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I_SignalHandler: Signal 11 #12
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I also get this error message, and I have an AMD graphics card (RX6800). I note the home page of this repo has a Notes section which contains: |
A GTX 1080. |
Created an account just to post. I was getting this error and once I installed the latest drivers from GeForce Experience app, it's working. |
others have used non RTX cards on windows (nvidia atleast, not AMD) this is only supported for doom 1 wad currently |
Sadly I seem to be on the latest version, so not sure why it's not working |
This is an annoying PRBoom bug/quirk/feature from way back, probably going on ten years or so now. It is a generic segfault error. I'm getting an immediate segfault on the switch to full screen with both my RX 6800XT and my RTX 3090, both with the most recent drivers. Testing was performed using the original DOS Doom 1 1.9 release (timestamped May 24 1995 23:09) WAD file to ensure consistency. |
does the latest prboom-plus 2.6.2 work? the prboom-plus-RT is using 2.6.1 which is only slightly older worth a test |
nope |
There's a segfault somewhere... need to use address sanitizer as the starting point |
I am getting the same error. GTX 1080. |
Hmm.. I wonder if that signal 11 error related to MSI Afterburner / RivaTuner Statistics Server / etc being installed. I remember I had a bad time making Serious Sam Ray Traced running while those programs were installed. After I uninstalled them, windowing system error was fixed magically there. There's a small chance that it's the solution |
GTX 1060 / Latest Nvidia drivers : Same issue ! Got no additional software running like AfterBurner or Riva... :( |
I have this issue too. I put the configuration file from another version of prboom and it worked. but when I select rt render, it crashes again. GTX 1060 6gb. Latest drivers. |
Same here. GTX 1080, latest drivers and tried various WAD files from ver. 1.1, 1.666 thru 1.9. |
Same here on a GTX 1080 TI, tried using the included 2.6.1 prboom and then 2.6.2 but no luck. |
I think it's worth releasing this on another engine, because PrBoom has problems that make it impossible to run. |
Considering it works for them, why would they? It's usually easier to fix the issue than to start over in different port. BTW, I also have this issue and can provide all info needed to resolve it (just tell me what's needed). |
First thing is to understand if it's related to RT or to prboom itself: if the actual prboom v2.6.1 release works https://github.com/coelckers/prboom-plus/releases/tag/v2.6.1um without such error |
Maybe try with |
Version 2.6.1 works well. |
works, stops working with the above error after changing the renderer in options. |
Thanks for the link to the new build. Ran without issue on my AMD and Nvidia GPUs.
This version also ran without the segfault. If i can get time I'm planning on testing under Linux with the RADV driver to validate to see if the segfault issue is related to the issue identified in #8 Worth noting for completeness: I did get a successful run to E1M3 on my son's 3060 with Geforce driver v512.15. |
The latest PrBoom works without problems. |
Since original PrBoom works, then there's some bug in my changes in PrBoom or on RayTracedGL1 side :( |
I am also having this issue; playing on my desktop with a GTX 1080 gets a Signal 11 error unless I launch in GL mode. Switching to RT mode once in-game doesn't seem to do anything noticeable. A normal instance of PRBoom 2.6.1um works just fine. |
I think, I wasn't completely honest. |
GTX 1080 user here, also seeing the same error. Runs without RT using |
Quake 2 RTX doesnt use DXR, it uses Vulkan ray-tracing in the form of VK_KHR_raytracing_pipeline or VK_KHR_ray_query. I'm quite certain the library from the author of this project also uses VK_KHR_raytracing_pipeline. DXR is also not a software implementation of RTX. Rather, it's a generic API to interact with raytracing hardware, like DirectX (which DXR is an optional part of) is a generic API to interact with graphics hardware in general. |
i have an nvidia 1070, and i can run Q2RTX at 8-10fps. i do NOT have an RTX capable card |
Source of segfault is sort of simple to find. You have a check that verifies if Vulkan was initialized. And the problem is that I believe that Vulkan initialization logic need to have better error handling and provide verbose information on why it can't initialize vulkan. |
