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Screen goes black after a while


greg
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Dear all,

I am new to Unbuntu and 0ad. I'm struggling using this game and I apologize if this seems out of topic for advanced users.

I've launched several games of 0ad, which I'm really fond of, but after a while my screen goes black (I get a "no signal" notice). The computer in itself doesn't crash (I can still hear spotify runing fine, for instance) and I can't make magic keys (such as windows ctrl+alt+supr) to work. Therefore, I have to turn off my computer brutally, losing data and such.

I've been looking for log files but I can't really find anything that points to me what's going on.

Here are the last lines of /home/greg/snap/0ad/592/.config/0ad/logs/mainlog.html



 

<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/animal_pig_idle_03.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/animal_pig_run_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/animal_pig_walk_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/animal_pig_attack_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/quadraped/animal_pig_feeding_01.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/citizen/healing_m.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/citizen/idle_relax_h_m.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/citizen/jog_h.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/citizen/walk_relax_h_m.dae): Loaded successfully</p>
<p>CSkeletonAnimManager::GetAnimation(art/animation/biped/citizen/pray.dae): Loaded successfully</p>

 

And here is system_info.txt :

(generated 2024-01-21 20:42:30 UTC)

OS             : Linux 5.15.0-91-generic (#101-Ubuntu SMP Tue Nov 14 13:30:08 UTC 2023)
CPU            : x86_64,         Intel Core i7-2600 @ 3.40GHz, 3.39 GHz
Memory         : 7919 MiB; 3315 MiB free
Video Card     : X.Org AMD TURKS (DRM 2.50.0 / 5.15.0-91-generic, LLVM 10.0.0)
Video Driver   : 3.1 Mesa 20.0.8 OpenGL 3.1 Mesa 20.0.8
Video Mode     : 1024x768:24
Sound Card     : Audio interne Stéréo analogique;
Sound Drivers  : 1.1 ALSOFT 1.18.2

Backend Extensions:

GL_AMD_conservative_depth
GL_AMD_depth_clamp_separate
GL_AMD_draw_buffers_blend
GL_AMD_multi_draw_indirect
GL_AMD_performance_monitor
GL_AMD_pinned_memory
GL_AMD_query_buffer_object
GL_AMD_seamless_cubemap_per_texture
GL_AMD_shader_stencil_export
GL_AMD_shader_trinary_minmax
GL_AMD_texture_texture4
GL_ANGLE_texture_compression_dxt3
GL_ANGLE_texture_compression_dxt5
GL_APPLE_packed_pixels
GL_ARB_ES2_compatibility
GL_ARB_ES3_compatibility
GL_ARB_arrays_of_arrays
GL_ARB_base_instance
GL_ARB_blend_func_extended
GL_ARB_buffer_storage
GL_ARB_clear_buffer_object
GL_ARB_clear_texture
GL_ARB_clip_control
GL_ARB_color_buffer_float
GL_ARB_compatibility
GL_ARB_compressed_texture_pixel_storage
GL_ARB_compute_shader
GL_ARB_conditional_render_inverted
GL_ARB_conservative_depth
GL_ARB_copy_buffer
GL_ARB_copy_image
GL_ARB_cull_distance
GL_ARB_debug_output
GL_ARB_depth_buffer_float
GL_ARB_depth_clamp
GL_ARB_depth_texture
GL_ARB_derivative_control
GL_ARB_direct_state_access
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_enhanced_layouts
GL_ARB_explicit_attrib_location
GL_ARB_explicit_uniform_location
GL_ARB_fragment_coord_conventions
GL_ARB_fragment_layer_viewport
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_framebuffer_no_attachments
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_internalformat_query2
GL_ARB_invalidate_subdata
GL_ARB_map_buffer_alignment
GL_ARB_map_buffer_range
GL_ARB_multi_bind
GL_ARB_multi_draw_indirect
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_occlusion_query2
GL_ARB_parallel_shader_compile
GL_ARB_pipeline_statistics_query
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_polygon_offset_clamp
GL_ARB_program_interface_query
GL_ARB_provoking_vertex
GL_ARB_query_buffer_object
GL_ARB_robust_buffer_access_behavior
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_atomic_counter_ops
GL_ARB_shader_atomic_counters
GL_ARB_shader_bit_encoding
GL_ARB_shader_clock
GL_ARB_shader_image_load_store
GL_ARB_shader_image_size
GL_ARB_shader_objects
GL_ARB_shader_stencil_export
GL_ARB_shader_storage_buffer_object
GL_ARB_shader_subroutine
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_include
GL_ARB_shading_language_packing
GL_ARB_shadow
GL_ARB_stencil_texturing
GL_ARB_sync
GL_ARB_texture_barrier
GL_ARB_texture_border_clamp
GL_ARB_texture_buffer_object
GL_ARB_texture_buffer_object_rgb32
GL_ARB_texture_buffer_range
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_filter_anisotropic
GL_ARB_texture_float
GL_ARB_texture_gather
GL_ARB_texture_mirror_clamp_to_edge
GL_ARB_texture_mirrored_repeat
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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
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GL_ARB_texture_storage_multisample
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GL_ARB_timer_query
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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
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GL_ARB_vertex_type_10f_11f_11f_rev
GL_ARB_vertex_type_2_10_10_10_rev
GL_ARB_viewport_array
GL_ARB_window_pos
GL_ATI_blend_equation_separate
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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_EGL_image_storage
GL_EXT_EGL_sync
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_direct_state_access
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_gpu_shader4
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_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_funcs
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_buffer_object
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_R8
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_KHR_no_error
GL_KHR_parallel_shader_compile
GL_KHR_robust_buffer_access_behavior
GL_KHR_robustness
GL_KHR_texture_compression_astc_ldr
GL_KHR_texture_compression_astc_sliced_3d
GL_MESA_pack_invert
GL_MESA_shader_integer_functions
GL_MESA_texture_signed_rgba
GL_MESA_window_pos
GL_NVX_gpu_memory_info
GL_NV_blend_square
GL_NV_conditional_render
GL_NV_depth_clamp
GL_NV_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

SMBIOS:

 

I hope you'll be able to help me solve this issue.

