why game sdk sample can't run on my custom 5.4 engine?

#1
and my custom 5.4 engine profile build has no CryRenderVulkan.dll and CryRenderOpenGL.dll?

gamesdk_5.4\user\shaders has a file named shadercachemisses.txt
content is :
ShaderList_PC.txt]<2>FixedPipelineEmu@FPPS()()(2d2d0202)(0)(0)(0)(PS)
[ShaderList_PC.txt]<2>FixedPipelineEmu@FPVS()()(2d2d0202)(0)(0)(0)(VS)
[ShaderList_PC.txt]<2>Stereo@SideBySidePS()()(0)(0)(0)(0)(PS)
[ShaderList_PC.txt]<2>Stereo@StereoVS()()(0)(0)(0)(0)(VS)
[ShaderList_PC.txt]<2>Stereo@LineByLinePS()()(0)(0)(0)(0)(PS)
[ShaderList_PC.txt]<2>Stereo@CheckerboardPS()()(0)(0)(0)(0)(PS)
[ShaderList_PC.txt]<2>Stereo@AnaglyphPS()()(0)(0)(0)(0)(PS)
[ShaderList_PC.txt]<2>Stereo@NV3DVisionPS()()(0)(0)(0)(0)(PS)
[ShaderList_PC.txt]<2>Stereo@EmulationPS()()(0)(0)(0)(0)(PS)
[ShaderList_PC.txt]<2>Scaleform@PS_SolidColor()()(0)(0)(0)(0)(PS)
[ShaderList_PC.txt]<2>Scaleform@VS_XY_noTex()()(0)(0)(0)(0)(VS)
[ShaderList_PC.txt]<2>Scaleform@PS_CxformTexture()()(0)(0)(0)(0)(PS)
[ShaderList_PC.txt]<2>Scaleform@VS_XY()()(0)(0)(0)(0)(VS)
[ShaderList_PC.txt]<2>Scaleform@PS_CxformMultiplyTexture()()(0)(0)(0)(0)(PS)
[ShaderList_PC.txt]<2>Scaleform@PS_GlyphTexture()()(0)(0)(0)(0)(PS)
[ShaderList_PC.txt]<2>Scaleform@VS_Glyph()()(0)(0)(0)(0)(VS)
[ShaderList_PC.txt]<2>Scaleform@PS_GlyphMultiplyTexture()()(0)(0)(0)(0)(PS)
[ShaderList_PC.txt]<2>Scaleform@PS_GlyphAlphaTexture()()(0)(0)(0)(0)(PS)
[ShaderList_PC.txt]<2>Scaleform@PS_GlyphTextureYUV()()(0)(0)(0)(0)(PS)
[ShaderList_PC.txt]<2>Scaleform@VS_GlyphStereoVideo()()(0)(0)(0)(0)(VS)
[ShaderList_PC.txt]<2>Scaleform@PS_GlyphMultiplyTextureYUV()()(0)(0)(0)(0)(PS)
[ShaderList_PC.txt]<2>Scaleform@PS_GlyphTextureYUVA()()(0)(0)(0)(0)(PS)
[ShaderList_PC.txt]<2>Scaleform@PS_GlyphMultiplyTextureYUVA()()(0)(0)(0)(0)(PS)
[ShaderList_PC.txt]<2>Scaleform@PS_CxformGouraud()()(0)(0)(0)(0)(PS)
[ShaderList_PC.txt]<2>Scaleform@VS_XY_C_F_noTex()()(0)(0)(0)(0)(VS)
[ShaderList_PC.txt]<2>Scaleform@PS_CxformGouraudMultiply()()(0)(0)(0)(0)(PS)
[ShaderList_PC.txt]<2>Scaleform@PS_CxformGouraudNoAddAlpha()()(0)(0)(0)(0)(PS)
[ShaderList_PC.txt]<2>Scaleform@VS_XY_C()()(0)(0)(0)(0)(VS)
[ShaderList_PC.txt]<2>Scaleform@PS_CxformGouraudMultiplyNoAddAlpha()()(0)(0)(0)(0)(PS)
[ShaderList_PC.txt]<2>Scaleform@PS_CxformGouraudTexture()()(0)(0)(0)(0)(PS)
[ShaderList_PC.txt]<2>Scaleform@VS_XY_C_F()()(0)(0)(0)(0)(VS)
[ShaderList_PC.txt]<2>Scaleform@PS_CxformGouraudMultiplyTexture()()(0)(0)(0)(0)(PS)
[ShaderList_PC.txt]<2>Scaleform@PS_Cxform2Texture()()(0)(0)(0)(0)(PS)
[ShaderList_PC.txt]<2>Scaleform@VS_XY_C_F_T2()()(0)(0)(0)(0)(VS)

