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igfxCUIService.exe crashing - Intel 4600 Graphics related

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Hey. I recently put together a computer with a 4970k processor and Intel 4600 Graphics. However, my computer has been freezing randomly and crashing due to the graphics conflicting with my additional R9 295x2 Graphics card. My OS is Windows 8.1, 64-bit. I have installed the most recent drivers for the 4600 as well as the most recent stable AMD drivers for the R9 295x2. I do not see the Intel 4600 Graphics in my Hardware List, so I cannot disable them. I have told my motherboard's BIOS to use the PCIE graphics card as the main card, and yet my system continues to freeze and crash. Today alone I have had four crashes due to this issue. How can I solve this issue?

 

The description of the crash log:

 

Faulting Application Path:    C:\Windows\System32\igfxCUIService.exe

 

Problem signature

Problem Event Name:    APPCRASH

Application Name:    igfxCUIService.exe

Application Version:    6.15.10.3907

Application Timestamp:    53e0fb5e

Fault Module Name:    igfxCUIService.exe

Fault Module Version:    6.15.10.3907

Fault Module Timestamp:    53e0fb5e

Exception Code:    c0000005

Exception Offset:    00000000000172b9

OS Version:    6.3.9600.2.0.0.768.101

Locale ID:    1033

Additional Information 1:    a03e

Additional Information 2:    a03e22ea5e38d993ad1adaeaeef6014d

Additional Information 3:    c832

Additional Information 4:    c832973209a1e3cf18399711242902d8

 

Extra information about the problem

Bucket ID:    103a23d86f068b17a958745f2fc3a3c8 (85948040035)


Using Uniform Blocks for Materials ...

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Hello,

 

I am attemtping to use uniform blocks for materials and for some reason with my current implementation the uniform for one material ends up "overriding" the previous drawn information for previous draw calls, which ends up with a lot of flashing on screen.

 

The animated gif below does a better job of explaining what happens:

d4pfw.gif

Any ideas? Thank you!

 

Here are my draw calls and how I send data to the uniform buffer:

 

MVPMatrix = (*ProjectionMatrix) * (*ViewMatrix) * ModelMatrix;
NormalMatrix = glm::transpose(glm::inverse(glm::mat3(MVPMatrix)));
InverseViewMatrix = glm::inverse((*ViewMatrix));

glBindVertexArray(VertextArrayObjectID);

glUniformMatrix4fv((*AssociatedOpenGLProgram->GetModelMatrixID()), 1, GL_FALSE, glm::value_ptr(ModelMatrix));
glUniformMatrix4fv((*AssociatedOpenGLProgram->GetMVPMatrixID()), 1, GL_FALSE, glm::value_ptr(MVPMatrix));
glUniformMatrix4fv((*AssociatedOpenGLProgram->GetViewMatrixID()), 1, GL_FALSE, glm::value_ptr((*ViewMatrix)));
glUniformMatrix4fv((*AssociatedOpenGLProgram->GetInverseViewMatrixID()), 1, GL_FALSE, glm::value_ptr(InverseViewMatrix));
glUniformMatrix3fv((*AssociatedOpenGLProgram->GetNormalMatrixID()), 1, GL_FALSE, glm::value_ptr(NormalMatrix));

glBindBuffer(GL_UNIFORM_BUFFER, (*AssociatedOpenGLProgram->GetMaterialUniformBufferID()));

glBufferData(GL_UNIFORM_BUFFER, sizeof(GLfloat) * 18,
    AssociatedMaterial->GetMaterialUniformValues(), GL_DYNAMIC_DRAW);

glBindBuffer(GL_UNIFORM_BUFFER, NULL);

if (AssociatedMaterial->IsWireframeEnabled() != false && AssociatedOpenGLProgram->IsWireframeEnabled() == false) {    GLfloat EnableWireframe = 1.0f;    glUniform1fv((*AssociatedOpenGLProgram->GetEnableWireframeID()), 1, &EnableWireframe);    glDisable(GL_BLEND);    glDisable(GL_TEXTURE_2D);    glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);

