Technical Issues (The Witness)
Oddly enough, everything worked relatively smoothly in the incentive before the patch. After the gig patch, I first flew out of the game, when the monitors curled up beneath me at the level with houses on the branches. But then I logged in and stomped on, and then the game crashed again with an error (when leaving the boat), and that's it. Now, when you enter the game (loading screen), the error "witness_d3d11.exe" immediately crashes. There are, of course, older saves, but so far it does not pull to go through in a new way.Whatever I did: turn off Steam Cloud and rearrange saves, check the integrity of the cache, run it as administrator, clean the registry, latest drivers, reinstall Visual Studio 2013 - it does not work. Old preserves - please, but this one does not want.
Has anyone come across?
Win 7 x32, core 2 duo 2.4 e4600 GHz, 9600 gt 512 MB, 4 GB RAM
On the forums, the incentive is advised to insert a log file (root folder logs log.txt), maybe it is rational here
too : Spoiler The Witness - Win32 - D3D11 - Final
Version 0.944M
Built 2016/01/23 14:35:20 from 131468
Init app:
Init core:
Init asset loader:
Using unbundled processed asset list
60.56 ms elapsed
64.38 ms elapsed
Init render:
OS: PlatformId 2, Version 6.1, Build 7601
D3D11: Found 1 adapter outputs.
D3D11: SDK version 7
D3D11: Adapter = 'NVIDIA GeForce 9600 GT'
D3D11: Output device = '\. DISPLAY1'
D3D11: VendorId = 0x10DE (NVIDIA)
D3D11: DeviceId = 0x0622
NVAPI: Driver 341.92
NVAPI: 1 attached displays, 1 unattached displays.
Render_Profile: profile_to_set is 0
Render_Profile: profile_actually_set is 0
WIN: the Refresh rate The = 60.00 Hz (0.02 s)
D3D11: Created D3D11 device with feature level 10.0
win32_create_window (in_windowed_mode = to true)
D3D11: hwnd is 00,440,344
D3D11: the Dedicated the Video the Memory = 509504.00 MB Download now
D3D11 : Dedicated System Memory = 0.00 MB
D3D11: Shared System Memory = 1572092.00 MB
NVAPI: 1 AFR groups.
D3D11: concurrent_resource_creation = true
D3D11: max_texture_size = 16384
D3D11: max_texture_buffer_size = 16384
Render extents = 1280 x 720
2.44 s elapsed
Minimal initialization:
Set up shaders:
cache file operations (shaders):
9.32 ms elapsed
Set up shader flags:
627.07 ms elapsed
638.84 ms elapsed
641.17 ms elapsed
Init catalogs:
16.40 ms elapsed
Load global assets:
359.13 ms elapsed
Init shared resources :
Allocated 512 KB for translucent vertex buffer.
Allocated 128 KB for translucent index buffer.
Loading footsteps.
44.63 ms elapsed
Init game:
CPU clock frequency: 2.400 GHz
GPU clock frequency: 1.000 GHz
Sound Caps:
NON-EMULATED driver.
dwTotalHwMemBytes: 0
dwFreeHwMemBytes: 0
dwPlayCpuOverheadSwBuffers: 0
DSBCAPS for primary buffer:
GetCurrentPosition2: NO
LocHardware: NO
Static: NO
TruePlayPosition: NO
DSBCAPS for fill buffer:
GetCurrentPosition2: YES
LocHardware: NO
Static buffer : NO
validPlayPosition
buffer settings 4.0, h / 4.0), decals 1, blur quality 2
Load asset dependencies:
101.96 ms elapsed
Load common assets (package):
1.24 s elapsed
Load shared assets (package):
obj_fol_trees_applepuzzle_trunk-blend: error: texture asset failed to load.
Loading mesh obj_fol_trees_applepuzzle_young
shar_concrete_bunkerwall-A-blend: error: texture asset failed to load.
Loading mesh loc_swamp_Bunkers_obj_WaterPump
shar_ConcreteSimple-blend: error: texture asset failed to load.
Loading mesh loc_swamp_Bunkers_obj_WaterPump
5.05 s elapsed
Init level:
Loading processed entities.
87.11 ms elapsed
Lightmap asset failed to load: 'save_249756_00'
Process queries
88.96 ms elapsed
Loaded 48689 entities.
