Spiel friert ein oder stürzt ab

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Klingo
Posts: 8
Joined: Wed, 6. Nov 02, 20:31
x4

Spiel friert ein oder stürzt ab

Post by Klingo » Thu, 21. Jul 22, 14:12

Moin, Comunity

Also ich habe seit der Installation des 2.addon und dem Update 5 nur noch Probleme mit x4.
Das Spiel stürzt ständig ab oder friert komplett ein, daß ich den rechner neu starten muß.
Ich hatte es erst auf die Linux geschoben, aber heute habe ich das ganze in Win 7 Installiert, und das selbe fenomän.
Das Spiel ist leider unspielbar geworden :(

Rechner Athlon X4 640 3GHZ, 8GB RAM, Nvidia 1050Ti mit 4GB Grafik RAM
Normalerweise Linux Mint 20 und dem Linux Steam-Client ohne WINE mit der Proton 7 Aktiviert.
(In der Win 7 version hatte ich noch mal das Stationsbau tutorial gemacht, dann ein neues Spiel eröffnen wollen, nach kurzer Ladezeit ... ca 30 % ist das Spiel komplett weg und ich habe den Desktop von Windoof. )

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bogatzky
Moderator (Deutsch)
Moderator (Deutsch)
Posts: 7495
Joined: Tue, 3. Feb 04, 00:30
x4

Re: Spiel friert ein oder stürzt ab

Post by bogatzky » Thu, 21. Jul 22, 16:02

Damit es nicht untergeht und weil es wahrscheinlich unterschiedliche Ursachen und Symptome gibt, habe ich Deinen Beitrag hieraus abgetrennt und ein eigenes Thema draus gemacht. Den Titel kannst Du ngerne nach belieben ändern oder ergänzen.
Bitte ergänze noch notwendige Angaben entsprechend dieses gepinnten Hinweis, zumindest bzw. am besten für die Win 7 Installation.
Menschen. Das Böse daran ist das Dumme darin!

Klingo
Posts: 8
Joined: Wed, 6. Nov 02, 20:31
x4

Re: Spiel friert ein oder stürzt ab

Post by Klingo » Sun, 24. Jul 22, 16:05

Ich hoffe, alle Infos sind da:
X4 Foundation 5.1 Deutsch
Split Vandetta & Wiege der Menschheit
Wiege der Menschheit -Terranische Kadett
Spiel im Vollbildmodus
Win 7 SP1 mit allen Updates
AVG Free Antivirus
Free Firewall (im Gaming Modus)
Vulkan Instance Version: 1.2.170
NVidia Driver Version: 473.62 / GeForce Experience 3.24.0.135
Spoiler
Show

Inhalt der Vulkan.txt:
==========
VULKANINFO
==========

Vulkan Instance Version: 1.2.170


Instance Extensions: count = 13
===============================
VK_EXT_debug_report : extension revision 9
VK_EXT_debug_utils : extension revision 2
VK_EXT_swapchain_colorspace : extension revision 4
VK_KHR_device_group_creation : extension revision 1
VK_KHR_external_fence_capabilities : extension revision 1
VK_KHR_external_memory_capabilities : extension revision 1
VK_KHR_external_semaphore_capabilities : extension revision 1
VK_KHR_get_physical_device_properties2 : extension revision 2
VK_KHR_get_surface_capabilities2 : extension revision 1
VK_KHR_surface : extension revision 25
VK_KHR_surface_protected_capabilities : extension revision 1
VK_KHR_win32_surface : extension revision 6
VK_NV_external_memory_capabilities : extension revision 1

Layers: count = 8
=================
GalaxyOverlayVkLayer (Galaxy Overlay Vulkan Layer) Vulkan version 1.1.73, layer version 1:
Layer Extensions: count = 0
Devices: count = 1
GPU id = 0 (NVIDIA GeForce GTX 1050 Ti)
Layer-Device Extensions: count = 0

GalaxyOverlayVkLayer_DEBUG (Galaxy Overlay Vulkan Layer) Vulkan version 1.1.73, layer version 1:
Layer Extensions: count = 0
Devices: count = 1
GPU id = 0 (NVIDIA GeForce GTX 1050 Ti)
Layer-Device Extensions: count = 0

GalaxyOverlayVkLayer_VERBOSE (Galaxy Overlay Vulkan Layer) Vulkan version 1.1.73, layer version 1:
Layer Extensions: count = 0
Devices: count = 1
GPU id = 0 (NVIDIA GeForce GTX 1050 Ti)
Layer-Device Extensions: count = 0

VK_LAYER_EOS_Overlay (Vulkan overlay layer for Epic Online Services) Vulkan version 1.2.136, layer version 1:
Layer Extensions: count = 0
Devices: count = 1
GPU id = 0 (NVIDIA GeForce GTX 1050 Ti)
Layer-Device Extensions: count = 0

VK_LAYER_EOS_Overlay (Vulkan overlay layer for Epic Online Services) Vulkan version 1.2.136, layer version 1:
Layer Extensions: count = 0
Devices: count = 1
GPU id = 0 (NVIDIA GeForce GTX 1050 Ti)
Layer-Device Extensions: count = 0

VK_LAYER_NV_optimus (NVIDIA Optimus layer) Vulkan version 1.2.175, layer version 1:
Layer Extensions: count = 0
Devices: count = 1
GPU id = 0 (NVIDIA GeForce GTX 1050 Ti)
Layer-Device Extensions: count = 0

VK_LAYER_VALVE_steam_fossilize (Steam Pipeline Caching Layer) Vulkan version 1.2.136, layer version 1:
Layer Extensions: count = 0
Devices: count = 1
GPU id = 0 (NVIDIA GeForce GTX 1050 Ti)
Layer-Device Extensions: count = 0

VK_LAYER_VALVE_steam_overlay (Steam Overlay Layer) Vulkan version 1.2.136, layer version 1:
Layer Extensions: count = 0
Devices: count = 1
GPU id = 0 (NVIDIA GeForce GTX 1050 Ti)
Layer-Device Extensions: count = 0

Presentable Surfaces:
=====================
GPU id : 0 (NVIDIA GeForce GTX 1050 Ti):
Surface type = VK_KHR_win32_surface
Formats: count = 2
SurfaceFormat[0]:
format = FORMAT_B8G8R8A8_UNORM
colorSpace = COLOR_SPACE_SRGB_NONLINEAR_KHR
SurfaceFormat[1]:
format = FORMAT_B8G8R8A8_SRGB
colorSpace = COLOR_SPACE_SRGB_NONLINEAR_KHR
Present Modes: count = 4
PRESENT_MODE_FIFO_KHR
PRESENT_MODE_FIFO_RELAXED_KHR
PRESENT_MODE_MAILBOX_KHR
PRESENT_MODE_IMMEDIATE_KHR
VkSurfaceCapabilitiesKHR:
-------------------------
minImageCount = 2
maxImageCount = 8
currentExtent:
width = 256
height = 256
minImageExtent:
width = 256
height = 256
maxImageExtent:
width = 256
height = 256
maxImageArrayLayers = 1
supportedTransforms: count = 1
SURFACE_TRANSFORM_IDENTITY_BIT_KHR
currentTransform = SURFACE_TRANSFORM_IDENTITY_BIT_KHR
supportedCompositeAlpha: count = 1
COMPOSITE_ALPHA_OPAQUE_BIT_KHR
supportedUsageFlags: count = 6
IMAGE_USAGE_TRANSFER_SRC_BIT
IMAGE_USAGE_TRANSFER_DST_BIT
IMAGE_USAGE_SAMPLED_BIT
IMAGE_USAGE_STORAGE_BIT
IMAGE_USAGE_COLOR_ATTACHMENT_BIT
IMAGE_USAGE_INPUT_ATTACHMENT_BIT
VkSurfaceCapabilitiesFullScreenExclusiveEXT:
--------------------------------------------
fullScreenExclusiveSupported = true

VkSurfaceProtectedCapabilitiesKHR:
----------------------------------
supportsProtected = false



Device Groups:
==============
Group 0:
Properties:
physicalDevices: count = 1
NVIDIA GeForce GTX 1050 Ti (ID: 0)
subsetAllocation = 0