}
else {

    if (AssociatedMaterial->HasAssociatedTexture()) {        GLfloat ObjectHasMaterial = 1.0f;        glUniform1fv((*AssociatedOpenGLProgram->GetObjectHasTextureID()), 1, &ObjectHasMaterial);        glUniform1i((*AssociatedOpenGLProgram->GetTextureSamplerID()), 1);        AssociatedMaterial->BindTexture(1);    }    else {        glBindTexture(GL_TEXTURE_2D, NULL);    }

}

glDrawElementsInstanced(GL_TRIANGLES, NumOfIndices, GL_UNSIGNED_INT, NULL, 1);

if (AssociatedMaterial->IsWireframeEnabled() != false && AssociatedOpenGLProgram->IsWireframeEnabled() == false) {    GLfloat EnableWireframe = 0.0f;    glUniform1fv((*AssociatedOpenGLProgram->GetEnableWireframeID()), 1, &EnableWireframe);    glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);    glEnable(GL_TEXTURE_2D);    glEnable(GL_BLEND);    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}

 

This is how I set up the material uniform in question:

 

MaterialUniformBlockID = glGetUniformBlockIndex(programID, "Material");
glUniformBlockBinding(programID, MaterialUniformBlockID, MaterialUniformBlockBindingPoint);
glGenBuffers(1, &MaterialUniformBufferID);
glBindBuffer(GL_UNIFORM_BUFFER, MaterialUniformBufferID);
glBindBufferBase(GL_UNIFORM_BUFFER, MaterialUniformBlockBindingPoint, MaterialUniformBufferID);
glBindBuffer(GL_UNIFORM_BUFFER, NULL);

 

Here is my vertex shader:

 

#version 330 core

#extension GL_ARB_explicit_attrib_location : require

// Input vertex data, different for all executions of this shader.

layout(location = 0) in vec3 vPosition;
layout(location = 1) in vec3 Normals;
layout(location = 2) in vec2 vUV;

// Output data ; will be interpolated for each fragment.

out vec3 SurfaceNormal;
out vec4 vertexPosition;
out vec2 TextureCoordinates;

// Values that stay constant for the whole mesh.

uniform mat4 MVP;
uniform mat4 ModelMatrix;
uniform mat4 ViewMatrix;
uniform mat3 NormalMatrix;

void main(){

gl_Position = MVP * vec4(vPosition, 1.0);
vertexPosition = ModelMatrix * vec4(vPosition, 1.0);
SurfaceNormal = normalize(NormalMatrix * Normals);
TextureCoordinates = vUV;

}

 

And here is my fragment shader:

 

#version 330
#extension GL_ARB_explicit_attrib_location : require

//
// These values vary per Mesh
//

layout (std140) uniform Material
{

vec4 AmbientMeshColor;
vec4 EmissiveMeshColor;
vec4 DiffuseMeshColor;
vec4 SpecularMeshColor;
float MeshShininess;
float ObjectHasTextureFile;

};

//
// Sunlight Settings.
//

layout (std140) uniform Sunlight
{

  vec4 SunlightPosition;  vec4 SunlightDiffuse;  vec4 SunlightSpecular;  vec4 SunlightDirection;  float constantAttenuation, linearAttenuation, quadraticAttenuation;  float spotCutoff, spotExponent;  float EnableLighting;  float EnableSun;  float ExtraValue;

};

uniform vec4 SceneAmbient = vec4(0.2, 0.2, 0.2, 1.0);

//
// Whether Materials are enabled at all.
//

uniform float IfEnableTextures;

//
// If we are just simply drawing the skybox.
//

uniform float DrawingSkyBox;

uniform float EnableWireframe;

uniform vec4 WireframeColor;

uniform float TextureCoordinateDebug;

uniform sampler2D MainTextureSampler;

vec4 MaterialTextureColor;

out vec4 finalColor;

in vec4 vertexPosition; // position of the vertex (and fragment) in world space
in vec3 SurfaceNormal; // surface normal vector in world space
in vec2 TextureCoordinates; // Texture coordinates...

uniform mat4 ViewMatrix;
uniform mat4 InverseView;

void DrawSkyBox() {

finalColor = texture(MainTextureSampler, TextureCoordinates);

}

void DrawWireFrame() {

finalColor = WireframeColor;

