Unreal Engine is exiting due to D3D device being lost - c++

I was trying to code with unreal engine 4 (version 4.24.2), but I don't know why, all of a sudden this happen and since then I couldn't do nothing no matter what the version or projects this keeping happening and I don't know what is it or how to fix it
output log error here:

I had the same issue, but it was fixed once I updated to the latest Intel graphics driver.
Check your display driver version.
(In my case, I used gtx1060 and intel graphics630, and only intel driver was not lastet version)
Visit https://downloadcenter.intel.com and update your drivers

Related

OpenGL Profiler for mac with xcode 8

I've been previously using OpenGL profiler for mac to debug my graphics work and it was working like a charm with xcode 7.2.
I then upgraded xcode to version 8 when it came out, and the profiler was gone. I redownloaded it, but ever since I have not been able to record any trace or stop at any breakpoint, and therefore cannot inspect any resource anymore either.
There is currently no profiler after the one developed for xcode 7.2.
Is there any way to use the last OpenGL profiler with xcode 8.x?
Thanks in advance.
You can find here a similar post on the apple developer forum.
A bug repport is currently under revision.
The only way I found to use OpenGL Profiler on macOS 10.12 is to
enable remote profiling from the preferences. (checkbox is disabled
while you don't set a password) Once enabled, you can connect to it
using another machine (it may be 10.12) and attach profiler to the
running application you want to debug.

OpenGL version is few years older than laptop

When I write a java program using LWJGL, and get the OpenGL version using glGetString(GL_VERSION);. Then it displays: 2.1.0 - Build 8.15.10.1892
When I open my windows console (using the famous 'cmd' run), and I use systeminfo, it gives me not just any information about the installation date of windows.
I want to get the installation date of windows because then I know how old my laptop is. After searching the internet, I used WMIC OS GET installdate and I finally got a date: 11 November 2010.
And I assume that's true because I can remember at least the same year. And of course the device may have been some time at the factory or in the store.
When I lookup how old OpenGL 2.1.0 is, I see it's of around 2006 https://www.opengl.org/wiki/History_of_OpenGL#OpenGL_2.1_.282006.29
I'm disappointed of my OpenGL version.
I'm running 64 bit Windows 7. The device is probably at least from the end of 2010, but java displays an OpenGL version of 2006.
There are newer OpenGL versions from widely before November 2010, like version 3.0 (2008), 3.1 (2009) and 3.2 (also 2009)
Could it perhaps be that the JVM only has access to an older version of OpenGL?
Some time ago I played a CD-rom game on this laptop. I think that game would never be playable if it used OpenGL 2.1.0...
Or is this an unfair comparision?
OpenGL by itself is just a specification. The actual thing running on your computer is called an implementation which are usually part of the graphics driver. Also each OpenGL specification has very specific requirements on the implementation. And there are many things in OpenGL-3.x that simply are not supported even by hardware that were "modern" in 2010. For example Intel GPUs from around that time simply don't have everything that's required for OpenGL-3 support. Hence you'll get only OpenGL-2.x support for those and nothing more.
You could look up your laptop specification and see your gfx hardware. This will tell you which version of OpenGL your hardware supports (this information will be available from the gfx chip vendor most likely).
Using an API that supports the version of GL that you hardware does is another issue and may be with the way you have initialized or used the openGL graphics lib.
I would have thought most drivers these days support older versions. They may not support the API natively, but I would have thought provide wrappers for the functionality in the driver. Certainly I can code in OpenGL 1.1 and see the results on the same machine as an OpenGL 4.5 program (On a quadro K2200M).

How to remove/disable glXCreatePbuffer in Linux

I am trying to debug an opengl error that i have and i decided to use Nvidia Linux Graphics Debugger. My laptop has Nvidia Optimus but i manged to fix everything to make things work with dGPU using Fedora 22.
I am new to Linux developing and I tend to use wrappers when it comes to doing something because I started developing the same project in windows and linux at the same time. I find it easyer for some small things to use windows compared to linux but I would like to more and stay there. :D
When i try to capture a frame with Linux Graphics Debugger I get this error.
Detected unsupported operations that may cause errors or a crash during capture.
First seen unsupported operation: glXCreatePbuffer
I did some googleing and i found out what is the operation. I get the same error with all applications that use OpengGl.
My problem is how to disable this. I am using SDL2 GLEW and FreeGlut.

nsight debugging with OpenGL interop

Usually I program on Linux, now I'v setup a Windows environment just to debug with the nsight version of Visual Studio.
But when I try to start the debugger (either Graphics or CUDA Debugging), it doesn't work. The CUDA debugger just disconnects and the Graphics debugger disconnects with
FrameDebugger: Unsupported operation encountered; saving compatibility log to 'C:\Users\##\Documents\NVIDIA Nsight\nvcompatlog.txt'
The file then says
cuGraphicsGLRegisterImage (Registering GL textures for CUDA-Interop is unsupported)
Does it mean there is no way to debug CUDA, when there is interop present? It's hard to believe and so I want to make sure the problem is not on my computer only.
cuGraphicsGLRegisterImage is not supported in Graphics Debugger as the nvcomlog.txt said.
The Cuda Debugger should work. Please contact devtools-support#nvidia.com, you may be asked for the code.

CUDA Runtime Error 4 - showing up after update from CUDA 3.2 to CUDA4

I have recently tried to update my system from CUDA 3.2 to CUDA 4.0
This seems to not be a very smooth update. First of all, a lot of the SDK examples fail now. matrixMul and the FFT problems and such all come back saying the errors were too big, so they give a fail.
Code that I have written also seems to have some problems. I had to track down some errors caused by NaN that I never had before, and I am getting occaisional kernel launch failures now too. Usually it says
cudaSafeCall() Runtime API error 4: unspecified launch failure.
or
cutilCheckMsg() CUTIL CUDA error : fftshift() execution failed
: (4) unspecified launch failure.
(fftshift being my function that has never failed before, in 3.2)
Do I perhaps have something misconfigured here?
I have tried using the 270 driver that was released with 4.0 for development, after having downgraded from the latest driver that I thoguht was maybe causing problems.
Thanks for any tips
I'm going to assume (since you didn't specify) that you are running Windows(7) and are trying to use 3.2 SDK samples with nvcc 3.2 compiler but with 4.0 capable drivers. If so, you should know that version 4.0 has a major revision in regards memory addressing (namely Unified memory addressing on 64-bit systems) in addition to a whole bunch of other features.
What you want is to uninstall CUDA 3.2 driver, SDK and Toolkit (purge them for good). Then download and install all the 4.0 versions of the above. The new SDK samples should work, provided everything is installed correctly.