The AMD Driver Bug Thread

The rest of us would love to know how you've pulled that off. Quake 3 and Return to Castle Wolfenstein crash instantly on every AMD system I have, and many others in various threads have confirmed the issue.

All I can figure (and this is a blind guess) is there's a bug in AMD's driver installer that causes it to fail overwriting atioglxx.dll when updating. The old DLL stays in place, no issues with OpenGL games.


Edit: Here's a log dump from Return to Castle Wolfenstein. The log file simply cuts off in the middle of loading OpenGL extensions (there are too many for the engine to handle). An extension limit would fix things right up.

I just found something while researching this.

Do you have a file in your C:\Windows called atiogl.xml? Here is what I have and its contents.
Code:
<!-- Return To Castle Wolfenstein -->
  <rtcw>
    <OpenGLCaps>0x00008000</OpenGLCaps>
    <OpenGLCapsEx>0x00000000</OpenGLCapsEx>
  </rtcw>

<!-- Quake 3 -->
  <quake3>
    <OpenGLCaps>0x00008000</OpenGLCaps>
    <OpenGLCapsEx>0x00000020</OpenGLCapsEx>
    <OpenGLCapsEx2>0x00020000</OpenGLCapsEx2>
  </quake3>
edit: Removed the q3 specific lines. IT still launched.

Here is a screenshot of my gfx info.

Capture.png
 
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Hmm, can you launch Quake III with "seta logfile 1" set in your autoexec.cfg, then post the contents of the log file generated in "...\Quake3\Main\"?

I'd be interested to see exactly what it's loading on your system.

Edit: After messing with atiogl.xml, it doesn't appear to be used by the drivers at all. Setting a smaller extension limit for RTCW did not reduce the number loaded in the logfile, and the engine still crashed.
 
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Code:
logfile opened on Sun Dec 19 00:39:47 2010

...detecting CPU, found Intel Pentium III

------- Input Initialization -------
No window for DirectInput mouse init, delaying
Joystick is not active.
------------------------------------
----- Client Initialization -----
----- Initializing Renderer ----
-------------------------------
----- Client Initialization Complete -----
----- R_Init -----
Initializing OpenGL subsystem
...initializing QGL
...calling LoadLibrary( 'C:\Windows\system32\opengl32.dll' ): succeeded
...setting mode 9: 1600 1200 FS
...using desktop display depth of 32
...calling CDS: ok
...registered window class
...created window@0,0 (1600x1200)
Initializing OpenGL driver
...getting DC: succeeded
...GLW_ChoosePFD( 32, 24, 0 )
...65 PFDs found
...hardware acceleration found
...PIXELFORMAT 2 selected
...creating GL context: succeeded
...making context current: succeeded
Initializing OpenGL extensions
...ignoring GL_S3_s3tc
...using GL_EXT_texture_env_add
...using WGL_EXT_swap_control
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...WGL_3DFX_gamma_control not found

GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: AMD Radeon HD 6900 Series 
GL_VERSION: 4.0.10315 Compatibility Profile Context
GL_EXTENSIONS: GL_ARB_multitexture GL_EXT_texture_env_add  GL_EXT_compiled_vertex_array GL_S3_s3tc 
GL_MAX_TEXTURE_SIZE: 16384
GL_MAX_ACTIVE_TEXTURES_ARB: 8