}

void main()
{

if (DrawingSkyBox != 1.0) {

vec3 normalDirection = normalize(SurfaceNormal);
vec3 viewDirection = normalize(vec3(InverseView * vec4(0.0, 0.0, 0.0, 1.0) - vertexPosition));
vec3 lightDirection;
float attenuation;

if (0.0 == SunlightPosition.w) // directional light?
{

attenuation = 1.0; // no attenuation
lightDirection = normalize(vec3(SunlightPosition));

}
else // point light or spotlight (or other kind of light)
{
vec3 positionToLightSource = vec3(SunlightPosition - vertexPosition);
float distance = length(positionToLightSource);
lightDirection = normalize(positionToLightSource);
attenuation = 1.0 / (constantAttenuation
+ linearAttenuation * distance
+ quadraticAttenuation * distance * distance);

if (spotCutoff <= 90.0) // spotlight?
{
float clampedCosine = max(0.0, dot(-lightDirection, vec3(SunlightDirection)));
if (clampedCosine < cos(radians(spotCutoff))) // outside of spotlight cone?
{
attenuation = 0.0;
}
else
{
attenuation = attenuation * pow(clampedCosine, spotExponent);
}
}
}

vec3 ambientLighting = vec3(SceneAmbient) * vec3(AmbientMeshColor);

vec3 diffuseReflection = attenuation
* vec3(SunlightDiffuse) * vec3(DiffuseMeshColor)
* max(0.0, dot(normalDirection, lightDirection));

vec3 specularReflection;
if (dot(normalDirection, lightDirection) < 0.0) // light source on the wrong side?
{
specularReflection = vec3(0.0, 0.0, 0.0); // no specular reflection
}
else // light source on the right side
{
specularReflection = attenuation * vec3(SunlightSpecular) * vec3(SpecularMeshColor)
* pow(max(0.0, dot(reflect(-lightDirection, normalDirection), viewDirection)), MeshShininess);
}

finalColor = vec4(ambientLighting + diffuseReflection + specularReflection, DiffuseMeshColor.a);

} else {

DrawSkyBox();

}

}

HD4600 resolution problem with HP LA2405x monitor

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So, this monitor is capable of 1920x1200, and indeed older Intel chipsets drive it just fine over VGA.

 

This chipset (inside a Dell E6540 laptop) will not recognize the resolution above 1920x1080.

 

Using the custom resolution app leads to a message "The custom resolution exceeds the maximum bandwidth capacity."

 

Running the system info utility shows me that the mode is supported by the monitor. But notice the order of resolutions. This looks like a bug in the intel mode detection, possibly shared between both utilities.

 

Is there a fix or workaround for this?:

 

Intel(R) HD Graphics 4600


Report Date: 12/6/2013

Report Time[hh:mm:ss]: 15:12:07

Driver Version: 9.18.10.3204

Operating System: Windows 7  Service Pack 1(6.1.7601)

Default Language: English (United Kingdom)

Installed DirectX* Version: 11.0

Supported DirectX* Version: 11.0

Shader Version: 5.0

OpenGL* Version: 4.0

Physical Memory: 8097 MB

Processor: Intel(R) Core(TM) i7-4800MQ CPU @ 2.70GHz

Processor Speed: 2693 MHz

Vendor ID: 8086

Device ID: 0416

Device Revision: 06


*   Processor Graphics Information   *


Processor Graphics in Use: Intel(R) HD Graphics 4600

Video BIOS: 2171.10

Current Graphics Mode: 1920 by 1080


*   Devices Connected to the Graphics Accelerator   *


Active Monitors: 1

Active Notebook Displays: 1

  * Monitor *


Monitor Name: HP Compaq LA2405x LED Backlit Monitor

Display Type: Analog

Connector Type: VGA

Serial Number: HWP3020

Gamma: 2.2

DDC2 Protocol: Supported

Device Type: Monitor


Maximum Image Size:

Horizontal: 20.47 inches

Vertical: 12.60 inches


Monitor Supported Modes:

640 by 480 (60 Hz)

800 by 600 (60 Hz)

1024 by 768 (60 Hz)

1280 by 1024 (60 Hz)

1280 by 960 (60 Hz)

1440 by 900 (60 Hz)

1600 by 1200 (60 Hz)

