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Posted

Soooo....should I refund the game and buy later when/if a fix is developed? Like, if this is going to be a longer than 2 week fix for whatever reason, I'd like to use my money for something else in the meantime instead of having a useless file sitting on my hard drive.

 

Soooo....should I refund the game and buy later when/if a fix is developed? Like, if this is going to be a longer than 2 week fix for whatever reason, I'd like to use my money for something else in the meantime instead of having a useless file sitting on my hard drive.

 

I think I’m going to give them until the weekend. The most frustrating part is they haven’t given any sort of update or really even acknowledged the problem to the public. It almost feels like they don’t care.

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Posted

Game loads and plays just fine on my  2017 iMac 27 (16 gigs of ram, Radeon Pro 580 with 8 GB of VRAM).  However it crashes on my 2017 MacBook Air with just plain ole Intel HD Graphics  6000 . Both are running latest patch of High Sierra.

 

Just wanted to add my voice to the dozens of players affected by this issue.  Unbelievable a bug this egregious made it to release.

 

  • Like 1
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Posted

A response from support email just now says this.  It may not seem like the best answer, but at least it's nice to know they are working on it.

 

 

This issue is still being worked on and we hope to get the problem resolved soon. 
  • Like 2
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Posted

Has anyone else noticed that the game as is, right now just straight up eats battery?

 

I have been testing a bunch of settings and found that the game could eat 15% of a charge just walking down to the pillar in the first section. That doesn't feel right to me.

 

Has anyone else seen this?

 

Also yes. I've seen the primary reported issue. My system is a

 

MacBook Pro (Retina, 13-inch, Early 2015)

OS High Sierra 10.13.4 (17E199)

 

 

 

I find this is the case with EVERY game on more than one MacBook that I've played with. These little guys really aren't meant for gaming.

  • Like 1
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Posted

 

I have the same issue; I'll post specs later.I wanted to mention that Josh Sawyer recently tweeted about a hotfix being in the works which is reassuring.https://twitter.com/jesawyer/status/994276131573383168

He doesn’t mention the Mac bug specifically, and hasn’t replied to ppl asking about it. I’m not particularly reassured by that tweet.

Just an FYI, he did reply to a comment that someone asked about the issue a half an hour ago:

 

“we are trying to fix it right now.“

 

I guess we’ll take anything we can get at this point.

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Posted

If you look at the tweet Josh Sawyer put out about dealing with the Eder and Vela bugs, he's responded in the comments (or whatever they're called) that they are trying to fix the Mac bug right now. They're working on it - hopefully they can deal with that soon.

  • Like 1
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Posted

Woah, ya'll chill a bit. Bugs happen. It's frustrating. I'm very frustrated I can't play, I've been pining for this game! But remember when we were all ok with the game being delayed a month to smooth out a lot of bugs? Bugs happen. The FOMO is awful, but it'll pass and we'll get to enjoy the game soon.

  • Like 1
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Posted

So, I've finally had a chance to dig into the issue. 

 

And I'm now bearish on getting a quick fix.

 

The issue seems to be within Unity itself, specifically a thread that's designed to do graphics work having a catastrophic failure. Additionally, this thread dying with a EXC_BAD_ACCESS (a segfault), experience says that this is normally a very low level issue not simply a misconfiguration.  Looking around, I believe that there have been a few reports of similar issues (Hearthstone seemed affected by a similar issue at one point) and the solution to previous similar looking issues on the Unity forums was to upgrade the version of the engine. Upgrading the engine seems like it would be a time-consuming task, as the upgrade has a very good chance of causing flow-on issues.

