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BeStillAsBright

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Apr 17, 2020
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One line summary of your issue
Black screen w/ cursor at startup

What platform are you running the game on?

Steam

What operating system do you use?
Linux - Ubuntu 20.04
Which version of the game are you running?
1.9.1
What DLC do you have installed?

Please explain your issue is in as much detail as possible.
The game launches from Steam to a black screen with the custom white cursor. Nothing seems to happen and eventually I get a system dialogue to kill the program. I've tried dismissing it a couple of times, with no results.

I tried the trick of deleting (or well, moving) libc.so.6 from the game directory but that did not help.

Checking Player.log, it appears that there's an issue loading shaders. I have the latest Nvidia driver for my rtx2060 (440.82) installed, so I'm not sure whether that's it or not

Note: I realize that Ubuntu 20.04 is technically still in beta but it should be pretty much frozen and releases in like 4 days or so (I just got this computer and didn't want to install 19.10 and then do a dist-upgrade like 10 days later).
Have you tried verifying your files?
Yes

Steps to reproduce the issue
0. Install on Steam
1. Run from Steam

Attach DxDiag (PC), System Info log (Mac), or run sudo lshw -html > specs.html and uploaded specs.html (Linux)

Attach Output Log
Windows: \Users\YourUserName\AppData\LocalLow\Harebrained Schemes\BATTLETECH\output_log.txt
Mac OS: Users >{name} > Library > Logs > Unity > Player.log
Linux: ~/.config/unity3d/Harebrained Schemes/BATTLETECH/Player.log


If the game crashed, please attach the crash file with the time stamp closest to the crash.
Windows: [Steam library folder]\steamapps\common\BATTLETECH\DumpBox
For v.17 and beyond try here: C:\Users\[YourUserName]\AppData\LocalLow\Harebrained Schemes\BATTLETECH
OSX: Macintosh HD > Users > [username] > Library > Application Support > Steam > steamapps > common > BattleTech > DumpBox
Linux: [Steam library folder]/steamapps/common/BATTLETECH/DumpBox


If a save game was loaded at the start of the game session, upload it. Please make sure to upload the save game with the timestamp closest to when you loaded it.
Windows:
Steam: [Steam installation folder]\userdata[SteamID]\637090\remote\C0\SGS1
GOG: 'C:\Users\USER_ID\AppData\Local\GOG.com\Galaxy\Applications\50593543263669699\Storage\Shared\Files\C#\SGS#'
Vanilla:'C:\Users\USER_ID\AppData\LocalLow\Harebrained Schemes\BattleTech\C#\SGS#'
OSX:
Steam: Macintosh HD > Users > [username] > Library > Application Support > Steam > userdata > [SteamID] > 637090 > remote > C#> SGS#
GOG: Macintosh HD > Users > [username] > Library > Application Support > GOG.com > Galaxy > Applications > 50593543263669699 > Storage > Shared > Files > C# > SGS#
Vanilla: Macintosh HD > Users > [username]> Library > Application Support > unity.Harebrained Schemes.BattleTech > C# > SGG#
Linux:
Steam: /home/.steam/steam/userdata/[steamID]/637090/remote/C#/SGS#
GOG: /home/[username]/.config/unity3d/Harebrained Schemes/BATTLETECH/remote/C#/SGS#/
Vanilla: /home/[username]/.config/unity3d/Harebrained Schemes/BATTLETECH/remote/C#/SGS#/


Attach screenshot / video
 

Attachments

  • specs.html.txt
    92,3 KB · Views: 3
  • Player.log
    8,6 KB · Views: 4
Upvote 0
AndrewT can correct me if I'm wrong, but it looks like.. it's trying to use the vmware llvmpipe for rendering the game, and that most likely doesn't support everything the game requires to run.


Desktop is 1920 x 1080 @ 77 Hz
Initialize engine version: 2018.4.2f1 (d6fb3630ea75)
GfxDevice: creating device client; threaded=1
Renderer: llvmpipe (LLVM 9.0.1, 256 bits)
Vendor: VMware, Inc.
Version: 3.3 (Core Profile) Mesa 20.0.4

As an example of what the header of the player.log should read like:

Desktop is 2560 x 1440 @ 60 Hz
Initialize engine version: 2018.4.2f1 (d6fb3630ea75)
GfxDevice: creating device client; threaded=1
Renderer: GeForce GTX 1060 6GB/PCIe/SSE2
Vendor: NVIDIA Corporation
Version: 4.5.0 NVIDIA 440.59
 
Yeah, no way will this game run in a VM.

What is your native OS, why not run it in that?
 