1680 by 1050 (60 Hz)

1920 by 1200 (60 Hz)

1920 by 1080 (60 Hz)


Display Power Management Support:

Standby Mode: Supported

Suspend Mode: Supported

Active Off Mode: Supported


Raw EDID:

00 FF FF FF FF FF FF 00 22 F0 20 30 01 01 01 01

1F 16 01 04 68 34 20 78 EE 01 F5 A2 57 52 9F 27

0A 50 54 21 08 00 81 40 81 80 95 00 A9 40 B3 00

D1 C0 01 01 01 01 7D 4B 80 A0 72 B0 2D 40 88 C8

36 00 06 44 21 00 00 1C 00 00 00 FD 00 32 3F 18

4C 14 00 0A 20 20 20 20 20 20 00 00 00 FC 00 48

50 20 4C 41 32 34 30 35 78 0A 20 20 00 00 00 FF

00 43 4E 34 32 33 31 30 43 53 39 0A 20 20 00 39



Windows *7/8/8.1 GFX BETA Driver Version 3652 driver for Intel 4th Generation Intel(R) Core(TM) Processors

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Beta HD/Iris™ Graphics driver for Microsoft* Windows 7, 8, & 8.1.  Version is 3652 and is available at the following location.

 

Download Center

 

SUMMARY:

 

This Beta Graphics driver contains enhancements to allow GRID Autosport* game to utilize a second screen over a Wirelessly connected Display or display connected using Miracast*. Do not update to this driver if you do not plan to run this game on your computer. We continuously strive to improve the quality of our products to better serve our users and appreciate feedback on any issues you discover and suggestions for future driver releases.

 

This driver supports 32-bit and 64 -bit versions of the following operating systems :

 

 Microsoft Windows* 8.1

 

 Microsoft Windows* 8

 

    Microsoft Windows* 7


  Please provide only constructive feedback here. Harassing comments, needless insults and personal attacks are not permitted, and will be promptly deleted.

If there are issues that carried over from previous drivers that you are still experiencing, feel free to announce them again here. 

   Please keep focused on this specific driver. Any off-topic/off-driver/off-product comments will be promptly deleted! If you have any issues with installing the driver, or are unable to get to the driver download pages linked above, please submit those comments in an original thread. Also, please do not message me or any of the other Intel representatives directly about issues with the driver, keep them in this thread - it will be checked daily.

SYSTEM_SERVICE_EXCEPTION on boot with second displayport monitor

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Hello

 

I am using a Dell E7440 with a PR02X port replicator and two Dell P2214H monitors connected through displayport.  The laptop has an Intel Core i7-4600u processor with embedded 4400 graphics.

 

Windows crashes during boot when both (two) displayport cables are connected. If only one cable is connected or if the laptop screen is enabled (disabling one of the monitors) then Windows boots fine.  Additionally, if I connect the second displayport cable once Windows has booted then everything is also fine and the second monitor is picked up as expected. It specifically seems to be a problem during the Windows startup sequence.

 

Things I have tried include:

  1. Updating Intel graphics drivers to latest version on Dell website (issue still occurs)
  2. Force updating Intel graphics drivers to latest version on Intel website (issue still occurs)
  3. Removing Intel graphics driver completely (issue does NOT occur but back to VGA resolution)
  4. Using default drivers from Microsoft Windows Update (issue still occurs)

 

When I disconnect the second cable and allow Windows to load, it advises that there has been a blue screen.  I have attached a crash analysis to the post.

 

Any advice would be much appreciated. Thank you.

 

David

Intel Graphics refresh rate drop and are inconsistent after sleep or hibernate

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Systems with Intel HD graphics have inconsistent monitor refresh rates, lower refresh rates and poorer graphics performance after resuming from a 'sleep' or 'hibernate'.