 

Faulty Thread Backtrace:

  thread #5, name = 'UnityGfxDeviceWorker', stop reason = EXC_BAD_ACCESS (code=1, address=0x188)
    frame #0: 0x000000010218feb3 libmono.0.dylib`mono_jit_info_table_find + 49
    frame #1: 0x00000001020ac4d5 libmono.0.dylib`mono_pmip + 46
    frame #2: 0x0000000100c73d4d PillarsOfEternityII`PrintStackTraceOSX(void*) + 141
    frame #3: 0x0000000100c7355f PillarsOfEternityII`HandleSignal(int, __siginfo*, void*) + 31
    frame #4: 0x000000010216b419 libmono.0.dylib`mono_chain_signal + 75
    frame #5: 0x00000001020b33cf libmono.0.dylib`mono_sigsegv_signal_handler + 147
    frame #6: 0x00007fff6a1b4f5a libsystem_platform.dylib`_sigtramp + 26
    frame #7: 0x000000010ebdaa7c AppleIntelBDWGraphicsGLDriver`USC::CTreeScanColorPool::Reload(iSTD::CLinkedList<USC::CGen4LIRInstruction*, USC::CAllocator>::CIterator&, USC::TimeStamp, USC::TimeStamp, USC::LifetimeInterval*, USC::LifetimeInterval*&) + 58
    frame #8: 0x000000010ebdaac8 AppleIntelBDWGraphicsGLDriver`USC::CTreeScanColorPool::Reload(iSTD::CLinkedList<USC::CGen4LIRInstruction*, USC::CAllocator>::CIterator&, USC::TimeStamp, USC::TimeStamp, USC::LifetimeInterval*, USC::LifetimeInterval*&) + 134
    frame #9: 0x000000010e87cc2e AppleIntelBDWGraphicsGLDriver`USC::CTreeScanColoring::ColorInstructionSources(USC::CGen4LIRInstruction*) + 260
    frame #10: 0x000000010e87c8da AppleIntelBDWGraphicsGLDriver`USC::CTreeScanColoring::ColorInstruction(USC::CGen4LIRInstruction*, iSTD::CLinkedList<USC::CGen4LIRInstruction*, USC::CAllocator>::CIterator, bool&) + 150
    frame #11: 0x000000010e87c5a1 AppleIntelBDWGraphicsGLDriver`USC::CTreeScanColoring::ColorBasicBlock(USC::CGen4LIRBasicBlock*, bool&) + 633
    frame #12: 0x000000010e87c10c AppleIntelBDWGraphicsGLDriver`USC::CTreeScanColoring::ColorProgram(USC::CGen4LIRControlFlowGraph*, USC::LifetimeInterval*, bool&) + 206
    frame #13: 0x000000010e87444f AppleIntelBDWGraphicsGLDriver`USC::CPassSsaAllocatorContext::Process(bool, bool, bool, bool, bool, bool&, unsigned int&) + 679
    frame #14: 0x000000010ec1f418 AppleIntelBDWGraphicsGLDriver`USC::CGen4KernelFunctionList::VirtualRegistersToRegisters(USC::SpillFillModeEnum, USC::SGrfPressureOpts, S3DKernelHardwareCapabilities const&, unsigned int, unsigned int, USC::SHADER_TYPE, unsigned int, USC::SGen4KernelFunctionListCompilationFeedback&) + 11494
    frame #15: 0x000000010e841c22 AppleIntelBDWGraphicsGLDriver`USC::CGen6PixelShaderKernelProgram::Compile(bool, USC::PS_DISPATCH_TYPES, bool, bool&, unsigned int&, unsigned int&, unsigned int&, bool&, bool&) + 1096
    frame #16: 0x000000010e841614 AppleIntelBDWGraphicsGLDriver`USC::CGen6PixelShaderKernelProgram::Compile8(bool, bool) + 180
    frame #17: 0x000000010e840ab8 AppleIntelBDWGraphicsGLDriver`USC::CGen6PixelShaderKernelProgram::Build() + 454
    frame #18: 0x000000010e83f938 AppleIntelBDWGraphicsGLDriver`USC::CGen6PixelShaderKernelProgram::Initialize() + 410
