Release Elite Cougar MFD Cockpit Display - game changing new companion app

I just quickly read up on connecting android tablets to windows.
Instead of wifi which may the casuse of your slow response times, try a wired connection via usb. This would be especially true is your wifi speed is not that great.
The free app Splashtop wired XDisplay May be the answer.
 
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Hi @Bionic Bytes !
I tried your software yesterday, seems really interesting, thanks !
I couldn't make Elite react to the MFD buttons, although I followed your instructions : clicked the "quick key assign" then "Replace Elite's key binding" (also tried "Use Elite's key bining").
Also, the "Edit cockpit layout" button only works once, when the program is first started.
I've released patch version 1.13 to address cases where Elite was closed/restarted whilst running MFD Cougar Display. Since MFD Cougar only cached the Elite window handle once, as soon as Elite is restarted the window handle is invalid and keys would therefore not be sent.
 
Hello,

Thanks for developing this application, it seems really amazing and I'm eager to try it! I'm running into an issue when I try to 'start' it on the tray icon - Int Frame Buffer Object Error Font0 - Possible FBO template problem. Sorry if its an obvious issue, tried to check the manual with no luck.
 
Humm, that doesn’t sound good.
There would be a couple of files created when the app runs. One is called engine.log and the other is glcontext0.log.
Could you sent these to me?
You can use the contacts page on the website if you wish or pm me.
Meanwhile what graphics card do you have?
Do you use it to run Elite?
Does it fully support OpenGL 4.5 ?
Do you have an embedded gfx as well as a discrete gfx - a laptop perhaps?
 
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Humm, that doesn’t sound good.
There would be a couple of files created when the app runs. One is called engine.log and the other is glcontext0.log.
Could you sent these to me?
You can use the contacts page on the website if you wish or pm me.
Meanwhile what graphics card do you have?
Do you use it to run Elite?
Does it fully support OpenGL 4.5 ?
Do you have an embedded gfx as well as a discrete gfx - a laptop perhaps?

Hello, thanks for the help! Im using a Geforce RTX2070. I tried to pm the content of the files to you, but it seems I cant send pms to you. I'm also getting an "error" using the form on the website.

Could this be relevant?


Initialising GL context (0)
Creating system generated textures
Shader manager initialising
Font manager initialising
Starting up engine
Loading Fonts (2)
Reading FX file LegoFont.FontFX.txt
loading ....C:\Users\mdand\Downloads\MFDCougar_113\MFDCougar\FX\Font_FX\LegoFont.FontFX.txt
failed to read font texture: legoFont.TextureFX.txt

The other file is quite big, but regarding OpenGL 4.5:

OpenGL 4.5 Detected
GL_POLYGON_OFFSET_CLAMP: 0
OpenGL 4.6 Detected
 
I'm sorry to hear you're having issues with my app. I take great pride in making sure everything is as fully tested as possible before release. I've been developing OpenGL games/apps for 20 years, so I'm pretty sure I have things locked down, but in this case I'm a little stumped.

Hello, thanks for the help! Im using a Geforce RTX2070. I tried to pm the content of the files to you, but it seems I cant send pms to you. I'm also getting an "error" using the form on the website.
Ah, what I meant was that you could pm me and send me your email address and then once you have received my reply, you can then send the files (zipped) as an attachment directly in an email.
I don't think the website can handle email attachments (security risk).

It would be very useful to see these two files as it contains the application requested OpenGL values and then the actual OpenGL context values provided by the driver.



Initialising GL context (0)
Creating system generated textures
Shader manager initialising
Font manager initialising
Starting up engine
Loading Fonts (2)
Reading FX file LegoFont.FontFX.txt
loading ....C:\Users\mdand\Downloads\MFDCougar_113\MFDCougar\FX\Font_FX\LegoFont.FontFX.txt
failed to read font texture: legoFont.TextureFX.txt

The other file is quite big, but regarding OpenGL 4.5:

OpenGL 4.5 Detected
GL_POLYGON_OFFSET_CLAMP: 0
OpenGL 4.6 Detected
Your gfx card is very powerful (lucky you) so there really shouldn't be an issue. I have an nVidia T2000 in a laptop which runs fine, and my son has a 1070 which was tested earlier on in the development process, so I know there's nothing in the nVidia drivers in general tripping things up.

