] Can not open '/vehicle/trailer_eu/volvo/textures/rear_trailer_new.tobj'
00:02:03.736 : Creating save-game file (/home/profiles/4465/save/quicksave/game.sii) ...
00:02:03.906 : Game has been quick-saved.
Actual game logs:
A few other stray thoughts: I am running the game on an ultrawide display; this means a lot of pixels; could that be relevant? I am running Apple's version of the NVIDIA driver. NVIDIA offers an "improved gaming driver" with "CUDA support" (whatever that is) for this NVIDIA GPU. Dare I try it? If there are any load tests or diag suites for NVIDIA that I can DL and use to stress-test the GPU, point me at'em.
I've seen a few interesting errors go by, like "more than 2 water levels" (??) and some more missing trailer data, but these don't seem to coincide with the crashes. Of course, memory corruption can be a time bomb; if mismanaged textures or corrupt tobjs combine with OpenGL bug to scribble on random memory, all bets are off. The option I really don't want to consider right now is that my GPU is defective (argh!!); but I think I would have seen trouble with other graphics-intensive apps if that were the case. F'rexample, I have spent a few hours with GRID2 on the ultrawide screen (nowhere near as much fun as ETS2, but great graphics), and never saw a single hiccup. I can try flying a few hours of XPLANE10, quite a demanding app with high detail levels, to see if I can break the NVIDIA driver/lib or at least heat up the chip
As soon as I've finished the current delivery I will do some testing with other profiles (w/o TCP, w/o PM at all) -- go directly to troublesome area like Jonkoping and see if I can show any correlation with PM. If this is a core problem then obviously I need to take this whole history over to SCS...
British living in Canada, over 60, Hackintosh AMD RX580/8GB, OSX Mojave
USBcycle
The Beginner's Guide to SCS Mapping (WIP)
All DLCs + ProMods (sometimes: + RusMap + SR + GreatSteppe) Level 43
USBcycle
The Beginner's Guide to SCS Mapping (WIP)
All DLCs + ProMods (sometimes: + RusMap + SR + GreatSteppe) Level 43
- RootlessAgrarian
- Posts: 285
- Joined: 17 Jan 2016 03:28
- Donation rank:
- Location: Cortes Island BC
Sorry to keep adding posts, but if I keep editing the last one it will be TLDR.
So, last night's ETS2 session was interesting for a number of reasons.
First, I played around with Scale (in Graphics settings). It started out at 60%. I tried boosting it to 300%, and my fps bogged right down to 10 or 11. I backed off to 80% and got a frame rate around 34, 35 with 1.5 mio tc. I left it there. Whatever Scale is, obviously my GPU can't handle much of it
Then I drove around in the UK. I drove around in the UK for about 40 happy minutes! no crashes, no glitches, no jittering, no problems of any kind. I completed my delivery w/o incident. When I looked for another job, however, the OpenGL font problem was back. I had to exit the game and restart to get the fonts back. After that, more peaceful UK driving, no issues, then I cross over to Europoort and start a run into Germany.
Now I start seeing issues. In Germany I experienced 2 "psychedelic hangs" (where the graphics go insane, audio tight-loops and the game hangs), 2 SEGVs, and all kinds of jitter and stutter. In one area I saw tc of almost 4 mio!
I have counted the digits on the minicon readout several times and yes that really is 3,948,748...
Interestingly, my GPU responds to high tc inconsistently. If I have been playing for a while and enter a high tc area it seems more likely to bog down and perhaps crash. But if I restart, in most cases it's able to handle the high tc for a while, with fps around 30, dipping to 28 at times. This could be because of some resource getting allocated and never freed, or maybe some interaction with other things that increase with time like the count of AIs in the visible world.
As you can see from the above, jittering (fluctuating fps) can happen even with tc as low as 1.7 mio. Or sometimes I can drive quite smoothly through an area with 2 mio average tc. I think I'm starting to characterise a problem, but don't understand the underlying mechanisms enough to know what the pattern really means.
The only conclusions I draw at present are that the UK for some reason is "safer" than Germany; that my GPU's ability to handle high tc seems to decline during continuous gameplay as if some resource is not getting freed; and that there are some areas of the map with insanely high tc For my next test run I'll use a different profile, without TCP (just PM and SCS core) and revisit that specific area with the huge tc.
So, last night's ETS2 session was interesting for a number of reasons.
First, I played around with Scale (in Graphics settings). It started out at 60%. I tried boosting it to 300%, and my fps bogged right down to 10 or 11. I backed off to 80% and got a frame rate around 34, 35 with 1.5 mio tc. I left it there. Whatever Scale is, obviously my GPU can't handle much of it
Then I drove around in the UK. I drove around in the UK for about 40 happy minutes! no crashes, no glitches, no jittering, no problems of any kind. I completed my delivery w/o incident. When I looked for another job, however, the OpenGL font problem was back. I had to exit the game and restart to get the fonts back. After that, more peaceful UK driving, no issues, then I cross over to Europoort and start a run into Germany.
Now I start seeing issues. In Germany I experienced 2 "psychedelic hangs" (where the graphics go insane, audio tight-loops and the game hangs), 2 SEGVs, and all kinds of jitter and stutter. In one area I saw tc of almost 4 mio!
Code: Select all
wildly varying fps 1.7mio tc ; [26/03/2016 21:21] (sec-0003-0003);-9233.86;44.6215;-9882.03
3 MIO OBJECTS NEAR HERE ; [26/03/2016 21:39] (sec+0000-0004);361.254;19.9627;-14974.2
3.39 MIO TC??? ; [26/03/2016 21:40] (sec-0001-0004);-15.3716;19.7573;-15335.1
3.8 3.9 MIO TC ; [26/03/2016 21:41] (sec-0001-0004);-83.9719;19.7667;-15456.3
I have counted the digits on the minicon readout several times and yes that really is 3,948,748...
Interestingly, my GPU responds to high tc inconsistently. If I have been playing for a while and enter a high tc area it seems more likely to bog down and perhaps crash. But if I restart, in most cases it's able to handle the high tc for a while, with fps around 30, dipping to 28 at times. This could be because of some resource getting allocated and never freed, or maybe some interaction with other things that increase with time like the count of AIs in the visible world.
As you can see from the above, jittering (fluctuating fps) can happen even with tc as low as 1.7 mio. Or sometimes I can drive quite smoothly through an area with 2 mio average tc. I think I'm starting to characterise a problem, but don't understand the underlying mechanisms enough to know what the pattern really means.
The only conclusions I draw at present are that the UK for some reason is "safer" than Germany; that my GPU's ability to handle high tc seems to decline during continuous gameplay as if some resource is not getting freed; and that there are some areas of the map with insanely high tc For my next test run I'll use a different profile, without TCP (just PM and SCS core) and revisit that specific area with the huge tc.
British living in Canada, over 60, Hackintosh AMD RX580/8GB, OSX Mojave
USBcycle
The Beginner's Guide to SCS Mapping (WIP)
All DLCs + ProMods (sometimes: + RusMap + SR + GreatSteppe) Level 43
USBcycle
The Beginner's Guide to SCS Mapping (WIP)
All DLCs + ProMods (sometimes: + RusMap + SR + GreatSteppe) Level 43