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#1 2016-03-03 15:51:33

jdmonmou
Member
Registered: 2015-12-25
Posts: 13

Issue playing SUPERHOT game

Hello,

I installed the game SUPERHOT, but cannot get it to run.  The configuration window appears where I can select screen resoultion and graphics quality, but when I click OK to launch the game the game opens and closes really quickly.  Below is the player.log file. 

Selecting FBConfig
GLX_FBCONFIG_ID=134
GLX_BUFFER_SIZE=32
GLX_DOUBLEBUFFER=1
GLX_RED_SIZE=8
GLX_GREEN_SIZE=8
GLX_BLUE_SIZE=8
GLX_ALPHA_SIZE=8
GLX_DEPTH_SIZE=24
GLX_STENCIL_SIZE=8
GLX_SAMPLES_ARB=0
GLX_SAMPLE_BUFFERS_ARB=0
GLX_STEREO=0
GLX_CONFIG_CAVEAT=NONE

Desktop is 1920 x 1200 @ 60 Hz
Initialize engine version: 5.3.0f4 (2524e04062b4)
GfxDevice: creating device client; threaded=1
GLX Extensions: GLX_ARB_create_context GLX_ARB_create_context_profile GLX_ARB_create_context_robustness GLX_ARB_fbconfig_float GLX_ARB_framebuffer_sRGB GLX_ARB_get_proc_address GLX_ARB_multisample GLX_EXT_import_context GLX_EXT_visual_info GLX_EXT_visual_rating GLX_EXT_framebuffer_sRGB GLX_EXT_create_context_es2_profile GLX_MESA_copy_sub_buffer GLX_MESA_multithread_makecurrent GLX_MESA_query_renderer GLX_MESA_swap_control GLX_OML_swap_method GLX_OML_sync_control GLX_SGI_make_current_read GLX_SGI_swap_control GLX_SGI_video_sync GLX_SGIS_multisample GLX_SGIX_fbconfig GLX_SGIX_pbuffer GLX_SGIX_visual_select_group GLX_EXT_texture_from_pixmap GLX_INTEL_swap_event GLX_EXT_buffer_age 
Setting maxVSyncInterval to 4
Renderer: Gallium 0.4 on AMD CAYMAN (DRM 2.43.0, LLVM 3.7.1)
Vendor:   X.Org
Version:  3.0 Mesa 11.1.2
GLES:     0
 GL_AMD_conservative_depth GL_AMD_draw_buffers_blend GL_AMD_pinned_memory GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trinary_minmax GL_ANGLE_texture_compression_dxt3 GL_ANGLE_texture_compression_dxt5 GL_APPLE_packed_pixels GL_APPLE_vertex_array_object GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB
_framebuffer_sRGB GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_texture_barrier GL_ARB_texture_border_c
lamp GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB
_vertex_type_2_10_10_10_rev GL_ARB_window_pos GL_ATI_blend_equation_separate GL_ATI_draw_buffers GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_texture GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_integer_mix GL_EXT_shadow_fun
cs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texture GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_multimode_draw_arrays GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_INGR_blend_func_separate GL_KHR_context_flush_control GL_KHR_debug GL_MESA_pack_invert GL_MESA_texture_signed_rgba GL_MESA_window_pos GL_NV_blend_square GL_NV_conditional_render GL_NV_depth_clamp GL_N
V_fog_distance GL_NV_light_max_exponent GL_NV_packed_depth_stencil GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_NV_vdpau_interop GL_OES_EGL_image GL_OES_read_format GL_S3_s3tc GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays
OPENGL LOG: Creating OpenGL 3.0 graphics device
-------- Shader compilation failed
#version 150
#extension GL_ARB_explicit_attrib_location : require
#extension GL_ARB_shader_bit_encoding : enable
uniform 	vec4 _Time;
uniform 	vec4 _SinTime;
uniform 	vec4 _CosTime;
uniform 	vec4 unity_DeltaTime;
uniform 	vec3 _WorldSpaceCameraPos;
uniform 	vec4 _ProjectionParams;
uniform 	vec4 _ScreenParams;
uniform 	vec4 _ZBufferParams;
uniform 	vec4 unity_OrthoParams;
uniform 	vec4 unity_CameraWorldClipPlanes[6];
uniform 	mat4 unity_CameraProjection;
uniform 	mat4 unity_CameraInvProjection;
uniform 	vec4 _WorldSpaceLightPos0;
uniform 	vec4 _LightPositionRange;
uniform 	vec4 unity_4LightPosX0;
