LogInit: - supports HTTP deflate (compression) using libz 1.2. LogInit: - supports SSL with OpenSSL/1.0.2h LogPackageLocalizationCache: Processed 2 localized package path(s) for 2 prioritized culture(s) in 0.000183 seconds LogTextLocalizationManager: No specific localization for ‘en-GB’ exists, so the ‘en’ localization will be used. LogInit: Using OS detected locale (en-GB). LogInit: Using OS detected language (en-GB). LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool LogUObjectAllocator: 36432 out of 0 bytes used by permanent object pool. LogUObjectArray: 215 objects as part of root set at end of initial load. LogAssetRegistry: FAssetRegistry took 0.0139 seconds to start up It was after the New Year update but I played it just fine for a little while. I used to be able to play this game when ever I wanted until one day the game crashed when I opened it. Because I was so hyped for this game and my computer was a piece of crap, I bought a 200 graphics card just to play this game. LogMemory: Physical Memory: 2980.09 MB used, 5193.91 MB free, 8174.00 MB total I've played Train Sim World since it was released. LogMemory: Process Virtual Memory: 50.14 MB used, 50.14 MB peak LogMemory: Process Physical Memory: 29.89 MB used, 29.89 MB peak LogMemory: Platform Memory Stats for Windows LogMemory: Memory total: Physical=8.0GB (8GB approx) LogInit: High frequency timer resolution =2.728174 MHz LogInit: Presizing for max 100000 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool. LogInit: Base directory: C:/Program Files (x86)/Epic Games/Launcher/Portal/Binaries/Win64/ LogInit: Command line: “C:\Program Files (x86)\Epic Games\Launcher\Portal\Binaries\Win32…\Portal\Binaries\Win64\EpicGamesLauncher.exe” -SaveToUserDir -Messaging -enablehighdpi LogInit: Branch Name: Portal Release-Live LogInit: Compatible Engine Version: 4.18.0-4016505 Portal Release-Live LogPluginManager: Mounting plugin UdpMessaging LogPluginManager: Mounting plugin MessagingDebugger LogPluginManager: Mounting plugin XCodeSourceCodeAccess LogPluginManager: Mounting plugin VisualStudioSourceCodeAccess LogTaskGraph: Started task graph with 4 named threads and 7 total threads with 1 sets of task threads. LogPlatformFile: Not using cached read wrapper LogInit: WinPlatform: Running 64bit OS: true LogInit: WinPlatform: Running 64bit App: true LogInit: WinPlatform: Process integrity level: Medium LogInit: WinPlatform: Process is elevated: false LogInit: WinPlatform: Process ran as admin: false LogInit: WinPlatform: User is admin: true LogWindows: File ‘VtuneApi32e.dll’ does not existĪppSettings: Version: 7.9.1-4016505 Portal Release-LiveĪppSettings: CommandLine: “C:\Program Files (x86)\Epic Games\Launcher\Portal\Binaries\Win32…\Portal\Binaries\Win64\EpicGamesLauncher.exe”ĪppSettings: bAllowMultipleInstances: falseĪppSettings: bDoesCompiledPlatformMatch: trueĪppSettings: bIsExecutingAutomation: false LogWindows: Failed to load ‘VtuneApi32e.dll’ (GetLastError=126) LogWindows: File ‘VtuneApi.dll’ does not exist LogWindows: Failed to load ‘VtuneApi.dll’ (GetLastError=126) LogWindows: File ‘aqProf.dll’ does not exist LogWindows: Failed to load ‘aqProf.dll’ (GetLastError=126)
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