Okay, I think I got it using the nvidia drivers, however it still won't run with the same issue occurring. Here's the top of an updated Player.log file. I couldn't attach the full log because it's too big and I'm not allowed to post links yet, but hopefully it's enough to give you guys an idea.

edit: I know that 440.82 is the latest driver version released last week but Ubuntu's packaging doesn't have it updated yet. I could try a manual install if you think it'd help.

edit 2: I did upgrade graphics drivers via Nvidia's command line installer, though it unfortunately did not help.

Code:
Desktop is 1920 x 1080 @ 144 Hz
Initialize engine version: 2018.4.2f1 (d6fb3630ea75)
GfxDevice: creating device client; threaded=1
Renderer: GeForce RTX 2060/PCIe/SSE2
Vendor:   NVIDIA Corporation
Version:  4.5.0 NVIDIA 440.64
GLES:     0
 GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture 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_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted 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_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragmen
t_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters 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_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoki
ng_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations 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_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision 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_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_A
RB_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_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample 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 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_t
ranspose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader 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_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add 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_Cg_shader GL_EXT_depth_bounds_test 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_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_multiview_texture_multisample GL_EXT_multiview_timer_query 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_post_depth_coverage GL_EXT_provoking_vertex GL_EXT_raster_multisample GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_formatted GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_sparse_texture2 GL_EXT_stencil_two_side GL_EXT_stencil_wrap 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_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_filter_minmax GL_EXT_texture_integer GL_EXT_texture_lod G
L_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shadow_lod GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_window_rectangles GL_EXT_import_sync_object GL_NV_robustness_video_memory_purge GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_EXT_memory_object GL_EXT_memory_object_fd GL_KHR_parallel_shader_compile GL_KHR_no_error GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_EXT_semaphore GL_EXT_semaphore_fd GL_KHR_shader_subgroup GL_KTX_buffer_region GL_NV_alpha_to_coverage_dither_control GL_NV_bindless_multi_draw_indirect GL_NV_bindless_multi_draw_indirect_count GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_equation_advanced_coherent GL_NVX_blend_equation_advanced_multi_draw_
buffers GL_NV_blend_minmax_factor GL_NV_blend_square GL_NV_clip_space_w_scaling GL_NV_command_list GL_NV_compute_program5 GL_NV_compute_shader_derivatives GL_NV_conditional_render GL_NV_conservative_raster GL_NV_conservative_raster_dilate GL_NV_conservative_raster_pre_snap GL_NV_conservative_raster_pre_snap_triangles GL_NV_conservative_raster_underestimation GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_draw_vulkan_image GL_NV_ES1_1_compatibility GL_NV_ES3_1_compatibility GL_NV_explicit_multisample GL_NV_feature_query GL_NV_fence GL_NV_fill_rectangle GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_coverage_to_color GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_fragment_shader_barycentric GL_NV_fragment_shader_interlock GL_NV_framebuffer_mixed_samples GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_geometry_shader_passthrough GL_NV_gpu_program4 GL_NV_internalformat_sample_query GL_NV_
gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_memory_attachment GL_NV_mesh_shader GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_path_rendering_shared_edge GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_query_resource GL_NV_query_resource_tag GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_representative_fragment_test GL_NV_sample_locations GL_NV_sample_mask_override_coverage GL_NV_scissor_exclusive GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_atomic_float64 GL_NV_shader_atomic_fp16_vector GL_NV_shader_atomic_int64 GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_NV_shader_subgroup_partitioned GL_NV_shader_texture_footprint GL_NV_shading_rate_image GL_NV_stereo_view_rendering GL_NV_texge
n_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_rectangle_compressed GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_uniform_buffer_unified_memory GL_NV_vdpau_interop GL_NV_vdpau_interop2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NV_viewport_array2 GL_NV_viewport_swizzle GL_NVX_conditional_render GL_NV_gpu_multicast GL_NVX_progress_fence GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_NV_shader_thread_group GL_NV_shader_thread_shuffle GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_OVR_multiview GL_OVR_multiview2 GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accu
m
OPENGL LOG: Creating OpenGL 4.5 graphics device ; Context level  <OpenGL 4.5> ; Context handle 48407960
Begin MonoManager ReloadAssembly
- Completed reload, in  0.083 seconds
WARNING: Shader Unsupported: 'BattleTech Character Standard' - Pass 'FORWARD' has no vertex shader
WARNING: Shader Unsupported: 'BattleTech Character Standard' - Pass 'FORWARD_DELTA' has no vertex shader
WARNING: Shader Unsupported: 'BattleTech Character Standard' - Pass 'ShadowCaster' has no vertex shader
WARNING: Shader Unsupported: 'BattleTech Character Standard' - Pass 'DEFERRED' has no vertex shader
-------- GLSL link error: Fragment info
-------------
(0) : error C6020: Constant register limit exceeded at _WorldSpaceCameraPos; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _ZBufferParams; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _BTLightingTileSize; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _BTScreenWidth; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _BTScreenHeight; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _MatIDMask; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _CameraGBufferTexture0; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _CameraGBufferTexture1; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _CameraGBufferTexture2; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _CameraDepthTexture; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _BT_ListEntries; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _TileID; more than 1024 registers needed to compile program