PIXELFORMAT: color(32-bits) Z(24-bit) stencil(8-bits)
MODE: 9, 1600 x 1200 fullscreen hz:60
GAMMA: hardware w/ 0 overbright bits
CPU: Intel Pentium III
rendering primitives: single glDrawElements
texturemode: GL_LINEAR_MIPMAP_NEAREST
picmip: 1
texture bits: 32
multitexture: enabled
compiled vertex arrays: enabled
texenv add: enabled
compressed textures: disabled
HACK: using vertex lightmap approximation
SetDeviceGammaRamp failed.
Initializing Shaders
...loading 'scripts/gfx3.shader'
...loading 'scripts/ospdm5.shader'
...loading 'scripts/ospdm12door.shader'
...loading 'scripts/ospdm12.shader'
...loading 'scripts/grenadecpma.shader'
...loading 'scripts/plasmanew.shader'
...loading 'scripts/lightningnew.shader'
...loading 'scripts/crosshairs.shader'
...loading 'scripts/nmpgfx.shader'
...loading 'scripts/decal.shader'
...loading 'scripts/greenarmor.shader'
...loading 'scripts/players.shader'
...loading 'scripts/bal3scrap.shader'
...loading 'scripts/charon_dm9.shader'
...loading 'scripts/dboxctf2a.shader'
...loading 'scripts/jalt2osp.shader'
...loading 'scripts/mrcq3t4.shader'
...loading 'scripts/mrcq3t6.shader'
...loading 'scripts/newedge.shader'
...loading 'scripts/newedge_pub.shader'
...loading 'scripts/nnk05.shader'
...loading 'scripts/nunukciel04.shader'
...loading 'scripts/ospdm11.shader'
...loading 'scripts/ospdm8.shader'
...loading 'scripts/polo3dm4.shader'
...loading 'scripts/purple.shader'
...loading 'scripts/ra3textureset1.shader'
...loading 'scripts/sgtghost.shader'
...loading 'scripts/sg_osp.shader'
...loading 'scripts/wnoise.shader'
...loading 'scripts/bloodstone.shader'
...loading 'scripts/bubctf1.shader'
...loading 'scripts/elglight2.shader'
...loading 'scripts/geit3ctf2.shader'
...loading 'scripts/graveyard.shader'
...loading 'scripts/griffin.shader'
...loading 'scripts/impaled_skel.shader'
...loading 'scripts/nkd_taspawn.shader'
...loading 'scripts/oak.shader'
...loading 'scripts/scanctf2.shader'
...loading 'scripts/scanctf2_e8.shader'
...loading 'scripts/scanctf3.shader'
...loading 'scripts/scanctf4.shader'
...loading 'scripts/scandm1ctf.shader'
...loading 'scripts/scanterra.shader'
...loading 'scripts/sock_techlig1.shader'
...loading 'scripts/stb.shader'
...loading 'scripts/casey2.shader'
...loading 'scripts/bastir.shader'
...loading 'scripts/casey.shader'
...loading 'scripts/ctf_q3w.shader'
...loading 'scripts/ctf_unified.shader'
...loading 'scripts/q3w5.shader'
...loading 'scripts/q3w7.shader'
...loading 'scripts/classic2_0.shader'
...loading 'scripts/japanc_q3w.shader'
...loading 'scripts/mrcteleb.shader'
...loading 'scripts/mrcteler.shader'
...loading 'scripts/multiplant.shader'
...loading 'scripts/q3wcp10.shader'
...loading 'scripts/q3wcp11.shader'
...loading 'scripts/q3wcp12.shader'
...loading 'scripts/q3wcp13.shader'
...loading 'scripts/q3wcp14.shader'
...loading 'scripts/q3wcp15.shader'
...loading 'scripts/q3wcp16.shader'
...loading 'scripts/q3wcp2.shader'
...loading 'scripts/q3wcp3.shader'
...loading 'scripts/q3wcp9.shader'
...loading 'scripts/q3wxs2.shader'
...loading 'scripts/q3wcp1.shader'
...loading 'scripts/q3wcp4.shader'
...loading 'scripts/q3wcp6.shader'
...loading 'scripts/q3wcp5.shader'
...loading 'scripts/q3wxs1.shader'
...loading 'scripts/explode1.shader'
...loading 'scripts/gfx.shader'
...loading 'scripts/tim.shader'
...loading 'scripts/base.shader'
...loading 'scripts/base_button.shader'
...loading 'scripts/base_floor.shader'
...loading 'scripts/base_light.shader'
...loading 'scripts/base_object.shader'
...loading 'scripts/base_support.shader'
...loading 'scripts/base_trim.shader'
...loading 'scripts/base_wall.shader'
...loading 'scripts/common.shader'
...loading 'scripts/ctf.shader'
...loading 'scripts/eerie.shader'
...loading 'scripts/gothic_block.shader'
...loading 'scripts/gothic_floor.shader'
...loading 'scripts/gothic_light.shader'
...loading 'scripts/gothic_trim.shader'
...loading 'scripts/gothic_wall.shader'
...loading 'scripts/hell.shader'
...loading 'scripts/liquid.shader'
...loading 'scripts/menu.shader'
...loading 'scripts/models.shader'
...loading 'scripts/organics.shader'
...loading 'scripts/sfx.shader'
...loading 'scripts/shrine.shader'
...loading 'scripts/skin.shader'
...loading 'scripts/sky.shader'
...loading 'scripts/test.shader'
----- finished R_Init -----