    frame #19: 0x000000010e96a83a AppleIntelBDWGraphicsGLDriver`USC::CGen6PixelShaderKernelProgram::Create(void const*, PLATFORM_STR, S3DKernelHardwareCapabilities const&, USC::CPixelShader*, USC::OPTIMIZER_LEVEL, USC::SIMD_LEVEL, USC::SGen6PixelShaderKernelProgramCacheKey const*) + 284
    frame #20: 0x000000010ebf095d AppleIntelBDWGraphicsGLDriver`USC::CPixelShader::Compile(USC::OPTIMIZER_LEVEL, USC::SIMD_LEVEL, USC::SPixelShaderCompileTimeOptions const&, USC::SPixelShaderDrawTimeData const&, USC::SCompilerOutputPixelShader_Gen8*&) + 679
    frame #21: 0x000000010e905e94 AppleIntelBDWGraphicsGLDriver`USC::CompilePixelShaderOpenGL(void*, USC::OPTIMIZER_LEVEL, USC::SIMD_LEVEL, USC::SCompilerInputStatePixelShaderOpenGL const*, USC::SCompilerOutputPixelShaderOpenGL_Gen8*&) + 1227
    frame #22: 0x000000010e82a12a AppleIntelBDWGraphicsGLDriver`USC::IM_Shader::Compile(void*, GFXCORE_FAMILY, void*) + 292
    frame #23: 0x000000010e80bcd0 AppleIntelBDWGraphicsGLDriver`intelUpdateCtxSysProgramCommon(GLDContextRec*, GLDProgramRec*, GLDPipelineProgramRec*, void*, ShaderInfoCacheRec*, unsigned int) + 4326
    frame #24: 0x000000010e80abb6 AppleIntelBDWGraphicsGLDriver`glrUpdateCtxSysFragmentProgram + 170
    frame #25: 0x000000010e80a1cb AppleIntelBDWGraphicsGLDriver`gpusLoadCurrentPipelinePrograms + 3367
    frame #26: 0x000000010e807c8b AppleIntelBDWGraphicsGLDriver`updateDispatch + 1582
    frame #27: 0x000000010e807630 AppleIntelBDWGraphicsGLDriver`gldUpdateDispatch + 154
    frame #28: 0x00007fff4c161055 GLEngine`gleDoDrawDispatchCoreGL3 + 601
    frame #29: 0x00007fff4c11602a GLEngine`glDrawElements_ACC_GL3Exec + 219
    frame #30: 0x0000000100ea1ff7 PillarsOfEternityII`GfxDeviceGLES::DrawBufferRanges(GfxBuffer*, VertexStreamSource const*, int, DrawBuffersRange const*, int, VertexDeclaration*, ShaderChannelMask, unsigned long, bool) + 455
    frame #31: 0x0000000100ea22a8 PillarsOfEternityII`GfxDeviceGLES::DrawBuffers(GfxBuffer*, VertexStreamSource const*, int, DrawBuffersRange const*, int, VertexDeclaration*, ShaderChannelMask) + 312
    frame #32: 0x000000010063fce6 PillarsOfEternityII`GfxDeviceWorker::RunCommand(ThreadedStreamBuffer&) + 32598
    frame #33: 0x0000000100c91b9c PillarsOfEternityII`GfxDeviceWorkerAutoreleasePoolProxy + 60
    frame #34: 0x0000000100640924 PillarsOfEternityII`GfxDeviceWorker::Run() + 116
    frame #35: 0x0000000100637cec PillarsOfEternityII`GfxDeviceWorker::RunGfxDeviceWorker(void*) + 60
    frame #36: 0x0000000100adc54a PillarsOfEternityII`Thread::RunThreadWrapper(void*) + 90
    frame #37: 0x00007fff6a1be661 libsystem_pthread.dylib`_pthread_body + 340
    frame #38: 0x00007fff6a1be50d libsystem_pthread.dylib`_pthread_start + 377
    frame #39: 0x00007fff6a1bdbf9 libsystem_pthread.dylib`thread_start + 13
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Posted