I had high hopes I will be able to play this since I could have fun with Quake 2 RTX but with this Project I am getting the error listed in this thread. |
Same issue ( I_SignalHandler: Exiting on signal: signal 11 ):
|
Also same issue I_SignalHandler: Exiting on signal: signal 11 Using the vidmode ogl works but of course disables the RT, and switching in-game or restarting to try RT gives same error |
Wow this demo is amazing!! Runs well even on a simple setup. |
With DLSS=off, should fix Pascal vk device creation |
This error was eliminated on with Pascal video cards ? |
Indeed, this was the solution! It works with my GTX 1080, ok framerate at 480p or using AMD FSR Performance mode. |
And now we wait for the PR to go through and for us to finally play nicely raytraced Doom. |
I don't see any PR yet. |
Mind sharing the binary with the rest of us? |
Here you go! :) |
Now, I get a different error running version 1.0.6, and even when using the RayTracedLG1.dll from VanillaDeath: "Can't initialize ray tracing engine: RG cant find physical device". I'm using a GTX 1070. |
Thanks VanillaDeath! Works great on my GTX 1080! |
What build are you using? I'm getting the error Can't Initialize ray tracing engine: RG_WRONG_ARGUMENT Asus GTX 1080TI here |
I'm using the 1.07 pre-release found here: https://github.com/sultim-t/prboom-plus-rt/releases/tag/v2.6.1-rt1.0.7 |
Yeah that worked! seems like the binary would only work with that build. Shame, it looks like AMD FSR is broken so there's not much performance there to gain |
Alright, I tried it out, and it works! Very laggy, but that's expected of a 1080ti card. |
Turn off AMD FSR and your framerate will more than double. |
I went to make it to 300p. I'm honestly no longer that used to 30-60fps gameplay. |
I can confirm the DLL linked above works with 1.0.7 on Linux (using WINE) on a GTX 1080. AMD FSR works, but it can only be used if you use the native resolution. On a 2560×1440 display, FSR is too slow even with the Performance mode, so using 320×200 or perhaps 480p is a better bet. 320×200 makes it possible to target 60 FPS (often reaching more in practice), and 480p can target 35 FPS if reducing the number of light bounces to 1. Unfortunately, it's not possible to use both resolution scaling and FSR. This could likely be changed, as it's not a technical limitation to my knowledge. If you have trouble reaching 60+ FPS consistently, I recommend disabling this option in the PrBoom+ general options: Counterintuitively, disabling uncapped framerate will reduce input lag (both mouse and keyboard) if you regularly dip below 60 FPS. This is because the engine will no longer bother doing physics interpolation of any kind, avoiding an one-frame delay that otherwise always occurs when physics interpolation is enabled. On this GTX 1080, 480p on 16:9, 1 light bounce, uncapped framerate OFF can manage a locked 35 FPS with responsive enough gameplay – as responsive as it is in the original anyway 🙂 |
(GTX 10xx) Confirmed working with 1.0.7 and RayTracedGL1.dll replacement. Thanks guys ! |
Confirming that worked as well, thanks for the help :) |
Anyone else with a Ryzen 3000 generation chip? I have a 3500U (Vega 8 - laptop) and I get the same error message, "Can't Find Physical Device" |
same error message here... did you ever found a fix for this? I have AMD Ryzen 3000 |
"RG can't find physical device" happens with a graphics card that doesn't support the RTX 1.0 calls this game uses, I believe. |
Vega IGPs do not have hardware raytracing support, and the non-RTX fallback may not work on all GPUs (especially slow, integrated GPUs). That said, I don't think your IGP would be able to deliver a good experience with this mod, even at 320×200 when targeting 35 FPS. The GTX 1060 (a much faster GPU) is already struggling in this situation. |
Damn i'm so thankful for this little fix. Wish the repo owner would On a 1060 i can run 480p and see around 25FPS with 1 light bounce turned on. |
No matter what WAD I use and where I place it, PrBoom always crashes before even loading the title screen with an "Exiting on signal: signal 11" error.
Looking it up doesn't really give me any solutions (despite this being a thing in PrBoom for years)
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