- 248 cluster entities.
Load campaign:
Process queries
0.09 ms elapsed
49.07 ms elapsed
world bounding box (-389.959, -372.600, -225.943) to (365.146, 352.906, 549.984)
Game_Resource_Manager :: on_post_load:
Streaming entities:
248 clusters
7540 unclustered entities
1122 dynamic
29.30 ms elapsed
802.40 ms elapsed
Warm up streaming data:
shar_ter_grass-blend02: error: texture asset failed to load.
Loading mesh loc_entryYard_centerBld
shar_ter_rocky-blend01: error: texture asset failed to load.
Loading mesh loc_sym_Cliff_shelter_wood
shar_VaultStone-blend: error: texture asset failed to load.
Loading mesh loc_VaultA_walls
shar_stone_hubRoads-blend: error: texture asset failed to load.
Loading mesh loc_hub_Terrain_Entry
shar_RiverBedRock-blend: error: texture asset failed to load.
Loading mesh loc_pen_terrainPeninsula_02
Lightmap asset failed to load: 'save_249658_00'
4.54 s elapsed
12.05 s elapsed
15.68 s elapsed
Write luminance = 0.000000
Process queries
89.72 ms elapsed
world bounding box (-389.959, -372.600, -225.943) to (365.146, 352.906, 549.984)
Game_Resource_ager : on_post_load:
Streaming entities:
248 clusters
7540 unclustered entities
1122 dynamic
29.63 ms elapsed
Warm up streaming data:
shar_ter_grass-blend01: error: texture asset failed to load.
Loading mesh loc_pen_terrainPeninsula
shar_stone_floor-blend: error: texture asset failed to load.
Loading mesh loc_pen_bldg_base_floor
Lightmap asset failed to load: 'save_249658_00'
1.56 s elapsed
There is a solution.
It turned out, as I understand it, that my computer did not really pull the unsuccessful end of the game session; I handed over my save to my comrades - everything started up for them. Then I asked to forward them to me, and they worked. I think you can do this yourself - download a pirate and throw a save on it, rewrite it, then back.
The save is located here: C: Users username AppData Roaming The Witness
but how to choose the screen resolution in the game? it is automatically set to me as on the desktop and cannot be changed
Steve Taller
At the moment, the update gives extra. options in the start window, there are these settings.
As a last resort, add the line "-width 1920 -height 1080" to the properties of the witness_d3d11 shortcut (insert the required resolution).
Thanks to Neoplayg, I'll try, because changing the resolution in the game does nothing, it does not work and the desktop resolution is set. So in the label there at the end of the path there are quotation marks, after the quotation marks should I add this line without them, or what?
Steve Taller
Yes, after. Something like this:
"D: Games The Witness witness_d3d11.exe" -width 1920 -height 1080
Resolution changes. True, I only notice this when switching to windowed mode (press Alt + Enter in the game). In full screen, I can't figure out what it costs; 1280x720 like.
Neoplayg
well, yes, it does not change in full screen, it is like on my desktop 1280 * 720
Neoplayg
does not help, even though the full screen does not change the resolution, what to rob?
Steve Taller
There is a data folder in the game folder, and in it the "Local.variables" file. Pad and open it after adding all lines following lines:
: / render / high
low_res_reflections false
sun_shadow_resolution 1024
point_shadow_resolution 1024
antialias_panel_rendering true
skip_mipmaps 0
msaa_sample_count 4
aa_mode 2
panel_render_width 512
render_width 1920
render_height 1080
dynamic_resolution false
persists. We start the game. If "Quality - high" is selected in the initial window, then we will get a resolution of 1920x1080.
I read it here:
Spoilerhttps: //steamcommunity.com/app/210970/discussions/3/458606877334931773/#p1
If it doesn't help, look for a patch; I say that I have added these options.
Neoplayg ATP
, I'll try, I'm on the tracker on the day with update 15 posted, although I'm shocked at 1280 * 720 at high load on the GTX780 98%, although there are no graphics as such, in general, a flashlight for graphonium, and what engine does the game have ?
Steve Taller
Some kind of engine developed by Blow and the "Thekla" team. It seems like they were inspired by "Unity".
Neoplayg
does not plow nichrome, it still puts the permission as on the desktop, the glitch is unambiguous