Results 1 to 4 of 4

Thread: saints row 4 steam

  1. #1

    Default saints row 4 steam

    when ever i try to play this gme in steam i get a crash any help thanks

    Code:
     
    Application Log: 
    [thread ffffffff][I][0]: Log system initialised 
    [thread ffffffff][I][0]: Default allowed number of simultaneously open files in the system is 2548. 
    [thread ffffffff][I][0]: Current memlock limit is 65536. 
    [thread ffffffff][I][0]: setrlimit(RLIMIT_MEMLOCK) failed, (1) Operation not permitted 
    [thread ffffffff][I][1]: setup_teb_register() - using LDT entry 13 
    [thread 00000001][I][1]: Linux kernel version: 5.12.12-1-default 
    [thread 00000001][I][1]: Linux glibc version: 2.33 
    [thread 00000001][I][2]: Forcing OpenGL Core context usage 
    [thread 00000001][I][3]: OpenGL Core context version 4.6 detected 
    [thread 00000001][I][15]: OpenGL information: 
    [thread 00000001][I][15]:     renderer: AMD NAVY_FLOUNDER (DRM 3.40.0, 5.12.12-1-default, LLVM 12.0.0) 
    [thread 00000001][I][15]:     vendor: AMD 
    [thread 00000001][I][15]:     version: 4.6 (Core Profile) Mesa 21.1.3 
    [thread 00000001][I][15]:     GLSL version: 4.60 
    [thread 00000001][I][15]:     Max surface size: 16384 
    [thread 00000001][I][15]:     Supported and usable: texture_mirror_clamp_to_edge: yes 
    [thread 00000001][I][15]:     Supported and usable: texture_storage: yes 
    [thread 00000001][I][15]:     Supported and usable: copy_image: yes 
    [thread 00000001][I][15]:     Supported and usable: texture_storage_multisample: yes 
    [thread 00000001][I][15]:     Supported and usable: texture_view: yes 
    [thread 00000001][I][15]:     Supported and usable: ATI_separate_stencil: yes 
    [thread 00000001][I][15]:     Supported and usable: EXT_stencil_two_side: no 
    [thread 00000001][I][15]:     Supported and usable: texture_filter_anisotropic: yes 
    [thread 00000001][I][15]:     Supported and usable: explicit_attrib_location: yes 
    [thread 00000001][I][15]:     Supported and usable: compressed 3D textures (VTC): no 
    [thread 00000001][I][15]:     Supported and usable: clear_buffer_object: yes 
    [thread 00000001][I][15]:     Supported and usable: clear_texture: yes 
    [thread 00000001][I][15]:     Available texture memory (from NVidia extension): 25149440 kB 
    [thread 00000001][I][15]:     Multisample textures test: 
    [thread 00000001][I][15]:         GL_RGBA8 (0x8058): 8 samples 
    [thread 00000001][I][15]:         GL_RGBA8UI (0x8d7c): 8 samples 
    [thread 00000001][I][16]:         GL_RGBA8I (0x8d8e): 8 samples 
    [thread 00000001][I][16]:         GL_RGBA12 (0x805a): 8 samples 
    [thread 00000001][I][16]:         GL_RGBA16 (0x805b): 8 samples 
    [thread 00000001][I][16]:         GL_RGBA16F (0x881a): 8 samples 
    [thread 00000001][I][16]:         GL_RGBA32 (0x8814): 8 samples 
    [thread 00000001][I][16]:         GL_RGBA16I (0x8d88): 8 samples 
    [thread 00000001][I][16]:         GL_RGBA16UI (0x8d76): 8 samples 
    [thread 00000001][I][16]:         GL_RGBA32I (0x8d82): 8 samples 
    [thread 00000001][I][17]:         GL_RGBA32UI (0x8d70): 8 samples 
    [thread 00000001][I][17]:         GL_RGB8 (0x8051): 8 samples 
    [thread 00000001][I][17]:         GL_RGB32F (0x8815): 8 samples 
    [thread 00000001][I][17]:         GL_RGB32I (0x8d83): 8 samples 
    [thread 00000001][I][17]:         GL_RGB32UI (0x8d71): 8 samples 
    [thread 00000001][I][17]:         GL_RG8 (0x822b): 8 samples 
    [thread 00000001][I][17]:         GL_RG16 (0x822c): 8 samples 
    [thread 00000001][I][17]:         GL_RG16F (0x822f): 8 samples 
    [thread 00000001][I][18]:         GL_RG32F (0x8230): 8 samples 
    [thread 00000001][I][18]:         GL_RG8I (0x8237): 8 samples 
    [thread 00000001][I][18]:         GL_RG8UI (0x8238): 8 samples 
    [thread 00000001][I][18]:         GL_RG16I (0x8239): 8 samples 
    [thread 00000001][I][18]:         GL_RG16UI (0x823a): 8 samples 
    [thread 00000001][I][18]:         GL_RG32I (0x823b): 8 samples 
    [thread 00000001][I][18]:         GL_RG32UI (0x823c): 8 samples 
    [thread 00000001][I][19]:         GL_R8 (0x8229): 8 samples 
    [thread 00000001][I][19]:         GL_R16 (0x822a): 8 samples 
    [thread 00000001][I][19]:         GL_R16F (0x822d): 8 samples 
    [thread 00000001][I][19]:         GL_R32F (0x822e): 8 samples 
