Error Loading Surface Generator Shaders
Troubleshooting - SpaceEngine 0.95 (Ways to fix errors with SE 0.95) Troubleshooting - SpaceEngine 0.95 SpaceEngineerDate: Thursday, 17.11.2011, 03:05 | Message # 1 Author of Space Engine Group: Administrators Russian Federation Messages: 4781 Status: Offline The cause of the errors can be found in the "se.log" log file in the root folder of the SE program. It can be opened using a text editor. 1) Obsolete or incompatible drivers These are the most frequent errors found in SE. You will get a popup window with one of these following messages: - "You have old OpenGL version (2.1.1). Update your graphics card driver or install compatible hardware" - "You have old GLSL version (1.2). Update your graphics card driver or install compatible hardware" - "Critical extensions missing: GL_ARB_vertex_program GL_ARB_vertex_buffer_object" - "Error loading surface generator shaders. Press YES to run program with procedural planets disabled. Press NO to exit" Download and install latest drivers for your video card. If you still get this message, it could be that you have an incompatible video card (see next paragraph). But you still can try and run SpaceEngine by disabling checking of critical errors at startup. Open main.cfg and change value of this parameter to 'true': IgnoreCriticalCheck true // ignore checking of OpenGL version and critical extensions supporting NOTE: I can give no guaranties that SpaceEngine will be stable and work correctly if you do make this change. If you have an "Error loading surface generator shaders" error and press Yes, SpaceEngine can run, but it will not be able to render procedural planetary landscapes. 2) Weak system Most of the forum posts I receive are from users that report an inability to start SpaceEngine, This is because those users have inbuilt Intel graphics card, or some old GeForce 5700 series, or not a proper "gaming" laptop. There is no way but to update your hardware system. There are no plans to make a second version of the engine for weaker systems with simplified graphics, CPU texture generation, etc. It would be like coding another engine from scratch. Once again, I would remind everyone that the minimum system requirements can be found on the Home page, but I will mention it here as well: CPU 2.0 GHz RAM 2 Gb Video GeForce 6800, ATI 3850 vRAM 512 Mb I stress that the special role played by videocard onboard memory (vRAM). 512 MB is the absolute minimum.
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of Dawn) Mibbit Links #BP (Blue Planet) #Diaspora #FreeSpace #Hard-Light #hlp-Interview #Multi #SAFSO (Stellar Assault) #SCP #SCP-FSU #scp-swc (Fate of the Galaxy) #scroll (Scroll of Atankharzim) #WoD (Wings of Dawn) Donate FreeSpace Wiki http://www.hard-light.net/forums/index.php?topic=76388.60 Main Page Campaign List Campaign Walkthroughs Getting Started Portal: FRED Portal: FreeSpace Universe Portal: Modding Portal: Multiplayer Recent Changes Hosted Projects Alcibiades' Gamble Between the Ashes BlackWater Operations Blue Planet Diaspora Earth Defense https://unity3d.com/unity/whats-new/unity-5.0 Fate of the Galaxy FreeSpace Card Game FringeSpace Inferno Machina Terra MindGames Neo-Terra Victorious Scroll of Atankharzim Stellar Assault Syrk The 158th Banshee-Squadron The Apocalypse Project The Babylon Project The FreeSpace Port Silent error loading Threat: Reborn The Procyon Insurgency The Terran-Vasudan War Project Wing Commander Saga Wing Commander: Hostile Frontier External Sites FSMods Karajorma's FreeSpace FAQ Game Warden Stargate SG-1: Earth's Defence Pathway's Desktop FreeSpace FreeSpace: New Age GTI Rebellion Gundam Seed: Wheels of Destiny Mercenaries Starfox: Shadows of Lylat Good Old Games Interplay ModDB A-M Blue Planet: War in Heaven Diaspora Distorted Reality Earth Defense Fate of the Galaxy error loading surface FreeSpace 2: Halo FringeSpace FSU: MediaVPs Homesick Human Evolution TC Into the Halls of Valhalla Luyten Civil War Micro Space N-Z Neo-Terra Victorious NukeMod - Children of Shiva Renegade Resurgence Shrouding the Light Silent Threat: Reborn Sol: A history Star Trek Total Conversion Stellar Assault Sync The 158th Banshee Squadron The Babylon Project The Final War The FreeSpace Port The Jouney to Epsilon Pegasi The Procyon Insurgency The Third Great War Transcend Vassago's Dirge Windmills Wings of Dawn SCP FreeSpace 2 Open - ModDB FS2NetD SCP Website SectorGame All Hands To War Ancient-Shivan War FreeSpace 2 Sector FreeSpace 2: Conflict Zone The Apocalypse: Vega Twisted Infinities Volition Inc Mantis Mantis Forum Thread SCP Mantis Hard-Light Mantis (Hosted Projects) Installing FreeSpace Open FreeSpace Open Installer wxLauncher Manual Installation Windows OS X Linux QuickLinks Forums Show unread posts since last visit Show new replies to your posts Please login or register. 1 Hour 1 Day 1 Week 1 Month Forever Login with username, password and session length Go Home Help Search Login Register Hard Light Productions Forums » Off-Topic Discussion » Gaming Discussion (Moderators: Angelus, Scotty) » Topic: Space Engine (your machine will cry) « Previous
Navigation Home Unity EditorMultiplatformRoadmapDemos Services Made with Unity Learn Community Asset Store Get Unity Unity Account You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account Language 中文 Français Deutsch 日本語 한국어 Português Русский Español Unity 5.0 Unity 5.0 is our biggest and boldest release ever. Powerful new features in Unity 5 include: The Physically-based Standard Shader to make your materials look consistent in any lighting environment, cross platform. Real-time Global Illumination, built on Geomerics Enlighten technology. The Audio Mixer, to massively improve audio in your game. HDR Reflection Probes to enhance visual fidelity. PhysX 3.3 to bring massive performance improvements to 3D physics. Major updates to the animation system. WebGL preview. And of course, many more new features and updates. Keep reading to learn more. Update now New to Unity? Get it now! Release notes Features AI NavMesh supports LoadLevelAdditive Improved performance and reduced memory consumption: NavMeshObstacles update is multi-threaded now. Carving speed generally improved 2-4x. NavMesh data for non-carved regions takes ~2x less memory now. Performance improvements for multi-threaded NavMeshAgent updates. HeightMeshes bake faster, work faster at runtime, and use ~35% less memory. Path replanning in presence of many carving obstacles is faster and more accurate. Improved inspectors and debug visualizations: NavMesh Areas inspector (previously NavMesh Layers) got a facelift. Reorganized parameters NavMeshAgent inspector. Added carve hull debug visualisation for NavMeshObstacles. Added visualisation on how NavMesh bake settings relate to each other. Improved inspectors and debug visualizations Improved accuracy and raised limits: NavMeshObstacle supports two