uniform 	vec4 unity_4LightPosY0;
uniform 	vec4 unity_4LightPosZ0;
uniform 	vec4 unity_4LightAtten0;
uniform 	vec4 unity_LightColor[8];
uniform 	vec4 unity_LightPosition[8];
uniform 	vec4 unity_LightAtten[8];
uniform 	vec4 unity_SpotDirection[8];
uniform 	vec4 unity_SHAr;
uniform 	vec4 unity_SHAg;
uniform 	vec4 unity_SHAb;
uniform 	vec4 unity_SHBr;
uniform 	vec4 unity_SHBg;
uniform 	vec4 unity_SHBb;
uniform 	vec4 unity_SHC;
uniform 	vec3 unity_LightColor0;
uniform 	vec3 unity_LightColor1;
uniform 	vec3 unity_LightColor2;
uniform 	vec3 unity_LightColor3;
uniform 	vec4 unity_ShadowSplitSpheres[4];
uniform 	vec4 unity_ShadowSplitSqRadii;
uniform 	vec4 unity_LightShadowBias;
uniform 	vec4 _LightSplitsNear;
uniform 	vec4 _LightSplitsFar;
uniform 	mat4 unity_World2Shadow[4];
uniform 	vec4 _LightShadowData;
uniform 	vec4 unity_ShadowFadeCenterAndType;
uniform 	mat4 glstate_matrix_mvp;
uniform 	mat4 glstate_matrix_modelview0;
uniform 	mat4 glstate_matrix_invtrans_modelview0;
uniform 	mat4 _Object2World;
uniform 	mat4 _World2Object;
uniform 	vec4 unity_LODFade;
uniform 	vec4 unity_WorldTransformParams;
uniform 	mat4 glstate_matrix_transpose_modelview0;
uniform 	mat4 glstate_matrix_projection;
uniform 	vec4 glstate_lightmodel_ambient;
uniform 	mat4 unity_MatrixV;
uniform 	mat4 unity_MatrixVP;
uniform 	vec4 unity_AmbientSky;
uniform 	vec4 unity_AmbientEquator;
uniform 	vec4 unity_AmbientGround;
uniform 	vec4 unity_FogColor;
uniform 	vec4 unity_FogParams;
uniform 	vec4 unity_LightmapST;
uniform 	vec4 unity_DynamicLightmapST;
uniform 	vec4 unity_SpecCube0_BoxMax;
uniform 	vec4 unity_SpecCube0_BoxMin;
uniform 	vec4 unity_SpecCube0_ProbePosition;
uniform 	vec4 unity_SpecCube0_HDR;
uniform 	vec4 unity_SpecCube1_BoxMax;
uniform 	vec4 unity_SpecCube1_BoxMin;
uniform 	vec4 unity_SpecCube1_ProbePosition;
uniform 	vec4 unity_SpecCube1_HDR;
in  vec4 in_POSITION0;
vec4 t0;
void main()
{
    t0 = in_POSITION0.yyyy * glstate_matrix_mvp[1];
    t0 = glstate_matrix_mvp[0] * in_POSITION0.xxxx + t0;
    t0 = glstate_matrix_mvp[2] * in_POSITION0.zzzz + t0;
    gl_Position = glstate_matrix_mvp[3] * in_POSITION0.wwww + t0;
    return;
}
-------- failed compiling:
vertex shader
-------- Shader compilation failed
#version 150
#extension GL_ARB_explicit_attrib_location : require
#extension GL_ARB_shader_bit_encoding : enable
layout(location = 0) out vec4 SV_Target0;
void main()
{
    SV_Target0 = vec4(1.0, 0.0, 1.0, 1.0);
    return;
}
-------- failed compiling:
fragment evaluation shader
Note: Creation of internal variant of shader 'Hidden/InternalErrorShader' failed.
WARNING: Shader Unsupported: 'Hidden/InternalErrorShader' - Pass '' has no vertex shader
WARNING: Shader Unsupported: 'Hidden/InternalErrorShader' - Setting to default shader.
-------- Shader compilation failed
#version 150
#extension GL_ARB_explicit_attrib_location : require
#extension GL_ARB_shader_bit_encoding : enable
uniform 	vec4 _Time;
uniform 	vec4 _SinTime;
uniform 	vec4 _CosTime;
uniform 	vec4 unity_DeltaTime;
uniform 	vec3 _WorldSpaceCameraPos;
uniform 	vec4 _ProjectionParams;
uniform 	vec4 _ScreenParams;
uniform 	vec4 _ZBufferParams;
uniform 	vec4 unity_OrthoParams;
uniform 	vec4 unity_CameraWorldClipPlanes[6];
uniform 	mat4 unity_CameraProjection;
uniform 	mat4 unity_CameraInvProjection;
uniform 	vec4 _WorldSpaceLightPos0;
uniform 	vec4 _LightPositionRange;
uniform 	vec4 unity_4LightPosX0;
uniform 	vec4 unity_4LightPosY0;
uniform 	vec4 unity_4LightPosZ0;
uniform 	vec4 unity_4LightAtten0;
uniform 	vec4 unity_LightColor[8];
uniform 	vec4 unity_LightPosition[8];
uniform 	vec4 unity_LightAtten[8];
uniform 	vec4 unity_SpotDirection[8];
uniform 	vec4 unity_SHAr;
uniform 	vec4 unity_SHAg;
uniform 	vec4 unity_SHAb;
uniform 	vec4 unity_SHBr;