    [thread 00000001][I][19]:         GL_R8I (0x8231): 8 samples 
    [thread 00000001][I][19]:         GL_R8UI (0x8232): 8 samples 
    [thread 00000001][I][20]:         GL_R16I (0x8233): 8 samples 
    [thread 00000001][I][20]:         GL_R16UI (0x8234): 8 samples 
    [thread 00000001][I][20]:         GL_R32I (0x8235): 8 samples 
    [thread 00000001][I][20]:         GL_R32UI (0x8236): 8 samples 
    [thread 00000001][I][20]:         GL_R8_SNORM (0x8f94): 8 samples 
    [thread 00000001][I][20]:         GL_R16_SNORM (0x8f98): 8 samples 
    [thread 00000001][I][20]:         GL_RG8_SNORM (0x8f95): 8 samples 
    [thread 00000001][I][20]:         GL_RG16_SNORM (0x8f99): 8 samples 
    [thread 00000001][I][20]:         GL_RGBA8_SNORM (0x8f97): 8 samples 
    [thread 00000001][I][21]:         GL_RGBA16_SNORM (0x8f9b): 8 samples 
    [thread 00000001][I][21]:         GL_SRGB8 (0x8c41): 8 samples 
    [thread 00000001][I][21]:         GL_SRGB8_ALPHA8 (0x8c43): 8 samples 
    [thread 00000001][I][21]:         GL_DEPTH_COMPONENT32F (0x8cac): 8 samples 
    [thread 00000001][I][21]:         GL_DEPTH24_STENCIL8 (0x88f0): 8 samples 
    [thread 00000001][I][21]:         GL_DEPTH_COMPONENT16 (0x81a5): 8 samples 
    [thread 00000001][I][21]:         GL_DEPTH_COMPONENT24 (0x81a6): 8 samples 
    [thread 00000001][I][21]:         GL_DEPTH32F_STENCIL8 (0x8cad): 8 samples 
    [thread 00000001][I][22]:         GL_RGB10_A2 (0x8059): 8 samples 
    [thread 00000001][I][22]:         GL_RGB10_A2UI (0x906f): 8 samples 
    [thread 00000001][I][22]:         GL_R11F_G11F_B10F (0x8c3a): 8 samples 
    [thread 00000001][I][22]:         GL_RGB565 (0x8d62): 8 samples 
    [thread 00000001][I][22]:         GL_RGB5_A1 (0x8057): 8 samples 
    [thread 00000001][I][22]:         GL_RGB9_E5 (0x8c3d): 1 samples 
    [thread 00000001][I][23]: Gamepads: SDL_GAMECONTROLLERCONFIG - 03000000de280000ff11000001000000,Steam Virtual Gamepad,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3, 
    03000000de280000fc11000001000000,Steam Controller,a:b0,b:b1,back:b6,dpdown:b14,dpleft:b15,dpright:b13,dpup:b12,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3, 
    03000000d620000013a7000011010000,Bensussen Deutsch & Associates Inc.(BDA) NSW Wired controller,a:b0,b:b1,x:b3,y:b4,back:b10,guide:b12,start:b11,leftstick:b13,leftshoulder:b6,rightshoulder:b7,dpup:h0.1,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,leftx:a0,lefty:a1,lefttrigger:b8,righttrigger:b9 
    030000005e040000ea02000001030000,Xbox One Wireless Controller,a:b0,b:b1,back:b6,dpdown:h0.4,dpleft:h0.8,dpright:h0.2,dpup:h0.1,guide:b8,leftshoulder:b4,leftstick:b9,lefttrigger:a2,leftx:a0,lefty:a1,rightshoulder:b5,rightstick:b10,righttrigger:a5,rightx:a3,righty:a4,start:b7,x:b2,y:b3, 
    [thread 00000001][I][23]: Gamepads: registered gamepad mapping for device GUID 03000000de280000ff11000001000000 
    [thread 00000001][I][23]: Gamepads: registered gamepad mapping for device GUID 03000000de280000fc11000001000000 
    [thread 00000001][I][23]: Gamepad mapping: unrecognized control name 'BensussenDeutsch&AssociatesInc.(BDA)NSWWiredcontroller' 
    [thread 00000001][I][23]: Gamepad mapping: unrecognized control name 'XboxOneWirelessController' 
    [thread 00000001][I][23]: Gamepads: registered gamepad mapping for device GUID 030000006d0400001dc2000014400000 
    [thread 00000001][I][23]: Gamepads: registered gamepad mapping for device GUID 030000006d0400001ec2000020200000 
    [thread 00000001][I][23]: Gamepads: registered gamepad mapping for device GUID 030000006d04000019c2000011010000 
    [thread 00000001][I][23]: Gamepads: registered gamepad mapping for device GUID 030000006d0400001fc2000005030000 
    [thread 00000001][I][23]: Gamepads: registered gamepad mapping for device GUID 030000006d04000016c2000010010000 
    [thread 00000001][I][23]: Gamepads: registered gamepad mapping for device GUID 030000006d04000011c2000010010000 
    [thread 00000001][I][23]: Gamepads: registered gamepad mapping for device GUID 030000006d04000019c2000010010000 
    [thread 00000001][I][23]: Gamepads: registered gamepad mapping for device GUID 030000006d04000018c2000010010000 
    [thread 00000001][I][23]: Gamepads: registered gamepad mapping for device GUID 030000006d0400009ac2000011010000 
    [thread 00000001][I][23]: Gamepads: registered gamepad mapping for device GUID 030000006d0400009bc2000011010000 
    
