Fraps Has Been Known To Crash D3D11

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I want to record commentary in Sound Forge while playing a game and recording it with Fraps. Problem is, if I set my sound input to both Stereo Mix and Microphone, both my commentary and the games.

I'm developing a deferred renderer with the DirectX 11 API and need to vary the blend state across the render targets. DX10.0 only allowed one set of blend ops:

whereas the DX11 API has the flexibility to specify 8.

Now using my DX11 card at D3D_FEATURE_LEVEL_10_0, I don't get errors or warnings creating and setting state that has IndependentBlendEnable true. Is it safe to trust this outcome as representative of what would happen on DX10.0 hardware, or is feature level checking only an approximate guide?

1 answer

  • answered 2014-05-13 09:20

    It will fail on DX10.0 hardware. As my test had no variety in the RenderTarget[] array, it seems DX detected that the value of IndependentBlendEnable made no difference and ignored it. It would have been helpful to have been given a warning, but none was output, leading me to suspect that independent blending was being solved in software rather than hardware. Anyway, when varying RenderTarget[] data, the error below pops up and everything makes sense again, albeit inconveniently in this case.

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F-Zero GX

Developer(s)Sega, Amusement Vision
Publisher(s)Nintendo
SeriesF-Zero
Platform(s)GameCube
Release date(s)JP July 25, 2003
NA August 25, 2003
EU October 31, 2003
Genre(s)Racing
Mode(s)Single-player, Multiplayer (4)
Input methodsGameCube Controller
Compatibility4
Playable
GameIDsGFZE01, GFZP01, GFZJ01
See also...

Dolphin Forum thread
Open Issues
Search Google
Search Wikipedia

F-Zero GX is a futuristic racing video game for the Nintendo GameCube console. Developed by Sega's Amusement Vision department and published by Nintendo, it was released in Japan, Europe and North America in 2003. F-Zero AX, the arcade counterpart of GX, uses hardware conceived from a business alliance between Nintendo, Namco and Sega. F-Zero GX runs on an enhanced version of the engine that powered Super Monkey Ball. F-Zero GX/AX was the first video game collaboration between Nintendo and Sega. The game received critical acclaim as one of the best racers of its time and the greatest racer on the GameCube platform.

Fraps has been known to crash d3d11 and best
  • 1Emulation Information
  • 2Problems
  • 3Enhancements
  • 4Configuration

Emulation Information

16:9

F-Zero GX has a native 16:9 display option, but it requires enabling it in its internal options and setting Dolphin's Aspect Ratio graphics setting to 'Force 16:9'. Using the widescreen hack with this title is not recommended. When using the game's widescreen mode boulder shadows will render incorrectly. This is a game bug, and also occurs on consoles.

Powersliding Glitch

When near the start/finish line while racing on a Lightning themed track, the powerslide effect is glitched out, stretching out like a laser beam toward the finish line. This is a glitch with the game and not Dolphin; this occurs even on a real GameCube. See issue 6042.

Custom Cars

If using a bad dump, custom cars show only the pilot floating in mid air and the main body component. Redump the disc to correct the problem. See issue 3240.

Missing Boulder Shadows

In Chapter 2 of F-Zero GX, the boulders that roll across the track can have no shadows in Direct3D. These shadows use a feature known as 'LogicOps' which D3D11 on Windows 7 does not support. To see the shadows properly, use the OpenGL or Vulkan backend, or use revisions newer than 5.0-5404 for Windows 8/10. See issue 7183.

Problems

Master Difficulty End Credits

Credits sequence after Master difficulty completion isn't 100% accurate on default settings. The sepia tone images are supposed to appear to the right after the special character movie plays. The specifics have been untested but if the problem is similar to the Super Smash Bros. Brawl snapshot feature problem, a snapshot is generated either during a race or after crossing the finish line. Storing EFB Copies to RAM can be taxing, so the best solution would probably be to disable Storing EFB Copies to Texture Only before crossing the finish line on the third lap and then enabling Storing EFB Copies to Texture Only after the announcer announces the rank you earned. See issue 9065.

Emblem Editor Cursor Issues

When using the emblem editor, the cursor's position will fail to correctly update on Medium and Fast Texture Cache Accuracy levels. To fix, use 'Safe.'

Fraps Has Been Known To Crash D3d11 Fix

Heat Effect/Blur

Sand Ocean's heat effect cuts speed on even the most powerful computers. Using the Vulkan backend can improve performance, or the effect can be disabled entirely by turning on 'Skip EFB Access from CPU' in configuration. Fixed in 5.0-9735.