Re: why game sdk sample can't run on my custom 5.4 engine?

#3
Make sure that the required files are present in the custom engine build.
The engine by default requires the engine folder to contain the shader cache.

You can either build the shader cache yourself, or you can follow what VonBismarck mentioned and simply copy the shadercache files from the Launcher engine to your engine. (PAK files from the CRYENGINE/engine folder).

If you wish to build the shadercache yourself ,check out this guide: viewtopic.php?f=11&t=1503
The process is similar for any renderer type you wish to generate the cache for.
Uniflare
CRYENGINE Technical Community Manager
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Re: why game sdk sample can't run on my custom 5.4 engine?

#4
when i put CryScaleformHelper.dll in custom engine/bin/win64,game sdk sample can run .
CryScaleformHelper project has no source ?
but it crashed when changed foucus between winos and gamesdk sample.

crashed file is [Crashed] Call Stack: ["Main" [15316]]
24) CryModuleGetMemoryInfo() [:0]
23) SetInputScopeXML() [:0]
22) TF_SetShowFloatingStatus() [:0]
21) TF_SetDefaultRemoteKeyboardLayout() [:0]
20) CtfImeAssociateFocus() [:0]
19) CtfImeAssociateFocus() [:0]
18) CtfImeAssociateFocus() [:0]
17) CtfImeAssociateFocus() [:0]
16) Ordinal2574() [:0]
15) KiUserCallbackDispatcher() [:0]
14) NtUserPeekMessage() [:0]
13) PeekMessageW() [:0]
12) CSystem::PumpWindowMessage() [system.cpp:3171]
11) CSystem::Update() [system.cpp:1554]
10) CCryAction::PreUpdate() [cryaction.cpp:2824]
9) CCryAction::Update() [cryaction.cpp:2263]
8) CCryAction::Run() [cryaction.cpp:2204]
7) CCryAction::StartEngine() [cryaction.cpp:2096]
6) RunGame() [main.cpp:165]
5) WinMain() [main.cpp:225]
4) __scrt_common_main_seh() [exe_common.inl:283]
3) BaseThreadInitThunk() [:0]
2) RtlUserThreadStart() [:0]
1) RtlUserThreadStart() [:0]


Call Stack: ["MainAudioThread" [1116]]
9) NtWaitForSingleObject() [:0]
8) WaitForSingleObjectEx() [:0]
7) CryAudio::CSystem::InternalUpdate() [audiosystem.cpp:240]
6) CryAudio::CMainThread::ThreadEntry() [audiosystem.cpp:26]
5) CThreadManager::RunThread() [systemthreading.cpp:219]
4) iswascii() [:0]
3) BaseThreadInitThunk() [:0]
2) RtlUserThreadStart() [:0]
1) RtlUserThreadStart() [:0]


Call Stack: ["RemoteConsoleServer" [4044]]
10) NtWaitForSingleObject() [:0]
9) Tcpip6_WSHSetSocketInformation() [:0]
8) Tcpip4_WSHGetWildcardSockaddr() [:0]
7) WSAAccept() [:0]
6) accept() [:0]
5) SRemoteServer::ThreadEntry() [remoteconsole.cpp:368]
4) CThreadManager::RunThread() [systemthreading.cpp:219]
3) iswascii() [:0]
2) BaseThreadInitThunk() [:0]
1) RtlUserThreadStart() [:0]


