[Renderer] Nvidia OpenGL driver has lost connection with the display driver


(Nail) #441

driver updates will come from AMD and nVidia


(Jet Black) #442

Well, I played 4 hours today, online and campaign, with zero crashes using the 266.58 WHQL drivers. I did a clean install of these drivers and am using the below settings, in case anyone else actually wants to give it a try (I was doubtful too - expected placebo, etc… but I’ve never been able to play more than 30min without a crash before):

Anisotropic Filtering: x16
CUDA GPU: None
Maximum pre-rendered frames: 2
Power Management: Prefer maximum performance
Texture Filtering: On
LOD bias: Clamp
Trilinear Optimisation: On
Threaded Optimisation: Off
Triple Buffering: On
VSync: Force

I had a blast today - actually played online for the first time and earned a few levels XP. If you haven’t at least given this a try, I suggest it. If you do, though, post back here so people know whether it worked for you or not.

I won’t spam this thread with this, though, but hopefully nVidia will release new drivers that work just as well (or better) because I really liked the Beta drivers before I uninstalled them.

266.58 Win7 64

Specs:
i7 960
GTX 470 x2 SLI
Win7 64


(Nail) #443

almost seems logical, nVidia have done about 8 or 9 driver updates since SD have been finishing the build, any of those could have broken parts of the game that worked previously


(J2K) #444

i always get this error when i interact with other players for example reviving them oder buffing them. sometimes i can play 2 hours nothin happens sometimes i play 5 minutes and it crashes but only when i use things. this can’t be only driver related.


(egghead) #445

I have this problem too, mostly on maps like container city where you look at the objective very often. For me that crash happens mostly when i either see that “outline” feature around an objective or a player or when a player gets a buff (making that bubbles above his head showing the type of the buff). the chance increases when you are closer to the objective, witch means that the outline is longer or a player and the objective are outlined at the same time. is there a command to turn that features on the clientside off so we can test if there is a stability improvement?


(.FROST.) #446

Yup, I can afirm that. My monitor mostly freezes, when I “do” or change someting. Shooting, interacting, at the start of an encounter with the enemy, hacking. Maybe its for some part a cpu thing. Also my swap file ran full while I’ve played Brink. Maybe this game uses to much of system memory and HDD space, instead of graphic card memory. So maybe after some time, the data delay is too much for the graphic card, wich causes it to just stop till it getting enough data again. Once the delay started, the intervals between freezes seem to shorten, till the graphic card stops utterly and I have to reboot my whole system. I’m sure its some kind of memory problem and bad data transfer.


(Thatgingerkid) #447

Sad to report that this patch did not solve the issue with the OpenGL crash arising on Nvidia 4xx/5xx cards.
I am disappoint :(.
Not game breaking though, as I only get it every 3-4 hours of game play.


(Nail) #448

it wasn’t meant to fix that, that fix has to come from nVidia


(Thatgingerkid) #449

Huh. I figured it was on SD’s end cause I don’t have the problems in other games but now that I think about it I guess that makes sense.


(wuhlei) #450

Have you tried using the beta drivers?


(Ceej) #451

It didn’t help the AO issue either. Literally no change in framerate and same corrupted text. Literally NOTHING changed. I had to check and make sure steam actually downloaded the patch.


(Instant_Soldier) #452

Regardless of whether the patch was meant to fix the code 8 error (the changelog simply made no mention of it), this is pretty sad. SD lists 270.61 WHQL, the LATEST, as the driver to use. Which if you think about it is pretty strange. The latest driver, with a blaring hole in it for the latest nV cards, and no one at SD noticed? And NOW it’s nV’s problem?

Jesus! This is starting to feel like $50 down the tubes.


(Nail) #453

it’s both their problems, but nVidia is the only one that can issue official drivers,


(Ino) #454

You don’t have problems in other games because games rarely use OpenGL, most games run on directX :wink:


(Instant_Soldier) #455

What you say implies that the only possible fix can come from a new driver. How do you know this? Why can’t Brink be made to conform the latest driver and the latest cards instead? As near as I can tell there’s nothing graphically revolutionary about the game. SD didn’t test and that’s obvious.

