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Cobra8472

Stuttering now Access Violation Error

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Hello again,

I now have yet ANOTHER problem with Operation Flashpoint. As I said in the earlier thread, about the crashing, i've updated all my drivers except drivers for my 6800GT wich are on the 66.93 Omega drivers. I'm not getting LOTS of stuttering.

If i just put one man into a mission, it's stuttering. I turn around 360 degrees in a circle and when my computer has finally loaded it's smooth. I cannot drive a car, fly, etc however since it's starting to load new terrain and it's stuttering. I think this is the problem anyways. I've tried it on 2 diffirent HD's aswell, to no avail. I just copied the game over from C:\ to E:\ to test it, i'm guessing registry hacks aren't needed?

REally apprecaite it if someone could help me. I read a thread a while back of someone having the EXACT same problem, having to rotate 360 degrees for it to load. I have GOTY 1.93.

AMD 2800+ Barton

nVidia GeForce 6800GT (66.93 Omega)

Shuttle AN35U Mobo (nForce2 with latest drivers)

1x Maxtor 120GB drive (E:\wink_o.gif

1x Maxtor 40GB drive (C:\wink_o.gif

1024 (512x2) PC3200 Ram.

the 6800GT is slightly overclocked, but the rest is at stock speeds.

EDIT: BTW, I just defragged to no avail.

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Cobra,i see you have only just joined the forum!welcome. However to get flashpoint running at an acceptable frame rate without stuttering you need to do a lot of expirimenting with setup options and options at the main gui. Their is a lot of information already in this forum going back a few years.With a rig like your's you will be able to get it to run ok EDIT= sorry reply was a bit vauge,it's just that it took me a very long time to get the balance with veiw distance,shadow's lod,object's lod ect ect,i think each comp is slightly different to set up.Try juggling the settings about.The Avon lady's website as got a rough guide on which setting's to start you off in the right direction.But be warned if you start to get the game running smoth now you will spend the whole of Xmas busy doing it xmas_o.gif

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Cobra,i see you have only just joined the forum!welcome. However to get flashpoint running at an acceptable frame rate without stuttering you need to do a lot of expirimenting with setup options and options at the main gui. Their is a lot of information already in this forum going back a few years.With a rig like your's you will be able to get it to run ok

Thank you for the welcome!

But the problem is not smooth fps, the problem is stuttering. I'm going up into 80+ fps without any units on Nogova. It's just the fact that sometimes i get spikes to 1fps when turning 360 degrees for the first time, so the computer can load the map.

I'm at a loss of words here, i really don't know how to explain.

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As far as I'm aware, this is standard behavior. However, the initial loading is exacerbated if you up the various detail levels, specifically terrain detail, and also the terrain textures.

What setting are you using for terrain detail? I typically don't have too much stuttering at normal (a little, though, depends on the island), and almost none at low and very low. Higher than normal, though, it gets pretty bad. The other thing that influences this is your view distance. Obviously with more to see, there's more to load initially. Try to play with those two settings.

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Thank you.

I toyed with them for a while and i set my veiwdistance to something at 900 and my terrain detail at High. Before it was set to Very high and viewdistance was something around 1500.

It seems to have fixed the problem, but it's frustrating that a game from 2001 cannot be ran at full settings sad_o.gif

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Quote[/b] ]my terrain detail at High

Nooooo! Change it to normal and you will see a huge improvement. High and Very high are very demanding so are only really good for screenshots. (my humble opinion!wink_o.gif

Quote[/b] ]it's frustrating that a game from 2001 cannot be ran at full settings

Not really, all BIS have done is not put an upper-limit on their engine, which is nice and has kept OFP looking great over these years, looking better every time I upgrade. Compare that to other games of this period which have limits set based on the days technology (800x600 max or 16bit colour).

Edit - I refer you to the answers given by Llauma in the thread below. His answer is much more eliquent!

Linky

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There's actually another, more practical reason for not keeping your terrain settings at anything higher than Normal. Basically ground vehicles don't handle the higher-detail terrain all that well. I've found that Normal gives me the best tradeoff between performance and aesthetics (not to mention cover for ground units). I've also found that, to be perfectly honest, Very High gives a rather arbitrary perturbation to the terrain. Looks a bit funny, imho.

