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[求助] 奇怪了~COD4不能1440*900是怎么回事?

3600+,1G.7300GT.显示器931BW。

COD4分辨率一调到1440*900,就弹出对话框.显示

Couldn't create a 1024 x 2048 render target surface: Out of video memory

然后分辨率就变回640*480了,特奇怪,谁给看看?


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Out of video memory

显存不够?



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这英文不是说得很清楚了么……


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好吧,这是完整的错误报告,请注意红字。

----- Initializing Renderer ----
----- Client Initialization Complete -----
Attempting 22 kHz 16 bit [Windows default] sound
----- R_Init -----
Getting Direct3D 9 interface...
Pixel shader version is 3.0
Vertex shader version is 3.0
Shader model 2.0 code path is available.
Shader model 3.0 code path is available.
Using Shader model 3.0 code path because it is the best available path on this hardware.
Attempting 1024 x 768 fullscreen with 32 bpp at 60 hz
Game window successfully created.
Creating Direct3D device...
Com_TouchMemory: 0 msec. Using sum: 0
Loading fastfile code_post_gfx
Loading fastfile ui
Loading fastfile common
Initializing render targets...
Requested frame buffer to be 24-bit color with 8-bit alpha
DirectX returned a frame buffer that is 24-bit color with 8-bit alpha
Initializing static model cache...
Initializing dynamic buffers...
Initializing particle cloud buffer...
Creating Direct3D queries...
Setting initial state...
DirectX reports 128 MB of video memory and 395 MB of available texture memory.
Using video memory size to cap used texture memory at 112 MB.
Texture detail is set automatically.
Using picmip 1 on most textures, 1 on normal maps, and 3 on specular maps
Waited 136 msec for asset '$white' of type 'image'.
Waited 506 msec for asset '$default' of type 'material'.
Waited 2 msec for asset 'clear_alpha_stencil' of type 'material'.
Waited 244 msec for asset 'shadowcaster' of type 'material'.
Waited 2 msec for asset 'shadowoverlay' of type 'material'.
Waited 150 msec for asset 'cinematic' of type 'material'.
Loaded zone 'code_post_gfx'

------- sound system initialization -------
------- sound system successfully initialized -------
end $init 2580 ms
--- Common Initialization Complete ---
Waited 1700 msec for asset 'ui/menus.txt' of type 'menufile'.
Working directory: G:\Call of Duty 4 - Modern Warfare Demo
Loaded zone 'ui'
Loaded zone 'common'
openmenuondvar: cannot find dvar ui_sp_unlock
Save Message First Frame Shown: 12143
execing options_graphics.cfg from disk
execing options_graphics_set.cfg from disk
r_mode will be changed upon restarting.
dvar 'ui_r_texturemode' doesn't exist
dvar 'ui_r_texturebits' doesn't exist
r_displayRefresh will be changed upon restarting.
Unloaded fastfile common
Unloaded fastfile ui
Unloaded fastfile code_post_gfx
----- Initializing Renderer ----
----- R_Init -----
Getting Direct3D 9 interface...
Pixel shader version is 3.0
Vertex shader version is 3.0
Shader model 2.0 code path is available.
Shader model 3.0 code path is available.
Using Shader model 3.0 code path because it is the best available path on this hardware.
Attempting 1440 x 900 fullscreen with 32 bpp at 60 hz
Game window successfully created.

Creating Direct3D device...
Com_TouchMemory: 0 msec. Using sum: 0
Loading fastfile code_post_gfx
Loading fastfile ui
Loading fastfile common
Initializing render targets...
Requested frame buffer to be 24-bit color with 8-bit alpha
DirectX returned a frame buffer that is 24-bit color with 8-bit alpha
Loaded zone 'code_post_gfx'
Loaded zone 'ui'
Loaded zone 'common'
Could not load localize "Couldn't create a 1024 x 2048 render target surface: Out of video memory
".
WARNING: Could not translate part of error message: "Couldn't create a 1024 x 2048 render target surface: Out of video memory
"


Couldn't create a 1024 x 2048 render target surface: Out of video memory


1440*900明明成功了~

好吧我就想知道为什么明明我选的1440*900分辨率她却给我弹出个“1024*2048分辨率无法支持”的错误框啊~~~

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1024 x 2048 render target surface

是说某东东贴图的大小吧?猜的~~~

试试吧效果降低些?

总之他说显存不够是真的.....

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1024*2048 的 RenderTarget 创建失败,原因是显存不够

应该是驱动中的问题,譬如你强制开启了某些画质控制之类的东西。

说起 RenderTarget (RT),是用来做后期处理的,景深啊,HDR的 Tonemapping 啊 都在这里完成 ……游戏会先把RenderTarget当输出目标,把这个当成屏幕。然后游戏再把这张画面“PS”一番最后贴在屏幕上。

恩,实际上如今游戏的分辨率应该用 RT 尺寸来说明才有意义 …… 而话说回来

1920*1080 这个分辨率是没法创建 RenderTarget 的 …… 理由很简单。长宽各自要为2的整数倍之外,长宽互相之间也必须是2的整数倍……真正 FullHD 的游戏,需要一张 2048*2048 的 RenderTarget ~ 或者 2048*1024 …… 稍微拉伸一点点。

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当然,RT不一定要横着用,1024*2048 也行 ……

LZ要是128M显存的话,可能帧缓冲超了……是不是在驱动里强制打开了3倍缓冲之类的东西……

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LS太强了!谢谢了!

上次玩的3D游戏是仙剑,驱动里开的8Xs,这次玩的时候没关……

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lss好专业口牙

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没可能,我就是1449*900玩的,128M的7300GT

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