MacBook Pro Retina crashes constantly...

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Do you get the same results at 2880x1800 with video settings set to Low?

Ryan, Over the weekend I tried again with all settings set to Low. This was in both a single player and multi player game. Over several hours did not have a single crash. The graphics were of course noticeably less crisp, despite the higher resolution, but were very fast and playable.

I still suffered from eye strain trying to read some of the tiny letters (my eyes are not what they used to be). The biggest complaint - other than crashes - would be the user interface does not scale well to the resolution.

Thanks
 
That seems to match what I've seen. We're working on tracking down what combination of settings kills the game.

And the text! So very, very tiny. I'm not sure what we can do about that, but we're looking into it.
 
That seems to match what I've seen. We're working on tracking down what combination of settings kills the game.

And the text! So very, very tiny. I'm not sure what we can do about that, but we're looking into it.

I will probably start bumping up my settings this week as well until I hit that threshold. Good luck and thanks for the effort. It would be great to take advantage of the display without the eye strain.
 
AspyrRyan - I'm beginning to think it's the graphics chip. If I use gfxCardStatus I can force the use of the Intel HD4000. I'm not on turn 340 on a Huge map, marathon, and I haven't had it crash yet. I have all the settings turned down as low as possible, but I am running it at 2560x1600.

It is nice to have all the controls smaller and out of the way, leaving room for the map. :)

Also, if you still need/want those crash reports let me know and I'll just post them here...I think I can do that.
 
Yeah, it's nice that gfxCardStatus has been updated.

I'll see if I can get an email or something set up tomorrow for sending crash logs.

Until then, could you look through the crash log for a line that says "Thread ## crashed:"? If you could post the first 3-5 lines, that might give me an idea if we're seeing the same crash.

Also, I wouldn't recommend going to low or medium for Leader Cut Scene quality on the HD4000. We've seen some bugs that are a little creepy.
 
Well, I was able to play around with it a lot more tonight.

I switched back to the 650M, and here's what I've found:
Terrain Tesselation and Terrain Shadow Quality refuse to be set above Low on any resolution I tried for both windowed or fullscreen (1680x1050, 1920x1200, 2560x1600). Shadow quality also refused to stay set above Low at the same resolutions.

I can set Overlay Detail, Terrain Detail, Water Quality, and Texture Quality to High at all the above resolutions and have not received a crash yet.

However, in my experience tonight, if Fog of War is set to ANYTHING other than MINIMUM it crashes. Sometimes before even one turn, sometimes in 10-12 turns, but ALWAYS crashes. When I force the Intel HD4000, I can run at maximum everything (except leader cut scene as you suggested) with no crashes...but it's obviously VERY slow. Maybe something about the fog of war code doesn't like Kepler?

I obviously didn't get a chance to stress each setting for hours on end, but in my experience playing for more than 5 minutes without crashing means it's not going to crash. Most of my crashes happen before the game even starts, but I did get to turn 14 once I think. All of the different situations I tried tonight got WAY past 14 turns without crashing...or crashed in less than 10.

I'll post up the crash info here shortly...
 
Here are three that I copied before I just blindly hit OK. All of them appear to have crashed on thread 10, which includes the Apple NVidia driver. I've included thread 10 from each crash as well, hopefully that will help.

Crash 1:
Thread 10 crashed with X86 Thread State (32-bit):
eax: 0x00000000 ebx: 0x255a77fc ecx: 0x1b8856b8 edx: 0x255a72f8
edi: 0xffffffff esi: 0x1bd28000 ebp: 0xb1198dc8 esp: 0xb1198d80
ss: 0x00000023 efl: 0x00010282 eip: 0x8eeb8fac cs: 0x0000001b
ds: 0x00000023 es: 0x00000023 fs: 0x00000023 gs: 0x0000000f
cr2: 0x00000008
Logical CPU: 2

Thread 10 Crashed:
0 com.apple.GeForceGLDriver 0x8eeb8fac 0x8ee8d000 + 180140
1 com.apple.GeForceGLDriver 0x8eeb6f63 0x8ee8d000 + 171875
2 com.apple.GeForceGLDriver 0x8ef41e30 0x8ee8d000 + 740912
3 GLEngine 0x146ada90 glDrawElementsInstancedBaseVertex_STD_Exec + 659
4 GLEngine 0x146adb93 glDrawElements_UnpackThread + 115
5 GLEngine 0x146fecc4 gleCmdProcessorPTHREAD + 203
6 libsystem_c.dylib 0x9cacfed9 _pthread_start + 335
7 libsystem_c.dylib 0x9cad36de thread_start + 34

Crash 2:
Thread 10 crashed with X86 Thread State (32-bit):
eax: 0x17dd7728 ebx: 0x00000000 ecx: 0x00004000 edx: 0xfef81e90
edi: 0xfef81e90 esi: 0x1ffcfe80 ebp: 0xb1198d28 esp: 0xb1198d00
ss: 0x00000023 efl: 0x00010246 eip: 0x8ef45a6c cs: 0x0000001b
ds: 0x00000023 es: 0x00000023 fs: 0x00000023 gs: 0x0000000f
cr2: 0x00000068
Logical CPU: 2

Thread 10 Crashed:
0 com.apple.GeForceGLDriver 0x8ef45a6c 0x8ee8d000 + 756332
1 com.apple.GeForceGLDriver 0x8ef46016 0x8ee8d000 + 757782
2 libGPUSupport.dylib 0x0cde1b5d gpusLoadCurrentVertexArray + 805
3 com.apple.GeForceGLDriver 0x8ef7b3f2 0x8ee8d000 + 975858
4 com.apple.GeForceGLDriver 0x8ef4a001 gldUpdateDispatch + 870
5 GLEngine 0x11b5be9a gleDoDrawDispatchCore + 631
6 GLEngine 0x11aff91e glDrawElementsInstancedBaseVertex_STD_Exec + 289
7 GLEngine 0x11affb93 glDrawElements_UnpackThread + 115
8 GLEngine 0x11b50cc4 gleCmdProcessorPTHREAD + 203
9 libsystem_c.dylib 0x92a06ed9 _pthread_start + 335
10 libsystem_c.dylib 0x92a0a6de thread_start + 34

Crash 3:
Thread 10 crashed with X86 Thread State (32-bit):
eax: 0x074f7778 ebx: 0x00000000 ecx: 0x00001000 edx: 0xce2ec970
edi: 0xce2ec970 esi: 0xce2e8ff0 ebp: 0xb1198d28 esp: 0xb1198d00
ss: 0x00000023 efl: 0x00010246 eip: 0x8ef45a6c cs: 0x0000001b
ds: 0x00000023 es: 0x00000023 fs: 0x00000023 gs: 0x0000000f
cr2: 0x00000068
Logical CPU: 3

Thread 10 Crashed:
0 com.apple.GeForceGLDriver 0x8ef45a6c 0x8ee8d000 + 756332
1 com.apple.GeForceGLDriver 0x8ef46016 0x8ee8d000 + 757782
2 libGPUSupport.dylib 0x0df61af0 gpusLoadCurrentVertexArray + 696
3 com.apple.GeForceGLDriver 0x8ef7b3f2 0x8ee8d000 + 975858
4 com.apple.GeForceGLDriver 0x8ef4a001 gldUpdateDispatch + 870
5 GLEngine 0x0dd09e9a gleDoDrawDispatchCore + 631
6 GLEngine 0x0dcad91e glDrawElementsInstancedBaseVertex_STD_Exec + 289
7 GLEngine 0x0dcadb93 glDrawElements_UnpackThread + 115
8 GLEngine 0x0dcfecc4 gleCmdProcessorPTHREAD + 203
9 libsystem_c.dylib 0x92a06ed9 _pthread_start + 335
10 libsystem_c.dylib 0x92a0a6de thread_start + 34
 
I obviously didn't get a chance to stress each setting for hours on end, but in my experience playing for more than 5 minutes without crashing means it's not going to crash. Most of my crashes happen before the game even starts, but I did get to turn 14 once I think. All of the different situations I tried tonight got WAY past 14 turns without crashing...or crashed in less than 10..

Excellent. Well, not excellent that you're crashing, but what you're seeing seems very similar to the crashes we're seeing.

Thank you very, very much for taking the time to check that.
 
Yeah, I'm actually ok with just not turning up the Fog of War setting for now. I mean, at least it still doesn't appear to drop multiplayer sessions like the PC version does. :)

Plus, it's definitely playable too. If there's anything you need me to test though, let me know and I'd be glad to help.
 
Well, here's another. Crashed after playing for about an hour. Playing in fullscreen, 2560x1600, Huge map, Marathon, same graphics settings as above.

Thread 10 crashed with X86 Thread State (32-bit):
eax: 0x00000000 ebx: 0x00000000 ecx: 0x00000000 edx: 0x000003d8
edi: 0x00000004 esi: 0xffffffff ebp: 0xb11169b8 esp: 0xb11169b4
ss: 0x00000023 efl: 0x00010202 eip: 0x929de81a cs: 0x0000001b
ds: 0x00000023 es: 0x00000023 fs: 0x00000023 gs: 0x0000000f
cr2: 0x00000004
Logical CPU: 0

Thread 10 Crashed:
0 libsystem_c.dylib 0x929de81a bzero$VARIANT$sse42 + 90
1 libGLProgrammability.dylib 0x10f03d2f BitSetSetRangeEqualsInternal + 113
2 libGLProgrammability.dylib 0x10f03b58 BitSetNew + 159
3 libGLProgrammability.dylib 0x10f0ed48 RegistersInitialize + 40
4 libGLProgrammability.dylib 0x10f032df glpPPShaderLinearizeStreamMgrEx + 4732
5 libGLProgrammability.dylib 0x10f03a22 glpPPShaderLinearizeEx + 74
6 libGLProgrammability.dylib 0x10f03ab4 glpPPShaderLinearize + 32
7 com.apple.GeForceGLDriver 0x8ef64550 0x8ee8d000 + 882000
8 com.apple.GeForceGLDriver 0x8ef64bc2 0x8ee8d000 + 883650
9 com.apple.GeForceGLDriver 0x8ee8eebd 0x8ee8d000 + 7869
10 com.apple.GeForceGLDriver 0x8ef64d17 0x8ee8d000 + 883991
11 com.apple.GeForceGLDriver 0x8ef49f70 gldUpdateDispatch + 725
12 GLEngine 0x10d09e9a gleDoDrawDispatchCore + 631
13 GLEngine 0x10cad91e glDrawElementsInstancedBaseVertex_STD_Exec + 289
14 GLEngine 0x10cadb93 glDrawElements_UnpackThread + 115
15 GLEngine 0x10cfecc4 gleCmdProcessorPTHREAD + 203
16 libsystem_c.dylib 0x92a06ed9 _pthread_start + 335
17 libsystem_c.dylib 0x92a0a6de thread_start + 34
 
@AspyrRyan - Not sure if you're still checking this, but interesting situation tonight. I played Civ 5 using my 24" Cinema Display @ 1920x1200 and I was able to play it for 4 straight hours, no crashes and it was smooth the whole time. I had both the Retina on @ 2560x1600 and playing Civ 5 windowed @ 1920x1200 on the external via HDMI to DVI adapter.

I was running as maxed out as possible, except fog of war, with 12 Civs and 10 City-States on a Huge map, Epic pace. I wonder if it's actually an Apple driver bug due to how it's rendering on the Retina display?
 
Huge map on Epic speed is crazy person settings!

Maybe it's all on the Fog of War setting? From what I've seen, no individual setting seems to set it off, but perhaps just that one will fix things. We're still looking into it.
 
Same here. G&K worked very nicely on my rMBP under Lion and after upgrading to Mountain Lion it is too sluggish to play. I tried different resolutions and graphic settings, but couldn't see any improvement.
Not sure if this requires an update to Civ or to ML or both.
 
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