 

To reproduce for systems with Intel HD graphics:

  1. Make sure the monitor is set to its highest refresh rate (e.g. on Dell U2711 monitor, choose 60 Hz rather than 59 Hz;  or on a Dell Latitude E6320 laptop, choose a refresh rate of 60 Hz, not 40 Hz).
  2. With a user logged in, either close laptop lid, or put the system into 'Sleep' or 'Hibernate'
  3. Wake the system up again and log in
  4. Check the Monitor refresh rate under the Intel "Graphics Properties" - the refresh rate has dropped from the higher setting to the lower setting and is now either 59 Hz or 40 Hz in the examples above.
  5. Check the Monitor refresh rate under Windows Control panel -> Screen Resolution -> Advanced Settings -> Monitor -> Screen Refresh rate.  Here the original higher refresh rates are still being reported.  I.e. the refresh rates being reported by Windows vs. that reported by the Intel driver GUI are inconsistent after resume. See attached screen-shot.
  6. Use windows desktop - the system is now slightly but noticeably more sluggish/lower graphics performance after resume.
  7. In addition, after the screen goes in standby, the screen 'forgets' brightness and contrast settings set in the Intel Graphics Properties after waking up again (screen returns to brightness/contrast settings it had prior to setting them in the Intel Graphics Properties).

Intel graphics driver refresh rate after screen standby.png

This issue occurs both for the built-in laptop monitor as well as an externally attached secondary monitor (connected over DisplayPort).

The issue also occurs on the monitor attached to a Desktop PC running Intel HD graphics.

 

Monitors on which the issue has been reproduced:

  • Dell Latitude E6320 built in laptop screen
  • Dell U2408WFP monitor (Display Port)
  • Dell U2711 (Display Port)

 

This issue occurs both for 2nd and 3rd generation Core i7 HD graphics, from a Dell laptop, as well as from PC with Intel Motherboard (Z77).

 

All systems running Win 7 Pro, sp1, x64 with all updates, latest drivers and BIOS.

 

Thanks

EBL

Intel® Iris™ and HD Graphics Driver update posted for Haswell and Broadwell

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This update addresses several previously found issues. Please see the Release Notes excerpt below for details. As always, feedback is appreciated.

 

 

The 15.36.7.3960 has been posted to Intel Download Center at the following direct links to the drivers:

 

32-bit:  http://downloadcenter.intel.com/Detail_Desc.aspx?agr=Y&DwnldID=24349

 

64-bit:  http://downloadcenter.intel.com/Detail_Desc.aspx?agr=Y&DwnldID=24348

 

 

 

This driver supports the following:

 

4th Generation Intel® Core™Processors with Intel HD graphics,
Intel Iris™graphics and Intel Iris Pro graphics.
Select Pentium®/ Celeron® Processors with Intel® HD graphics, and
Intel® Core™ M with Intel® HD Graphics 5300

 

 

Here is a brief list of the new features in this release:

 

  • Improved video playback experience with enhanced Frame Rate Conversion based on global motion vectors
  • Reduced total file size of the driver on system storage
  • Graphics control panel setting to force Anisotropic Filtering now works correctly on all DirectX9, DirectX10 and DirectX11 based applications
  • Added OpenGL support for:Graphics control panel setting for CMAA* (Conservative Morphological Anti-Aliasing) now works on OpenGL applications
    • ARB_texture_mirror_clamp
    • GL_EXT_TEXTURE_ARRAY
    • Reduced recompilation of shaders in multi-context scenarios
  • Added support for OpenCL extension cl_intel_simultaneous_sharing to allow sharing of memory buffers between OpenCL, OpenGL, and DirectX.  This feature is used by Adobe* applications such Photoshop CC*
  • This driver brings performance on Dirt 3* back to parity with the last 15.33 driver
  • Up to 50% improvement with OpenCL benchmarking application *CompuBench and up to 10% improvement with Sandra 2014*
  • This driver is compatible with the Intel® Integrated Native Developer Experience (INDE) 2015  - Media RAW Accelerator and INDE 2015  - Media SDK for Windows

  

Key issues resolve with this release:

 

Fixed an issue where display screen was corrupted while Using Microsoft Outlook* application for more than an hour while other applications are running in the background

Windows* 8.1

Fixed an issue where corruption was observed on the display screen while running Adobe Photoshop* application

Windows* 8.1

Corruption was observed while viewing flash based application in Internet Explorer*

Windows* 8.1

Fixed issue where Minecraft* game crash is observed

Windows* 8.1

Display corruption was observed on the screen while playing the game Dragon Age: Inquisition*