e: here is the updated graphics driver Player.log
Code:
Desktop is 1920 x 1080 @ 144 Hz
Initialize engine version: 2018.4.2f1 (d6fb3630ea75)
GfxDevice: creating device client; threaded=1
Renderer: GeForce RTX 2060/PCIe/SSE2
Vendor: NVIDIA Corporation
Version: 4.5.0 NVIDIA 440.82
GLES: 0
GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_AMD_vertex_shader_viewport_index GL_AMD_vertex_shader_layer GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture 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_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_conditional_render_inverted 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_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_2_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragmen
t_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_fragment_shader_interlock GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gl_spirv GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_gpu_shader_int64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters 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_post_depth_coverage GL_ARB_program_interface_query GL_ARB_provoki
ng_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_locations 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_ballot GL_ARB_shader_bit_encoding GL_ARB_shader_clock GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision 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_shader_viewport_layer_array GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sparse_buffer GL_ARB_sparse_texture GL_ARB_sparse_texture2 GL_ARB_sparse_texture_clamp GL_ARB_spirv_extensions GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_A
RB_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_filter_minmax GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample 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 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_t
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OPENGL LOG: Creating OpenGL 4.5 graphics device ; Context level <OpenGL 4.5> ; Context handle 43324712
Begin MonoManager ReloadAssembly
- Completed reload, in 0.217 seconds
WARNING: Shader Unsupported: 'BattleTech Character Standard' - Pass 'FORWARD' has no vertex shader
WARNING: Shader Unsupported: 'BattleTech Character Standard' - Pass 'FORWARD_DELTA' has no vertex shader
WARNING: Shader Unsupported: 'BattleTech Character Standard' - Pass 'ShadowCaster' has no vertex shader
WARNING: Shader Unsupported: 'BattleTech Character Standard' - Pass 'DEFERRED' has no vertex shader
-------- GLSL link error: Fragment info
-------------
(0) : error C6020: Constant register limit exceeded at _WorldSpaceCameraPos; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _ZBufferParams; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _BTLightingTileSize; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _BTScreenWidth; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _BTScreenHeight; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _MatIDMask; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _CameraGBufferTexture0; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _CameraGBufferTexture1; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _CameraGBufferTexture2; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _CameraDepthTexture; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _BT_ListEntries; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _TileID; more than 1024 registers needed to compile program




(Filename: Line: 682)

Note: Creation of internal variant of shader 'Hidden/BT-DrawLights' failed.
WARNING: Shader Unsupported: 'Hidden/BT-LightBounds' - Pass '' has no vertex shader
ERROR: Shader Shader is not supported on this GPU (none of subshaders/fallbacks are suitable)WARNING: Shader Unsupported: 'Hidden/BT-LightBounds' - Setting to default shader.
Default vsync count 1
requesting resize 1920 x 1080
Using native desktop resolution 1920 x 1080
requesting fullscreen 1920 x 1080 at 0 Hz
Desktop is 1920 x 1080 @ 144 Hz
The given primitive topology does not match with the topology expected by the geometry shader

(Filename: Line: 0)

-------- GLSL link error: Fragment info
-------------
0(122) : warning C7050: "u_xlat78.y" might be used before being initialized
(0) : error C6020: Constant register limit exceeded at _WorldSpaceCameraPos; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _ZBufferParams; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _BT_ShadowMap_TexelSize; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _BT_ShadowMapParams; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _BT_MaxShadowDist; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _BTLightingTileSize; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _BTScreenWidth; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _BTScreenHeight; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _MatIDMask; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _CameraGBufferTexture0; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _CameraGBufferTexture1; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _CameraGBufferTexture2; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _CameraDepthTexture; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _BT_PreIntegratedSSS; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _BT_SkinTransmission; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at hlslcc_zcmp_BT_ShadowMap; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _BT_ShadowMap; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _ShadowDummyTex; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _BT_ListEntries; more than 1024 registers needed to compile program
(0) : error C6020: Constant register limit exceeded at _TileID; more than 1024 registers needed to compile program
 
Last edited:
I haven't tried 20.04 as yet, but those look pretty clearly like graphics-related issues. Are you on X.org or Wayland? If th elatter try the former (it that's still possible!).

You could also try this: In your Steam Library right-click on this game and choose Properties. Click on Set Launch Options, and paste this in there:
-force-glcore