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I_SignalHandler: Signal 11 #12

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soup587 opened this issue Apr 2, 2022 · 81 comments
Open

I_SignalHandler: Signal 11 #12

soup587 opened this issue Apr 2, 2022 · 81 comments

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@soup587
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soup587 commented Apr 2, 2022

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)

@neekfenwick
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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:
"sadly, it works on Nvidia GPUs; it would be nice if someone will decide to add the AMD GPUs support :)"
I do not know if this error is caused by not having an Nvidia GPU. Can anyone clarify?
What kind of graphics card do you have?

@soup587
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soup587 commented Apr 2, 2022

A GTX 1080.
Despite not being an RTX card it should still work as it supports all the RTX methods that the actual RTX cards have

@Wookie2600
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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.

@arrowgent
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arrowgent commented Apr 2, 2022

others have used non RTX cards on windows (nvidia atleast, not AMD)

this is only supported for doom 1 wad currently

@soup587
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soup587 commented Apr 2, 2022

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.

Sadly I seem to be on the latest version, so not sure why it's not working

@BeermotorWB
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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.

@arrowgent
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does the latest prboom-plus 2.6.2 work?
https://github.com/coelckers/prboom-plus/releases

the prboom-plus-RT is using 2.6.1 which is only slightly older

worth a test

@GalmFOx
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GalmFOx commented Apr 3, 2022

does the latest prboom-plus 2.6.2 work? https://github.com/coelckers/prboom-plus/releases

the prboom-plus-RT is using 2.6.1 which is only slightly older

worth a test

nope

@sultim-t
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sultim-t commented Apr 3, 2022

There's a segfault somewhere... need to use address sanitizer as the starting point

@Rastommy77
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I am getting the same error. GTX 1080.
Downloaded The Ultimate Doom on Steam and created a new folder within. Copied the prt folders contents in there and copied the doom.wad into it. Ran it, then it came up with signal handler error 11

@sultim-t
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sultim-t commented Apr 3, 2022

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

@lerouxm
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lerouxm commented Apr 3, 2022

GTX 1060 / Latest Nvidia drivers : Same issue ! Got no additional software running like AfterBurner or Riva... :(

@AndrewMRX
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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.

@ferrellsl
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Same here. GTX 1080, latest drivers and tried various WAD files from ver. 1.1, 1.666 thru 1.9.

@Elizafur
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Elizafur commented Apr 4, 2022

Same here on a GTX 1080 TI, tried using the included 2.6.1 prboom and then 2.6.2 but no luck.

@Herman-Sid
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I think it's worth releasing this on another engine, because PrBoom has problems that make it impossible to run.

@lafoxxx92
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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).

@sultim-t
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sultim-t commented Apr 4, 2022

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

@sultim-t
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sultim-t commented Apr 4, 2022

Maybe try with -vidmode GL argument for the executable

@AndrewMRX
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Version 2.6.1 works well.

@lafoxxx92
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Maybe try with -vidmode GL argument for the executable

works, stops working with the above error after changing the renderer in options.

@BeermotorWB
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BeermotorWB commented Apr 5, 2022

does the latest prboom-plus 2.6.2 work? https://github.com/coelckers/prboom-plus/releases

the prboom-plus-RT is using 2.6.1 which is only slightly older

worth a test

Thanks for the link to the new build. Ran without issue on my AMD and Nvidia GPUs.
Worth noting that even though it didn't run on the 6800xt and 3090,

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

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.

@Herman-Sid
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Maybe try with -vidmode GL argument for the executable

The latest PrBoom works without problems.
As well as the current PrBoom with the parameter "-vidmode GL" starts and works without RT.
I don't understand what's wrong, the same Quake 2 RTX runs from steam in RTX mode.

@sultim-t
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sultim-t commented Apr 5, 2022

Since original PrBoom works, then there's some bug in my changes in PrBoom or on RayTracedGL1 side :(
It's tricky to find, would be nice to have some help. I will provide more info on how to build them, so more people can try to find the source of the segfault.

@planetarian
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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.

@Herman-Sid
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I think, I wasn't completely honest.
Quake 2 RTX works for me most likely because DXR is implemented there (software implementation of RTX).
This explains why your project may not work for people with video cards based on Pascal architecture.
Now, if you could add DXR to the port ...

@NadnerbD
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NadnerbD commented Apr 5, 2022

GTX 1080 user here, also seeing the same error. Runs without RT using -vidmode GL, subsequently selecting RT in options doesn't seem to change anything.

@ColonelPhantom
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I think, I wasn't completely honest.
Quake 2 RTX works for me most likely because DXR is implemented there (software implementation of RTX).
This explains why your project may not work for people with video cards based on Pascal architecture.
Now, if you could add DXR to the port ...

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.

@arrowgent
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i have an nvidia 1070, and i can run Q2RTX at 8-10fps. i do NOT have an RTX capable card

@Civil
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Civil commented Apr 7, 2022

I will provide more info on how to build them, so more people can try to find the source of the segfault.

Source of segfault is sort of simple to find.

You have a check that verifies if Vulkan was initialized. And the problem is that assert in non-debug built will be removed and check would be effectively removed from the code. If you don't have a proper Vulkan Surface next time you'll use it, your code will segfault.

I believe that Vulkan initialization logic need to have better error handling and provide verbose information on why it can't initialize vulkan.

@py5iu
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py5iu commented Apr 23, 2022

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.
Using 1080TI with latest drivers (tried a few older versions just to be sure as well) on Win10 Pro 64 bit.