Windows* 8.1

Display corruption was observed on the screen while playing the game Splinter Cell: Blacklist*

Windows* 8.1

Display corruption was observed on the screen while playing the game SimCity*

Windows* 8.1

Application crash may be observed while trying to play Max Payne 3* game

Windows* 8.1

Fixed issue where parts of the display screen was dark while playing Dota 2*

Windows* 8.1

A black screen may be observed while running the OpenGL application Dolphin Emulator*

Windows* 8.1

DirectX 11* based games and applications may run in ‘Centered Display’ mode

 

Windows* 8.1

Fixes for corruption issues that are sometimes observed while running applications that use OpenGL* APIs such as GL_Caps_viewer with Tesselation and GL_TEXTURE_CUBE_MAP

Windows* 8.1

Fixes for application crash or hang issues observed sometimes on workstation systems while using applications such as SolidWorks 2014*, Maya 2014*, SPECviewperf 11*

Windows*7, Windows* 8.1

Fixed an issue where the task bar was not visible on the display panel at 4k2k resolution after uninstalling the driver

Windows* 8.1

A blue screen with message “Your PC ran into a problem and needs to restart. We’re just collecting some error info, and then you can restart” was observed during the sequence of events of setting Extended display mode on the system with DisplayPort panel connected to the system and closing and opening the lid of the notebook computer

Windows* 8.1

The resolution list missed the highest resolution supported on Eizo* display panel supporting 4k2k resolution

Windows* 8.1

Fixes to include overlay support in collage display setting

Windows* 8.1

A blue screen with message “Your PC ran into a problem and needs to restart. We’re just collecting some error info, and then you can restart” was observed while changing attached display panels or switching from battery to charging mode while the system is in sleep state and resuming back

Windows* 8.1

On certain monitors connected to the system, display does not come up after setting the display configuration to external monitor only mode

Windows* 8.1

Black screen may be observed for 3 to 4 seconds while changing display resolution

Windows* 8.1

While using 2 external monitors attached to a system via DisplayPorts, the second display may not come up after rebooting the system or resuming from sleep

Windows* 8.1

Display resolution change was not initiated after switching from ‘speed mode’ to ‘quality mode’ while using the Intel WiDi application on a wirelessly connected display

Windows* 8.1

The system may not enter sleep state while the display is in rotated (portrait mode) on a wirelessly connected display

Windows* 8.1

 

 

HD P4600 Rebooting

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I have just assembled a Supermicro C226 board with an E3-1275v3 and absolutely everything works perfectly... as long as I don't install the P4600 drivers. I used both the manufacturer supplied driver and the latest download from Intel. As soon as the system boots to the desktop, it restarts- infinitely. If I delete the driver and set the display to the standard VGA at 1920X1080, everything works great. Could this be a CPU issue or something else entirely?


Intel HD Graphics 4400 flickering/blanking randomly with 2 external monitors attached to DP MST hub

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Hi,

 

I have a Lenovo X1 Carbon (2nd generation) with Intel HD Graphics 4400, connected to two Dell U2713HM monitors via EVGA DisplayPort MST hub. About half of the time it works correctly, but other times when I plug in the DisplayPort cable to the laptop, one of 3 things can happen:

1) all the monitors display some picture, then go blank, then display something again, then go blank, ad infinitum

2) one or two of the monitors are blank, and if I go to Windows Screen Resolution window, I can manually select "Extend desktop to this display", and all the monitors then work as expected

3) like (2), but one of the monitors shows only 1920x1080 as the maximum resolution (the correct resolution is 2560x1440)

 

Sometimes the endless loop also happens out of the blue (when I'm not connecting any cables, just during normal work). Also, sometimes the displays just go black for a moment and then resume working normally.

 

I contacted EVGA support, and they told me it must be a graphics adapter/driver issue.

 

I have Windows 8.1 x64 with the latest Intel Graphics Drivers (15.36.3.64.3907, driver version 10.18.10.3907). I've also installed the latest BIOS from Lenovo (1.17/GRET40WW).

 

Thanks,

Magnus

Star Wars: The Old Republic and Intel HD 4600?

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I tried running Star Wars: The Old Republic on my current laptop and when I clicked 'Play' it said that it was incompatible.

