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Forum » SpaceEngine » Troubleshooting and Solutions » Starting issues PRoblem
Starting issues PRoblem
sammyhnnyDate: Wednesday, 24.07.2013, 18:53 | Message # 1
Group: Newbies
Messages: 3
Status: Offline
Starting issues

First, thank you for this great contribution to us fans universe and search engines every time more information. My problem with Espace Engine, is that when run, loads fine, but when clicking on planetary start shit, and when I initial imaging a planet (I assume it's the red Mars), tells me that the program stopped working, and simply close the window. Thought it would be a problem with my system <operating, but to try on other Laptop I've noticed that it is not. the characteristics of my pc are:

Laptop HP g4-1172la
Atlom II P360 Processor AMD Dual-Core 2.3 Ghz Processor
Video Card AMD M880G with ATI Mobility Radeon HD 4250

drivers of my pc is <n date and simply not what the problem is. I hope your help with this detail. Thank you again.
SalvoDate: Wednesday, 24.07.2013, 19:49 | Message # 2
Star Engineer
Group: Local Moderators
Messages: 1400
Status: Offline
Hi sammyhnny and welcome to the forum smile
I don't think is an hardware problem, if you're saying that it crashes when you approach a planet, did you tryed to update drivers? Did you tried to look at this post?
If yes I don't really know what's the problem, how much do you have of dedicated memory on your video card?

The universe is not required to be in perfect harmony with human ambition.

CPU: Intel Core i7 4770 GPU: ASUS Radeon R9 270 RAM: 8 GBs

(still don't know why everyone is doing this...)
sammyhnnyDate: Wednesday, 24.07.2013, 20:43 | Message # 3
Group: Newbies
Messages: 3
Status: Offline
Thank you for the aswer Salvo:

I think that I need change my configuration, I found these information in the "se" archive:


SpaceEngine Version beta

Loading script "config/main.cfg"
Loading script "config/universe.cfg"
Loading script "config/user.cfg"
Loading image "textures/common/splash09.jpg"

Vendor: ATI Technologies Inc.
Renderer: AMD M880G with ATI Mobility Radeon HD 4250
OpenGL version: 3.3.11156 Compatibility Profile Context
GLSL version: 3.30
Extensions: GL_AMDX_debug_output GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_sample_positions GL_AMD_shader_stencil_export GL_ARB_ES2_compatibility GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB 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 GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
Framebuffer objects supported
Half float supported
Floating-point pixel format: GL_RGBA16F_ARB
3D textures supported
Binary shader program IGNORED
Max combined texture image units: 32
Max texture size: 8192
Max rectangle texture size: 8192
Max cubemap texture size: 8192
Max 3D texture size: 8192
Max anisotropy: 16
Draw buffers: 8

Vendor: Creative Labs Inc.
Renderer: Software
OpenAL Version: OpenAL 1.0
OpenAL Extentions: EAX 2.0, EAX 3.0, EAX Unified, and EAX-AC3
ALC Default device specifier: DirectSound3D
ALC Device specifier: DirectSound
ALC Extensions:

Number of CPUs: 2
Loader threads: 2
RAM granularty: 4 kb
Total RAM: 2047 Mb
Available RAM: 1894 Mb
Startup video memory detection disabled, value 2048 Mb from config will be used
Dynamic video memory detection disabled


Thank you.
anonymousgamerDate: Wednesday, 24.07.2013, 20:51 | Message # 4
World Builder
Group: Global Moderators
United States
Messages: 1011
Status: Offline
I'm pretty sure the ATi 4250 with your configuration has only 256 MBs of VRAM, and that's way too small for SE. Planets use up nearly a gig of VRAM, so crashing when near planets would be normal with low VRAM.

Desktop: FX-8350 4.0 GHz, 8 GB DDR3 RAM, EVGA GeForce GTX 1080 FTW 8 GB, 2 TB HDD, 24 inch 1920x1080 screen
Laptop: Core i5 480M 2.66 GHz (turbo 2.93), 8 GB DDR3 RAM, AMD Radeon HD 6550m 1 GB, 640 GB HDD, 17.3 inch 1600x900 screen

Edited by anonymousgamer - Wednesday, 24.07.2013, 20:52
sammyhnnyDate: Wednesday, 24.07.2013, 21:04 | Message # 5
Group: Newbies
Messages: 3
Status: Offline
I am currently reinstalling the drivers for my video card, but ... Think you still have problems??? and if it were so, how could I solve it, if the problem were not the drivers???
Forum » SpaceEngine » Troubleshooting and Solutions » Starting issues PRoblem
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