------- sound initialization -------
Initializing DirectSound
------------------------------------
----- Sound Info -----
sound system is muted
    1 stereo
32768 samples
   16 samplebits
    1 submission_chunk
22050 speed
0xa490050 dma buffer
No background file.
----------------------
Sound memory manager started
Loading vm file vm/ui.qvm.
VM file ui compiled to 585280 bytes of code
ui loaded in 1948224 bytes on the hunk
93 arenas parsed
33 bots parsed
--- Common Initialization Complete ---
Winsock Initialized
Opening IP socket: localhost:27960

^5PunkBuster Client: Attempting to resolve master5.evenbalance.com
^5PunkBuster Client: Resolved to [66.36.231.175]
^5PunkBuster Client: PunkBuster Client (v2.041 | A0) Enabled
Proceeding with delayed mouse init
Initializing DirectInput...
DirectInput initialized.
SetDeviceGammaRamp failed.
^5PunkBuster Client: PB Services socket initialized
^5PunkBuster Client: Game Version [Q3 1.32 win-x86 Oct  7 2002]
^5PunkBuster Client: Not Connected to a Server
]\quit
----- CL_Shutdown -----
RE_Shutdown( 1 )
Shutting down OpenGL subsystem
...wglMakeCurrent( NULL, NULL ): success
...deleting GL context: success
...releasing DC: success
...destroying window
...resetting display
...shutting down QGL
...unloading OpenGL DLL
-----------------------
 
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Hi all, my first post.

I've had trouble with the game Return to Castle Wolfenstein, since it seems to crash right when I try to run the executable. The source code for it is available, and I have looked at it, and I think there are some problems with some buffer sizes. Especially with AMD cards, when returning extension data, buffers are not big enough for the data. I did a _very_ quick modification to the source code, and the game seems to work (single player). Well, at least it starts. Would someone like to test my work?

I had to compile the files. I placed them in a temporary location, address is http://users.jyu.fi/~tojusaar/rtcw/rtcw-test.7z - you must extract them to your RTCW directory and overwrite 3 .dll files and 1 .exe. I recommend backing up those files first. That link won't be alive for long.

Would someone like to test this, and to see if it works or not?

- T
 
Here are dook43's results (runs):
Code:
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: AMD Radeon HD 6900 Series 
GL_VERSION: 4.0.10315 Compatibility Profile Context
GL_EXTENSIONS: GL_ARB_multitexture GL_EXT_texture_env_add

Here's mine, with Catalyst 10.12 (crashes):
Code:
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: ATI Radeon HD 5800 Series 
GL_VERSION: 4.1.10362 Compatibility Profile Context
GL_EXTENSIONS: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_tessellator GL_ARB_ES2_compatibility GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_explicit_attrib_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_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 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_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo 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

Here's mine, with Catalyst 10.12, using atioglxx.dll from Catalyst 10.4 (runs):
Code:
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: ATI Radeon HD 5800 Series 
GL_VERSION: 3.2.9756 Compatibility Profile Context
GL_EXTENSIONS: GL_AMDX_name_gen_delete GL_AMDX_random_access_target GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_draw_buffers_blend GL_AMD_performance_monitor GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_vertex_shader_tessellator GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced 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_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression 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_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_snorm GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo 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_bindable_uniform 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_buffer 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_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram 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_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_atomic_counters GL_EXT_shader_subroutine GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_buffer_object_rgb32 GL_EXT_texture_compression_bptc 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 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_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_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_primitive_restart GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control

Note the difference in OpenGL versions between those three test runs... dook43 has an old version of atioglxx.dll, and it's not loading anywhere NEAR as many OpenGL extensions.

What driver version are you using, dook43?

If possible, can you post your atioglxx.dll? It's located in "C:\Windows\SysWOW64\"
 
Hi, excuse me, but are you talking about the RTCW here? If you have a problem of the game crashing right away, before loading, I don't think the problem is in AMD drivers at all. I tested it with my ADM 6870, and it crashes, except when I modified the RTCW source codes. Above message, if you exract the files to your RTCW directory, perhaps they will work? They did work for me and for my friend.
 
Bios update will fix this, for your mainboard.

