Active Mechanical Bearings with Active Components cause OpenGL Error spam in logs at thousands per minute
Barerock opened this issue ยท 11 comments
Title. Seems to be random whether a world has this issue or not. I tested this gradually with a few hundred mods and one world has it and another doesn't, even with all mods active on the test world. Seems to be relatively harmless, so I'm just going to disable error logging for now. I flew around the test save of my survival and found that mechanical bearings specifically cause this, while other bearing types do not.
It's a generic OpenGL "god I'm not working right pay attention" error, so not much to share.
Okay I tested this further, it so happens that what's causing the error is the activation of components, such as saw blades cutting wood (but fine if they're not). What really does it is mechanical harvesters, which instantly start outputting errors. This is a huge issue, and I'll test further to see if it's only on bearings (I think it is, I've tested gantry poles)
Moving gantry carriages will actually make this error as well, even with no components attached.
This further causes eventual out-of-RAM lag and eventual crash unless game is restarted. Even with a mod to disable the errors, they still overload the game eventually. This usually becomes a severe annoyance within 30 minutes, but becomes a severe problem within 45-60 minutes.
Tested outside in a test with all mods active, the bearing errors from flywheel compat are indeed the problem. I can go for hours on end with no performance change/loss in a world with no bearings, but it's immediately evident that the bearings cause issues as soon as they're active. Unfortunately, more bearings = more errors, generating hundreds of thousands in just 30 minutes time, easily over a hundred thousand in just minutes.
Turning off shaders is, of course, a solution. But that's the entire reason I'm using flywheel compat at all, since Iris/embeddium works pretty much flawlessly with flywheel without shaders enabled
Thank you for reaching out! I need some additional information to locate the issue. Could you please provide the game version, mod version, and a list of all the mods you are currently using?
I can't believe I didn't include these already, it's rote by now.
Create: 0.5.1f
iris flw: 1.0.0
Embeddium: 0.3.24
Oculus: 1.7.0
Forge 47.2.20
MC: 1.20.1
Complementary Unbound r5.2.2
This occurs with the base arrangement above. I just forgot that bearings don't do it on their own, it's the attached parts like mechanical harvesters, saws, gantries, etc when active.
So I'm going to delete that list.
latest.log
This is enough to reproduce it for me. Also try an active gantry with a carriage attached, saws when they cut stuff, or this setup with a harvester. Other things most likely do this as well. I know for a fact that windmills do not.
I followed your instructions and did not reproduce the issue.
I noticed that there is a error in the log you provided:
0(451) : error C5041: cannot locate suitable resource to bind variable "at_midBlock". Possibly large array.
The related code is in shadow.glsl
#if COLORED_LIGHTING > 0
attribute vec3 at_midBlock;
#
I suspect it might be related to the GPU driver; the shader might be too complex, causing the GPU driver to fail to link. I tested it on my 4070ti and did not encounter this issue.
Currently, there is a way to avoid this problem: use another shaderpack or turn off the 'Advanced Color Lighting'.
Aw shucks, that's two things that are incompatible with ACL, though this seems like it's from Unbound's end, not the mod's. I'll let Emin know about this here thang. Time to buy a 4070 for $550. I wouldn't have expected a 3070 to have this issue.
Shader devs say this is an issue with flywheel compat. Can't really say, because ACL is a known point of contention with compatibility. I've witnessed it have issues with several other seemingly unrelated rendering jobs.
It should be fixed by commit 3d07f64.