270.61 is practically new, and I doubt nV is going to produce a new WHQL anytime soon for a single game. So this means I’m stuck with a beta, perhaps for a couple of months, to play a SINGLE game? :smiley: Right!


(McAfee) #456

[QUOTE=Instant_Soldier;321626]What you say implies that the only possible fix can come from a new driver. How do you know this? Why can’t Brink be made to conform the latest driver and the latest cards instead? As near as I can tell there’s nothing graphically revolutionary about the game. SD didn’t test and that’s obvious.

270.61 is practically new, and I doubt nV is going to produce a new WHQL anytime soon for a single game. So this means I’m stuck with a beta, perhaps for a couple of months, to play a SINGLE game? :smiley: Right![/QUOTE]

You do realize both ATI and NVIDIA release more driver revisions than video card models? They release drivers every time a new card is released (or series of cards). And they release drivers to fix bugs and optimize.

Typically, every time there is a new game, ATI and NVIDIA release drivers that claim fixes or say “improved performance of XY cards on this game by %%”. They come in at least BETA form, which pretty much means non-WHQL. WHQL certification takes longer cause it has to go thru Microsoft.

Every new software makes use of different calls on the driver and hardware, and there may be something that the driver developers overlooked. Sometimes, even old stuff that was working fine breaks.

You shouldn’t be able to crash the driver, or even worse the kernel, by just using API calls. The host of the api (driver/kernel) should be robust enough to stay running.


(jfunk) #457

I’m tempted to try the old 266 drivers as several seem to have had great luck with them, but being that I’ve actually played up to 7 hours without a crash on the current beta drivers, I’m not sure I’ll actually know if they’ve done anything or not. Plus I’d be giving up all the improvements the last few drivers have made for Civ V and Witcher 2.

I hope this is a driver bug. I’d feel better knowing that than knowing it’s a Brink bug that SD still hasn’t been able to nail down. It’s easy to see how Brink could wind up lower on the priority list for attention from NVIDIA compared to more popular games they’ve been tweaking in recent releases like Dragon Age, Civ V, Portal, Crysis, and Witcher none of which use OpenGL.

Oh well. Really hope this game doesn’t die too quickly. This is my first online FPS since I quit TF2 when they went all “mmo” on it over a year ago and I don’t even know what the next comparable game on the horizon is.


(jfunk) #458

Hey, I just noticed this. Not sure why we didn’t see this information reported over here, but DeanoC actually shared some more specific information on this crash, seemingly confirming that this is something they can’t fix without some help from NVIDIA:

"This crash is occurring inside the NV driver stack, seemingly related to resolution and in some reports voltage. We have managed to repro it, as the thread on the SD forum said. As Brink is one of the first title to ship a OpenGL 3.1 renderer, it means we may be uncovering issues in the device/driver that haven’t shown up before.

We will work with NVIDIA to try and find a solution. "

http://forums.steampowered.com/forums/showpost.php?p=22406588&postcount=39


(ReturnOfSanta) #459

[QUOTE=jfunk;321848]Hey, I just noticed this. Not sure why we didn’t see this information reported over here, but DeanoC actually shared some more specific information on this crash, seemingly confirming that this is something they can’t fix without some help from NVIDIA:

"This crash is occurring inside the NV driver stack, seemingly related to resolution and in some reports voltage. We have managed to repro it, as the thread on the SD forum said. As Brink is one of the first title to ship a OpenGL 3.1 renderer, it means we may be uncovering issues in the device/driver that haven’t shown up before.

We will work with NVIDIA to try and find a solution. "

http://forums.steampowered.com/forums/showpost.php?p=22406588&postcount=39[/QUOTE]
Like I’ve been saying. OpenGL game’s don’t ship that often, iDtech is one of the few mainstream engines out that utilizes it.


(mR.Waffles) #460

Just because they chose to use an API that no one else uses does not excuse the fact that we cannot play the game. Brink is the only game that does not work. It may very well be the only game that uses OpenGL. I don’t know and do not care. It’s still the only game that doesn’t work.