I couldn't open at all from Steam;  just got a giant window for a moment and then crashed.  Then I tried opening it directly from my Library, the game opened, again in a giant window, and froze after title came up.  I get a gauntlet as a cursor.  It allows me to click the title, the title disappears, then nothing.   I've changed resolution, reinstalled steam, reinstalled the game.  Cannot resize the game window even with shift-Option

 

Sunning on MacBook Pro 15.4 -inch 2880x1800 Retina late 2013

2.6 GHz Intel Core i7

16 GB 1600 MHz DDR3

NVIDIA GeForce GT 750M 2048 MB

58GB free

 

Please help

  • Like 1
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Posted

Same thing happened to my preordered mac copy too. Will the mac version get updated really soon so we can actually play the game?

 

Mac Version:

Macbook Pro 2012

Processor: 2.5 Ghz Intel Core 15

Graphics: Intel HD Graphics 4000 1536

 

And I did put the graphics options in the game on the lowest settings possible.

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Posted

I hope Obsidian is able to fix this one ASAP. The game not being able to run for nearly an entire operating system isn't exactly a small bug.

 

 

The game works on some Macs.

  • Like 1
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Posted

Registered just for that issue.

 

Tried steam download AND appstore download. Tried the lowest graphic settings and altered difficulties.

Both installations - same problem:

 

After walking down the eerie path of memory in the in-between and being sucked in by the adra, game is not responding (black screen, beachball).

 

System:

 

MacBook Pro (Retina, 15', mid 2014)

2,2 GHz i7

16 GB 1600 MHz DDR3 RAM

Intel Iris Pro 1536 MB

 

I hope Obsidian fixes this as soon as possible for I am very eager to start playing.

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Posted (edited)

 

So, I've finally had a chance to dig into the issue. 

 

And I'm now bearish on getting a quick fix.

 

The issue seems to be within Unity itself, specifically a thread that's designed to do graphics work having a catastrophic failure. Additionally, this thread dying with a EXC_BAD_ACCESS (a segfault), experience says that this is normally a very low level issue not simply a misconfiguration.  Looking around, I believe that there have been a few reports of similar issues (Hearthstone seemed affected by a similar issue at one point) and the solution to previous similar looking issues on the Unity forums was to upgrade the version of the engine. Upgrading the engine seems like it would be a time-consuming task, as the upgrade has a very good chance of causing flow-on issues.

 

 

 

 

That is no good very bad news. I very much appreciate you digging into the problem, but I also very much hope you are wrong. 

Edited by RojayNola
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Posted

Woah, ya'll chill a bit. Bugs happen. It's frustrating. I'm very frustrated I can't play, I've been pining for this game! But remember when we were all ok with the game being delayed a month to smooth out a lot of bugs? Bugs happen. The FOMO is awful, but it'll pass and we'll get to enjoy the game soon.

This feels like a little more than a bug to me. I mean duh yes it is a big, but if you find out before your game launches that there’s a bug that renders it literally unplayable for a large segment of players, you should maybe delay the release for those players.

 

This is a major issue. It’s not just annoying; it makes me feel like I wasted $75.

  • Like 2
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Posted

 

This is a major issue. It’s not just annoying; it makes me feel like I wasted $75.

 

 

I see it as an issue in expectation management.

 

Generate a lot of hype and you need to live up to it, I know that I was very hyped to play on launch day. Then delay things a month to fix issues, makes sense we would all love to see a good launch. Expectations after all of this was that game should be good to go at launch, feel free to enjoy the hype.

 

Then launch, and have the game die just as you get into it. It's this combination of things thats killing me as it every step felt like a tease.

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Posted

I got the game working on a Bootcamped version of Windows. MacBook Air early 2014, Windows 10 installed on a 70gb partition. I did NOT want to have to go this route, but the performance is...ok. Might be an option for anyone who doesn’t want to wait for a hot fix.

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Posted

Paying 75 bucks to only play the intro, walking on a purple road, isn't ok. I´d like a refund

  • Like 1
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Posted

I tired on bootcamp and its randomly freezing (settings, intro, black screen and only voices, etc.). Intro part was working much more smoother on mac (until black screen obviously.)

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Posted

Question related to this: how long will you wait to refund. what do y guys think is an acceptable time window for the devs to fix this?

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Posted

Question related to this: how long will you wait to refund. what do y guys think is an acceptable time window for the devs to fix this?

Gonna give it a week and cross my fingers for a fix, or at least some tangible date for us to expect.

 

If nothing till then, I will process my refund and not speak of this title for the rest of the year.

  • Like 1

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