However, the failure is occurring during the first draw command sent to OpenGL - that is when the font is being built. To do this it creates an off-screen rendering buffer and it would seem that it's failing to create a really basic framebuffer - this is fundamental to OpenGL (need the logs to confirm).
I have only ever seem this kind of issue where there are multiple graphics chipsets on the PC (like laptops often do) and the application is running on the chipset which hasn't updated its OpenGL drivers.


Have you downloaded an updated driver? (and rebooted)
Have you ever downloaded a driver from nVidia website (or are you using the driver supplied by Windows 10/Microsoft)?
Are you able to play Doom on this PC (this uses OpenGL)?

Meanwhile, I'll double check with an nVidia 1070 to make sure the OpenGL context creation code is working as expected.
 
I'm sorry to hear you're having issues with my app. I take great pride in making sure everything is as fully tested as possible before release. I've been developing OpenGL games/apps for 20 years, so I'm pretty sure I have things locked down, but in this case I'm a little stumped.


Ah, what I meant was that you could pm me and send me your email address and then once you have received my reply, you can then send the files (zipped) as an attachment directly in an email.
I don't think the website can handle email attachments (security risk).

It would be very useful to see these two files as it contains the application requested OpenGL values and then the actual OpenGL context values provided by the driver.




Your gfx card is very powerful (lucky you) so there really shouldn't be an issue. I have an nVidia T2000 in a laptop which runs fine, and my son has a 1070 which was tested earlier on in the development process, so I know there's nothing in the nVidia drivers in general tripping things up.

However, the failure is occurring during the first draw command sent to OpenGL - that is when the font is being built. To do this it creates an off-screen rendering buffer and it would seem that it's failing to create a really basic framebuffer - this is fundamental to OpenGL (need the logs to confirm).
I have only ever seem this kind of issue where there are multiple graphics chipsets on the PC (like laptops often do) and the application is running on the chipset which hasn't updated its OpenGL drivers.


Have you downloaded an updated driver? (and rebooted)
Have you ever downloaded a driver from nVidia website (or are you using the driver supplied by Windows 10/Microsoft)?
Are you able to play Doom on this PC (this uses OpenGL)?

Meanwhile, I'll double check with an nVidia 1070 to make sure the OpenGL context creation code is working as expected.

Hello!

I tried to send you a message here on the forum, but it just says "you cant send a message to Bionic Bytes". Maybe the pms are disabled ?
Thanks for taking the time to look at the issue! The drivers are uptodate, from the nvidia site. I only have one GFX, connected to two monitors, a regular one and a small usb touch screen one, where I plan to run the app ^__^

I'll post the complete glcontext0.log in spoiler tags:

C:\Users\mdand\Downloads\MFDCougar_113\MFDCougar\glContext0.log Created: 21/06/2020 08:11:36


-------------------------------------------------------
OpenGL Window 4.0 initialisation
-------------------------------------------------------

WGL_ARB_create_context supported..attempting OpenGL > 2.1
OpenGL 4.6 is supported
using WGL_ARB_create_context_profile
using WGL_ARB_context_flush_control (8344)
Requesting OpenGL 4.6 context with compatibility profile
using Profile Mask(2) Flags(8)
Wwitched to OpenGL 4.6 context
Shading Language Version: 4.60 NVIDIA


-------------------------------------------------------
Render Information
-------------------------------------------------------

Vendor: NVIDIA Corporation GL Version: 4.6.0 NVIDIA 446.14
GLSL Version: 4.60 NVIDIA
Render: GeForce RTX 2070/PCIe/SSE2


-------------------------------------------------------
Detected Vendor: NVIDIA
-------------------------------------------------------