 

I have Intel HD Graphics. Sadly, the game seems to only be taking the 'dedicated' memory into consideration and not the shared memory. Is there a way to force the game to take the shared memory into account as well? Can I make it work on my current laptop (dxdiag attached)?

 

My second question is, if I go for the Intel i5 4440 processor, it has Intel HD 4600 Graphics. How do I know if this is good enough to run the game? How do I find out how much dedicated memory the 4600 graphics has? I wouldn't want a repeat of this incident to occur once I've made the purchase.

Intel HD Graphics Need to Uncheck Send to TV

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Hi,

 

I have an Asuspro p550L laptop and I wanted to output to an hdmi tv.

I bought an HDMI cable and hooked the cable up to the laptop and the TV.

I then right-clicked and in my intel graphics options there was an option to send to the TV

I clicked that and my laptop's screen went blank. How do I get my laptop to display to the built in display

by default and not the HDMI TV when I plug in the HDMI cable? I looked in graphics settings and options, but

couldn't find an option related to it. Let me know. Could I just restore options to default somehow?

 

 

Also the HDMI out is not working, but that is another problem more easily solvable if I can just duplicate

my laptop's display to the HDMI and then try resolutions etc until I can find a suitable one.

Intel GMA 4500 Bug list

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Hi,

 

I'm new to Intel Communities, and I would like to tell some issues I get with my computer with Intel Mobile 4 Series GL40. It has Pentium Dual-Core T4400 2.20 GHz, 4 GB DDR3 1066 MHz RAM, and Windows 7 Home Premium x64 with the latest generic graphics driver (8.15.10.2869).

Toshiba hosts the drivers on their site but they aren't updated and they are the same drivers that are preinstalled on my computer.

 

Here are some bugs I've seen with the latest generic driver and an old OEM driver (8.15.10.1883):

 

  • When an application draws with the GDI StrectBlt function repeatedly, and when the destination rectangle is bigger than the source rectangle, there are some horizental lines that get bigger and smaller every time. This occurs when Aero is activated and has more chance to occur if the screen resolution is bigger (I have 1366*768 native resoultion). This may be a bug in some WDDM 1.1 GDI acceleration functions, because I tested a computer with Intel 82945G and WDDM 1.0 driver and that doesn't occur. I made a sample program and I can upload it if wanted.
  • When I use screen rotation, the mouse's position is incorrect (1 pixel more in the right and/or down depending on the rotation).
  • The files of the latest driver are called "Intel Graphics Accelerator Drivers for Windows XP(R)", even if it's for Windows Vista/7. In the old driver, it's "Intel Graphics Accelerator Drivers for Windows 7(R)"
  • In Direct 10.1 and 11, the feature levels 9.2 and 9.3 aren't supported, but 9.1 and 10.0 are. I see that other graphics drivers except Intel's don't have this issue, if they support level 10.0 then they also support 9.1, 9.2 and 9.3.
  • The D3DPRASTERCAPS_ZTEST capability flag in Direct3D 9 is not supported. Why?
  • The Stream-Out functionality in official drivers is REALLY slower than in some modded drivers.

 

Some of these bugs may also occur in other graphics chipsets. For example, the Intel 82945G has the mouse position and the D3DPRASTERCAPS_ZTEST bugs, but not the StretchBlt bug (probably because it only supports WDDM 1.0). I don't know if they are also present in new chipsets.

 

So, can someone fix these bugs?

Forced 1080i in some DX11 games is causing screen flicker.

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Hey Folks,

 

When loading DX11 games in full-screen at 1920x1080, the Intel HD Graphics Control Panel sometimes forcefully changes the video output to 60i Hz from 60p Hz. As a result, it causes horrible screen flicker. Changing the game to run in windowed mode returns it to 60p Hz and removes the flicker, as does changing the resolution from 1920x1080 to something else. This is only noticeable on the SECOND screen, which is a plug 'n play standard 1080p monitor.

 

PC Specification:

 

Graphics: GTX 880m (running driver 337.50 beta - no alternative version available yet) & Intel HD 4600 integrated (running latest drivers).

CPU: Intel i7 4910MQ 2.90 GHz.

RAM: 16GB DDR3.