Dual Core Resets

When Dual Core mode is enabled, the game may reset randomly. It generally only resets on the first run and plays fine after that, but it may reset in game. It has been tested and is pretty reliable, but it may reset anyway. Use at your own risk. For an absolute fix, uncheck 'Enable Dual Core', or for a faster performing fix, check 'Synchronize GPU thread' as per gameINI advice. Fixed with 5.0-1012, where Sync GPU is enabled by default in Game-Ini.

Enhancements

V-Sync Crashes

Fraps Has Been Known To Crash D3d11 And Best

If V-Sync is enabled, F-Zero GX will inevitably crash at some point early in play, to the point where it's difficult to even complete a race. Make sure V-Sync is disabled to avoid this. Alternatively, for NVIDIA GPUs, Adaptive V-Sync can be enabled and not cause F-Zero GX to crash. Seems to be fixed as of 5.0-5620.

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Configuration

Only configuration options for the best compatibility where they deviate from defaults are listed.

Graphics

ConfigSettingNotes
Store EFB Copies to Texture OnlyOffCorrects Master end credits sequence inaccuracies
Texture Cache AccuracyPosition 1 (Safe)Working Emblem Editor cursor

Version Compatibility

The graph below charts the compatibility with F-Zero GX since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

Fraps Has Been Known To Crash D3d11 And Make

5.0-14554(current)

Fraps Has Been Known To Crash D3d11 Video

2.0(r5384)
Compatibility can be assumed to align with the indicated revisions. However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. Please update as appropriate.

Testing

This title has been tested on the environments listed below:

Fraps has been known to crash d3d11 today
Test Entries
Revision OS Version CPU GPU Result Tester
r4865Windows 7Intel Core 2 Quad Q9505 @ 2.83GHzNVIDIA GeForce 9800 GTWith recent fixes, game is now playable at good speed with perfect graphics (except bug with shadows, you can fix by switching EFB Copy to system RAM). Speed varies from 40 to 60FPS (out of max 60). It's highly recommended to use or IL version, because usual doesn't work yet. Sound and controls work perfectly fine. F-Zero GX (GC) on Dolphin Wii/GC Emulator 720p HDnosound98
r7035Windows 7Intel Core 2 Duo E8500 @ 3.16GHzATI Radeon HD 5850Slows down to 20FPS at the start of a race sometimes, but runs at a solid min. 35FPS during the race
r7612Windows 7Intel Quad Core @ 3.33GHzNVIDIA GeForce 9600 GTBetween 40-60FPS depending the race track, big slow down in sand ocean. Crash when using recording device (Fraps & Xfire)Sonic1993
3.0Windows 7Intel Pentium E5400 @ 2.7GHzNVIDIA GeForce GTX 460Barely playable, 20-30FPSparasite64
3.0Windows 7Intel Pentium E5400 @ 2.7GHzAMD Radeon HD 3850Barely playable on DX9 plugin, native resolution, AA 9x , MMU speed hack, Dual Core On (It's work normal now) 30-45FPSDark Bard
r7670Windows 7Intel Core i5-2500K @ 4.1GHzAMD Radeon HD 6850Works totally fine. Only slowdown is on Sand Ocean, FPS drops to 42 max.MegaJump
3.0-177Windows 7Intel Core i5-2500K @ 3.3GHzNVIDIA GeForce 8800 GT60FPS when 'Skip EFB Access from CPUs' is off. Shadows are broken. DX9 supports Dual Core.M
3.0-228Windows 7AMD Phenom 2 X4 @ 3.2GHzNVIDIA GeForce 9600 GTRuns between 50-60 Fps. NO Slowdown at Sand Ocean, NO Shadow Error. Skip EFB Access from CPU ON( Hook in there) / EFB Copies RAM / Direct3D9 Back-end / Disable per pixel depth OFF / It works on 1600x900 Fullscreen 2x Native and Widescreen HackShyvo
3.0-267Linux Mint 11Intel Core i5-2500KAMD Radeon HD 6670In 50Hz game mode, runs between 48-50 Fps. Some slowdowns and some shadow errors. Dual Core ON / Accelerate disc transfer rate ON / Skip EFB Access from CPU ON / EFB Copies Texture / It works on 1280x800 Fullscreen Auto Nativeyg2f
3.0-684Windows 7AMD FX-4100 @ 4.5GHzNVIDIA GeForce GTS 250(tested with DX9). In the demo video is initially loaded much. In the selection of the starships of the screen is very slow when being dumped in this screen, the graphic shall have no end that Dump!. After a few crashes of the Dolphin emulator works then most of the 'Dual Core' option. Best emulation speed, the 'external frame buffer' would be (REAL), but very unstable. (sic, Google Translate)Serverbot777
3.0-697Windows 7AMD FX-4100 @ 4.5GHzNVIDIA GeForce GTS 250(tested with DX9). Fixed a bug with the speed-problem-in vehicle selection. In the game, when the shadow vehicle will not be correctly displayed (Faulty shadow). And in the game during the procedure, the FPS quite sharply between 30FPS and 50FPS.(only in the dolphin-hashless version).Serverbot777
3.0-763Windows 7Intel Core i5-760 @ 2.8GHzNVIDIA GeForce 560 TiDirectX 9, dual core, locked threads to cores, 1080p. 33% speed decrease when all vehicles are on screen, or when large portions of the track are visible. Dolphin just can't crunch this many vertices, as determined by the same speeds being reached using the original EFB size. In all other circumstances, game runs at a full 60FPS. Dual core causes occasional soft locks, but locking threads to cores seems to dissuade this from happening as often. Dual core is required to reach 60FPS on this rig.CptnOblivious
3.0-787Windows 7Intel Core i5-760 @ 2.8GHzNVIDIA GeForce 560 TiDirectX 9, dual core, locked threads to cores, 1080p. UPDATE: This revision sees an increase in speed between 6-10FPS under full loads in the same scenarios as the previous entry. Everything else remains unchanged.CptnOblivious
4.0Windows 7AMD FX-4100 @ 3.6GHzAMD Radeon HD 6770DirectX 11, everything at default except 'Skip EFB Access from CPU'. 4xAA, 16xAF, 720p+, 60Hz/FPS PAL. Usualy runs at 60FPS, with drops in intros and selection screen for drivers, even with 58FPS emulation of sound start to break with pauses. Playable with slowdowns on start of the race with lots of opponents.leipero
4.0.2Arch LinuxIntel Core i7-2600 @ 3.4GHzNVIDIA GeForce GTS 450Playable. Occasional slowdowns, usually when starting a race. Rare shadow distortion.10n45
4.0-918Arch LinuxIntel Core i5-4670 @ 3.4GHzNVIDIA GeForce GTX 660 TiEverything at default except 'Skip EFB Access from CPU'. 2xAA, 16xAF, 720p+, 60Hz/FPS PAL. Will always run at 60FPS, even with video recording software running. Game will sometimes crash with V-Sync enabled.breed808
4.0-3669Windows 7Intel Core i5-2500K @ 4.5GHzNVIDIA GeForce GTX 580OpenGL, 1080p, IR:Windows Size, AA 4x, AF 4x: 50-60FPS. (Solid 60FPS if 'Skip EFB Access to CPU' checked with AA:none, AF:1x). I had to turn Vsync on from NVIDIA control panel.lelobeach
4.0-4647Windows 8Intel Core i5-4200uIntel HD Graphics 4400OpenGL , Skip EFB , 50Hz / FPS European Version , No V-Sync , Hangs on intro if Directx with 60/50FPS or OpenGL 60FPSZcair
4.0-5962Windows 7Intel Core i5-4460NVIDIA GeForce GTX 660 TiSettings differed from default: Direct3D, 2.5x Native, 4x AA, 16x AF, 'Dual Core' unchecked, 'Skip EFB Access from CPU' checked, 'Framelimit' off, 'VSync' unchecked (Adaptive VSync enabled in NCP). Tested two entire Grand Prix cups. Not a single crash! Full speed 98% of the time. Loss of speed is due to a handful of stutters usually during the first 3-8 seconds of a race (not in every race though) and about 1-2 stutters during the rest of a race. Once you play through a race, replaying it lowers the chances of stuttering, possibly to none. There are some audio bugs - mostly the music in the menu when selecting stuff, and sometimes the '3, 2, 1, GO' doesn't play all the way. Other NCP settings used: Max Pre-Rendered Frames set to '1'. It helps reduce input lag with VSync, which is important for this game. Overall, satisfying results!Jodeth
4.0-6080Windows 8.1Intel Core i5-3210M @ 2.5GHzNVIDIA GeForce 610MEnable FPRF = On
V-Sync = On
Enable Dual Core = On
Synchronize GPU thread = On
Skip EFB Access from CPU = On
OpenGL is best for graphical accuracy while Direct3D is best for graphical performance. V-Sync is not causing crashes for me. I'm not sure if my GPU is NVIDIA Adaptive V-Sync compatible. I enabled Skip EFB Access from CPU just so I can play Sand Ocean without slowdowns. Mostly 60FPS/60VPS but my GPU sometimes struggles rendering 29 other racers reducing VPS. Tested fmadd and fmul by recording my own time trial ghost and replay data in Dolphin and replaying the ghost and replay on real hardware and vise-versa. No issues.
Wildgoosespeeder
5.0-rc-34Windows 10Intel Core i5-6600K @ 4.5GHzNVIDIA GeForce GTX 970Final Verdict: F-Zero GX mostly hits a consistent 60FPS, only suffering minor framerate drops, stutters, and the rare slowdown. Otherwise, this game looks fantastic at a native 16:9 aspect ratio in 1080p. Very little screen tearing with V-Sync disabled (I've had mixed results with it enabled - mostly positive, but occasional random crash has led me to disabling V-Sync for now). Used Gamecube Controller, with Mayflash Adapter, and installed the Gamecube drivers via the Dolphin wiki itself. I was able to complete every Cup on Master difficulty with no issues whatsoever, other than the mentioned slowdown issues, and oddly missing Credit stills - the Pilot homages from Master Class working fine otherwise.

