Our software is working on most of our customers' computer, but some of them are receiving the RenderingAPIException: Failed to create frame fence. Most of them are Intel integrated graphics cards, which is below our minimum requirement. However, today a customer with GTX940M also failed. His laptop cannot open even the simplest scene we have. Here is the trimmed Ogre.log
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12:00:48: CPU Identifier & Features
12:00:48: -------------------------
12:00:48: * CPU ID: GenuineIntel: Intel(R) Core(TM) i7-6700HQ CPU @ 2.60GHz
12:00:48: * Logical cores: 8
12:00:48: * SSE: yes
12:00:48: * SSE2: yes
12:00:48: * SSE3: yes
12:00:48: * MMX: yes
12:00:48: * MMXEXT: yes
12:00:48: * 3DNOW: no
12:00:48: * 3DNOWEXT: no
12:00:48: * CMOV: yes
12:00:48: * TSC: yes
12:00:48: * FPU: yes
12:00:48: * PRO: yes
12:00:48: * HT: no
12:00:48: -------------------------
12:00:48: D3D11 : Subsystem Initialising
12:00:48: ***************************************
12:00:48: *** D3D11 : Subsystem Initialized OK ***
12:00:48: ***************************************
...
12:00:48: RenderSystem capabilities
12:00:48: -------------------------
12:00:48: RenderSystem Name: Direct3D11 Rendering Subsystem
12:00:48: GPU Vendor: nvidia
12:00:48: Device Name: NVIDIA GeForce 940MX_0
12:00:48: Driver Version: 21.21.13.6937
12:00:48: * Fixed function pipeline: no
12:00:48: * Hardware generation of mipmaps: yes
12:00:48: * Texture blending: yes
12:00:48: * Anisotropic texture filtering: yes
12:00:48: * Dot product texture operation: yes
12:00:48: * Cube mapping: yes
12:00:48: * Hardware stencil buffer: yes
12:00:48: - Stencil depth: 8
12:00:48: - Two sided stencil support: yes
12:00:48: - Wrap stencil values: yes
12:00:48: * Hardware vertex / index buffers: yes
12:00:48: * 32-bit index buffers: yes
12:00:48: * Vertex programs: yes
12:00:48: * Number of floating-point constants for vertex programs: 512
12:00:48: * Number of integer constants for vertex programs: 16
12:00:48: * Number of boolean constants for vertex programs: 16
12:00:48: * Fragment programs: yes
12:00:48: * Number of floating-point constants for fragment programs: 512
12:00:48: * Number of integer constants for fragment programs: 16
12:00:48: * Number of boolean constants for fragment programs: 16
12:00:48: * Geometry programs: yes
12:00:48: * Number of floating-point constants for geometry programs: 512
12:00:48: * Number of integer constants for geometry programs: 16
12:00:48: * Number of boolean constants for geometry programs: 16
12:00:48: * Tessellation Hull programs: yes
12:00:48: * Number of floating-point constants for tessellation hull programs: 512
12:00:48: * Number of integer constants for tessellation hull programs: 16
12:00:48: * Number of boolean constants for tessellation hull programs: 16
12:00:48: * Tessellation Domain programs: yes
12:00:48: * Number of floating-point constants for tessellation domain programs: 512
12:00:48: * Number of integer constants for tessellation domain programs: 16
12:00:48: * Number of boolean constants for tessellation domain programs: 16
12:00:48: * Compute programs: yes
12:00:48: * Number of floating-point constants for compute programs: 512
12:00:48: * Number of integer constants for compute programs: 16
12:00:48: * Number of boolean constants for compute programs: 16
12:00:48: * Supported Shader Profiles: cs_4_0 cs_4_1 cs_5_0 ds_5_0 gs_4_0 gs_4_1 gs_5_0 hlsl hs_5_0 ps_4_0 ps_4_0_level_9_1 ps_4_0_level_9_3 ps_4_1 ps_5_0 vs_4_0 vs_4_0_level_9_1 vs_4_0_level_9_3 vs_4_1 vs_5_0
12:00:48: * Texture Compression: yes
12:00:48: - DXT: yes
12:00:48: - VTC: no
12:00:48: - PVRTC: no
12:00:48: - ATC: no
12:00:48: - ETC1: no
12:00:48: - ETC2: no
12:00:48: - BC4/BC5: yes
12:00:48: - BC6H/BC7: yes
12:00:48: - ASTC: no
12:00:48: * Hardware Occlusion Query: yes
12:00:48: * User clip planes: yes
12:00:48: * VET_UBYTE4 vertex element type: yes
12:00:48: * Infinite far plane projection: yes
12:00:48: * Hardware render-to-texture: yes
12:00:48: * Floating point textures: yes
12:00:48: * Non-power-of-two textures: yes
12:00:48: * 1d textures: yes
12:00:48: * Volume textures: yes
12:00:48: * Max Texture resolution (2D) 16384
12:00:48: * Max Texture resolution (3D) 2048
12:00:48: * Max Texture resolution (Cubemaps) 16384
12:00:48: * Multiple Render Targets: 8
12:00:48: - With different bit depths: yes
12:00:48: * Point Sprites: yes
12:00:48: * Extended point parameters: yes
12:00:48: * Max Point Size: 256
12:00:48: * Vertex texture fetch: yes
12:00:48: * Number of world matrices: 0
12:00:48: * Number of texture units: 16
12:00:48: * Stencil buffer depth: 8
12:00:48: * Number of vertex blend matrices: 0
12:00:48: - Max vertex textures: 4
12:00:48: - Vertex textures shared: no
12:00:48: * Render to Vertex Buffer : yes
12:00:48: * Hardware Atomic Counters: no
12:00:48: DefaultWorkQueue('Root') initialising on thread main.
...
12:00:53: OGRE EXCEPTION(3:RenderingAPIException): Failed to create frame fence.
Error code: -2005270523.
hr = 0x887A0005
in D3D11VaoManager::_update at C:\ogremygui\OGRE\RenderSystems\Direct3D11\src\Vao\OgreD3D11VaoManager.cpp (line 1476)
12:00:53: OGRE EXCEPTION(3:RenderingAPIException): Failed to create frame fence.
Error code: -2005270523.
hr = 0x887A0005
in D3D11VaoManager::_update at C:\ogremygui\OGRE\RenderSystems\Direct3D11\src\Vao\OgreD3D11VaoManager.cpp (line 1476)
12:00:53: OGRE EXCEPTION(3:RenderingAPIException): Failed to create frame fence.
Error code: -2005270523.
hr = 0x887A0005
in D3D11VaoManager::_update at C:\ogremygui\OGRE\RenderSystems\Direct3D11\src\Vao\OgreD3D11VaoManager.cpp (line 1476)
Anyone has some thoughts or similar experience? Thanks!