@oMadMartigaNo
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Same issue ( I_SignalHandler: Exiting on signal: signal 11 ):

  • GTX 1080 TI
  • Windows 11
  • NVIDIA Drivers: v512.15

@curryking3
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Also same issue
1080 ti
Windows 11
5950x
Nvidia driver 512.15

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

@vinicius-credendio
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I'm getting the same error message with a 1080 Ti and the 512.15 drivers. It's a bit disappointing that you need an RTX card to get it to work properly, especially since it's technically possible to get RT on low poly games with old GPUs. Check out this demo.

Wow this demo is amazing!! Runs well even on a simple setup.

@shizukachan
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#74 (comment)

~/src/prboom-plus-rt/RayTracedGL1/Source/VulkanDevice.cpp
//vulkan12Features.shaderFloat16 = 1;
vulkan12Features.shaderFloat16 = 0;

With DLSS=off, should fix Pascal vk device creation

@Herman-Sid
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~/src/prboom-plus-rt/RayTracedGL1/Source/VulkanDevice.cpp
//vulkan12Features.shaderFloat16 = 1;
vulkan12Features.shaderFloat16 = 0;

With DLSS=off, should fix Pascal vk device creation

This error was eliminated on with Pascal video cards ?

@VanillaDeath
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#74 (comment)

~/src/prboom-plus-rt/RayTracedGL1/Source/VulkanDevice.cpp
//vulkan12Features.shaderFloat16 = 1;
vulkan12Features.shaderFloat16 = 0;

With DLSS=off, should fix Pascal vk device creation

Indeed, this was the solution! It works with my GTX 1080, ok framerate at 480p or using AMD FSR Performance mode.

@RowanSkie
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And now we wait for the PR to go through and for us to finally play nicely raytraced Doom.

@tigrouind
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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.

@ferrellsl
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#74 (comment)

~/src/prboom-plus-rt/RayTracedGL1/Source/VulkanDevice.cpp
//vulkan12Features.shaderFloat16 = 1;
vulkan12Features.shaderFloat16 = 0;

With DLSS=off, should fix Pascal vk device creation

Indeed, this was the solution! It works with my GTX 1080, ok framerate at 480p or using AMD FSR Performance mode.

Mind sharing the binary with the rest of us?

@VanillaDeath
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#74 (comment)

~/src/prboom-plus-rt/RayTracedGL1/Source/VulkanDevice.cpp
//vulkan12Features.shaderFloat16 = 1;
vulkan12Features.shaderFloat16 = 0;

With DLSS=off, should fix Pascal vk device creation

Indeed, this was the solution! It works with my GTX 1080, ok framerate at 480p or using AMD FSR Performance mode.

Mind sharing the binary with the rest of us?

Here you go! :)

RayTracedGL1.zip

@gitsjd
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gitsjd commented Apr 29, 2022

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.

@ferrellsl
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#74 (comment)

~/src/prboom-plus-rt/RayTracedGL1/Source/VulkanDevice.cpp
//vulkan12Features.shaderFloat16 = 1;
vulkan12Features.shaderFloat16 = 0;

With DLSS=off, should fix Pascal vk device creation

Indeed, this was the solution! It works with my GTX 1080, ok framerate at 480p or using AMD FSR Performance mode.

Mind sharing the binary with the rest of us?

Here you go! :)

RayTracedGL1.zip

Thanks VanillaDeath! Works great on my GTX 1080!

@Pablossjui
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#74 (comment)

~/src/prboom-plus-rt/RayTracedGL1/Source/VulkanDevice.cpp
//vulkan12Features.shaderFloat16 = 1;
vulkan12Features.shaderFloat16 = 0;

With DLSS=off, should fix Pascal vk device creation

Indeed, this was the solution! It works with my GTX 1080, ok framerate at 480p or using AMD FSR Performance mode.

Mind sharing the binary with the rest of us?

Here you go! :)
RayTracedGL1.zip

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

@ferrellsl
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#74 (comment)

~/src/prboom-plus-rt/RayTracedGL1/Source/VulkanDevice.cpp
//vulkan12Features.shaderFloat16 = 1;
vulkan12Features.shaderFloat16 = 0;

With DLSS=off, should fix Pascal vk device creation

Indeed, this was the solution! It works with my GTX 1080, ok framerate at 480p or using AMD FSR Performance mode.

Mind sharing the binary with the rest of us?

Here you go! :)
RayTracedGL1.zip

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

@Pablossjui
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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

@RowanSkie
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Alright, I tried it out, and it works!

Very laggy, but that's expected of a 1080ti card.

@ferrellsl
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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.

@RowanSkie
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RowanSkie commented Apr 30, 2022

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.
EDIT: Turned it to 480p with a few minor settings tweaks, and now it works.

@Calinou
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Calinou commented May 9, 2022

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:

image

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 🙂

image

@lerouxm
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lerouxm commented Jun 5, 2022

(GTX 10xx) Confirmed working with 1.0.7 and RayTracedGL1.dll replacement. Thanks guys !

@curryking3
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Confirming that worked as well, thanks for the help :)

@DwarfFighterCleric
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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"
I tried the alternative DLL same thing, no help...
Is my Ryzen 3500 uncapable of having Ray Tracing at all? Or is it something I need to enable with Driver Updates? But I am already using 2022 drivers... I'm confused...

@DwarfFighterCleric
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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.

same error message here... did you ever found a fix for this? I have AMD Ryzen 3000

@RowanSkie
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"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.

@Calinou
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Calinou commented Jun 8, 2022

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"

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.

@courtesysoft
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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.
~60FPS on 320 x 200 with 2 light sources on, but that's a little too retro today :)

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