Posts: 2
Threads: 1
Joined: Aug 2024
Reputation:
0
Votes: 0✔
Just upgraded to 2nd Gear, doesn't matter if its on initial launch or in game if the window is moved the game hangs for a second then crashes.
All default settings and upon reviewing the logfile this is just before crash:
09:53:13: Warning: D3D9: disabling VSync in windowed mode can cause timing issues at lower frame rates, turn VSync on if you observe this problem.
09:53:13: Ogre::RenderingAPIException::RenderingAPIException: Cannot create device! in D3D9Device::createD3D9Device at C:\Users\gc\programming\Ogre3D\ogre-14.3.0\ogre-14.3.0\RenderSystems\Direct3D9\src\OgreD3D9Device.cpp (line 739)
I'll just move the other windows around for now and leave GC on monitor 1. AMD 5900x, RX 6800, Windows 10.
Posts: 16
Threads: 4
Joined: Mar 2025
Reputation:
0
Votes: 2✔
It might be better to upload the fully log file.
Posts: 2
Threads: 1
Joined: Aug 2024
Reputation:
0
Votes: 0✔
Logfile_3_SessionsAgo.log (Size: 73.77 KB / Downloads: 1)
Logfile_3_SessionsAgo.log (Size: 73.77 KB / Downloads: 1)
(06-03-2025, 09:03 AM)Rocksbury Wrote: Just upgraded to 2nd Gear, doesn't matter if its on initial launch or in game if the window is moved the game hangs for a second then crashes.
All default settings and upon reviewing the logfile this is just before crash:
09:53:13: Warning: D3D9: disabling VSync in windowed mode can cause timing issues at lower frame rates, turn VSync on if you observe this problem.
09:53:13: Ogre::RenderingAPIException::RenderingAPIException: Cannot create device! in D3D9Device::createD3D9Device at C:\Users\gc\programming\Ogre3D\ogre-14.3.0\ogre-14.3.0\RenderSystems\Direct3D9\src\OgreD3D9Device.cpp (line 739)
I'll just move the other windows around for now and leave GC on monitor 1. AMD 5900x, RX 6800, Windows 10.
Posts: 4,176
Threads: 874
Joined: Jul 2011
Reputation:
17
Votes: 0✔
06-03-2025, 11:25 AM
(This post was last modified: 06-03-2025, 11:26 AM by Eric.B.)
Your setup is nearly the same as mine, and I have no problems moving the window around.
First thing to try is to white list the 2nd Gear files in any anti-virus software that you have.
Second thing to try is disable v-sync.
Third thing to try is using the OpenGL renderer. The OpenGL renderer does currently have a vram memory leak in Windows, but it might be more stable.
Also, you can set the default window in the external video settings. I'm not sure if that's currently functional, but it's worth a try.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
Posts: 4,176
Threads: 874
Joined: Jul 2011
Reputation:
17
Votes: 0✔
Good news is, I was able to duplicate this issue with a third monitor. It wasn't doing it with my second monitor though, oddly.
I've also been able to narrow down the issue upstream. However, there is no easy fix for it. It looks like Ogre removed some of it's' resource handling capabilities, breaking down stream libraries. (Most of which are dead libraries that I have taken over emergency maintenance of.)
I'll try to patch the issue and hope it fixes it. No guarantees though since I don't know the internals of all these systems too well. And I don't have time to learn a million lines of code.
This issue happens only in DirectX 9, it should not be an issue in OpenGL2, or future OpenGL3 and DirectX11 renderers.
With all the issues Ogre 1.14 is giving us on Windows, I am considering reverting the Windows build down to v1.12 until the new renderers are funded (and hopefully they can be made default.) I think I will give it till the end of the month to fix the OpenGL2 VGPU memory leak issue, and if it still is busted, I'll do the downgrade.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
Posts: 4,176
Threads: 874
Joined: Jul 2011
Reputation:
17
Votes: 0✔
Good news, fixed the issue. Bad news, it was only fixed by moving from DirectX9EX to DirectX9c. The latter being more crash prone when alt-tabbing.
I'll probably throw 2 more days at this issue, and then switch over to trying to fix the memory leaks in the OpenGL 1/2 renderer. If I can't get either resolved by the 26th, I'll probably downgrade Ogre3D (our rendering engine) in the Windows port to version 12. (Currently we're on version 14.) If/When newer APIs (OpenGL3, DirectX11, Vulkan, Software Renderer) are funded, I'll revert the Windows port back to Ogre3D 14. (The first two APIs are also in version 12, so if the issue still remain, sticking with version 12 in Windows indefinitely.)
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
Posts: 4,176
Threads: 874
Joined: Jul 2011
Reputation:
17
Votes: 0✔
I've downgraded Windows Ogre 1.14.3 to Ogre 1.12.13. This does not cure the DX9 window switching crash, but it does fix the OpenGL2 memory leak issue. Once 2.5.0.2 comes out, I suggest switching to it.
If/when OGL3 or DX11 are funded, I'll bounce the Windows build back up to the latest version of Ogre 1.14.
For the rest of the month, I'll be working on an mini version of the game engine to push upstream in the hopes that someone can figure out the issues in the engine.
"great writers are indecent people, they live unfairly, saving the best part for paper.
good human beings save the world, so that bastards like me can keep creating art, become immortal.
if you read this after I am dead it means I made it." ― Charles Bukowski
|