MAX_GENERAL_COMBINERS_NV: 8
MAX_RECTANGLE_TEXTURE_SIZE_NV: 32768


-------------------------------------------------------
OpenGL Fixed-Function Capabilities
-------------------------------------------------------

OpenGL 1.1
MAX LIGHTS: 8
MAX TEXTURE SIZE: 32768
NUM TEXTURE UNITS: 4
MAX ELEMENTS_INDICIES: 1048576
MAX ELEMENTS_VERTICIES: 1048576
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MAX_ATTRIB_STACK_DEPTH: 16
MAX_MODELVIEW_STACK_DEPTH: 32
MAX_PROJECTION_STACK_DEPTH: 4
MAX_TEXTURE_STACK_DEPTH: 10
MAX_CLIENT_ATTRIB_STACK_DEPTH: 16
MAX_DISPLAYLIST NESTING: 64
MAX_NAME_STACK_DEPTH: 128
MAX_VIEWPORTS: 32768
DOUBLE BUFFERS: 1
STEREO BUFFERS: 0
MAX AUX BUFFERS: 4
POINT SIZE RANGE: 1
POINT SIZE GRANULARITY: 10
LINE WIDTH RANGE: 1
LINE WIDTH GRANULARITY: 0
OpenGL 1.2 Detected
MAX_3D_TEXTURE_SIZE: 16384
MAX_COLOR_MATRIX_STACK_DEPTH: 2
OpenGL 1.3 Detected
MAX_CUBE_MAP_TEXTURE_SIZE: 32768
OpenGL 1.4 Detected
MAX_TEXTURE_LOD_BIAS: 15
Point Srite: POINT_SIZE_MAX: 2047
Point Srite: POINT_SIZE_MIN: 0
OpenGL 1.5 Detected
Texture_rectangle:
MAX_RECTANGLE_TEXTURE_SIZE: 32768
EXT_texture_filter_anisotropic:
MAX_TEXTURE_MAX_ANISOTROPY: 16
OpenGL 2.0 Detected
MAX_VERTEX_ATTRIBS: 16
MAX_FRAGMENT_UNIFORM_COMPONENTS: 4096
MAX_VERTEX_UNIFORM_COMPONENTS: 4096
MAX_VARYING_FLOATS: 124
MAX_VERTEX_TEXTURE_IMAGE_UNITS: 32
MAX_COMBINED_TEXTURE_IMAGE_UNITS: 192
MAX_TEXTURE_COORDS: 8
MAX_TEXTURE_IMAGE_UNITS: 32
MAX_DRAW_BUFFERS: 8
OpenGL 2.1 Detected
ARB_geometry_shader4 Detected
MAX_GEOMETRY_TEXTURE_IMAGE_UNITS: 32
MAX_GEOMETRY_VARYING_COMPONENTS: 124
MAX_VERTEX_VARYING_COMPONENTS_ARB: 124
MAX_GEOMETRY_UNIFORM_COMPONENTS: 2048
MAX_GEOMETRY_OUTPUT_VERTICES: 1024
MAX_GEOMETRY_TOTAL_OUTPUT_COMPONENTS: 1024
MAX_GEOMETRY_INPUT_COMPONENTS: 128
OpenGL 3.0 capable device driver detected
OpenGL 3.0 Detected
MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS: 4
ARB_transform_feedback3:
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EXT_texture_array:
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ARB_Texture_Buffer_Object:
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ARB_Uniform_Buffer_Object:
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MAX_VERTEX_UNIFORM_BLOCKS: 14
MAX_GEOMETRY_UNIFORM_BLOCKS: 14
MAX_FRAGMENT_UNIFORM_BLOCKS: 14
MAX_COMBINED_UNIFORM_BLOCKS: 84
MAX_UNIFORM_BUFFER_BINDINGS: 84
MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS: 233472
MAX_COMBINED_GEOMETRY_UNIFORM_COMPONENTS: 231424
MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS: 233472
OpenGL 3.1 Detected
OpenGL 3.2 Detected
WGL_CONTEXT_FLAGS: 0
ARB_Texture_multisample:
MAX_DEPTH_TEXTURE_SAMPLES: 32
MAX_COLOR_TEXTURE_SAMPLES: 32
MAX_INTEGER_SAMPLES: 32
OpenGL 3.3 Detected
ARB_blend_func_extended:
MAX_DUAL_SOURCE_DRAW_BUFFERS: 1
OpenGL 4.0 Detected
OpenGL 4.1 Detected
GL_ARB_ES2_compatibility:
GL_MAX_VERTEX_UNIFORM_VECTORS: 1024
GL_MAX_VARYING_VECTORS: 31
GL_MAX_FRAGMENT_UNIFORM_VECTORS: 1024
GL_NUM_SHADER_BINARY_FORMATS: 1
OpenGL 4.2 Detected
GL_ARB_shader_image_load_store:
GL_MAX_IMAGE_SAMPLES: 32
GL_MAX_VERTEX_IMAGE_UNIFORMS: 8
GL_MAX_TESS_CONTROL_IMAGE_UNIFORMS: 8
GL_MAX_TESS_EVALUATION_IMAGE_UNIFORMS: 8
GL_MAX_GEOMETRY_IMAGE_UNIFORMS: 8
GL_MAX_FRAGMENT_IMAGE_UNIFORMS: 8
GL_MAX_COMBINED_IMAGE_UNIFORMS: 48
GL_MAX_COMPUTE_UNIFORM_BLOCKS: 14
GL_MAX_COMPUTE_TEXTURE_IMAGE_UNITS: 32
GL_MAX_COMPUTE_IMAGE_UNIFORMS: 8
GL_MAX_COMPUTE_SHARED_MEMORY_SIZE: 49152
GL_MAX_COMPUTE_UNIFORM_COMPONENTS: 2048
GL_MAX_COMPUTE_ATOMIC_COUNTER_BUFFERS: 8
GL_MAX_COMPUTE_ATOMIC_COUNTERS: 16384
GL_MAX_COMBINED_COMPUTE_UNIFORM_COMPONENTS: 231424
GL_MAX_COMPUTE_LOCAL_INVOCATIONS: 1024
GL_MAX_COMPUTE_WORK_GROUP_COUNT: 2147483647
GL_MAX_COMPUTE_WORK_GROUP_SIZE: 1024
OpenGL 4.3 Detected
GL_ARB_ES3_compatibility:
GL_MAX_ELEMENT_INDEX: 4294967295
GL_ARB_vertex_attrib_binding:
GL_MAX_VERTEX_ATTRIB_BINDINGS: 16
GL_ARB_explicit_uniform_location:
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GL_ARB_shader_storage_buffer_object:
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GL_MAX_VERTEX_SHADER_STORAGE_BLOCKS: 16
GL_MAX_FRAGMENT_SHADER_STORAGE_BLOCKS: 16
GL_MAX_GEOMETRY_SHADER_STORAGE_BLOCKS: 16
GL_MAX_TESS_CONTROL_SHADER_STORAGE_BLOCKS: 16
GL_MAX_TESS_EVALUATION_SHADER_STORAGE_BLOCKS: 16
GL_MAX_COMBINED_SHADER_STORAGE_BLOCKS: 96
GL_MAX_SHADER_STORAGE_BLOCK_SIZE: 2147483647
GL_MAX_SHADER_STORAGE_BUFFER_BINDINGS: 96
GL_MAX_COMBINED_SHADER_OUTPUT_RESOURCES: 16
GL_ARB_debug_output:
GL_MAX_DEBUG_MESSAGE_LENGTH: 1024
GL_MAX_DEBUG_LOGGED_MESSAGES: 128
OpenGL 4.4 Detected
GL_ARB_sparse_texture:
GL_MAX_SPARSE_TEXTURE_SIZE_ARB: 32768
GL_MAX_SPARSE_3D_TEXTURE_SIZE_ARB: 16384
GL_MAX_SPARSE_ARRAY_TEXTURE_LAYERS_ARB: 2048
OpenGL 4.5 Detected
GL_POLYGON_OFFSET_CLAMP: 0
OpenGL 4.6 Detected


