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Screen becomes bright colour/white when tabbed out/Main Menu
http://www.runestorm.com/forums/viewtopic.php?f=114&t=78715
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Author:  KatiaManagan01 [ Thu Jan 26, 2017 5:49 am ]
Post subject:  Screen becomes bright colour/white when tabbed out/Main Menu

I've recently picked back up from playing this game, and, I've had this issue happen quite a few times.

I've looked all over the place, and have been told to change settings, do this, do that, and with no
proper and exact "will always work" sollution.


Can anyone help me out?

Author:  Black Eagle [ Fri Jan 27, 2017 1:07 am ]
Post subject:  Re: Screen becomes bright colour/white when tabbed out/Main

Hmm. Can you tell me the specific things you've tried? :think:

I would suggest these 3:
-Update Video Drivers
-Turn off Bloom in the Option Menu
-Turn off Motion Blur in the Option Menu


If you've already tried this, then we'll know if something more in-depth is going on.

Author:  KatiaManagan01 [ Fri Jan 27, 2017 6:16 am ]
Post subject:  Re: Screen becomes bright colour/white when tabbed out/Main

I have turned off Bloom and Motion blur as well.

And, I have found out that I do not need any more updates as of right now. But I also apparently can't run it (According to Can You Run It), yet I can use it normally either as 32 or 64.

It's weird...

Author:  KatiaManagan01 [ Fri Jan 27, 2017 8:42 am ]
Post subject:  Re: Screen becomes bright colour/white when tabbed out/Main

I recently uninstalled the game, and then reinstalled it, just to see if I had in fact not installed certain files and such. Everything was fine when I had set all of the settings to how I liked them.

Until I changed it to full screen. And then back to windowed.

My issue returned, and I closed the game.


So if that helps at all towards what might be the issue, then I hope that helps.

Author:  Black Eagle [ Sat Jan 28, 2017 2:13 am ]
Post subject:  Re: Screen becomes bright colour/white when tabbed out/Main

Bizarre... :think:

Does the game freeze? Does it just display bright blue and white blocks. Or does it actually just display nothing but white?

Could the post the contents of your Launch.log file here for inspection?
You can find the file under the game's install directory "..\Viscera\UDKGame\Logs\"

Also, if you can, post your systems specs so I know what kind of hardware and OS you have.

Author:  KatiaManagan01 [ Sat Jan 28, 2017 4:43 am ]
Post subject:  Re: Screen becomes bright colour/white when tabbed out/Main

Yeah, it's being rather bothersome, working very rarely.

It's mainly just making the background and everything but the menus very bright.


And I'll put those said logs and my specs here:

Launch

Log: Log file open, 01/28/17 20:58:49
Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
DevConfig: GConfig::Find has loaded file: ..\..\Engine\Config\ConsoleVariables.ini
Init: Version: 10907
Init: Epic Internal: 0
Init: Compiled (32-bit): Jul 1 2013 15:00:14
Init: Changelist: 1715227
Init: Command line:
Init: Base directory: C:\Program Files (x86)\Steam\steamapps\common\Viscera\Binaries\win32\
[0000.12] Init: Computer: ROWAN-PC
[0000.12] Init: User: Rowan
[0000.12] Init: CPU Page size=4096, Processors=2
[0000.12] Init: High frequency timer resolution =2.824960 MHz
[0000.12] Init: Memory total: Physical=4.0GB (4GB approx) Pagefile=8.0GB Virtual=4.0GB
[0000.26] Log: Steam Client API initialized 1
[0000.64] Log: Steam Game Server API initialized 1
[0000.71] Init: WinSock: I am Rowan-PC (10.0.0.5:0)
[0000.71] Init: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
[0000.71] Init: Object subsystem initialized
[0000.82] Log: Shader platform (RHI): PC-D3D-SM3
[0000.94] Log: PhysX GPU Support: DISABLED
[0000.96] Init: Initializing FaceFX...
[0000.96] Init: FaceFX 1.7.4 initialized.
[0000.98] Init: XAudio2 using 'Speakers (High Definition Audio Device)' : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3)
[0002.86] Init: Finished loading startup packages in 1.65 seconds
[0002.86] Log: 57838 objects as part of root set at end of initial load.
[0002.86] Log: 0 out of 0 bytes used by permanent object pool.
[0002.86] Log: Initializing Engine...
[0004.15] Init: UEngine initialized
[0004.16] Init: XAudio2Device initialized.
[0004.20] Init: Client initialized
[0005.38] Log: Initializing Steamworks
[0005.39] Log: Logged in as 'Bengie The Engie'
[0005.55] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0005.55] Warning: Warning, Failed to find object 'Class None.'
[0005.55] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0005.55] Warning: Warning, Failed to find object 'Class None.'
[0005.55] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0005.55] Warning: Warning, Failed to find object 'Class None.'
[0005.55] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0005.55] Warning: Warning, Failed to find object 'Class None.'
[0005.67] Log: LoadMap: VC_FrontEnd_New?Name=Bob?Team=255
[0015.50] Log: Game class is 'VCEntryGame'
[0015.57] Log: Primary PhysX scene will be in software.
[0015.57] Log: Creating Primary PhysX Scene.
[0015.61] Log: Bringing World vc_frontend_new.TheWorld up for play (0) at 2017.01.28-20.59.05
[0015.65] Log: WARNING: Cooking Convex For Actor: vc_frontend_new.TheWorld:PersistentLevel.VCDebris_Flare_0 Component: VCGibStaticMeshComponent_40 StaticMesh: GP_DigSite.Explosives.S_GP_Flare_01 (Scale: 0.750000 0.750000 0.750000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects.
[0015.66] Log: Bringing up level for play took: 0.132934
[0015.71] Error: StartLocalVoiceProcessing(): Device is currently owned by another user
[0015.71] Log: ########### Finished loading level: 10.046373 seconds
[0015.71] Init: Game engine initialized
[0015.71] Log: Initializing Engine Completed
[0017.13] Log: >>>>>>>>>>>>>> Initial startup: 17.13s <<<<<<<<<<<<<<<
[0017.54] Log: Current scalability system settings:
[0017.54] Log: StaticDecals = TRUE (Whether to allow static decals.)
[0017.54] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.)
[0017.54] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.)
[0017.54] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.)
[0017.54] Log: DynamicShadows = FALSE (Whether to allow dynamic shadows.)
[0017.54] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.)
[0017.54] Log: MotionBlur = FALSE (Whether to allow motion blur.)
[0017.54] Log: DepthOfField = TRUE (Whether to allow depth of field.)
[0017.54] Log: AmbientOcclusion = FALSE (Whether to allow ambient occlusion.)
[0017.54] Log: Bloom = FALSE (Whether to allow bloom.)
[0017.54] Log: bAllowLightShafts = FALSE (Whether to allow light shafts.)
[0017.54] Log: Distortion = TRUE (Whether to allow distortion.)
[0017.54] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.)
[0017.54] Log: LensFlares = FALSE (Whether to allow rendering of LensFlares.)
[0017.54] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.)
[0017.54] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.)
[0017.54] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.)
[0017.54] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.)
[0017.54] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.)
[0017.54] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.)
[0017.54] Log: DetailMode = 2 (Current detail mode; determines whether components of actors should be updated/ ticked.)
[0017.54] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.)
[0017.54] Log: MaxAnisotropy = 1 (Maximum level of anisotropy used.)
[0017.54] Log: bAllowD3D9MSAA = FALSE (UKNOWN)
[0017.54] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.)
[0017.54] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.)
[0017.54] Log: MaxShadowResolution = 128 (max square dimensions (in texels) allowed for rendering shadow subject depths.)
[0017.54] Log: MaxWholeSceneDominantShadowResolution = 256 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.)
[0017.54] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.)
[0017.54] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.)
[0017.54] Log: bAllowWholeSceneDominantShadows = FALSE (Whether to allow whole scene dominant shadows.)
[0017.54] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.)
[0017.54] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.)
[0017.54] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.)
[0017.54] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.)
[0017.54] Log: DumpAvailableResolutions
[0017.66] Log: 640x480
[0017.66] Log: 640x480
[0017.66] Log: 720x480
[0017.66] Log: 720x480
[0017.66] Log: 720x576
[0017.66] Log: 720x576
[0017.66] Log: 800x600
[0017.66] Log: 800x600
[0017.66] Log: 1024x768
[0017.66] Log: 1024x768
[0017.66] Log: 1152x864
[0017.66] Log: 1280x720
[0017.66] Log: 1280x720
[0017.66] Log: 1280x768
[0017.66] Log: 1280x768
[0017.66] Log: 1280x800
[0017.66] Log: 1280x800
[0017.66] Log: 1280x960
[0017.66] Log: 1280x960
[0017.66] Log: 1280x1024
[0017.66] Log: 1280x1024
[0017.66] ScriptLog: Reloading Trophy Data...
[0337.96] Log: Closing by request
[0337.96] Log: appRequestExit(0)
[0338.11] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate()
OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0
Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE
[0338.11] Exit: Preparing to exit.
[0338.40] Exit: Game engine shut down
[0338.59] Exit: Windows client shut down
[0338.59] Exit: XAudio2 Device shut down.
[0339.04] Exit: Object subsystem successfully closed.
[0339.15] Log: Shutting down FaceFX...
[0339.19] Log: FaceFX shutdown.
[0339.24] Exit: Exiting.
[0339.24] Log: Log file closed, 01/28/17 21:04:29



My specs are:

Processor: Intel(R) CPU G850 @ 2.90 GHz
2,90 GHz

Installed memory (RAM): 4.00 GB

System type: 64-bit Operating System




Hope this helps. And sorry for the lengthy-ness...

Author:  KatiaManagan01 [ Sat Jan 28, 2017 5:02 am ]
Post subject:  Re: Screen becomes bright colour/white when tabbed out/Main

Solved it, I was an idiot and left the shadow quality at low!

Thank you anyway!

Author:  Black Eagle [ Sun Jan 29, 2017 4:24 am ]
Post subject:  Re: Screen becomes bright colour/white when tabbed out/Main

Ah, good to hear.

Strange the shadow quality would have such an impact.

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