So yeah, stick with Normal, and crank up your viewdistance (on my paltry laptop, I'm getting decent framerates at Normal and 1500m viewdistance).

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Thanks everyone,

But really, a 6800GT is a very powerfull card boasting 16 pixel pipelines with a GPU frequency of 350mhz stock, and a memory frequency of 1 Ghz. I've even pushed this card above 6800 Ultra settings and very close to 6800 Extreme Edition settings (not sure if that was ever released).

The fact is that it was poor coding on BIS side, in terms of loading terrain, everything runs smooth when looking at a piece my computer has already loaded, but if i turn around and it starts loading a new piece of terrain, it's stuttering like crazy.

Hopefully ArmA will solve these issues..

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The fact is that it was poor coding on BIS side, in terms of loading terrain

Big statement. icon_rolleyes.gif

Remember that the game is currently more than four years old, and won't take any sort of advantage of the newer features in newer cards, simply because those features weren't around at the time. Additionally, loading of terrain has nothing to do with your graphics card. Do you have any idea how much RAM Nogova eats up at 5000m viewdistance and Very High detail?

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The fact is that it was poor coding on BIS side, in terms of loading terrain

Big statement. icon_rolleyes.gif

Remember that the game is currently more than four years old, and won't take any sort of advantage of the newer features in newer cards, simply because those features weren't around at the time. Additionally, loading of terrain has nothing to do with your graphics card. Do you have any idea how much RAM Nogova eats up at 5000m viewdistance and Very High detail?

Features on the graphics card have little to do with the FPS i should be getting in the game. It's mostly factored on the GPU's strength. I never said loading the terrain had anything to do with my graphics card, never, and i was never running Nogova at 5000meters viewdistance with very high detail - i was running 1500m with Very High viewdistance.

And the fact is, that 5000 meters viewdistance should really not be *that* much of an impact on the framerate. On older systems, yes, but on newer ones no. Such games as WWII Online for example (www.wwiionline.com) let you view terrain 20+km into the distance, and it's specked with Speedtrees (wich are 2d planes at this point) and a large amount of objects.

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Yet another problem with Operation Flashpoint, slowly but surely i'm becoming frustrated with this game.

my flashpoint .rpt file is reading: Exception code: C0000005 ACCESS_VIOLATION at 005A191E for the last couple of crashes. The others have been a few diffirent codes.

Can anyone help me with this? This, of course, is causing crashes. Doesn't matter wich unit/mission, or whatever.

Sorry for posting so many threads.

Check my previous threads for specs and driver information.

Please help sad_o.gif

Using Y2K3 btw, nothing more except a skypack.

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Terrain loading is not influenced significantly by the GPU, it is almost exclusively a function of I/O and CPU speed. Make sure you have plenty of RAM available, defragment your drive, and shut down unnecessary background processes. Things like the Disk Indexing Service and Antivirus software can chew up alot of CPU time. If you are using NTFS (and you really should), do not turn on compression for any of the volumes or folder than game files reside in.

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And why should a Dx8.1c game that was designed for Gf2Mx440's care about a Dx9.0c GF6800? Strength isn't the problem, your video card is probablely rolling over to take a nap with little to do. It's a matter of programming logic. Furthermore, while OFP was released 5 years ago, DirectX API decsions were made years before that.

Anything above VERY_LOW is going to get odd results, due to the dynamic interpolation. Running HIGH to VERY_HIGH loads the entire interpolated matrix into memory. On that note, it doesn't matter how much memory your PC has, it only matters how OFP allocates and manages it.

To reduce some of the problems, the engine has object and face culling. That's why when you rotate there's brief lag while the engine rebuilds the cache to guess what you're likely to look at next. Note the difference between level straight flight and hover rotation.