-------------------------------------------------------
::::END Render Information::::
-------------------------------------------------------



-------------------------------------------------------
Extensions: 430
-------------------------------------------------------

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GL_NV_geometry_shader_passthrough
GL_NV_gpu_program4
GL_NV_internalformat_sample_query
GL_NV_gpu_program4_1
GL_NV_gpu_program5
GL_NV_gpu_program5_mem_extended
GL_NV_gpu_program_fp64
GL_NV_gpu_shader5
GL_NV_half_float
GL_NV_light_max_exponent
GL_NV_memory_attachment
GL_NV_mesh_shader
GL_NV_multisample_coverage
GL_NV_multisample_filter_hint
GL_NV_occlusion_query
GL_NV_packed_depth_stencil
GL_NV_parameter_buffer_object
GL_NV_parameter_buffer_object2
GL_NV_path_rendering
GL_NV_path_rendering_shared_edge
GL_NV_pixel_data_range
GL_NV_point_sprite
GL_NV_primitive_restart
GL_NV_query_resource
GL_NV_query_resource_tag
GL_NV_register_combiners
GL_NV_register_combiners2
GL_NV_representative_fragment_test
GL_NV_sample_locations
GL_NV_sample_mask_override_coverage
GL_NV_scissor_exclusive
GL_NV_shader_atomic_counters
GL_NV_shader_atomic_float
GL_NV_shader_atomic_float64
GL_NV_shader_atomic_fp16_vector
GL_NV_shader_atomic_int64
GL_NV_shader_buffer_load
GL_NV_shader_storage_buffer_object
GL_NV_shader_subgroup_partitioned
GL_NV_shader_texture_footprint
GL_NV_shading_rate_image
GL_NV_stereo_view_rendering
GL_NV_texgen_reflection
GL_NV_texture_barrier
GL_NV_texture_compression_vtc
GL_NV_texture_env_combine4
GL_NV_texture_multisample
GL_NV_texture_rectangle
GL_NV_texture_rectangle_compressed
GL_NV_texture_shader
GL_NV_texture_shader2
GL_NV_texture_shader3
GL_NV_transform_feedback
GL_NV_transform_feedback2
GL_NV_uniform_buffer_unified_memory
GL_NV_vertex_array_range
GL_NV_vertex_array_range2
GL_NV_vertex_attrib_integer_64bit
GL_NV_vertex_buffer_unified_memory
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_NV_vertex_program2
GL_NV_vertex_program2_option
GL_NV_vertex_program3
GL_NV_viewport_array2
GL_NV_viewport_swizzle
GL_NVX_conditional_render
GL_NVX_linked_gpu_multicast
GL_NV_gpu_multicast
GL_NVX_gpu_multicast2
GL_NVX_progress_fence
GL_NVX_gpu_memory_info
GL_NVX_multigpu_info
GL_NVX_nvenc_interop
GL_NV_shader_thread_group
GL_NV_shader_thread_shuffle
GL_KHR_blend_equation_advanced
GL_KHR_blend_equation_advanced_coherent
GL_OVR_multiview
GL_OVR_multiview2
GL_SGIS_generate_mipmap
GL_SGIS_texture_lod
GL_SGIX_depth_texture
GL_SGIX_shadow
GL_SUN_slice_accum
GL_WIN_swap_hint
WGL_EXT_swap_control
WGL_ARB_buffer_region
WGL_ARB_create_context
WGL_ARB_create_context_no_error
WGL_ARB_create_context_profile
WGL_ARB_create_context_robustness
WGL_ARB_context_flush_control
WGL_ARB_extensions_string
WGL_ARB_make_current_read
WGL_ARB_multisample
WGL_ARB_pbuffer
WGL_ARB_pixel_format
WGL_ARB_pixel_format_float
WGL_ARB_render_texture
WGL_ATI_pixel_format_float
WGL_EXT_colorspace
WGL_EXT_create_context_es_profile
WGL_EXT_create_context_es2_profile
WGL_EXT_extensions_string
WGL_EXT_framebuffer_sRGB
WGL_EXT_pixel_format_packed_float
WGL_EXT_swap_control
WGL_EXT_swap_control_tear
WGL_NVX_DX_interop
WGL_NV_DX_interop
WGL_NV_DX_interop2
WGL_NV_copy_image
WGL_NV_delay_before_swap
WGL_NV_float_buffer
WGL_NV_multisample_coverage
WGL_NV_multigpu_context
WGL_NV_render_depth_texture
WGL_NV_render_texture_rectangle