I know this issue does not affect all main boards. I had 2 computers with 5870's with triple monitors and only the C2D ever showed the issue. But I dropped a 6970 in it a few days ago and it no longer has the corruption issue. That leads me to believe that the cards and/or drivers likely share some of the blame here.

That was one annoying bug. Glad it no longer effects me.
 
Note the difference in OpenGL versions between those three test runs... dook43 has an old version of atioglxx.dll, and it's not loading anywhere NEAR as many OpenGL extensions.

What driver version are you using, dook43?

If possible, can you post your atioglxx.dll? It's located in "C:\Windows\SysWOW64\"


Okay, but even his is newer than the 10.4s and your claim is that everything past the 10.4s fail. So obviously that isn't true. You also claim it is loading too many extensions yet your 10.4s seem to do so and his do not. So there is something else going on. I think you have been looking at the wrong thing and this is why you have not found a solution and why for some it works without modification. So what else could be corrected by your fix? or is your fix simply working around an all together different problem and you think it is solving your issue when infact it is bypassing it.

For all these issues including some of the crashes I would like you all to do this. Go to http://www.phyxion.net/Driver-Sweeper/280/View-category
Get the newest version of driver sweeper which is 2.8. Uninstall your current driver, reboot in safe made, run this program, restart and install your catalyst of choice (newer than 10.4 please). Make sure you do both ati and nvidia. I found tons of left over nvidia crap which I am unsure why I had.

What I have found is that peoples issues are caused by residual crap left over that uninstalls and normal sweepers are not getting at. I got rid of almost all my issues by doing this. The other thing that fixed my issues was uninstalling and reinstalling c++ redistributables which got corrupted when I downloaded visual c++ 2008.
 
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Okay, but even his is newer than the 10.4s and your claim is that everything past the 10.4s fail. So obviously that isn't true. You also claim it is loading too many extensions yet your 10.4s seem to do so and his do not.
All drivers newer than 10.4 don't work UNLESS there's an OpenGL extension limit in place. Even dook43's would fail, since it's newer and supports a larger number of exstensions, but he somehow has a working exstension limit.

The 10.4's still load more exstensions than they're supposed to, but they do not exceed the limits of the Quake III engine, so the old games still run.

Everything since 10.4 loads more, so many more than the engine crashes immediately. What we're trying to figure out now is how dook43 managed to get his drivers to properly apply an OpenGL Exstension limit (which no drivers I've tested do). That's why I asked what Catalyst version he's using, and for a copy of his atioglxx.dll.

If I plug his atioglxx.dll into my game directory, and the game starts, then it's a problem within atioglxx.dll
If the game still crashes, then it's a problem with a dependancy of (or on) atioglxx.dll, and we need to broaden our search.

So there is something else going on.
We won't know that until dook43 responds. Process of elemination.
 
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I am gonna throw quake 3 on and see if I get the same extensions you do in the 10.4s
 
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Its 10.12 hotfix, only version which supports 6950

Ill be able to reply back this afternoon with the file version
Posted via [H] Mobile Device
 
From quake 3 10.4s:

ATI Technologies Inc.
GL_RENDERER: ATI Radeon HD 5800 Series
GL_VERSION: 3.2.9756 Compatibility Profile Context
GL_EXTENSIONS: GL_AMDX_name_gen_delete GL_AMDX_random_access_target GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_draw_buffers_blend GL_AMD_performance_monitor GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_vertex_shader_tessellator GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced 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_geometry_shader4 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_seamless_
GL_MAX_TEXTURE_SIZE: 16384
GL_MAX_ACTIVE_TEXTURES_ARB: 8
 
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Not sure if this has been posted yet but in Catalyst 10.12 (haven't tested 10.12a yet), the entire computer system will crash and reboot automatically after approximately 8 to 12 hours the computer has been up. And, it's happened three times according to Event Viewer, always pointing to amdkmdag in the logs.

  • Installing 10.12 over 10.10 drivers still produces the problem.
  • Uninstalling 10.12 drivers and running Driver Sweeper, then re-installing 10.12 still produces the problem.
You have to uninstall 10.12, restart, and reinstall Catalyst 10.10 or 10.11 to fix it.

Computer spec is in signature.
 