Regards,
Greg

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Thank's for your help.

Here are log files. I haven't played since last time, but each time I play the game (even in windowed mode) it becomes black at some point. I'm wouldn"t be sure the game crashes, but since I don't know any ways to "switch programs" once it goes "no signal", I can't even go back to desktop or to my music app that still plays in the background of the black screen.

 

Regards,

logs.zip

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Hello !

I've tried again with the different renderer, but it crashed as well.

I've had to shut down the computer using the power button, so i've had a crash report when I launched it again. Here is the info I got from Ubuntu, but i'm not sure it relates to the game, it might be related more to the hard power off.

 

Capture d’écran du 2024-01-25 09-30-02.png

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The problem seems like one of these possibilities.

  • Missed frames with G-SYNC or FreeSync causing a black screen
    • Inadequate rating of monitor cable for the resolution and refresh rate expected
    • Monitor not on the approved list for G-SYNC
  • Factory overclock of the graphics adapter causing the GPU to malfunction and cease functioning until rebooted

Note that the Magic-SysRq key has some settings in sysctl that enable or disable certain aspects of its functionality. Some Linux distros disable the ability to reboot with it. So, you should test that it actually works for rebooting while your computer is functioning properly. If it doesn't work for rebooting then add the following to /etc/sysctl.conf. Note that a line with kernel.sysrq might already exist in the file, so comment out other lines that try to assign it, or ensure that your line is last in the file.

kernel.sysrq=1

Also consider the option of setting up the openssh server so that you can ssh into your computer for making observations when the black screen occurs. Consider restarting the graphics hardware by shutting down X, removing the kernel module for the video adapter and reinstalling the kernel module. (I'm not sure whether this actually restarts the graphics hardware.)

Try the troubleshooting steps in this thread. A good starting point is to check whether the game is still rendered despite the screen being black. Check that by pressing F2 to take a screenshot while the text entry cursor is not in a text entry box. Then look at the screenshot, found in the game data directory. Another good test is to run other graphics intensive 3D games as long or longer than you run 0ad, and with various conditions such as low complexity with high FPS, and high complexity with low FPS. You can even try benchmarking software like 3Dmark, furmark, or Unigine Heaven, Valley, or Superposition for extended periods of time like 12+ hours. (The first two are Windows only. The next 2 support Windows, Mac, and Linux. Superposition supports Windows and Linux.) I have a theory that the problem happens with other 3D software if it's tested long enough.

Considering that your computer is freezing, crashing, and the screen goes black, that resembles the GPU malfunctioning due to factory overclock. I advise using reference clock rates. What brand and model of graphics adapter do you have?

 

 

Edited by Norse_Harold
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Thank you very much for your help.

I'll take time to run throught the troubleshooting you link to (I've been in that thread before, I'll give it another go).

 

Just to quickly answer your question about my graphics adapter, i've run a command found online, here's the result :

 

sudo lshw -C display
  *-display                 
       description: VGA compatible controller
       produit: Turks XT [Radeon HD 6670/7670]
       fabricant: Advanced Micro Devices, Inc. [AMD/ATI]
       identifiant matériel: 0
       information bus: pci@0000:01:00.0
       nom logique: /dev/fb0
       version: 00
       bits: 64 bits
       horloge: 33MHz
       fonctionnalités: pm pciexpress msi vga_controller bus_master cap_list rom fb
       configuration : depth=32 driver=radeon latency=0 resolution=1920,1080
       ressources : irq:31 mémoire:d0000000-dfffffff mémoire:fe620000-fe63ffff portE/S:e000(taille=256) mémoire:c0000-dffff

 

I'll give you more info when I'm able to check the f2 trick and read your other thread more thorougly

 

Regards,

  • Thanks 1
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Okay, thanks for the update.

Is your computer a laptop or a desktop? If it's a laptop then what's the brand and model of laptop? Laptop manufacturers' websites usually have the specifications of the builtin graphics adapter given the brand and model of laptop.

If you have a desktop with an add-on PCI-e graphics card then the information you have posted about the graphics card is not enough to determine whether it is factory overclocked. There are many variations of each GPU made by graphics card manufacturers. Each variation may have a different clock rate. The information about brand and model would be on the invoice when you first purchased your graphics card, or your prebuilt desktop with bundled graphics card.

If your computer has a desktop or tower design then you can power off your computer, unplug it, open it, and look at the labels on the graphics card itself. If the brand and model is not obvious from the front of the graphics card then it is likely a reference or OEM card. In that case a photo of it may be enough to identify it. Removing the card will allow observation of small labels on the back of the card. Again, ensure the computer is off and unplugged before doing that sort of thing. If you think there's a risk of breaking the card or computer by removing the card then don't do it.

Edited by Norse_Harold
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