The newest beta of “The Talos Principle” using the Vulkan renderer takes a very long time to load, and crashes apparently inside libnvidia-glcore.so 4-5 seconds after loading a level.
This here is printed a few hundred times:
Unable to parse built-ins
ERROR: 0:1: '' : array size must be a positive integer
ERROR: 0:1: '' : array size must be a positive integer
ERROR: 0:1: '' : array size must be a positive integer
ERROR: 0:1: '' : array size must be a positive integer
INTERNAL ERROR: Unable to parse built-ins
const int gl_MaxVertexAttribs = 16;const int gl_MaxVertexTextureImageUnits = 8;const int gl_MaxCombinedTextureImageUnits = 80;const int gl_MaxTextureImageUnits = 16;const int gl_MaxDrawBuffers = 32;const int gl_MaxLights = 0;const int gl_MaxClipPlanes = 0;const int gl_MaxTextureUnits = 16;const int gl_MaxTextureCoords = 32;const int gl_MaxVertexUniformComponents = 4096;const int gl_MaxVaryingFloats = 64;const int gl_MaxFragmentUniformComponents = 4096;uniform mat4 gl_TextureMatrix[gl_MaxTextureCoords];uniform mat4 gl_TextureMatrixInverse[gl_MaxTextureCoords];uniform mat4 gl_TextureMatrixTranspose[gl_MaxTextureCoords];uniform mat4 gl_TextureMatrixInverseTranspose[gl_MaxTextureCoords];uniforInstalling breakpad exception handler for appid(steam)/version(1469850758)
m vec4 gl_ClipPlane[gl_MaxClipPlanes];uniform gl_LightSourceParameters gl_LightSource[gl_MaxLights];uniform gl_LightProducts gl_FrontLightProduct[gl_MaxLights];uniform gl_LightProducts gl_BackLightProduct[gl_MaxLights];uniform vec4 gl_TextureEnvColor[gl_MaxTextureImageUnits];uniform vec4 gl_EyePlaneS[gl_MaxTextureCoords];uniform vec4 gl_EyePlaneT[gl_MaxTextureCoords];uniform vec4 gl_EyePlaneR[gl_MaxTextureCoords];uniform vec4 gl_EyePlaneQ[gl_MaxTextureCoords];uniform vec4 gl_ObjectPlaneS[gl_MaxTextureCoords];uniform vec4 gl_ObjectPlaneT[gl_MaxTextureCoords];uniform vec4 gl_ObjectPlaneR[gl_MaxTextureCoords];uniform vec4 gl_ObjectPlaneQ[gl_MaxTextureCoords];const int gl_MaxClipDistances = 8;const int gl_MaxVaryingComponents = 60;const mediump int gl_MinProgramTexelOffset = -8;const mediump int gl_MaxProgramTexelOffset = 7;const int gl_MaxCombinedImageUnitsAndFragmentOutputs = 8;const int gl_MaxImageSamples = 0;const int gl_MaxTessControlImageUniforms = 0;const int gl_MaxTessEvaluationImageUniforms = 0;const int gl_MaxGeometryImageUniforms = 0;const int gl_MaxImageUnits = 8;const int gl_MaxCombinedShaderOutputResources = 8;const int gl_MaxVertexImageUniforms = 0;const int gl_MaxFragmentImageUniforms = 8;const int gl_MaxCombinedImageUniforms = 0;
Deleted the shader cache (~/.nv/), restarted. Initialization is super fast now, but it still crashes somewhere inside libnvidia-glcore.so.367.35 after a few seconds.
I’m seeing this as well. I can make it through the entire benchmark and then it crashes at the end. The game crashes randomly with the Vulkan renderer since the update (though the Talos Principle did have an update as well, so it’s possible the devs broke it). Prior to these updates, the game was extremely stable.
Seeing this even more so now with 370.23, except this time I’m seeing a hard crash that pretty much brings X to its knees. I can recover from it after a while, but I get no meaningful errors and a catastrophic crash.
It’s even worse with 370.23, Talos loads, runs for a few seconds, then crashes and apparently takes X down with it. The crash backtrace doesn’t point anywhere interesting either.