Not sure if this has been posted yet but in Catalyst 10.12 (haven't tested 10.12a yet), the entire computer system will crash and reboot automatically after approximately 8 to 12 hours the computer has been up. And, it's happened three times according to Event Viewer, always pointing to amdkmdag in the logs.

  • Installing 10.12 over 10.10 drivers still produces the problem.
  • Uninstalling 10.12 drivers and running Driver Sweeper, then re-installing 10.12 still produces the problem.
You have to uninstall 10.12, restart, and reinstall Catalyst 10.10 or 10.11 to fix it.

Computer spec is in signature.

This is not happening to me, but I have an Intel system and 10.12a.
 
This is not happening to me, but I have an Intel system and 10.12a.

It's never happened in 10.10, 10.10a to 10.10e and 10.11. I'd turn on the computer, come back after 8 to 12 hours and I find it's at the Windows 7 log in screen. After logging in, it's preparing a memory dump to send to Microsoft because the computer didn't shutdown properly.
 
Well now, this is interesting...the atioglxx.dll from the "newer" driver is actually an older version.

atioglxx.dll from Catalyst 10.12. has a file version of 6.14.10.10362 and supports OpenGL 4.1
atioglxx.dll from Catalyst 10.12a has a file version of 6.14.10.10315 and supports OpenGL 4.0

I tried the atioglxx.dll from Catalyst 10.12a you provided with my currently Catalyst 10.12 drivers, but Quake III and RTCW both crash without even returning a partial log with it (so I can't tell exactly what it did).
I'll have to update to the full Catalyst 10.12a driver and see what happens...
 
10.12a is older than 10.12 WHQL. Yet, they are seperate, and 10.12a has more functionality (eyefinity 5x1, MLAA HD5000, etc)
 
Ok, I just updated to Catalyst 10.12a... we have a problem

My Catalyst 10.12a atioglxx.dll version is 6.14.10.10362
dook43's Catalyst 10.12a atioglxx.dll version is 6.14.10.10315

As I suspected, AMD's installation routine is a bit screwed up as well...
 
Funny that a hotfix for 10.12 is older than 10.12 itself. Getting a bit tired of all the driver fun with ATI. When is my remote desktop going to stop crashing ATI drivers??? Where are the flickering fixes when pulling up movies (mentioned as somewhat fixed in the 10.12 notes)?
 
*sigh* looks like I'll try Driver Sweeper, then.

I had hoped ATi could at least get their installer right. Guess not...
 
Ok, I just updated to Catalyst 10.12a... we have a problem

My Catalyst 10.12a atioglxx.dll version is 6.14.10.10362
dook43's Catalyst 10.12a atioglxx.dll version is 6.14.10.10315

As I suspected, AMD's installation routine is a bit screwed up as well...

Complete uninstalls tend to be a good idea, if not required, for the hot fix/beta drivers. Otherwise any of the newer file revision tends to stay despite what is in the hot fix/beta package. This is generally not an issue with WHQL drivers these days, since all files are either the same or newer, but it sometimes is with Nv's betas and AMD's hot fix drivers.
(Why do they both have a different name for the same damn thing, it's a beta for Christ's sake, how annoying)
 
Ran driver sweeper, reinstalled 10.12a, my atioglxx.dll version now matches dook43's

Quake III and RTCW still crash immediately. Log file shows too many OpenGL exstensions being loaded...

Make sure you use 2.8 or you will leave stuff behind and cause problems.
...crap, now you tell me! I guess I'll update to 2.8 and try all over again. If this doesn't work...I don't know, I guess we start picking apart dook43's system to see what's different?

Edit: Ran driver sweeper 2.8, reinstalled 10.12a, no difference:
Code:
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: ATI Radeon HD 5800 Series 
GL_VERSION: 4.0.10315 Compatibility Profile Context
GL_EXTENSIONS: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_draw_buffers_blend GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_tessellator GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_explicit_attrib_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_geometry_shader4 GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_stencil_export GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression 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_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo 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_bindable_uniform 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_buffer GL_EXT_copy_texture GL

So far, dook43 is the only one here who's drivers are setting an OpenGL exstension limit. So...what's different about his system? Are AMD's drivers handling OpenGL differently for 6900 series cards, leaving 5800 series cards out in the cold?
 
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Have they fixed the Starcraft 2 pylon bug and the cursor bug with the newest drivers?
 
I still think your looking at the wrong thing with the opengl limit. I was able to run tribes 2 with the 10.5s through the 10.10s using driver sweeper for each one. I am using the 10.4s right now because they like gothic 3 better (as if anything likes gothic 3).
 
Not sure if this has been posted yet but in Catalyst 10.12 (haven't tested 10.12a yet), the entire computer system will crash and reboot automatically after approximately 8 to 12 hours the computer has been up. And, it's happened three times according to Event Viewer, always pointing to amdkmdag in the logs.

  • Installing 10.12 over 10.10 drivers still produces the problem.
  • Uninstalling 10.12 drivers and running Driver Sweeper, then re-installing 10.12 still produces the problem.
You have to uninstall 10.12, restart, and reinstall Catalyst 10.10 or 10.11 to fix it.

Computer spec is in signature.
I'm having this same exact issue. System was 100% stable with 10.10, but now I crash occasionally with 10.12. Interestingly, I've had the 10.10 series installed for several months and never got the cursor corruption until last week, which prompted me to install 10.12. 10.12 says in the release notes that it fixes that issue, but I've actually gotten the corruption once with these drivers as well.

Either way I'm absolutely fed up with this, reverting to 10.10e now.
 
I still think your looking at the wrong thing with the opengl limit.
Erm, the problem is pretty darn obvious.

1. dook43's card, using Catalyst 10.12a, is loading TWO OpenGL extensions for Quake III. His game runs.
2. Most cards, using Catalyst 10.12a, are loading ALL OpenGL extensions for Quake III. The game crashes in the middle of loading those extensions.

The only reason Catalyst 10.4 works, even without an extension limit, is that OpenGL 3.2 doesn't have enough extensions to break the Quake III engine yet. If you'll be so kind as to post a log from Quake III or Return to Castle Wolfenstein while using Catalyst 10.12a, it'll give us a clearer picture of what your particular system is doing.
 
I wonder did Dook43 just install his catalyst drivers on top of the old ones? I know this forum is a big fan of drivesweeper etc between installs, but, personally I think it causes more problems than it fixes.

Second, 12a is older than Catalyst 12 that is available for download and it is aimed at the 69xx cards.

What I would do to try and solve this problem is uninstall catalyst 12a, go back and intstall 10.3 or whichever one that worked for open gl games, then install catalyst 12 (not 12a) and see if that works.
 
What I would do to try and solve this problem is uninstall catalyst 12a, go back and intstall 10.3 or whichever one that worked for open gl games, then install catalyst 12 (not 12a) and see if that works.
Read a bit closer, and you'll understand why that doesn't make any sense...

10.4 (and previous) have the same problem as 10.5 (and later). None of them set an OpenGL extension limit. The only reason the older drivers don't crash games is because 10.4 (and previous) don't yet support enough extensions to break the old game engines.

In other words, the bug has always been there, but OpenGL has only recently been updated to the point where the bug is actually breaking things.
 
I wonder did Dook43 just install his catalyst drivers on top of the old ones? I know this forum is a big fan of drivesweeper etc between installs, but, personally I think it causes more problems than it fixes.

No, I sweep each and every time, because I ran into issues with files not getting updated properly earlier in the year.
 
Anyone else having problems with objects behaving weirdly in the distance on the newest drivers with WoW? Having the issue with my 5850 and new 6970.
 
With my 6950s, I received 2 MDP-DP adapters. One of them was faulty and caused link failures.

It's not always the drivers, cards, or a PEBKAC issue.

While I certainly agree, I've used 2 DVI adapters, and 2 vga adapters, and all of them exhibit problems. While possible, the chances of getting 4 bad adapters are pretty slim.
 
Okay, just for you guys I loaded the 10.10e driver. I did a full sweep first. I can run quake 3 and tribes 2 without issue. Here is the opengl info from the quake 3 log file:



GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: ATI Radeon HD 5800 Series
GL_VERSION: 4.1.10244 Compatibility Profile Context
GL_EXTENSIONS: GL_ARB_multitexture GL_EXT_texture_env_add GL_EXT_compiled_vertex_array GL_S3_s3tc
GL_MAX_TEXTURE_SIZE: 16384
GL_MAX_ACTIVE_TEXTURES_ARB: 8

So you may be right about the extensions causing the crash, but something else is going on in your system to not limit it correctly because I have never had the issue you are having on any of the 10.5+ drivers.
 
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