Present Capabilities:
NVIDIA GeForce GTX 1050 Ti (ID: 0):
Can present images from the following devices: count = 1
NVIDIA GeForce GTX 1050 Ti (ID: 0)
Present modes: count = 1
DEVICE_GROUP_PRESENT_MODE_LOCAL_BIT_KHR


Device Properties and Extensions:
=================================
GPU0:
VkPhysicalDeviceProperties:
---------------------------
apiVersion = 4202671 (1.2.175)
driverVersion = 1983971328 (0x76410000)
vendorID = 0x10de
deviceID = 0x1c82
deviceType = PHYSICAL_DEVICE_TYPE_DISCRETE_GPU
deviceName = NVIDIA GeForce GTX 1050 Ti

VkPhysicalDeviceLimits:
-----------------------
maxImageDimension1D = 32768
maxImageDimension2D = 32768
maxImageDimension3D = 16384
maxImageDimensionCube = 32768
maxImageArrayLayers = 2048
maxTexelBufferElements = 134217728
maxUniformBufferRange = 65536
maxStorageBufferRange = 4294967295
maxPushConstantsSize = 256
maxMemoryAllocationCount = 4096
maxSamplerAllocationCount = 4000
bufferImageGranularity = 0x00000400
sparseAddressSpaceSize = 0xffffffffff
maxBoundDescriptorSets = 32
maxPerStageDescriptorSamplers = 1048576
maxPerStageDescriptorUniformBuffers = 15
maxPerStageDescriptorStorageBuffers = 1048576
maxPerStageDescriptorSampledImages = 1048576
maxPerStageDescriptorStorageImages = 1048576
maxPerStageDescriptorInputAttachments = 1048576
maxPerStageResources = 4294967295
maxDescriptorSetSamplers = 1048576
maxDescriptorSetUniformBuffers = 90
maxDescriptorSetUniformBuffersDynamic = 15
maxDescriptorSetStorageBuffers = 1048576
maxDescriptorSetStorageBuffersDynamic = 16
maxDescriptorSetSampledImages = 1048576
maxDescriptorSetStorageImages = 1048576
maxDescriptorSetInputAttachments = 1048576
maxVertexInputAttributes = 32
maxVertexInputBindings = 32
maxVertexInputAttributeOffset = 2047
maxVertexInputBindingStride = 2048
maxVertexOutputComponents = 128
maxTessellationGenerationLevel = 64
maxTessellationPatchSize = 32
maxTessellationControlPerVertexInputComponents = 128
maxTessellationControlPerVertexOutputComponents = 128
maxTessellationControlPerPatchOutputComponents = 120
maxTessellationControlTotalOutputComponents = 4216
maxTessellationEvaluationInputComponents = 128
maxTessellationEvaluationOutputComponents = 128
maxGeometryShaderInvocations = 32
maxGeometryInputComponents = 128
maxGeometryOutputComponents = 128
maxGeometryOutputVertices = 1024
maxGeometryTotalOutputComponents = 1024
maxFragmentInputComponents = 128
maxFragmentOutputAttachments = 8
maxFragmentDualSrcAttachments = 1
maxFragmentCombinedOutputResources = 16
maxComputeSharedMemorySize = 49152
maxComputeWorkGroupCount: count = 3
2147483647
65535
65535
maxComputeWorkGroupInvocations = 1536
maxComputeWorkGroupSize: count = 3
1536
1024
64
subPixelPrecisionBits = 8
subTexelPrecisionBits = 8
mipmapPrecisionBits = 8
maxDrawIndexedIndexValue = 4294967295
maxDrawIndirectCount = 4294967295
maxSamplerLodBias = 15
maxSamplerAnisotropy = 16
maxViewports = 16
maxViewportDimensions: count = 2
32768
32768
viewportBoundsRange: count = 2
-65536
65536
viewportSubPixelBits = 8
minMemoryMapAlignment = 64
minTexelBufferOffsetAlignment = 0x00000010
minUniformBufferOffsetAlignment = 0x00000100
minStorageBufferOffsetAlignment = 0x00000010
minTexelOffset = -8
maxTexelOffset = 7
minTexelGatherOffset = -32
maxTexelGatherOffset = 31
minInterpolationOffset = -0.5
maxInterpolationOffset = 0.4375
subPixelInterpolationOffsetBits = 4
maxFramebufferWidth = 32768
maxFramebufferHeight = 32768
maxFramebufferLayers = 2048
framebufferColorSampleCounts: count = 4
SAMPLE_COUNT_1_BIT
SAMPLE_COUNT_2_BIT
SAMPLE_COUNT_4_BIT
SAMPLE_COUNT_8_BIT
framebufferDepthSampleCounts: count = 4
SAMPLE_COUNT_1_BIT
SAMPLE_COUNT_2_BIT
SAMPLE_COUNT_4_BIT
SAMPLE_COUNT_8_BIT
framebufferStencilSampleCounts: count = 5
SAMPLE_COUNT_1_BIT
SAMPLE_COUNT_2_BIT
SAMPLE_COUNT_4_BIT
SAMPLE_COUNT_8_BIT
SAMPLE_COUNT_16_BIT
framebufferNoAttachmentsSampleCounts: count = 5
SAMPLE_COUNT_1_BIT
SAMPLE_COUNT_2_BIT
SAMPLE_COUNT_4_BIT
SAMPLE_COUNT_8_BIT
SAMPLE_COUNT_16_BIT
maxColorAttachments = 8
sampledImageColorSampleCounts: count = 4
SAMPLE_COUNT_1_BIT
SAMPLE_COUNT_2_BIT
SAMPLE_COUNT_4_BIT
SAMPLE_COUNT_8_BIT
sampledImageIntegerSampleCounts: count = 4
SAMPLE_COUNT_1_BIT
SAMPLE_COUNT_2_BIT
SAMPLE_COUNT_4_BIT
SAMPLE_COUNT_8_BIT
sampledImageDepthSampleCounts: count = 4
SAMPLE_COUNT_1_BIT
SAMPLE_COUNT_2_BIT
SAMPLE_COUNT_4_BIT
SAMPLE_COUNT_8_BIT
sampledImageStencilSampleCounts: count = 5
SAMPLE_COUNT_1_BIT
SAMPLE_COUNT_2_BIT
SAMPLE_COUNT_4_BIT
SAMPLE_COUNT_8_BIT
SAMPLE_COUNT_16_BIT
storageImageSampleCounts: count = 4
SAMPLE_COUNT_1_BIT
SAMPLE_COUNT_2_BIT
SAMPLE_COUNT_4_BIT
SAMPLE_COUNT_8_BIT
maxSampleMaskWords = 1
timestampComputeAndGraphics = true
timestampPeriod = 1
maxClipDistances = 8
maxCullDistances = 8
maxCombinedClipAndCullDistances = 8
discreteQueuePriorities = 2
pointSizeRange: count = 2
1
2047.94
lineWidthRange: count = 2
1
64
pointSizeGranularity = 0.0625
lineWidthGranularity = 0.0625
strictLines = true
standardSampleLocations = true
optimalBufferCopyOffsetAlignment = 0x00000001
optimalBufferCopyRowPitchAlignment = 0x00000001
nonCoherentAtomSize = 0x00000040

VkPhysicalDeviceSparseProperties:
---------------------------------
residencyStandard2DBlockShape = true
residencyStandard2DMultisampleBlockShape = true
residencyStandard3DBlockShape = true
residencyAlignedMipSize = false
residencyNonResidentStrict = true

VkPhysicalDeviceBlendOperationAdvancedPropertiesEXT:
----------------------------------------------------
advancedBlendMaxColorAttachments = 8
advancedBlendIndependentBlend = false
advancedBlendNonPremultipliedSrcColor = true
advancedBlendNonPremultipliedDstColor = true
advancedBlendCorrelatedOverlap = true
advancedBlendAllOperations = true