-------------------------------------------------------
Requested Context Settings
-------------------------------------------------------

Colour bits: 32
Depth bits: 24
Stencil bits: 8
Accumulation bits: 0


-------------------------------------------------------
Actual Context Settings
-------------------------------------------------------

CONTEXT FLAGS:(0)
CONTEXT PROFILE MASK:(2) Compatibility Profile
GL_STENCIL_BITS: 8
GL_DEPTH_BITS: 24


-------------------------------------------------------
Actual windows pixel format Settings
-------------------------------------------------------

Colour bits: 32
Depth bits: 24
Stencil bits: 8
Total Accumulation bits: 64
Accumulation bits: Red: 16 Green: 16 Blue: 16 Alpha: 16
Colour bits: Red: 8 Green: 8 Blue: 8 Alpha: 0
Color Shift bits: Red: 16 Green: 8 Blue: 0 Alpha: 0
Aux Buffers: 4
iPixel Type: 0
Unpack Alignment:
GL_UNPACK_ALIGNMENT: 4
GL_UNPACK_SWAP_BYTES: 0
GL_UNPACK_LSB_FIRST: 0
GL_UNPACK_ROW_LENGTH: 0
GL_UNPACK_SKIP_ROWS: 0
GL_UNPACK_SKIP_PIXELS: 0
------- end of log -------

Thanks!
 
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I can confirm that the app runs correctly, as expected on nVidia 1070. The output log is basically identical to yours, except the drivers are slightly older.

-------------------------------------------------------
Render Information
-------------------------------------------------------

Vendor: NVIDIA Corporation GL Version: 4.6.0 NVIDIA 445.87
GLSL Version: 4.60 NVIDIA
Render: GeForce RTX 2070/PCIe/SSE2

There really shouldn't be an issue here.....
If you reply to my pm, I'll send over some debug utils which may shed some light on things.
 
Orrery - now under development!

I find the orrery in Elite a little underwhelming, to say the least. The plan is to build a new vibrant display which will allow for the easy identification of planetary bodies by planet class/atmospheres/atmosphere gasses or volcanisum.
Each planet is textured according to the planet class
Orrery2_earlyDevelopment.jpg
Orrery3_earlyDevelopment.jpg
Orrery_earlyDevelopment.jpg
 
wow, amazing work, thank you!!!

as i build 2x LCD Cougar MFDs for DCS World earlier this year, i will now check if this will work also in ED :)

Thanxxx

Cheers^^

Edit: After 1st start i got those 4 errors on Right MFD...not working correctly atm...
Error pics (init frame buffer objects error with fonts)
Installation went fine..saw the "matrix" animation on both MFDs...

Any help?
 
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wow, amazing work, thank you!!!

as i build 2x LCD Cougar MFDs for DCS World earlier this year, i will now check if this will work also in ED :)

Thanxxx

Cheers^^

Edit: After 1st start i got those 4 errors on Right MFD...not working correctly atm...
Error pics (init frame buffer objects error with fonts)
Installation went fine..saw the "matrix" animation on both MFDs...

Any help?
nVidia Drivers?