Settings: Backend OpenGL (Direct3D seems to deliver similar performance), Force 16:9, V-Sync (False), 3x Native (1920x1584), 4xAA (4x SSAA is possible, but tends to cause more stuttering? it's difficult to say), Per-Pixel Lighting (true), Skip EFB Access from CPU (DISABLED - this will reduce or remove blur effects from boosting and Sand Ocean/Fire Field(?), but the slowdowns on mentioned tracks makes the game essentially unplayable). All other settings left to default. On a side note, Dolphin VR 4.0-9170-dirty with Oculus Rift DK2 and SDK 0.7 works well, drawback being choppy headtracking and broken menus.

PyroPaperPlanes
4.0-8044Windows 10Intel Core i5-4690K @ 4.20GHzNVIDIA GeForce GTX 660Runs at a solid 60 VPS in the Ruby Cup, but I had to enable Skip EFB Access from CPU for Sand Ocean. Tested on the OpenGL Backend.Aplayer12345
4.0-8863Windows 10Intel Core i7-4790S @ 3.2GHzNVIDIA GeForce GTX 970NTSC version. Runs mostly smooth at 60 FPS, 1080p, with the occasional stutter (Typically when first loading the game, first few seconds of a race, and when loading the vehicle selection screen). Skip EFB Access from CPU had to be enabled, otherwise Sand Ocean tracks were unplayable. Otherwise runs exactly as it does on the GameCube.

Settings: Enable FPRF; Synchronize GPU Thread.

INI: CPUThread=False; GFXBacken=OGL; EFBAccessEnable=FALSE; EFBToTextureEnable=FALSE; VSync=FALSE; SafeTextureCacheColorSamples=0.

SierraKomodo
5.0-4178Windows 10Intel Core i7-7700K @ 4.5GHzNVIDIA GeForce GTX 1080Vulkan backend outright crashes with no panic handler message after the save loading screen. OpenGL (and probably Direct3D 11 as well) runs at 60 FPS everywhere but Sand Ocean, which is unbelievably laggy without using Vulkan or Direct3D 12 backend. Unfortunately Direct3D 12 is removed in this version and Vulkan, as mentioned, does not work.Techjar
5.0-5620Windows 10Intel Core i3-3220 @ 3.3GHzNVIDIA GeForce GTX 1060Needs Force 16:9 for widescreen. 'Needs' Texture Cache Accuracy: Safe for the emblem editor's cursor, but it's not worth the performance hit and barely noticeable. V-Sync and Vulkan both work just fine, I played for a few hours with them without any issues. Vulkan is definitely the best performing in this game and runs Sand Ocean at full speed (compared to 50-60% in other backends). Besides trying out V-Sync and different video backends, all other settings were default.Xerxes

Gameplay Videos

F-Zero series
GameCube
Triforce
  • F-Zero AX(2003)
  • Virtual Console
    SNES
    Nintendo 64
    Retrieved from 'https://wiki.dolphin-emu.org/index.php?title=F-Zero_GX&oldid=176436'