uniform 	vec4 unity_SHBg;
uniform 	vec4 unity_SHBb;
uniform 	vec4 unity_SHC;
uniform 	vec3 unity_LightColor0;
uniform 	vec3 unity_LightColor1;
uniform 	vec3 unity_LightColor2;
uniform 	vec3 unity_LightColor3;
uniform 	vec4 unity_ShadowSplitSpheres[4];
uniform 	vec4 unity_ShadowSplitSqRadii;
uniform 	vec4 unity_LightShadowBias;
uniform 	vec4 _LightSplitsNear;
uniform 	vec4 _LightSplitsFar;
uniform 	mat4 unity_World2Shadow[4];
uniform 	vec4 _LightShadowData;
uniform 	vec4 unity_ShadowFadeCenterAndType;
uniform 	mat4 glstate_matrix_mvp;
uniform 	mat4 glstate_matrix_modelview0;
uniform 	mat4 glstate_matrix_invtrans_modelview0;
uniform 	mat4 _Object2World;
uniform 	mat4 _World2Object;
uniform 	vec4 unity_LODFade;
uniform 	vec4 unity_WorldTransformParams;
uniform 	mat4 glstate_matrix_transpose_modelview0;
uniform 	mat4 glstate_matrix_projection;
uniform 	vec4 glstate_lightmodel_ambient;
uniform 	mat4 unity_MatrixV;
uniform 	mat4 unity_MatrixVP;
uniform 	vec4 unity_AmbientSky;
uniform 	vec4 unity_AmbientEquator;
uniform 	vec4 unity_AmbientGround;
uniform 	vec4 unity_FogColor;
uniform 	vec4 unity_FogParams;
uniform 	vec4 unity_LightmapST;
uniform 	vec4 unity_DynamicLightmapST;
uniform 	vec4 unity_SpecCube0_BoxMax;
uniform 	vec4 unity_SpecCube0_BoxMin;
uniform 	vec4 unity_SpecCube0_ProbePosition;
uniform 	vec4 unity_SpecCube0_HDR;
uniform 	vec4 unity_SpecCube1_BoxMax;
uniform 	vec4 unity_SpecCube1_BoxMin;
uniform 	vec4 unity_SpecCube1_ProbePosition;
uniform 	vec4 unity_SpecCube1_HDR;
uniform 	vec4 unity_ColorSpaceGrey;
uniform 	vec4 unity_ColorSpaceDouble;
uniform 	vec4 unity_ColorSpaceDielectricSpec;
uniform 	vec4 unity_ColorSpaceLuminance;
uniform 	vec4 unity_Lightmap_HDR;
uniform 	vec4 unity_DynamicLightmap_HDR;
uniform 	vec4 _Color;
uniform 	float _AlphaSplitEnabled;
in  vec4 in_POSITION0;
in  vec4 in_COLOR0;
in  vec2 in_TEXCOORD0;
out vec4 vs_COLOR0;
out vec2 vs_TEXCOORD0;
vec4 t0;
void main()
{
    t0 = in_POSITION0.yyyy * glstate_matrix_mvp[1];
    t0 = glstate_matrix_mvp[0] * in_POSITION0.xxxx + t0;
    t0 = glstate_matrix_mvp[2] * in_POSITION0.zzzz + t0;
    gl_Position = glstate_matrix_mvp[3] * in_POSITION0.wwww + t0;
    vs_COLOR0 = in_COLOR0 * _Color;
    vs_TEXCOORD0.xy = in_TEXCOORD0.xy;
    return;
}
-------- failed compiling:
vertex shader
-------- Shader compilation failed
#version 150
#extension GL_ARB_explicit_attrib_location : require
#extension GL_ARB_shader_bit_encoding : enable
uniform  sampler2D _MainTex;
in  vec4 vs_COLOR0;
in  vec2 vs_TEXCOORD0;
layout(location = 0) out vec4 SV_Target0;
vec4 t0;
lowp vec4 t10_0;
void main()
{
    t10_0 = texture(_MainTex, vs_TEXCOORD0.xy);
    t0 = t10_0 * vs_COLOR0;
    SV_Target0.xyz = t0.www * t0.xyz;
    SV_Target0.w = t0.w;
    return;
}

-------- failed compiling:
fragment evaluation shader
Note: Creation of internal variant of shader 'Sprites/Default' failed.
PlayerInitEngineGraphics: GPU not supported; OpenGL 3.2 is required. Your GPU (Gallium 0.4 on AMD CAYMAN (DRM 2.43.0, LLVM 3.7.1)) or OpenGL drivers only supports OpenGL 3.0
Failed to initialize player

At the very bottom it is saying my GPU is on OpenGL 3.0 and OpenGL 3.2 is required.

My card is an AMD Radeon 6950 HD.  I've also installed the xf86-video-ati open source driver along with the mesa-libgl OpenGL driver.

I believe my card should be capable of running OpenGL 3.2, so I'm not sure what I have configured wrong.  Any help or advice would be appreciated.  Thanks.

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#2 2016-04-01 09:11:32

libgradev
Member
From: Wandering the Wilds
Registered: 2012-02-23
Posts: 35

Re: Issue playing SUPERHOT game

glxinfo | grep OpenGL


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