Can you just confirm for me. Are the consoles rendering images as per my signature?


Somebody else reported this too. I have tested on nVidia 1070 using 446.14 drivers and can't reproduce this issue. From the error logs I was sent, it looks like the drivers are complaining they can't create a framebuffer which the font needs to build. This is complete rubbish of course as the framebuffer requested is just a very basic 8-bit colour texture. So, in my opinion, it looks like a driver bug nVidia have introduced where by they are testing for "FrameBuffer completeness" but have got it wrong.
I suspect there will a newer driver coming out soon.
 
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nVidia Drivers?

Can you just confirm for me. Are the consoles rendering images as per my signature?


Somebody else reported this too. I have tested on nVidia 1070 using 446.14 drivers and can't reproduce this issue. From the error logs I was sent, it looks like the drivers are complaining they can't create a framebuffer which the font needs to build. This is complete rubbish of course as the framebuffer requested is just a very basic 8-bit colour texture. So, in my opinion, it looks like a driver bug nVidia have introduced where by they are testing for "FrameBuffer completeness" but have got it wrong.
I suspect there will a newer driver coming out soon.

Hi, thanks for fast response!

I have installed newest nvidia drivers 451.48 yesterday on my asus 1070

i wrote u an email via ur website with additional infos.
i have updated the imgur page with another 4 pics which shown what i get

no, the consoles do not render what i see in your sig. see my updated pics at imgur.

right mfd is kinda rendering somewhat...

cheers
 
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Hi, thanks for fast response!

I have installed newest nvidia drivers 451.48 yesterday on my asus 1070

i wrote u an email via ur website with additional infos.
i have updated the imgur page with another 4 pics which shown what i get

no, the consoles do not render what i see in your sig. see my updated pics at imgur.

right mfd is kinda rendering somewhat...

cheers
Thanks for the update. Those images you posted are .... interesting...
Both my brother and my son have nVidia 1070 and they are not having an issue. Can I check that you don't have a second graphics card/chipset on board?
 
Thanks for the update. Those images you posted are .... interesting...
Both my brother and my son have nVidia 1070 and they are not having an issue. Can I check that you don't have a second graphics card/chipset on board?

As i wrote you in my email via your website,

i have my 2nd Samsung 24" TFT Monitor attached to Mainboard Intel GFX CPU integrated i7 7700k via HDMi
the 2x LCDs are connected to the 1070 via HDMi as my main 34" asus monitor via DispPort

.. so thats a total of 1x PCIe 1070 GFX and 1x integrated Intel i7 CPU GFX
do you have discord / teamspeak ?

should i try to disable 2nd TFT? nvidia driver downgrade?
 
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As i wrote you in my email via your website,

i have my 2nd Samsung 24" TFT Monitor attached to Mainboard Intel GFX CPU integrated i7 7700k via HDMi
the 2x LCDs are connected to the 1070 via HDMi as my main 34" asus monitor via DispPort

do you have discord / teamspeak ?

should i try to disable 2nd TFT? nvidia driver downgrade?
If you read the technical guide on my website, there is a simple way to get the app to run on the other graphics card.
Perhaps try this until the nVidia drivers are updated with better OpenGL support.
Let me know how you get on!
 
If you read the technical guide on my website, there is a simple way to get the app to run on the other graphics card.
Perhaps try this until the nVidia drivers are updated with better OpenGL support.
Let me know how you get on!


..tried that and put the app to intel internal gfx, reboot...

still no success

update:

this is what i can see:


no text, no hexagon background texture, no icons

had ran the app as admin, had disabled firewall and internet security
tried to set it in windows low energy intel hd graphics, also Nividia 1070 high performance

rebootet several times..

still not working on my Rig with newest Nvidia 451.48 driver -- ASUS ROG Strix GeForce GTX 1070 OC, ROG-STRIX-GTX1070-O8G-GAMING, 8GB GDDR5

update: this new nvidia driver is something special: it supports now DX12 Ultimate (only RTX20), has new features like hardware-accelerated GPU scheduling settings in windows settings above the gfx energy settings i tried ( intel gfx low energy)

but with this enabled, also not working...
 