2nd Monitor: 24" 1080p LED screen operating at 60Hz connected via DisplayPort -> HDMI (though HDMI -> HDMI makes no difference).

OS: Windows 7 Pro SP1.

 

Why would the Intel drivers be automatically forcing my resolution to 1080 interlaced when the monitor can (and does) support 1080 progressive in every other context?

 

Thanks.

Intel please optimize OpenGL driver on intel hd graphics(celeron)

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This is a known issue on Intel OpenGL driver. I am not trying to say that this is Intel's problem, but the fact is.

The problem is in dynamic lightning. For example, lagging Half-Life 1 and Counter strike 1.6 in opengl.

Graphics Issue on HP Envy HD 4600

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I recently purchased a hp laptop HP ENVY 15t Windows 8.1, 8GB RAM with 4th generation Intel(R) Core(TM) i7-4710HQ Quad Core Processor + Intel(R) HD Graphics 4600.

 

And tried to play game Far Cry 1 which require minimum

- Pentium 4

- CPU Speed: 2GHz

- RAM: 512MB

- Video Card: DirectX 9.0 compliant video card with 64MB RAM

 

I installed and found the Graphics is not upto the mark as the indoor is seen clearly but the outdoor I get blind / blank, for eg I could not see the blue water in ocean instead I get plain white in its place..

 

Please help what the best I need to do.

 

Regards

Mahes r.


Ghost Recon Online Crashes on Intel HD Graphics 2000

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Hey guys i have tryied so much games on this graphics card and i dont have problem running its on low settings but when i am playing Ghost Recon Online on 800x600 and very low settings i dont have problem but when i use the scope the game just close out without any error or notification.

I already have contacted Ghost Recon Online support and those guys did answer to me the problem is my grapchic card.

I dont know why i can run in low settings games like Assassins Creed III and Need for Speed Most Wanted 2012 without problems and cant play ghost recon online

Vram Intel HD 4400 en Core i7-4500u

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Saludos

Tengo un problema con la memoria dedicada de video de una HD graphics 4400 y HD graphics Family, pues es de apenas 32MB. Resulta que al abrir una aplicación de video o video-juegos en algunas ocasiones me cierra las aplicaciones adicionales o se cierra el juego y dice que es por la Vram o memoria dedicada. Además estuve consultando los requerimientos de algunos juegos que iba a comprar y encontré que exige por lo menos 256MB de VRAM. Estuve buscando software que me la aumentara pero encontré que no lo hace con los procesadores Core i7. Tengo 8gb RAM y por eso no veo ningún problema con la modificación.

Quería Jugar Need For Speed Most Wanted (2012) y Pro Evolution Soccer 2013 pero no fue posible por esta razón.

El problema lo tenemos todos los que poseemos esta tarjeta gráfica y les agradecería mucho si generan o me dieran a conocer un Software que solucione este problema.

problem with HDMI and Intel HD Graphics 4000

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After installing thelatest drivers fromIntel HD Graphics4000is no longeroutput the picture onTVconnected viaHDMI. When removinginteldriver andinstall a standarddriverwindows7 TVthroughHDMI works in clone modedesktop. If start theinstallation ofthe latestdrivers fromIntelafter installationand beforerebooting the PCit worksperfectly -there is an imageon the TV,it can be configuredas aclone modeand theextended desktop mode, but after rebootingthe image on theTVdisappears. How to makethe TVdisplays the imageafterrestart the PCwith the latest driversIntel HD Graphics4000?

CPU - core i5 3570K

MotherBoard - Gigabyte Z77-DS3H

Win 7 64bit

No discrete graphics card

TV - Philips 32PFL8404H

 

Message was edited by: Timur version of solutions: http://communities.intel.com/message/169251#169251

Intel Reinstalls Old Graphics Driver

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I have an 2nd Gen Intel i5 processor, and Intel HD 3000 graphics card, with the 9.17.10.3517 driver version. I noticed my graphics driver was very out of date, and so I tried to install the newest version. After downloading the installer, it displays the newest graphics driver as the one to be installed, but when the installation log comes up, it says "Version: 9.17.10.3517", rather than the driver I want to install. Even when I uninstall my old driver, it still installs it. What is the problem?

Small but powerful graphics cards

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