Call Stack: ["ShaderCompile" [10792]]
8) ZwDelayExecution() [:0]
7) SleepEx() [:0]
6) CAsyncShaderTask::CShaderThread::ThreadEntry() [d3dhwshadercompiling.cpp:4451]
5) CThreadManager::RunThread() [systemthreading.cpp:219]
4) iswascii() [:0]
3) BaseThreadInitThunk() [:0]
2) RtlUserThreadStart() [:0]
1) RtlUserThreadStart() [:0]


Call Stack: ["NotificationNetwork" [14384]]
10) NtWaitForSingleObject() [:0]
9) Tcpip6_WSHSetSocketInformation() [:0]
8) Tcpip6_WSHGetSockaddrType() [:0]
7) select() [:0]
6) CNotificationNetwork::ProcessSockets() [notificationnetwork.cpp:1256]
5) CNotificationNetwork::CThread::ThreadEntry() [notificationnetwork.cpp:1053]
4) CThreadManager::RunThread() [systemthreading.cpp:219]
3) iswascii() [:0]
2) BaseThreadInitThunk() [:0]
1) RtlUserThreadStart() [:0]


Call Stack: ["Streaming File IO HDD" [11980]]
9) NtWaitForSingleObject() [:0]
8) WaitForSingleObjectEx() [:0]
7) CryEvent::Wait() [crythreadimpl_win32.h:244]
6) CStreamingIOThread::ThreadEntry() [streamiothread.cpp:133]
5) CThreadManager::RunThread() [systemthreading.cpp:219]
4) iswascii() [:0]
3) BaseThreadInitThunk() [:0]
2) RtlUserThreadStart() [:0]
1) RtlUserThreadStart() [:0]


Call Stack: ["Streaming File IO InMemory" [14800]]
9) NtWaitForSingleObject() [:0]
8) WaitForSingleObjectEx() [:0]
7) CryEvent::Wait() [crythreadimpl_win32.h:244]
6) CStreamingIOThread::ThreadEntry() [streamiothread.cpp:133]
5) CThreadManager::RunThread() [systemthreading.cpp:219]
4) iswascii() [:0]
3) BaseThreadInitThunk() [:0]
2) RtlUserThreadStart() [:0]
1) RtlUserThreadStart() [:0]


Call Stack: ["JobSystem_Worker_0 (Blocking)" [7836]]
8) NtWaitForSingleObject() [:0]
7) WaitForSingleObjectEx() [:0]
6) JobManager::BlockingBackEnd::CBlockingBackEndWorkerThread::ThreadEntry() [blockingbackend.cpp:245]
5) CThreadManager::RunThread() [systemthreading.cpp:219]
4) iswascii() [:0]
3) BaseThreadInitThunk() [:0]
2) RtlUserThreadStart() [:0]
1) RtlUserThreadStart() [:0]


Call Stack: ["GFxMeshCacheReset" [8532]]
8) NtWaitForSingleObject() [:0]
7) WaitForSingleObjectEx() [:0]
6) CryModuleGetMemoryInfo() [:0]
5) CThreadManager::RunThread() [systemthreading.cpp:219]
4) iswascii() [:0]
3) BaseThreadInitThunk() [:0]
2) RtlUserThreadStart() [:0]
1) RtlUserThreadStart() [:0]

Re: why game sdk sample can't run on my custom 5.4 engine?

#7
You say you are using the custom engine, did you build in profile mode?
Also, is this the release code for 5.4? Crashing in the memory info routine suggests to me some abi incompatibility.
What are you using the compile the engine code? Visual Studio? 2017 or 2015? Are you using Update 3? Have you changed any compilation flags for any of the modules?
Uniflare
CRYENGINE Technical Community Manager
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My personal belongings;
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