VkPhysicalDeviceConservativeRasterizationPropertiesEXT:
-------------------------------------------------------
primitiveOverestimationSize = 0
maxExtraPrimitiveOverestimationSize = 0.75
extraPrimitiveOverestimationSizeGranularity = 0.25
primitiveUnderestimation = false
conservativePointAndLineRasterization = true
degenerateTrianglesRasterized = true
degenerateLinesRasterized = false
fullyCoveredFragmentShaderInputVariable = false
conservativeRasterizationPostDepthCoverage = true

VkPhysicalDeviceCustomBorderColorPropertiesEXT:
-----------------------------------------------
maxCustomBorderColorSamplers = 4000

VkPhysicalDeviceDepthStencilResolveProperties:
----------------------------------------------
supportedDepthResolveModes: count = 4
RESOLVE_MODE_SAMPLE_ZERO_BIT
RESOLVE_MODE_AVERAGE_BIT
RESOLVE_MODE_MIN_BIT
RESOLVE_MODE_MAX_BIT
supportedStencilResolveModes: count = 3
RESOLVE_MODE_SAMPLE_ZERO_BIT
RESOLVE_MODE_MIN_BIT
RESOLVE_MODE_MAX_BIT
independentResolveNone = true
independentResolve = true

VkPhysicalDeviceDescriptorIndexingProperties:
---------------------------------------------
maxUpdateAfterBindDescriptorsInAllPools = 4294967295
shaderUniformBufferArrayNonUniformIndexingNative = true
shaderSampledImageArrayNonUniformIndexingNative = true
shaderStorageBufferArrayNonUniformIndexingNative = true
shaderStorageImageArrayNonUniformIndexingNative = true
shaderInputAttachmentArrayNonUniformIndexingNative = true
robustBufferAccessUpdateAfterBind = true
quadDivergentImplicitLod = true
maxPerStageDescriptorUpdateAfterBindSamplers = 1048576
maxPerStageDescriptorUpdateAfterBindUniformBuffers = 15
maxPerStageDescriptorUpdateAfterBindStorageBuffers = 1048576
maxPerStageDescriptorUpdateAfterBindSampledImages = 1048576
maxPerStageDescriptorUpdateAfterBindStorageImages = 1048576
maxPerStageDescriptorUpdateAfterBindInputAttachments = 1048576
maxPerStageUpdateAfterBindResources = 4294967295
maxDescriptorSetUpdateAfterBindSamplers = 1048576
maxDescriptorSetUpdateAfterBindUniformBuffers = 90
maxDescriptorSetUpdateAfterBindUniformBuffersDynamic = 15
maxDescriptorSetUpdateAfterBindStorageBuffers = 1048576
maxDescriptorSetUpdateAfterBindStorageBuffersDynamic = 16
maxDescriptorSetUpdateAfterBindSampledImages = 1048576
maxDescriptorSetUpdateAfterBindStorageImages = 1048576
maxDescriptorSetUpdateAfterBindInputAttachments = 1048576

VkPhysicalDeviceDiscardRectanglePropertiesEXT:
----------------------------------------------
maxDiscardRectangles = 8

VkPhysicalDeviceDriverProperties:
---------------------------------
driverID = DRIVER_ID_NVIDIA_PROPRIETARY
driverName = NVIDIA
driverInfo = 473.04
conformanceVersion = 1.2.6.0

VkPhysicalDeviceExternalMemoryHostPropertiesEXT:
------------------------------------------------
minImportedHostPointerAlignment = 0x00001000

VkPhysicalDeviceFloatControlsProperties:
----------------------------------------
denormBehaviorIndependence = SHADER_FLOAT_CONTROLS_INDEPENDENCE_ALL
roundingModeIndependence = SHADER_FLOAT_CONTROLS_INDEPENDENCE_ALL
shaderSignedZeroInfNanPreserveFloat16 = true
shaderSignedZeroInfNanPreserveFloat32 = true
shaderSignedZeroInfNanPreserveFloat64 = true
shaderDenormPreserveFloat16 = true
shaderDenormPreserveFloat32 = false
shaderDenormPreserveFloat64 = false
shaderDenormFlushToZeroFloat16 = false
shaderDenormFlushToZeroFloat32 = false
shaderDenormFlushToZeroFloat64 = false
shaderRoundingModeRTEFloat16 = true
shaderRoundingModeRTEFloat32 = true
shaderRoundingModeRTEFloat64 = true
shaderRoundingModeRTZFloat16 = false
shaderRoundingModeRTZFloat32 = true
shaderRoundingModeRTZFloat64 = true

VkPhysicalDeviceIDProperties:
-----------------------------
deviceUUID = 3d2fb762-f6f0-7031-c8ff-5d7fb0dfd115
driverUUID = 2e815887-83a1-2a9f-d267-fd3147c4dbaf
deviceLUID = 60aa0000-00000000
deviceNodeMask = 1
deviceLUIDValid = true

VkPhysicalDeviceInlineUniformBlockPropertiesEXT:
------------------------------------------------
maxInlineUniformBlockSize = 256
maxPerStageDescriptorInlineUniformBlocks = 32
maxPerStageDescriptorUpdateAfterBindInlineUniformBlocks = 32
maxDescriptorSetInlineUniformBlocks = 32
maxDescriptorSetUpdateAfterBindInlineUniformBlocks = 32

VkPhysicalDeviceLineRasterizationPropertiesEXT:
-----------------------------------------------
lineSubPixelPrecisionBits = 8

VkPhysicalDeviceMaintenance3Properties:
---------------------------------------
maxPerSetDescriptors = 4294967295
maxMemoryAllocationSize = 0xffe00000

VkPhysicalDeviceMultiviewProperties:
------------------------------------
maxMultiviewViewCount = 32
maxMultiviewInstanceIndex = 134217727

VkPhysicalDevicePCIBusInfoPropertiesEXT:
----------------------------------------
pciDomain = 0
pciBus = 2
pciDevice = 0
pciFunction = 0

VkPhysicalDevicePointClippingProperties:
----------------------------------------
pointClippingBehavior = POINT_CLIPPING_BEHAVIOR_USER_CLIP_PLANES_ONLY

VkPhysicalDeviceProtectedMemoryProperties:
------------------------------------------
protectedNoFault = false

VkPhysicalDevicePushDescriptorPropertiesKHR:
--------------------------------------------
maxPushDescriptors = 32

VkPhysicalDeviceRobustness2PropertiesEXT:
-----------------------------------------
robustStorageBufferAccessSizeAlignment = 0x00000001
robustUniformBufferAccessSizeAlignment = 0x00000100

VkPhysicalDeviceSampleLocationsPropertiesEXT:
---------------------------------------------
sampleLocationSampleCounts: count = 5
SAMPLE_COUNT_1_BIT
SAMPLE_COUNT_2_BIT
SAMPLE_COUNT_4_BIT
SAMPLE_COUNT_8_BIT
SAMPLE_COUNT_16_BIT
maxSampleLocationGridSize:
width = 1
height = 1
sampleLocationCoordinateRange: count = 2
0
0.9375
sampleLocationSubPixelBits = 4
variableSampleLocations = true

VkPhysicalDeviceSamplerFilterMinmaxProperties:
----------------------------------------------
filterMinmaxSingleComponentFormats = true
filterMinmaxImageComponentMapping = true

VkPhysicalDeviceSubgroupProperties:
-----------------------------------
subgroupSize = 32
supportedStages: count = 8
SHADER_STAGE_VERTEX_BIT
SHADER_STAGE_TESSELLATION_CONTROL_BIT
SHADER_STAGE_TESSELLATION_EVALUATION_BIT
SHADER_STAGE_GEOMETRY_BIT
SHADER_STAGE_FRAGMENT_BIT
SHADER_STAGE_COMPUTE_BIT
SHADER_STAGE_ALL_GRAPHICS
SHADER_STAGE_ALL
supportedOperations: count = 9
SUBGROUP_FEATURE_BASIC_BIT
SUBGROUP_FEATURE_VOTE_BIT
SUBGROUP_FEATURE_ARITHMETIC_BIT
SUBGROUP_FEATURE_BALLOT_BIT
SUBGROUP_FEATURE_SHUFFLE_BIT
SUBGROUP_FEATURE_SHUFFLE_RELATIVE_BIT
SUBGROUP_FEATURE_CLUSTERED_BIT
SUBGROUP_FEATURE_QUAD_BIT
SUBGROUP_FEATURE_PARTITIONED_BIT_NV
quadOperationsInAllStages = true

VkPhysicalDeviceSubgroupSizeControlPropertiesEXT:
-------------------------------------------------
minSubgroupSize = 32
maxSubgroupSize = 32
maxComputeWorkgroupSubgroups = 3145728
requiredSubgroupSizeStages: count = 8
SHADER_STAGE_VERTEX_BIT
SHADER_STAGE_TESSELLATION_CONTROL_BIT
SHADER_STAGE_TESSELLATION_EVALUATION_BIT
SHADER_STAGE_GEOMETRY_BIT
SHADER_STAGE_FRAGMENT_BIT
SHADER_STAGE_COMPUTE_BIT
SHADER_STAGE_ALL_GRAPHICS
SHADER_STAGE_ALL

VkPhysicalDeviceTexelBufferAlignmentPropertiesEXT:
--------------------------------------------------
storageTexelBufferOffsetAlignmentBytes = 0x00000010
storageTexelBufferOffsetSingleTexelAlignment = true
uniformTexelBufferOffsetAlignmentBytes = 0x00000010
uniformTexelBufferOffsetSingleTexelAlignment = true

VkPhysicalDeviceTimelineSemaphoreProperties:
--------------------------------------------
maxTimelineSemaphoreValueDifference = 2147483647

VkPhysicalDeviceTransformFeedbackPropertiesEXT:
-----------------------------------------------
maxTransformFeedbackStreams = 4
maxTransformFeedbackBuffers = 4
maxTransformFeedbackBufferSize = 0xffffffffffffffff
maxTransformFeedbackStreamDataSize = 2048
maxTransformFeedbackBufferDataSize = 512
maxTransformFeedbackBufferDataStride = 2048
transformFeedbackQueries = true
transformFeedbackStreamsLinesTriangles = false
transformFeedbackRasterizationStreamSelect = true
transformFeedbackDraw = true

VkPhysicalDeviceVertexAttributeDivisorPropertiesEXT:
----------------------------------------------------
maxVertexAttribDivisor = 4294967295

VkPhysicalDeviceVulkan11Properties:
-----------------------------------
deviceUUID = 3d2fb762-f6f0-7031-c8ff-5d7fb0dfd115
driverUUID = 2e815887-83a1-2a9f-d267-fd3147c4dbaf
deviceLUID = 60aa0000-00000000
deviceNodeMask = 1
deviceLUIDValid = true
subgroupSize = 32
subgroupSupportedStages: count = 8
SHADER_STAGE_VERTEX_BIT
SHADER_STAGE_TESSELLATION_CONTROL_BIT
SHADER_STAGE_TESSELLATION_EVALUATION_BIT
SHADER_STAGE_GEOMETRY_BIT
SHADER_STAGE_FRAGMENT_BIT
SHADER_STAGE_COMPUTE_BIT
SHADER_STAGE_ALL_GRAPHICS
SHADER_STAGE_ALL
subgroupSupportedOperations: count = 9
SUBGROUP_FEATURE_BASIC_BIT
SUBGROUP_FEATURE_VOTE_BIT
SUBGROUP_FEATURE_ARITHMETIC_BIT
SUBGROUP_FEATURE_BALLOT_BIT
SUBGROUP_FEATURE_SHUFFLE_BIT
SUBGROUP_FEATURE_SHUFFLE_RELATIVE_BIT
SUBGROUP_FEATURE_CLUSTERED_BIT
SUBGROUP_FEATURE_QUAD_BIT
SUBGROUP_FEATURE_PARTITIONED_BIT_NV
subgroupQuadOperationsInAllStages = true
pointClippingBehavior = POINT_CLIPPING_BEHAVIOR_USER_CLIP_PLANES_ONLY
maxMultiviewViewCount = 32
maxMultiviewInstanceIndex = 134217727
protectedNoFault = false
maxPerSetDescriptors = 4294967295
maxMemoryAllocationSize = 0xffe00000

VkPhysicalDeviceVulkan12Properties:
-----------------------------------
driverID = DRIVER_ID_NVIDIA_PROPRIETARY
driverName = NVIDIA
driverInfo = 473.04
conformanceVersion = 1.2.6.0
denormBehaviorIndependence = SHADER_FLOAT_CONTROLS_INDEPENDENCE_ALL
roundingModeIndependence = SHADER_FLOAT_CONTROLS_INDEPENDENCE_ALL
shaderSignedZeroInfNanPreserveFloat16 = true
shaderSignedZeroInfNanPreserveFloat32 = true
shaderSignedZeroInfNanPreserveFloat64 = true
shaderDenormPreserveFloat16 = true
shaderDenormPreserveFloat32 = false
shaderDenormPreserveFloat64 = false
shaderDenormFlushToZeroFloat16 = false
shaderDenormFlushToZeroFloat32 = false
shaderDenormFlushToZeroFloat64 = false
shaderRoundingModeRTEFloat16 = true
shaderRoundingModeRTEFloat32 = true
shaderRoundingModeRTEFloat64 = true
shaderRoundingModeRTZFloat16 = false
shaderRoundingModeRTZFloat32 = true
shaderRoundingModeRTZFloat64 = true
maxUpdateAfterBindDescriptorsInAllPools = 4294967295
shaderUniformBufferArrayNonUniformIndexingNative = true
shaderSampledImageArrayNonUniformIndexingNative = true
shaderStorageBufferArrayNonUniformIndexingNative = true
shaderStorageImageArrayNonUniformIndexingNative = true
shaderInputAttachmentArrayNonUniformIndexingNative = true
robustBufferAccessUpdateAfterBind = true
quadDivergentImplicitLod = true
maxPerStageDescriptorUpdateAfterBindSamplers = 1048576
maxPerStageDescriptorUpdateAfterBindUniformBuffers = 15
maxPerStageDescriptorUpdateAfterBindStorageBuffers = 1048576
maxPerStageDescriptorUpdateAfterBindSampledImages = 1048576
maxPerStageDescriptorUpdateAfterBindStorageImages = 1048576
maxPerStageDescriptorUpdateAfterBindInputAttachments = 1048576
maxPerStageUpdateAfterBindResources = 4294967295
maxDescriptorSetUpdateAfterBindSamplers = 1048576
maxDescriptorSetUpdateAfterBindUniformBuffers = 90
maxDescriptorSetUpdateAfterBindUniformBuffersDynamic = 15
maxDescriptorSetUpdateAfterBindStorageBuffers = 1048576
maxDescriptorSetUpdateAfterBindStorageBuffersDynamic = 16
maxDescriptorSetUpdateAfterBindSampledImages = 1048576
maxDescriptorSetUpdateAfterBindStorageImages = 1048576
maxDescriptorSetUpdateAfterBindInputAttachments = 1048576
supportedDepthResolveModes: count = 4
RESOLVE_MODE_SAMPLE_ZERO_BIT
RESOLVE_MODE_AVERAGE_BIT
RESOLVE_MODE_MIN_BIT
RESOLVE_MODE_MAX_BIT
supportedStencilResolveModes: count = 3
RESOLVE_MODE_SAMPLE_ZERO_BIT
RESOLVE_MODE_MIN_BIT
RESOLVE_MODE_MAX_BIT
independentResolveNone = true
independentResolve = true
filterMinmaxSingleComponentFormats = true
filterMinmaxImageComponentMapping = true
maxTimelineSemaphoreValueDifference = 2147483647
framebufferIntegerColorSampleCounts: count = 4
SAMPLE_COUNT_1_BIT
SAMPLE_COUNT_2_BIT
SAMPLE_COUNT_4_BIT
SAMPLE_COUNT_8_BIT


Device Extensions: count = 122
VK_EXT_4444_formats : extension revision 1
VK_EXT_blend_operation_advanced : extension revision 2
VK_EXT_buffer_device_address : extension revision 2
VK_EXT_calibrated_timestamps : extension revision 1
VK_EXT_color_write_enable : extension revision 1
VK_EXT_conditional_rendering : extension revision 2
VK_EXT_conservative_rasterization : extension revision 1
VK_EXT_custom_border_color : extension revision 12
VK_EXT_depth_clip_enable : extension revision 1
VK_EXT_depth_range_unrestricted : extension revision 1
VK_EXT_descriptor_indexing : extension revision 2
VK_EXT_discard_rectangles : extension revision 1
VK_EXT_extended_dynamic_state : extension revision 1
VK_EXT_extended_dynamic_state2 : extension revision 1
VK_EXT_external_memory_host : extension revision 1
VK_EXT_fragment_shader_interlock : extension revision 1
VK_EXT_full_screen_exclusive : extension revision 4
VK_EXT_hdr_metadata : extension revision 2
VK_EXT_host_query_reset : extension revision 1
VK_EXT_image_robustness : extension revision 1
VK_EXT_index_type_uint8 : extension revision 1
VK_EXT_inline_uniform_block : extension revision 1
VK_EXT_line_rasterization : extension revision 1
VK_EXT_memory_budget : extension revision 1
VK_EXT_memory_priority : extension revision 1
VK_EXT_pci_bus_info : extension revision 2
VK_EXT_pipeline_creation_cache_control : extension revision 3
VK_EXT_pipeline_creation_feedback : extension revision 1
VK_EXT_post_depth_coverage : extension revision 1
VK_EXT_private_data : extension revision 1
VK_EXT_provoking_vertex : extension revision 1
VK_EXT_queue_family_foreign : extension revision 1
VK_EXT_robustness2 : extension revision 1
VK_EXT_sample_locations : extension revision 1
VK_EXT_sampler_filter_minmax : extension revision 2
VK_EXT_scalar_block_layout : extension revision 1
VK_EXT_separate_stencil_usage : extension revision 1
VK_EXT_shader_atomic_float : extension revision 1
VK_EXT_shader_demote_to_helper_invocation : extension revision 1
VK_EXT_shader_image_atomic_int64 : extension revision 1
VK_EXT_shader_subgroup_ballot : extension revision 1
VK_EXT_shader_subgroup_vote : extension revision 1
VK_EXT_shader_viewport_index_layer : extension revision 1
VK_EXT_subgroup_size_control : extension revision 2
VK_EXT_texel_buffer_alignment : extension revision 1
VK_EXT_tooling_info : extension revision 1
VK_EXT_transform_feedback : extension revision 1
VK_EXT_vertex_attribute_divisor : extension revision 3
VK_EXT_vertex_input_dynamic_state : extension revision 2
VK_EXT_ycbcr_image_arrays : extension revision 1
VK_KHR_16bit_storage : extension revision 1
VK_KHR_8bit_storage : extension revision 1
VK_KHR_bind_memory2 : extension revision 1
VK_KHR_buffer_device_address : extension revision 1
VK_KHR_copy_commands2 : extension revision 1
VK_KHR_create_renderpass2 : extension revision 1
VK_KHR_dedicated_allocation : extension revision 3
VK_KHR_depth_stencil_resolve : extension revision 1
VK_KHR_descriptor_update_template : extension revision 1
VK_KHR_device_group : extension revision 4
VK_KHR_draw_indirect_count : extension revision 1
VK_KHR_driver_properties : extension revision 1
VK_KHR_external_fence : extension revision 1
VK_KHR_external_fence_win32 : extension revision 1
VK_KHR_external_memory : extension revision 1
VK_KHR_external_memory_win32 : extension revision 1
VK_KHR_external_semaphore : extension revision 1
VK_KHR_external_semaphore_win32 : extension revision 1
VK_KHR_get_memory_requirements2 : extension revision 1
VK_KHR_image_format_list : extension revision 1
VK_KHR_imageless_framebuffer : extension revision 1
VK_KHR_maintenance1 : extension revision 2
VK_KHR_maintenance2 : extension revision 1
VK_KHR_maintenance3 : extension revision 1
VK_KHR_multiview : extension revision 1
VK_KHR_pipeline_executable_properties : extension revision 1
VK_KHR_push_descriptor : extension revision 2
VK_KHR_relaxed_block_layout : extension revision 1
VK_KHR_sampler_mirror_clamp_to_edge : extension revision 3
VK_KHR_sampler_ycbcr_conversion : extension revision 14
VK_KHR_separate_depth_stencil_layouts : extension revision 1
VK_KHR_shader_atomic_int64 : extension revision 1
VK_KHR_shader_clock : extension revision 1
VK_KHR_shader_draw_parameters : extension revision 1
VK_KHR_shader_float16_int8 : extension revision 1
VK_KHR_shader_float_controls : extension revision 4
VK_KHR_shader_non_semantic_info : extension revision 1
VK_KHR_shader_subgroup_extended_types : extension revision 1
VK_KHR_shader_terminate_invocation : extension revision 1
VK_KHR_spirv_1_4 : extension revision 1
VK_KHR_storage_buffer_storage_class : extension revision 1
VK_KHR_swapchain : extension revision 70
VK_KHR_swapchain_mutable_format : extension revision 1
VK_KHR_synchronization2 : extension revision 1
VK_KHR_timeline_semaphore : extension revision 2
VK_KHR_uniform_buffer_standard_layout : extension revision 1
VK_KHR_variable_pointers : extension revision 1
VK_KHR_vulkan_memory_model : extension revision 3
VK_KHR_win32_keyed_mutex : extension revision 1
VK_KHR_workgroup_memory_explicit_layout : extension revision 1
VK_KHR_zero_initialize_workgroup_memory : extension revision 1
VK_NVX_multiview_per_view_attributes : extension revision 1
VK_NV_clip_space_w_scaling : extension revision 1
VK_NV_coverage_reduction_mode : extension revision 1
VK_NV_dedicated_allocation : extension revision 1
VK_NV_dedicated_allocation_image_aliasing : extension revision 1
VK_NV_device_diagnostic_checkpoints : extension revision 2
VK_NV_device_diagnostics_config : extension revision 1
VK_NV_device_generated_commands : extension revision 3
VK_NV_external_memory : extension revision 1
VK_NV_external_memory_win32 : extension revision 1
VK_NV_fill_rectangle : extension revision 1
VK_NV_fragment_coverage_to_color : extension revision 1
VK_NV_framebuffer_mixed_samples : extension revision 1
VK_NV_geometry_shader_passthrough : extension revision 1
VK_NV_inherited_viewport_scissor : extension revision 1
VK_NV_sample_mask_override_coverage : extension revision 1
VK_NV_shader_sm_builtins : extension revision 1
VK_NV_shader_subgroup_partitioned : extension revision 1
VK_NV_viewport_array2 : extension revision 1
VK_NV_viewport_swizzle : extension revision 1
VK_NV_win32_keyed_mutex : extension revision 2

VkQueueFamilyProperties:
========================
queueProperties[0]:
-------------------
minImageTransferGranularity = (1,1,1)
queueCount = 16
queueFlags = QUEUE_GRAPHICS | QUEUE_COMPUTE | QUEUE_TRANSFER | QUEUE_SPARSE_BINDING
timestampValidBits = 64
present support = true

queueProperties[1]:
-------------------
minImageTransferGranularity = (1,1,1)
queueCount = 2
queueFlags = QUEUE_TRANSFER | QUEUE_SPARSE_BINDING
timestampValidBits = 64
present support = false

queueProperties[2]:
-------------------
minImageTransferGranularity = (1,1,1)
queueCount = 8
queueFlags = QUEUE_COMPUTE | QUEUE_TRANSFER | QUEUE_SPARSE_BINDING
timestampValidBits = 64
present support = true

VkPhysicalDeviceMemoryProperties:
=================================
memoryHeaps: count = 2
memoryHeaps[0]:
size = 4192665600 (0xf9e70000) (3.90 GiB)
budget = 4192665600 (0xf9e70000) (3.90 GiB)
usage = 0 (0x00000000) (0.00 B)
flags: count = 1
MEMORY_HEAP_DEVICE_LOCAL_BIT
memoryHeaps[1]:
size = 4026134528 (0xeff9f000) (3.75 GiB)
budget = 4026134528 (0xeff9f000) (3.75 GiB)
usage = 0 (0x00000000) (0.00 B)
flags: count = 0
None
memoryTypes: count = 10
memoryTypes[0]:
heapIndex = 1
propertyFlags = 0x0000: count = 0
None
usable for:
IMAGE_TILING_OPTIMAL:
None
IMAGE_TILING_LINEAR:
color images
(non-sparse, non-transient)
memoryTypes[1]:
heapIndex = 1
propertyFlags = 0x0000: count = 0
None
usable for:
IMAGE_TILING_OPTIMAL:
color images
(non-sparse)
IMAGE_TILING_LINEAR:
None
memoryTypes[2]:
heapIndex = 1
propertyFlags = 0x0000: count = 0
None
usable for:
IMAGE_TILING_OPTIMAL:
FORMAT_D16_UNORM
(non-sparse)
IMAGE_TILING_LINEAR:
None
memoryTypes[3]:
heapIndex = 1
propertyFlags = 0x0000: count = 0
None
usable for:
IMAGE_TILING_OPTIMAL:
FORMAT_X8_D24_UNORM_PACK32
FORMAT_D24_UNORM_S8_UINT
(non-sparse)
IMAGE_TILING_LINEAR:
None
memoryTypes[4]:
heapIndex = 1
propertyFlags = 0x0000: count = 0
None
usable for:
IMAGE_TILING_OPTIMAL:
FORMAT_D32_SFLOAT
(non-sparse)
IMAGE_TILING_LINEAR:
None
memoryTypes[5]:
heapIndex = 1
propertyFlags = 0x0000: count = 0
None
usable for:
IMAGE_TILING_OPTIMAL:
FORMAT_D32_SFLOAT_S8_UINT
(non-sparse)
IMAGE_TILING_LINEAR:
None
memoryTypes[6]:
heapIndex = 1
propertyFlags = 0x0000: count = 0
None
usable for:
IMAGE_TILING_OPTIMAL:
FORMAT_S8_UINT
(non-sparse)
IMAGE_TILING_LINEAR:
None
memoryTypes[7]:
heapIndex = 0
propertyFlags = 0x0001: count = 1
MEMORY_PROPERTY_DEVICE_LOCAL_BIT
usable for:
IMAGE_TILING_OPTIMAL:
color images
FORMAT_D16_UNORM
FORMAT_X8_D24_UNORM_PACK32
FORMAT_D32_SFLOAT
FORMAT_S8_UINT
FORMAT_D24_UNORM_S8_UINT
FORMAT_D32_SFLOAT_S8_UINT
(non-sparse)
IMAGE_TILING_LINEAR:
color images
(non-sparse, non-transient)
memoryTypes[8]:
heapIndex = 1
propertyFlags = 0x0006: count = 2
MEMORY_PROPERTY_HOST_VISIBLE_BIT
MEMORY_PROPERTY_HOST_COHERENT_BIT
usable for:
IMAGE_TILING_OPTIMAL:
None
IMAGE_TILING_LINEAR:
color images
(non-sparse, non-transient)
memoryTypes[9]:
heapIndex = 1
propertyFlags = 0x000e: count = 3
MEMORY_PROPERTY_HOST_VISIBLE_BIT
MEMORY_PROPERTY_HOST_COHERENT_BIT
MEMORY_PROPERTY_HOST_CACHED_BIT
usable for:
IMAGE_TILING_OPTIMAL:
None
IMAGE_TILING_LINEAR:
color images
(non-sparse, non-transient)

VkPhysicalDeviceFeatures:
=========================
robustBufferAccess = true
fullDrawIndexUint32 = true
imageCubeArray = true
independentBlend = true
geometryShader = true
tessellationShader = true
sampleRateShading = true
dualSrcBlend = true
logicOp = true
multiDrawIndirect = true
drawIndirectFirstInstance = true
depthClamp = true
depthBiasClamp = true
fillModeNonSolid = true
depthBounds = true
wideLines = true
largePoints = true
alphaToOne = true
multiViewport = true
samplerAnisotropy = true
textureCompressionETC2 = false
textureCompressionASTC_LDR = false
textureCompressionBC = true
occlusionQueryPrecise = true
pipelineStatisticsQuery = true
vertexPipelineStoresAndAtomics = true
fragmentStoresAndAtomics = true
shaderTessellationAndGeometryPointSize = true
shaderImageGatherExtended = true
shaderStorageImageExtendedFormats = true
shaderStorageImageMultisample = true
shaderStorageImageReadWithoutFormat = true
shaderStorageImageWriteWithoutFormat = true
shaderUniformBufferArrayDynamicIndexing = true
shaderSampledImageArrayDynamicIndexing = true
shaderStorageBufferArrayDynamicIndexing = true
shaderStorageImageArrayDynamicIndexing = true
shaderClipDistance = true
shaderCullDistance = true
shaderFloat64 = true
shaderInt64 = true
shaderInt16 = true
shaderResourceResidency = true
shaderResourceMinLod = true
sparseBinding = true
sparseResidencyBuffer = true
sparseResidencyImage2D = true
sparseResidencyImage3D = true
sparseResidency2Samples = true
sparseResidency4Samples = true
sparseResidency8Samples = true
sparseResidency16Samples = true
sparseResidencyAliased = true
variableMultisampleRate = true
inheritedQueries = true

VkPhysicalDevice16BitStorageFeatures:
-------------------------------------
storageBuffer16BitAccess = true
uniformAndStorageBuffer16BitAccess = true
storagePushConstant16 = true
storageInputOutput16 = false

VkPhysicalDevice4444FormatsFeaturesEXT:
---------------------------------------
formatA4R4G4B4 = true
formatA4B4G4R4 = true

VkPhysicalDevice8BitStorageFeatures:
------------------------------------
storageBuffer8BitAccess = true
uniformAndStorageBuffer8BitAccess = true
storagePushConstant8 = true

VkPhysicalDeviceBlendOperationAdvancedFeaturesEXT:
--------------------------------------------------
advancedBlendCoherentOperations = true

VkPhysicalDeviceBufferDeviceAddressFeatures:
--------------------------------------------
bufferDeviceAddress = true
bufferDeviceAddressCaptureReplay = false
bufferDeviceAddressMultiDevice = true

VkPhysicalDeviceBufferDeviceAddressFeaturesEXT:
-----------------------------------------------
bufferDeviceAddress = true
bufferDeviceAddressCaptureReplay = false
bufferDeviceAddressMultiDevice = true

VkPhysicalDeviceConditionalRenderingFeaturesEXT:
------------------------------------------------
conditionalRendering = true
inheritedConditionalRendering = true

VkPhysicalDeviceCustomBorderColorFeaturesEXT:
---------------------------------------------
customBorderColors = true
customBorderColorWithoutFormat = true

VkPhysicalDeviceDepthClipEnableFeaturesEXT:
-------------------------------------------
depthClipEnable = true

VkPhysicalDeviceDescriptorIndexingFeatures:
-------------------------------------------
shaderInputAttachmentArrayDynamicIndexing = true
shaderUniformTexelBufferArrayDynamicIndexing = true
shaderStorageTexelBufferArrayDynamicIndexing = true
shaderUniformBufferArrayNonUniformIndexing = true
shaderSampledImageArrayNonUniformIndexing = true
shaderStorageBufferArrayNonUniformIndexing = true
shaderStorageImageArrayNonUniformIndexing = true
shaderInputAttachmentArrayNonUniformIndexing = true
shaderUniformTexelBufferArrayNonUniformIndexing = true
shaderStorageTexelBufferArrayNonUniformIndexing = true
descriptorBindingUniformBufferUpdateAfterBind = false
descriptorBindingSampledImageUpdateAfterBind = true
descriptorBindingStorageImageUpdateAfterBind = true
descriptorBindingStorageBufferUpdateAfterBind = true
descriptorBindingUniformTexelBufferUpdateAfterBind = true
descriptorBindingStorageTexelBufferUpdateAfterBind = true
descriptorBindingUpdateUnusedWhilePending = true
descriptorBindingPartiallyBound = true
descriptorBindingVariableDescriptorCount = true
runtimeDescriptorArray = true

VkPhysicalDeviceExtendedDynamicStateFeaturesEXT:
------------------------------------------------
extendedDynamicState = true

VkPhysicalDeviceFragmentShaderInterlockFeaturesEXT:
---------------------------------------------------
fragmentShaderSampleInterlock = true
fragmentShaderPixelInterlock = true
fragmentShaderShadingRateInterlock = true

VkPhysicalDeviceHostQueryResetFeatures:
---------------------------------------
hostQueryReset = true

VkPhysicalDeviceImageRobustnessFeaturesEXT:
-------------------------------------------
robustImageAccess = true

VkPhysicalDeviceImagelessFramebufferFeatures:
---------------------------------------------
imagelessFramebuffer = true

VkPhysicalDeviceIndexTypeUint8FeaturesEXT:
------------------------------------------
indexTypeUint8 = true

VkPhysicalDeviceInlineUniformBlockFeaturesEXT:
----------------------------------------------
inlineUniformBlock = true
descriptorBindingInlineUniformBlockUpdateAfterBind = true

VkPhysicalDeviceLineRasterizationFeaturesEXT:
---------------------------------------------
rectangularLines = true
bresenhamLines = true
smoothLines = true
stippledRectangularLines = true
stippledBresenhamLines = true
stippledSmoothLines = true

VkPhysicalDeviceMemoryPriorityFeaturesEXT:
------------------------------------------
memoryPriority = true

VkPhysicalDeviceMultiviewFeatures:
----------------------------------
multiview = true
multiviewGeometryShader = true
multiviewTessellationShader = true

VkPhysicalDevicePipelineCreationCacheControlFeaturesEXT:
--------------------------------------------------------
pipelineCreationCacheControl = true

VkPhysicalDevicePipelineExecutablePropertiesFeaturesKHR:
--------------------------------------------------------
pipelineExecutableInfo = true

VkPhysicalDevicePrivateDataFeaturesEXT:
---------------------------------------
privateData = true

VkPhysicalDeviceProtectedMemoryFeatures:
----------------------------------------
protectedMemory = false

VkPhysicalDeviceRobustness2FeaturesEXT:
---------------------------------------
robustBufferAccess2 = true
robustImageAccess2 = true
nullDescriptor = true

VkPhysicalDeviceSamplerYcbcrConversionFeatures:
-----------------------------------------------
samplerYcbcrConversion = true

VkPhysicalDeviceScalarBlockLayoutFeatures:
------------------------------------------
scalarBlockLayout = true

VkPhysicalDeviceSeparateDepthStencilLayoutsFeatures:
----------------------------------------------------
separateDepthStencilLayouts = true

VkPhysicalDeviceShaderAtomicFloatFeaturesEXT:
---------------------------------------------
shaderBufferFloat32Atomics = true
shaderBufferFloat32AtomicAdd = true
shaderBufferFloat64Atomics = true
shaderBufferFloat64AtomicAdd = true
shaderSharedFloat32Atomics = true
shaderSharedFloat32AtomicAdd = true
shaderSharedFloat64Atomics = true
shaderSharedFloat64AtomicAdd = true
shaderImageFloat32Atomics = true
shaderImageFloat32AtomicAdd = true
sparseImageFloat32Atomics = true
sparseImageFloat32AtomicAdd = true

VkPhysicalDeviceShaderAtomicInt64Features:
------------------------------------------
shaderBufferInt64Atomics = true
shaderSharedInt64Atomics = true

VkPhysicalDeviceShaderClockFeaturesKHR:
---------------------------------------
shaderSubgroupClock = true
shaderDeviceClock = true

VkPhysicalDeviceShaderDemoteToHelperInvocationFeaturesEXT:
----------------------------------------------------------
shaderDemoteToHelperInvocation = true

VkPhysicalDeviceShaderDrawParametersFeatures:
---------------------------------------------
shaderDrawParameters = true

VkPhysicalDeviceShaderFloat16Int8Features:
------------------------------------------
shaderFloat16 = false
shaderInt8 = true

VkPhysicalDeviceShaderImageAtomicInt64FeaturesEXT:
--------------------------------------------------
shaderImageInt64Atomics = true
sparseImageInt64Atomics = true

VkPhysicalDeviceShaderSubgroupExtendedTypesFeatures:
----------------------------------------------------
shaderSubgroupExtendedTypes = true

VkPhysicalDeviceShaderTerminateInvocationFeaturesKHR:
-----------------------------------------------------
shaderTerminateInvocation = true

VkPhysicalDeviceSubgroupSizeControlFeaturesEXT:
-----------------------------------------------
subgroupSizeControl = true
computeFullSubgroups = true

VkPhysicalDeviceSynchronization2FeaturesKHR:
--------------------------------------------
synchronization2 = true

VkPhysicalDeviceTexelBufferAlignmentFeaturesEXT:
------------------------------------------------
texelBufferAlignment = true

VkPhysicalDeviceTimelineSemaphoreFeatures:
------------------------------------------
timelineSemaphore = true

VkPhysicalDeviceTransformFeedbackFeaturesEXT:
---------------------------------------------
transformFeedback = true
geometryStreams = true

VkPhysicalDeviceUniformBufferStandardLayoutFeatures:
----------------------------------------------------
uniformBufferStandardLayout = true

VkPhysicalDeviceVariablePointersFeatures:
-----------------------------------------
variablePointersStorageBuffer = true
variablePointers = true

VkPhysicalDeviceVertexAttributeDivisorFeaturesEXT:
--------------------------------------------------
vertexAttributeInstanceRateDivisor = true
vertexAttributeInstanceRateZeroDivisor = true

VkPhysicalDeviceVulkan11Features:
---------------------------------
storageBuffer16BitAccess = true
uniformAndStorageBuffer16BitAccess = true
storagePushConstant16 = true
storageInputOutput16 = false
multiview = true
multiviewGeometryShader = true
multiviewTessellationShader = true
variablePointersStorageBuffer = true
variablePointers = true
protectedMemory = false
samplerYcbcrConversion = true
shaderDrawParameters = true

VkPhysicalDeviceVulkan12Features:
---------------------------------
samplerMirrorClampToEdge = true
drawIndirectCount = true
storageBuffer8BitAccess = true
uniformAndStorageBuffer8BitAccess = true
storagePushConstant8 = true
shaderBufferInt64Atomics = true
shaderSharedInt64Atomics = true
shaderFloat16 = false
shaderInt8 = true
descriptorIndexing = true
shaderInputAttachmentArrayDynamicIndexing = true
shaderUniformTexelBufferArrayDynamicIndexing = true
shaderStorageTexelBufferArrayDynamicIndexing = true
shaderUniformBufferArrayNonUniformIndexing = true
shaderSampledImageArrayNonUniformIndexing = true
shaderStorageBufferArrayNonUniformIndexing = true
shaderStorageImageArrayNonUniformIndexing = true
shaderInputAttachmentArrayNonUniformIndexing = true
shaderUniformTexelBufferArrayNonUniformIndexing = true
shaderStorageTexelBufferArrayNonUniformIndexing = true
descriptorBindingUniformBufferUpdateAfterBind = false
descriptorBindingSampledImageUpdateAfterBind = true
descriptorBindingStorageImageUpdateAfterBind = true
descriptorBindingStorageBufferUpdateAfterBind = true
descriptorBindingUniformTexelBufferUpdateAfterBind = true
descriptorBindingStorageTexelBufferUpdateAfterBind = true
descriptorBindingUpdateUnusedWhilePending = true
descriptorBindingPartiallyBound = true
descriptorBindingVariableDescriptorCount = true
runtimeDescriptorArray = true
samplerFilterMinmax = true
scalarBlockLayout = true
imagelessFramebuffer = true
uniformBufferStandardLayout = true
shaderSubgroupExtendedTypes = true
separateDepthStencilLayouts = true
hostQueryReset = true
timelineSemaphore = true
bufferDeviceAddress = true
bufferDeviceAddressCaptureReplay = false
bufferDeviceAddressMultiDevice = true
vulkanMemoryModel = true
vulkanMemoryModelDeviceScope = true
vulkanMemoryModelAvailabilityVisibilityChains = true
shaderOutputViewportIndex = true
shaderOutputLayer = true
subgroupBroadcastDynamicId = true