A 2-d instanced billboarded sprite is not a fair or realistic comparison with a 26 face unique staticly placed tree. ( \data3d\sakura.p3d )

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And why should a Dx8.1c game that was designed for Gf2Mx440's care about a Dx9.0c GF6800? Strength isn't the problem, your video card is probablely rolling over to take a nap with little to do. It's a matter of programming logic. Furthermore, while OFP was released 5 years ago, DirectX API decsions were made years before that.

Anything above VERY_LOW is going to get odd results, due to the dynamic interpolation. Running HIGH to VERY_HIGH loads the entire interpolated matrix into memory. On that note, it doesn't matter how much memory your PC has, it only matters how OFP allocates and manages it.

To reduce some of the problems, the engine has object and face culling. That's why when you rotate there's brief lag while the engine rebuilds the cache to guess what you're likely to look at next. Note the difference between level straight flight and hover rotation.

A 2-d instanced billboarded sprite is not a fair or realistic comparison with a 26 face unique staticly placed tree. ( \data3d\sakura.p3d )

That's pretty much what i've been saying, it's not coded properly to suit more powerfull computers and newer hardware.

I worded it wrong i guess, it should've been "code doesn't work as it should on new hardware" rather than "Poor code". I apologize.

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Cobra, did you search The FAQ for "stutter"?

Look at all the 3 or 4 matching FAQ items - not just the 1st. TERRAIN DETAIL is only one of several possible causes.

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Thank you everyone. Could you please check this problem about an access violation? Thanks.

Yet another problem with Operation Flashpoint, slowly but surely i'm becoming frustrated with this game.

my flashpoint .rpt file is reading: Exception code: C0000005 ACCESS_VIOLATION at 005A191E for the last couple of crashes. The others have been a few diffirent codes.

Can anyone help me with this? This, of course, is causing crashes. Doesn't matter wich unit/mission, or whatever.

Please help sad_o.gif

Using Y2K3 btw, nothing more except a skypack.

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Could you please check the locked thread about an access violation?
Quote[/b] ]Posted: Dec. 12 2005,23:39

Yet another problem with Operation Flashpoint, slowly but surely i'm becoming frustrated with this game.

my flashpoint .rpt file is reading: Exception code: C0000005 ACCESS_VIOLATION at 005A191E for the last couple of crashes. The others have been a few diffirent codes.

Can anyone help me with this? This, of course, is causing crashes. Doesn't matter wich unit/mission, or whatever.

Sorry for posting so many threads.

Check my previous threads for specs and driver information.

Search The FAQ for "access violation", if the error is in DirectX file D3D8.DLL. If it isn't in which file is the error occurring?

Next does this happen when you start OFP without any mods whatsoever?

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Thank you for editing my post Placebo. It's much appreciated.

I don't think it's the D3D8 error, my flashpoint .rpt file reads:

=====================================================================

== E:\Program\Operation Flashpoint\FLASHPOINTRESISTANCE.EXE

=====================================================================

Exe version: Wed Mar 02 11:36:12 2005

graphics: Direct3D HW T&L , Device: NVIDIA GeForce 6800 GT (Omega 1.6693) (P), Driver:nv4_disp.dll 6.14.10.6693

resolution: 1024x768x32

Addons:

c8x_Magazines in c8xmag\, C8X_USMC in c8x_usmc\, jeepMTP in customanimmtp\

OFPEC_Blood in ecp_blood\, INQ_WeaponPack in inq_weaponpack\

MPIV_Weapons_Aircraft in mpiv_air_weap\, MustangGTR in mustang_gtr\

Convertible in mustang_gtr\, Nmod_Fires in nmod_effects\, SIG_M84 in sig_t72b\

SUCHusmc in suchusmc\, BAS_Kiowapack in bas_kiowapack\, C8X_RUSS in c8x_russ\

edg_resOfficerGn in edg_res\, INQ_HTTV in inq_httv\, SUCHruss in suchrus\

mx_policie in y2k3_police\, CBT_misc in cbt_misc\, ChallengVP in challengvp\

CSLA2_MAN in csla_mod\, ThrowKOK in effectpack\, INQ_NAMONEONETHREE in inq_m113\

salvageraft in raft\, SIG_T90 in sig_t72b\, Su25 in su25\, wip_weapons in wip_45\

