Hmmm, maybe if we compile 4.1 pre-release.
Would there be a fix in there?
Hmmm, maybe if we compile 4.1 pre-release.
Would there be a fix in there?
We didn’t fix it yet, so compiling 4.1 pre-release code won’t help, sorry.
I still have same issue - even after adding a gigabyte radeon HD 7950 to my (still kept GT 120 installed, for mini display port support).
7950 supports OpenGL 4.4, but it seems like mere presence of GT 120 (or its driver) are enough to cause UE4 graphics corruption on OS X.
Can you check what logs from running engine say about graphics card in use? You should have something like this in there:
[2014.05.05-14.35.03:123][ 0]LogRHI: Initializing OpenGL RHI
[2014.05.05-14.35.03:123][ 0]LogRHI: GL_VENDOR: ATI Technologies Inc.
[2014.05.05-14.35.03:123][ 0]LogRHI: GL_RENDERER: AMD Radeon HD - FirePro D500 OpenGL Engine
[2014.05.05-14.35.03:123][ 0]LogRHI: GL_VERSION: 4.1 ATI-1.20.11
[2014.05.05-14.35.03:123][ 0]LogRHI: GL_SHADING_LANGUAGE_VERSION: 4.10
Thanks!
OK I’ll check, but what does it mean if I find it? It works on win 8 w/ boot camp, and I get pink corruption even in monitor powered by 7950, not nvidia. And even after updating to 4.2.1
No changes yet? I don’t mean to be rude, but we’re all paying for this, and I still can’t run it on Mac…
Apologies, somehow I didn’t notice your post from June 23.
Any chance you could get me info from log I asked for? In 4.2 we added support for OpenGL 3.3 cards, so even GT 120 should work. What’s more, we no longer use technique that was causing fluorescent shades of pink issue, so without more info it’s very hard for me to figure out what exactly is wrong in your case.
You’re right, it says
“[2014.07.09-15.24.27:358][ 0]LogRHI: GL_RENDERER: NVIDIA GeForce GT 120 OpenGL Engine
[2014.07.09-15.24.27:358][ 0]LogRHI: GL_VERSION: 3.3 NVIDIA-8.24.11 310.90.9b01”
Do you know how to force use of ATI / OpenGL 4.1 on mac? It’s really weird, monitor is running on Radeon, but using GT 120 for openGL for no ■■■■ reason.
UE4 should be using card that monitor is connected to. Can you double check that in System Information, please? (About this Mac->More Info->System Report). I believe that in Graphics/Displays it should show you which graphics card is outputting picture to your monitor.
If it does show Radeon as connected one, then I’ll have to ask you for more patience, as I’ll have to do a little research. I’ll try to get a with two different graphics cards.
One more thing. Are you using UE 4.2(.1)? It’s a separate issue, but it’s very odd that it doesn’t work correctly on GT 120
Yeah, I hoped 4.2.1 would solve it, but it didn’t, so I still have to boot into Windows just for UE4 (which is a bummer, my design/audio setup is still on OS X).
I’ll check what System says too, thanks. log is bothering me, I’ll keep trying new things. There’s got to be a way to force OpenGL to one of cards, no matter how terrible OpenGL is on Mac lol
Yeah, there should be a way. Let me know what System Info says. I’ll try to get ahold of a Mac with GT 120 to figure out why doesn’t it render properly. Thanks.
Some clues on this thread
EDIT: Yep, when display on GT 120 is disconnected, Editor loads fine!
Glad you made it work. In a meantime, I found a with GT 120 in office and indeed, this problem is reproducible on it, so we’ll debug this and hopefully have a fix soon. Also, we’ll look into adding some way to allow you to select graphics card you want to use editor on, as automatic selection is apparently not reliable. Thanks again for your patience!
Any news about manually selecting Gfx cards?
Dexter0, it is something I’ve started working on, mostly for laptops, but it’ll work fine on other Macs too. Since it isn’t regarded as a priority feature I can’t give you a version where it will be present as that hasn’t been decided yet.
Hi . Thank you for reply.
While poking through Mac RHI source this evening I stumbled upon OverrideDisplayMask config option, which can be used to restrict GPU by specifying a display mask that only includes a display on desired GPU.
For those those who may stumble upon this post in future, you can lookup display mask for all of your displays using an application like OpenGL Extensions Viewer on Mac App Store. Place it in MacEngine.ini config file like this:
[OpenGL]
OverrideDisplayMask=<display mask>
Note that display masks are unique to your display configuration. You should not ship this setting with your game. It’s just a workaround to get editor working for you.
UE4 4.5 will provide a Mac-specific editor plugin that allows you to specify rendering device to use in multiple GPU configurations. That should let you use AMD 7950 for all rendering without having to work out display mask.