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- # messages during game startup
- SIMD16 shader failed to compile, falling back to SIMD8 at a 10-20% performance cost: FS compile failed: Failure to register allocate. Reduce number of live scalar values to avoid this.
- SIMD16 shader failed to compile, falling back to SIMD8 at a 10-20% performance cost: FS compile failed: Failure to register allocate. Reduce number of live scalar values to avoid this.
- SIMD16 shader unsupported, falling back to SIMD8 at a 10-20% performance cost: Missing support for simd16 depth writes on gen6
- SIMD16 shader failed to compile, falling back to SIMD8 at a 10-20% performance cost: FS compile failed: Failure to register allocate. Reduce number of live scalar values to avoid this.
- SIMD16 shader failed to compile, falling back to SIMD8 at a 10-20% performance cost: FS compile failed: Failure to register allocate. Reduce number of live scalar values to avoid this.
- SIMD16 shader failed to compile, falling back to SIMD8 at a 10-20% performance cost: FS compile failed: Failure to register allocate. Reduce number of live scalar values to avoid this.
- SIMD16 shader failed to compile, falling back to SIMD8 at a 10-20% performance cost: FS compile failed: Failure to register allocate. Reduce number of live scalar values to avoid this.
- CPU mapping a busy miptree BO stalled and took 0.092 ms.
- CPU mapping a busy miptree BO stalled and took 0.881 ms.
- CPU mapping a busy miptree BO stalled and took 0.342 ms.
- CPU mapping a busy miptree BO stalled and took 0.160 ms.
- [previous messages repeated 600x]
- # game started
- FS compile took 0.955 ms and stalled the GPU
- GTT mapping a busy miptree BO stalled and took 3.163 ms.
- GTT mapping a busy miptree BO stalled and took 30.647 ms.
- VS compile took 2.243 ms and stalled the GPU
- GTT mapping a busy miptree BO stalled and took 24.682 ms.
- GTT mapping a busy miptree BO stalled and took 3.572 ms.
- CPU mapping a busy miptree BO stalled and took 0.042 ms.
- GTT mapping a busy miptree BO stalled and took 8.382 ms.
- GTT mapping a busy miptree BO stalled and took 5.506 ms.
- GTT mapping a busy miptree BO stalled and took 1.733 ms.
- GTT mapping a busy miptree BO stalled and took 3.493 ms.
- GTT mapping a busy miptree BO stalled and took 5.962 ms.
- GTT mapping a busy miptree BO stalled and took 9.719 ms.
- GTT mapping a busy miptree BO stalled and took 0.004 ms.
- GTT mapping a busy miptree BO stalled and took 0.016 ms.
- GTT mapping a busy miptree BO stalled and took 0.015 ms.
- GTT mapping a busy miptree BO stalled and took 0.022 ms.
- GTT mapping a busy miptree BO stalled and took 0.028 ms.
- GTT mapping a busy miptree BO stalled and took 6.265 ms.
- FS compile took 6.871 ms and stalled the GPU
- FS compile took 15.141 ms and stalled the GPU
- GTT mapping a busy miptree BO stalled and took 9.190 ms.
- GTT mapping a busy miptree BO stalled and took 3.629 ms.
- GTT mapping a busy miptree BO stalled and took 6.646 ms.
- FS compile took 10.480 ms and stalled the GPU
- VS compile took 6.094 ms and stalled the GPU
- GTT mapping a busy miptree BO stalled and took 24.142 ms.
- GTT mapping a busy miptree BO stalled and took 6.184 ms.
- GTT mapping a busy miptree BO stalled and took 4.345 ms.
- GTT mapping a busy miptree BO stalled and took 5.236 ms.
- GTT mapping a busy miptree BO stalled and took 9.454 ms.
- FS compile took 2.935 ms and stalled the GPU
- FS compile took 4.948 ms and stalled the GPU
- GTT mapping a busy miptree BO stalled and took 23.933 ms.
- GTT mapping a busy miptree BO stalled and took 5.102 ms.
- GTT mapping a busy miptree BO stalled and took 27.194 ms.
- [these messages repeat throughout the game, every couple of seconds]
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