VkPhysicalDeviceVulkanMemoryModelFeatures:
------------------------------------------
vulkanMemoryModel = true
vulkanMemoryModelDeviceScope = true
vulkanMemoryModelAvailabilityVisibilityChains = true

VkPhysicalDeviceWorkgroupMemoryExplicitLayoutFeaturesKHR:
---------------------------------------------------------
workgroupMemoryExplicitLayout = true
workgroupMemoryExplicitLayoutScalarBlockLayout = true
workgroupMemoryExplicitLayout8BitAccess = true
workgroupMemoryExplicitLayout16BitAccess = true

VkPhysicalDeviceYcbcrImageArraysFeaturesEXT:
--------------------------------------------
ycbcrImageArrays = true

VkPhysicalDeviceZeroInitializeWorkgroupMemoryFeaturesKHR:
---------------------------------------------------------
shaderZeroInitializeWorkgroupMemory = true


Mein Fehler trat allerdings zu erst im Linux Mint 20.3 auf.
Bis zu dem Hotfix 5.1 war das Hauptspiel und adon Wiege der Menschheit installiert. in der Konfiguration stürzte das Spiel ca alle Stunde einmal ab. Mit der Installation von dem zweiten AAddon (Split Vandetta) ging gar nichts mehr, das Spiel läuft 8-10 Minuten und hängt sich auf.
Deshalb kam ich auf die Idee Win 7 zu bemühen, was ich nur noch für wenige Anwendungn nutze. Hier sind wie zu ersehen zu viele Lancher und so, was das System total überfordert. Gut also alles aus und versuch mit einer frischen Installation von X4. Leider stürtzt auch diese Version ständig ab, egal ob mit oder ohne MODs.
Last edited by TVCD on Sun, 24. Jul 22, 21:55, edited 1 time in total.
Reason: Spoiler Tags hinzugefügt

HeinzS
Posts: 5467
Joined: Thu, 5. Feb 04, 14:46
x4

Re: Spiel friert ein oder stürzt ab

Post by HeinzS » Sun, 24. Jul 22, 17:03

es fehlt die Dxdiag.

Klingo
Posts: 8
Joined: Wed, 6. Nov 02, 20:31
x4

Re: Spiel friert ein oder stürzt ab

Post by Klingo » Mon, 25. Jul 22, 15:34

Nach meinen Tests mit der Grafik:
Es handelt sich offensichtlich nicht um ein Grafik-Problem.
Bei niedrigster Auflösung im minimalen Shader und Fenstermodus bleibt das Spiel unspielbar.

Meine Vermutung ist, daß X4 mit den Zwei Addons Split Vandetta und Wiege der Menschheit einfach zu viel Arbeisspeicher frist. Bei nur 8GB Ram kann es nur noch daran liegen, da das Problem ja Betriebssystem unabhängig auftritt. Auch findet permanent Zugriff auf die Festplatte statt, das darauf hin deuten würde, daß die Auslagerungsdatei/linux swap kräftig genutzt wird.

Gibt es eine möglichkeit das Spiel in einem Debug-Modus oder Fehlerdiagnose Modus zu starten, daß eine Text Datei ausgibt, um den Fehler ein zu grenzen?

HeinzS
Posts: 5467
Joined: Thu, 5. Feb 04, 14:46
x4

Re: Spiel friert ein oder stürzt ab

Post by HeinzS » Mon, 25. Jul 22, 17:00

Klingo wrote:
Mon, 25. Jul 22, 15:34
Meine Vermutung ist, daß X4 mit den Zwei Addons Split Vandetta und Wiege der Menschheit einfach zu viel Arbeisspeicher frist. Bei nur 8GB Ram kann es nur noch daran liegen, da das Problem ja Betriebssystem unabhängig auftritt.
hast du denn schon alle unnötigen Hintergrundprogramme abgeschaltet: https://praxistipps.chip.de/unnoetige-h ... lten_27773 und mal im Task Manager kontrolliert welche Programme RAM verbrauchen?

Puma[STI]
Posts: 611
Joined: Wed, 6. Nov 02, 20:31
x4

Re: Spiel friert ein oder stürzt ab

Post by Puma[STI] » Mon, 25. Jul 22, 18:05

Mal eine Frage am Rande... Wäre es möglich, dass die CPU das Spiel einfach nicht mehr packt?

Im ersten Post ist immerhin die Rede von einem ... Athlon X4 640 3GHZ ... und wenn ich hier bei UserBenchmark gucke, bin ich mir nicht sicher, ob das noch ausreicht.

Kurze Info: Der gewählte Athlon ist die einzige CPU, die ich beim kopieren der Bezeichung von hier (Athlon X4 640) angezeigt bekommen habe. Der gewählte Intel entspricht der Mindestanforderung, die man auf Steam unter X4 finden kann.

HeinzS
Posts: 5467
Joined: Thu, 5. Feb 04, 14:46
x4

Re: Spiel friert ein oder stürzt ab

Post by HeinzS » Mon, 25. Jul 22, 18:44

Puma[STI] wrote:
Mon, 25. Jul 22, 18:05
Mal eine Frage am Rande... Wäre es möglich, dass die CPU das Spiel einfach nicht mehr packt?
eigentlich sollten nur die FPS in den Keller gehen wenn die CPU langsamer ist als gefordert aber zu wenig RAM führt da schon eher zu Abstürzen wenn Teile vom Spiel ausgelagert werden müssen.

Good Wizard
Posts: 450
Joined: Wed, 9. Jun 21, 16:51
x4

Re: Spiel friert ein oder stürzt ab

Post by Good Wizard » Mon, 25. Jul 22, 23:30

Klingo wrote:
Mon, 25. Jul 22, 15:34
Nach meinen Tests mit der Grafik:
Es handelt sich offensichtlich nicht um ein Grafik-Problem.
Bei niedrigster Auflösung im minimalen Shader und Fenstermodus bleibt das Spiel unspielbar.

Meine Vermutung ist, daß X4 mit den Zwei Addons Split Vandetta und Wiege der Menschheit einfach zu viel Arbeisspeicher frist. Bei nur 8GB Ram kann es nur noch daran liegen, da das Problem ja Betriebssystem unabhängig auftritt. Auch findet permanent Zugriff auf die Festplatte statt, das darauf hin deuten würde, daß die Auslagerungsdatei/linux swap kräftig genutzt wird.

Gibt es eine möglichkeit das Spiel in einem Debug-Modus oder Fehlerdiagnose Modus zu starten, daß eine Text Datei ausgibt, um den Fehler ein zu grenzen?
Habe es selbst noch nicht versucht, aber es sollte klappen, wenn man das Spiel mit "X4.exe -logfile debuglog.txt". Die Datei 'debuglog.txt' kann auch anders heissen.

Am besten den Startlink am Windows-Desktop abändern: Eigenschaften des Links (Icons) anzeigen, dort gibt es einen Eintrag 'Ziel'. Darin steht der volle Pfad für das Spiel-Programm, also zB "D:\Spiele\X4 Foundations\X4.exe". Die Anführungszeichen sind notwendig, da der Pfad einen Zwischenraum enthält.

Also zB:
Ziel: "D:\Spiele\X4 Foundations\X4.exe" -> ändert man ab zu "D:\Spiele\X4 Foundations\X4.exe" -logfile debuglog.txt.
Bitte beachten, dass der Zusatz außerhalb der Anführungszeichen stehen muss, sonst klappt es nicht! Dein Pfad ist sicher verschieden von diesem Beispiel, aber den Pfad selbst sollte man auch nicht abändern, nur den Parameter dazu geben.

Dann sollte ein File debuglog.txt entstehen, ob das allerdings hilft, weiß ich nicht...

EDIT: Habe es gerade bei mir versucht, klappt tadellos, die Datei 'debuglog.txt' wird im X4-Ordner angelegt, wo auch die Spielstände stehen.

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