Last edited:
..tried that and put the app to intel internal gfx, reboot...

still no success

update:

this is what i can see:


no text, no hexagon background texture, no icons

had ran the app as admin, had disabled firewall and internet security
tried to set it in windows low energy intel hd graphics, also Nividia 1070 high performance

rebootet several times..

still not working on my Rig with newest Nvidia 451.48 driver -- ASUS ROG Strix GeForce GTX 1070 OC, ROG-STRIX-GTX1070-O8G-GAMING, 8GB GDDR5

update: this new nvidia driver is something special: it supports now DX12 Ultimate (only RTX20), has new features like hardware-accelerated GPU scheduling settings in windows settings above the gfx energy settings i tried ( intel gfx low energy)

but with this enabled, also not working...
Thank you for posting the video. It does seem strange that the most complex part (the shield and weapons pips) are rendering, but the relatively basic stuff is not.

Can you tell me the path where you have Elite's Log files and you key binds? The App does have a dependency upon reading those files - perhaps I should enable some sort of feedback that the app was/was not able to read from these. EDIT: From the sound of the video it seems you were playing Elite at the time of the video and that was your ship's COVAS assistant speaking - which implies that the journal was being read correctly.

After the app executed, it created some log files. Are you able to sent them to me please.
glContext0.log and Engine.log
It would be nice to see a glContext.log following executing from the Intel and again from the nVidia (this log contains the technical OpenGL details of the GFX card - hence the reason why I'd like to see the log file after associating the app to the GFX).
 
Thank you for posting the video. It does seem strange that the most complex part (the shield and weapons pips) are rendering, but the relatively basic stuff is not.

Can you tell me the path where you have Elite's Log files and you key binds? The App does have a dependency upon reading those files - perhaps I should enable some sort of feedback that the app was/was not able to read from these. EDIT: From the sound of the video it seems you were playing Elite at the time of the video and that was your ship's COVAS assistant speaking - which implies that the journal was being read correctly.

After the app executed, it created some log files. Are you able to sent them to me please.
glContext0.log and Engine.log
It would be nice to see a glContext.log following executing from the Intel and again from the nVidia (this log contains the technical OpenGL details of the GFX card - hence the reason why I'd like to see the log file after associating the app to the GFX).

ok, here u go..

journal Log file path: C:\Users\Username\Saved Games\Frontier Developments\Elite Dangerous
edmc logfiles: C:\Users\Username\Documents\EliteDangerousDocs

keybinds: C:\Users\ironb\AppData\Local\Frontier Developments\Elite Dangerous\Options\Bindings ( I am using Aussiedroid´s Warthog Script via the TM Target Software!)

kinda weard, but i have an second folder, but with an "underline" !!! --> C:\Users\Username\AppData\Local\Frontier_Developments\Elite Dangerous\Options\Bindings
If i delete the 2nd folder, an error report was sent to FDev..LOL.. so i restored it..

i am sure, that the first folder is the correct one, cause the date of the files are up-to-date! And the App and ED uses the Custom.3.0.binds file from that folder!

Also i found some eventually interesting files, which i also attached here, but with .txt extension so i can upload them here also.

Elite wasnt launched at this time in my video.. but i did the database updates before...and it was the wrong german voice..LOL :-D Its kinda an initializing thing.. This speech comes everytime when i launch the app... without ED!
 

Attachments

  • Intel_glContext0.log
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  • Engine.log
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  • Intel_glContext1.log
    18.2 KB · Views: 150
  • 1070_glContext0.log
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  • 1070_glContext1.log
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  • BindingLoadingErrors.log
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  • Custom.3.0.binds.txt
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  • Custom.3.0.binds.20200629222824.MFD.txt
    59.2 KB · Views: 245
  • Custom.3.0.binds.20200629222836.MFD.txt
    58.4 KB · Views: 277
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