    [thread 00000001][I][26]: Gamepads: New potential device at device file '/dev/input/event14' 
    [thread 00000001][I][26]: Gamepads:     New potential device under path '/dev/input/event14' is 'Microsoft X-Box One S pad' 
    [thread 00000001][I][26]: Gamepads:     Device GUID calculated as: 030000005e040000ea02000001030000 
    [thread 00000001][I][26]: Gamepads:     Device 'Microsoft X-Box One S pad' reports supporting FF_RUMBLE force feedback effect 
    [thread 00000001][I][55]: Gamepads: New device added to gamepads list. 
    [thread 00000001][I][56]: Gamepads: New potential device at device file '/dev/input/js0' 
    [thread 00000001][I][107]: Gamepads:     New potential device rejected, couldn't get device name for device under path '/dev/input/js0' 
    [thread 00000001][I][109]: Gamepads: New potential device at device file '/dev/input/event15' 
    [thread 00000001][I][109]: Gamepads:     New potential device under path '/dev/input/event15' is 'Microsoft X-Box 360 pad' 
    [thread 00000001][I][109]: Gamepads:     Device GUID calculated as: 03000000de280000ff11000001000000 
    [thread 00000001][I][109]: Gamepads:     Device 'Microsoft X-Box 360 pad' reports supporting FF_RUMBLE force feedback effect 
    [thread 00000001][I][155]: Gamepads: New device added to gamepads list. 
    [thread 00000001][I][155]: Gamepads: New potential device at device file '/dev/input/js1' 
    [thread 00000001][I][195]: Gamepads:     New potential device rejected, couldn't get device name for device under path '/dev/input/js1' 
    [thread 00000001][I][197]: Command line: '"C:\home\freeze\.local\share\Steam\steamapps\common\Saints Row IV\sre4_pc_release_final_dx11.exe" DRI_PRIME=1' 
    [thread 00000001][E][211]: eON_GetProcAddress( 0x1693db0 ) for module 0x102ea080, in dylib 'crypt32.dll' FAILED, symbol 'CryptBinaryToStringW' not found! Returning EmptyFunction() 
    [thread 00000001][I][211]: TomCrypt initializing... 
    [thread 00000001][I][211]: TomCrypt initialized 
    [thread 00000001][I][211]: DLL_PROCESS_ATTACH start. 
    [thread 00000001][I][211]: DLL_PROCESS_ATTACH done. 
    [thread 00000004][W][211]: eON_HeapSetInformation() - requested heap corruption termination, ignoring 
    [thread 00000004][W][220]: REGISTRY OPERATION: RegOpenKeyExW() returns ERROR_NOT_FOUND (subkey not found) key = HKEY_CURRENT_USER, subkey = Control Panel\Desktop 
    [thread 00000004][W][980]: SetWindowPos wants us to draw frame around window. Ignoring that for now. 
    [thread 00000004][I][991]: D3D11CreateDevice( pAdapter = 0xddb6ce54, DriverType = 0, Software = (nil), Flags = 0, pFeatureLevels = (nil), FeatureLevels = 0, SDKVersion = 0x7, ppDevice = 0xddd49d9c, pFeatureLevel = 0x77a0164, ppImmediateContext = 0xddd49d64 ) 
    [thread 00000004][I][992]: D3D11CreateDevice( SDKVersion = 7 ) created device 0xddb7c2a0 and immediate context 0xddb680e0 
    [thread 00000006][I][992]: D3D11: OpenGL thread start 
    [thread 00000006][I][997]: Direct3D -> OpenGL context information: 
    [thread 00000006][I][997]:     renderer: AMD NAVY_FLOUNDER (DRM 3.40.0, 5.12.12-1-default, LLVM 12.0.0) 
    [thread 00000006][I][997]:     vendor: AMD 
    [thread 00000006][I][997]:     version: 4.6 (Core Profile) Mesa 21.1.3 
    [thread 00000006][I][997]:     GLSL version: 4.60 