Bizon in bizon\, BAS_HH60 in bas_hh60g\, CSJPPPC6 in csjpppc6\

ECP_Blood in ecp_blood\, edg_resSoldierGMGp in edg_res\

edg_resSoldierGExp in edg_res\, MustangGTRorange in mustang_gtr\

RZN_Fpilot in rznfpilot\, ssv_documents in ssv_documents\, y2K3_cycle in y2k3_jawa\

6G30 in 6g30\, BIS_WeaponPack in o_wp\, Art_R970 in art_r870\, CSLA2_ARM in csla_mod\

edg_resSoldierGMGb in edg_res\, edg_resSoldierGATM in edg_res\, icp_inf in icp_inf\

JAM_Magazines in jam_magazines\, RHS_CrewModels in rhs_crew\

RHS_WeapModels in rhs_weap\, BMP2 in bmp2\, CBT_M2IFV in cbt_brad_scripts\

edg_resSoldierGBn in edg_res\, INQ_A10 in inq_a10\, KORD in kord\

MAF_M925NATO in maf_m925nato\, OPR_Scud_B in opr_scud_b\, Challenger in challenger\

CSLA2_CAR in csla_mod\, edg_resSoldierGMGs in edg_res\, ICPrpg7 in icprpg7\

Kozlice in kozl\, MustangGTRyellow in mustang_gtr\, oyman_a10g in oyman_a10g\

SJB_Anaconda in sjb_anaconda\, nothing in y2k3_civ\, Steyr in steyr\, AH64 in apac\

CBT_Crew in cbt_crew\, CBT_M978Models in cbt_m978\, edg_resSoldierGBa in edg_res\

GMR in gmr\, HEP_Weapons in hep\, oyman_flare in oyman_flare\

CBT_BradModels in cbt_brad\, edg_resSoldierGB in edg_res\

edg_resSoldierGGb in edg_res\, edg_resSoldierGSniper in edg_res\

ICP_weaponpack in icp_rfwp\, KTE_Grenades in kte_grenades\

MustangGTR_RD in mustang_gtr\, MustangGTRgreen in mustang_gtr\

MustangGTRblue in mustang_gtr\, OWP_Crew in owp_crew\, oyman_a10i in oyman_a10i\

RHS_T55Pack in rhs_t55pack_scripts\, Vulcan in vulcan\, CSJPC6float in csjpppc6\

edg_resSoldierGBr in edg_res\, edg_resSoldierGLAWn in edg_res\

edg_resOfficerG in edg_res\, edg_resSoldierGMedic in edg_res\, Kolo in kolo\

RHS_T55Models in rhs_t55\, SIG_T72B in sig_t72b\, Hunter in hunter\, Mini in mini\

Trabant in trab\, C8X_magbox in c8xmag\, CSJPC6floats in csjpppc6\

edg_resSoldierGBs in edg_res\, edg_resOfficerGh in edg_res\, G36a in g36a\

INQ_SR25 in inq_sr25\, LOCKE_OriginalOBJMaterialDef in locke_orgobjmatdef\

SIG_T72Cz in sig_t72b\, SIG_T90s in sig_t72b\, BAS_MAH60 in bas_mah60\

BAS_repairH in bas_repair\, bas_soarpilots in bas_soarpilots\

CBT_HMMWV in cbt_hmmwv\, CBT_M113a_Models in cbt_m113a\, Ch47D in ch47\

CSLA2_OTH in csla_mod\, ECP_Effects in ecp_effects\, edg_resSoldierGLAW in edg_res\

edg_resOfficerGNight in edg_res\, HMMWV in humr\, LaserGuided in laserguided\

MAP_Editorupgrade in map_editorupgrad\, OH58 in oh58\

RHS_Weap in rhs_weappack_scripts\, SIG_M60A3 in sig_m60\, SIG_T72S in sig_t72b\

Vit_AH1W in vit_ah-1w\, XMS in xms\, BRDM in brmd\, Noe in noe\

BAS_AirWeap in bas_airweap\, CBT_M977 in cbt_m977\, CSJPC6 in csjpppc6\

CSJPC6wash in csjpppc6\, CSLA2_AIR in csla_mod\, edg_resSoldierGLAWb in edg_res\

edg_resSoldierGSniperR in edg_res\, Skelets in effectpack\

MustangGTR_BK in mustang_gtr\, tr in owp_zil_scripts\, oyman_a10 in oyman_a10\

RHS_Crew in rhs_crewpack_scripts\, RHS_T55WreckModels in rhs_t55wreck\

SIG_T72BC in sig_t72b\, SIG_T72M1 in sig_t72b\, SIG_M84A4 in sig_t72b\

TACTEvents in tactevents\, BIS_Resistance in o\, BN_Tracers in bn_tracer\

CBT_m113a in cbt_m113a_scripts\, ConNukeBullet in connukebullet\

CSLA2_SUP in csla_mod\, cwk_pt_weapons in cwk_pt_weapons\, DanM14 in danm14\

edg_resSoldierGG in edg_res\, INQ_M1A2 in inq_m1\, MustangGTR_BL in mustang_gtr\

MustangGTRred in mustang_gtr\, OWP_ZIL in owp_zil_scripts\, Pilotraft in raft\

RHS_Misc in rhs_misc\, RHS_T55DModels in rhs_t55d\, Flags1 in flags\, MM1 in mm-1\

bas_soar185 in bas_soar185\, edg_resSoldierGBh in edg_res\

edg_resSoldierGMG in edg_res\, edg_resSoldierGLAWs in edg_res\

HYK_USsoldiers in hyk_ussol_jamcfg\, ICP_bombs in icp_effects\, Bradley in m2a2\

MAP_MilObj_Pack in map_milobj-pack\, MPIV_AH64 in mpiv_ah64\, h in owp_zil_scripts\

RHS_T55WModels in rhs_t55w\, SIG_M60A3b in sig_m60\, SIG_T80 in sig_t80\

Mods: RES;Y2K3;llaumax

=======================================================

Date: 12/12/05 Time: 22:35:13

-------------------------------------------------------

Exception code: C0000005 ACCESS_VIOLATION at 005A191E

Version 1.96

Fault address: 005A191E 01:001A091E E:\Program\Operation Flashpoint\FLASHPOINTRESISTANCE.EXE

file: Resistance\R02Laser (__cur_sp)

world: noe

Prev. code bytes: E8 5D E0 F5 FF 89 5E 68 57 8B 7E 60 3B FB 74 1D

Fault code bytes: 8B 4F 04 3B CB 74 08 E8 38 8E F1 FF 89 5F 04 57

Registers:

EAX:00000000 EBX:00000000

ECX:19C72430 EDX:00000001

ESI:19C72430 EDI:00000004

CS:EIP:001B:005A191E

SS:ESP:0023:0012FB10 EBP:0012FB4C

DS:0023 ES:0023 FS:0038 GS:0000

Flags:00010202

=======================================================

I just noticed that another common Acess Violation i'm having is:004C5878

These are the two most common, i think there is one other, wich has caused one crash..

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Try removing all unofficial addons/mods from the game and then running it.

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Try removing all unofficial addons/mods from the game and then running it.

Lost that line in the edit;

It doesn't help sad_o.gif

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Try removing all unofficial addons/mods from the game and then running it.

Lost that line in the edit;

It doesn't help sad_o.gif

Including removal of the SkyPack?

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Try removing all unofficial addons/mods from the game and then running it.

Lost that line in the edit;

It doesn't help sad_o.gif

Including removal of the SkyPack?

Yes. It was crashing before the installment of the pack.

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...my flashpoint .rpt file reads:

=====================================================================

== E:\Program\Operation Flashpoint\FLASHPOINTRESISTANCE.EXE

=====================================================================

-nomap smile_o.gif .

Quote[/b] ]E:\Program\Operation Flashpoint\FLASHPOINTRESISTANCE.EXE -nomap

You have a big amount of addons, adding -nomap thingy to the shortcut thingy might help smile_o.gif .

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