    [thread 00000006][I][997]:     max color attachment and draw buffers: 8 
    [thread 00000006][I][997]:     max texture image units: 192 
    [thread 00000006][I][997]:     max vertex shader uniform blocks: 14 
    [thread 00000006][I][997]:     max geometry shader uniform blocks: 14 
    [thread 00000006][I][997]:     max fragment shader uniform blocks: 14 
    [thread 00000006][I][997]:     max hull shader uniform blocks: 14 
    [thread 00000006][I][997]:     max domain shader uniform blocks: 14 
    [thread 00000006][I][997]:     max compute shader uniform blocks: 14 
    [thread 00000006][I][997]:     max viewports: 16 
    [thread 00000006][I][997]:     max uniform buffer bindings: 90 
    [thread 00000006][I][997]:     uniform buffer offset alignment: 4 
    [thread 00000006][I][997]:     shader storage buffer offset alignment: 4 
    [thread 00000006][I][997]:     max pixel shader UAVs: 16 
    [thread 00000006][I][997]:     max compute shader UAVs: 16 
    [thread 00000006][I][997]:     max UAVs: 192 
    [thread 00000006][I][997]:     buffer_storage support: yes 
    [thread 00000006][I][997]:     compressed_texture_pixel_storage support: yes 
    [thread 00000004][I][1023]: eON_WindowEvent: SetFullscreenState true 0xddb6cc04 
    [thread 00000004][W][1047]: Game wants to disable DXGI reacting to window changes (monitoring app message queue) for window 0xddb7eee0. Ignoring. 
    [thread 00000004][W][1047]: Game wants to enable DXGI reacting to Alt-Enter fullscreen toggle. 
    [thread 00000004][W][1078]: eON_HeapSetInformation() - requested low-fragmentation heap, ignoring 
    [thread 00000004][E][1080]: Gamepads: Device couldn't be activated, because no SDL mapping for device GUID 030000005e040000ea02000001030000 has been found! 
    [thread 00000004][I][1080]: Gamepads:     To activate the device, please provide the appropriate mapping in SDL2 format through command-line ( --eon_gamepad_mapping= option ), 
    [thread 00000004][I][1080]: Gamepads:     SDL_GAMECONTROLLERCONFIG environment variable, or SDLGamepad.config file, located in game data folder. 
    [thread 00000004][I][1080]: Gamepads:     SDL2 format mapping strings can be determined using Steam Big Picture configurator. 
    [thread 00000004][I][1080]: Gamepads: SDL mapping 03000000de280000ff11000001000000 present, device 'Microsoft X-Box 360 pad' active 
    [thread 00000004][W][1080]: Raw Input: NOHOTKEYS flag specified for a keyboard device. We're ignoring it. 
    [thread 00000004][I][1080]: Raw Input: keyboard device wanted, legacy messages: on 
    [thread 00000004][I][1080]: Raw Input: mouse device wanted, legacy messages: on 
    [thread 00000004][I][1098]: Initializing primary sound buffer 
    [thread 00000006][I][1116]: Precompiled shader cache loaded: binary shaders: 5, GLSL shaders: 35, GLSL pipelines: 6 
    [thread 00000004][I][3472]: Enumerating COM libraries... 
    [thread 0000001a][I][4158]: ===enforcing log flush===

  2. #2

    Default Re: saints row 4 steam

    Try to use Leap 15.3 + AMD drivers.

  3. #3

    Default Re: saints row 4 steam

    Is leap 15.3 really going to be a better option than TW for a brand new graphic architecture like the RX 6700 XT?

  4. #4

    Default Re: saints row 4 steam

    Just do it. Take a spare drive and go on.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •