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View Full Version : FOr those people that are still crashing in DIRT2..


bes
05-05-2010, 12:13 AM
Ok im on an AMD/ATI quad-core system just so you guys know..

If you DIDNT try out the leaked 10.4b/10.5 ATI drivers you can try that aswell..

I seemed to have stopped any crashing issues by changing and deleting some simple files..along with installing those leaked ATI drivers..

THIS IS FOR QUAD-CORE SYSTEMS ONLY!...I remade this file...its based on the workerMAP8core file..

Directions:
go to--->Steam\steamapps\common\dirt 2\system--->find the XML files that say workerMAP and workerMAP2core and delete them(make a backup first)--->backup workerMAP4core---> then open up workerMAP4core---> select all and delete everything---> keep workerMAP4core open and copy this:

<?xml version="1.0" encoding="utf-8"?>
<workerMap>

<workerThread name="core_0" priority="abovenormal" core="0" stacksize="26000" />
<workerThread name="core_1" priority="abovenormal" core="1" stacksize="26000" />
<workerThread name="core_2" priority="abovenormal" core="2" stacksize="26000" />
<workerThread name="core_3" priority="abovenormal" core="3" stacksize="26000" />
<workerThread name="gc_01" priority="abovenormal" core="0" stacksize="25600" />
<workerThread name="gc_02" priority="abovenormal" core="1" stacksize="25600" />
<workerThread name="gc_03" priority="abovenormal" core="2" stacksize="25600" />
<workerThread name="gc_04" priority="abovenormal" core="3" stacksize="25600" />

<workerSet name="generic_workers" jobpoolsize="1024" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="collision" jobpoolsize="1024" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<!-- solver cannot run on same threads as softbody -->
<workerSet name="solver" jobpoolsize="1024" >
<worker name="core_0" />
<worker name="core_1" />
</workerSet>

<workerSet name="softbody" jobpoolsize="1024" >
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="integrator" jobpoolsize="1024" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="plugin_finalise" jobpoolsize="1024" >
<worker name="core_1" />
</workerSet>

<workerSet name="cloth" jobpoolsize="1024" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="handling" jobpoolsize="1024" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="ai" jobpoolsize="1024" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="vehicleSingleThreaded" jobpoolsize="1024" >
<!-- IMPORTANT - maximise thread usage for this workerSet as it is used only during the single threaded update, hence all threads are waiting for it -->
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="pfx" jobpoolsize="1024" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="visibility" jobpoolsize="1024" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="ground_cover" jobpoolsize="1024" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="ground_cover_workers" jobpoolsize="1024" >
<worker name="gc_01" />
<worker name="gc_02" />
<worker name="gc_03" />
<worker name="gc_04" />
</workerSet>

<workerSet name="anim" jobpoolsize="1024" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="build_crowd" jobpoolsize="1024" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="in_car_characters" jobpoolsize="1024" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="view_manager" jobpoolsize="1024" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="storage" jobpoolsize="1024" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="pssg_storage" jobpoolsize="1024" >
<worker name="core_2" />
</workerSet>

<workerSet name="osdUpdateSet" jobpoolsize="1024" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="ground_cover" jobpoolsize="1024" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="audio" jobpoolsize="1024" >
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="damageSkinning" jobpoolsize="1024" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>
</workerMap>

then paste it in the open workerMAP4core file---> save and close it--->try to run your game..let me know if it works please..to make sure it REALLY works delete workerMAP8core also..

bes
05-05-2010, 07:00 AM
Come on people, 30views and none of you will tell me if it worked or not?

Ill be making one for a 6-core system also soon..

For dual core systems the workerMAP2 one should work fine, just have to delete the other worker maps..

If the config in the first post didnt work, try this one instead:

<?xml version="1.0" encoding="utf-8"?>
<workerMap>

<workerThread name="core_0" priority="abovenormal" core="0" stacksize="26000" />
<workerThread name="core_1" priority="abovenormal" core="1" stacksize="26000" />
<workerThread name="core_2" priority="abovenormal" core="2" stacksize="26000" />
<workerThread name="core_3" priority="abovenormal" core="3" stacksize="26000" />
<workerThread name="gc_01" priority="abovenormal" core="0" stacksize="25600" />
<workerThread name="gc_02" priority="abovenormal" core="1" stacksize="25600" />
<workerThread name="gc_03" priority="abovenormal" core="2" stacksize="25600" />
<workerThread name="gc_04" priority="abovenormal" core="3" stacksize="25600" />

<workerSet name="generic_workers" jobpoolsize="1024" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
</workerSet>

<workerSet name="collision" jobpoolsize="1024" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<!-- solver cannot run on same threads as softbody -->
<workerSet name="solver" jobpoolsize="1024" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
</workerSet>

<workerSet name="softbody" jobpoolsize="1024" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="integrator" jobpoolsize="1024" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
</workerSet>

<workerSet name="plugin_finalise" jobpoolsize="1024" >
<worker name="core_1" />
</workerSet>

<workerSet name="cloth" jobpoolsize="1024" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="handling" jobpoolsize="1024" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
</workerSet>

<workerSet name="ai" jobpoolsize="1024" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="vehicleSingleThreaded" jobpoolsize="1024" >
<!-- IMPORTANT - maximise thread usage for this workerSet as it is used only during the single threaded update, hence all threads are waiting for it -->
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
</workerSet>

<workerSet name="pfx" jobpoolsize="1024" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="visibility" jobpoolsize="1024" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
</workerSet>

<workerSet name="ground_cover" jobpoolsize="1024" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="ground_cover_workers" jobpoolsize="1024" >
<worker name="gc_01" />
<worker name="gc_02" />
<worker name="gc_03" />
<worker name="gc_04" />
</workerSet>

<workerSet name="anim" jobpoolsize="1024" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
</workerSet>

<workerSet name="build_crowd" jobpoolsize="1024" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="in_car_characters" jobpoolsize="1024" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
</workerSet>

<workerSet name="view_manager" jobpoolsize="1024" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="storage" jobpoolsize="1024" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
</workerSet>

<workerSet name="pssg_storage" jobpoolsize="1024" >
<worker name="core_2" />
</workerSet>

<workerSet name="osdUpdateSet" jobpoolsize="1024" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="ground_cover" jobpoolsize="1024" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
</workerSet>

<workerSet name="audio" jobpoolsize="1024" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="damageSkinning" jobpoolsize="1024" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
</workerSet>
</workerMap>

Budden
05-05-2010, 09:42 PM
Well it worked, I played for over an hour no crash, I did keep the ATI 10.4 driver and it worked out fine. I did have 1 crash after over an hour of play, but I was also overclocking my card so could be that but thank you after 4 days of no help you fixed it for me:)

bes
05-05-2010, 11:12 PM
Well it worked, I played for over an hour no crash, I did keep the ATI 10.4 driver and it worked out fine. I did have 1 crash after over an hour of play, but I was also overclocking my card so could be that but thank you after 4 days of no help you fixed it for me:)

Cool, NP.. I have been still testing it out, I seem to have it down to the two I posted above, it seems to use less CPU now than before due to the smaller stack size..

I still get crashing, but I can play longer before it happens, im guessing the memory settings need some tweaking also, since codemasters got lazy and left XBOX and PS3 settings in the files along with the PC settings..

It will take me a bit to go through it all..

bes
05-06-2010, 07:44 AM
This version of the workerMAP4Core seemed to work the best, game ran for 5hours without crashing.. try it if you want..

CPU usage on my 955BE@3.4ghz was just under 50% all cores(about 35/40%)..

<?xml version="1.0" encoding="utf-8"?>
<workerMap>

<workerThread name="core_0" priority="abovenormal" core="0" stacksize="52000" />
<workerThread name="core_1" priority="abovenormal" core="1" stacksize="52000" />
<workerThread name="core_2" priority="abovenormal" core="2" stacksize="52000" />
<workerThread name="core_3" priority="abovenormal" core="3" stacksize="52000" />
<workerThread name="gc_01" priority="abovenormal" core="0" stacksize="51200" />
<workerThread name="gc_02" priority="abovenormal" core="1" stacksize="51200" />
<workerThread name="gc_03" priority="abovenormal" core="2" stacksize="51200" />
<workerThread name="gc_04" priority="abovenormal" core="3" stacksize="51200" />

<workerSet name="generic_workers" jobpoolsize="2048" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
</workerSet>

<workerSet name="collision" jobpoolsize="2048" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<!-- solver cannot run on same threads as softbody -->
<workerSet name="solver" jobpoolsize="2048" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
</workerSet>

<workerSet name="softbody" jobpoolsize="2048" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="integrator" jobpoolsize="2048" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
</workerSet>

<workerSet name="plugin_finalise" jobpoolsize="2048" >
<worker name="core_1" />
</workerSet>

<workerSet name="cloth" jobpoolsize="2048" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="handling" jobpoolsize="2048" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
</workerSet>

<workerSet name="ai" jobpoolsize="2048" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="vehicleSingleThreaded" jobpoolsize="2048" >
<!-- IMPORTANT - maximise thread usage for this workerSet as it is used only during the single threaded update, hence all threads are waiting for it -->
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
</workerSet>

<workerSet name="pfx" jobpoolsize="2048" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="visibility" jobpoolsize="2048" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
</workerSet>

<workerSet name="ground_cover" jobpoolsize="2048" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="ground_cover_workers" jobpoolsize="2048" >
<worker name="gc_01" />
<worker name="gc_02" />
<worker name="gc_03" />
<worker name="gc_04" />
</workerSet>

<workerSet name="anim" jobpoolsize="2048" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
</workerSet>

<workerSet name="build_crowd" jobpoolsize="2048" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="in_car_characters" jobpoolsize="2048" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
</workerSet>

<workerSet name="view_manager" jobpoolsize="2048" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="storage" jobpoolsize="2048" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
</workerSet>

<workerSet name="pssg_storage" jobpoolsize="2048" >
<worker name="core_2" />
</workerSet>

<workerSet name="osdUpdateSet" jobpoolsize="2048" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="ground_cover" jobpoolsize="2048" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
</workerSet>

<workerSet name="audio" jobpoolsize="2048" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="damageSkinning" jobpoolsize="2048" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
</workerSet>
</workerMap>

Mully(kng)
05-06-2010, 01:53 PM
Going to try tonight, will post result

Mully(kng)
05-07-2010, 07:46 AM
I'm running i7 860 processor with hyper threading so I disabled hyper threading and tried your latest 4 workermap4core. I deleted all the other workermaps. Game ran well for 90 minutes until I got the black maps as per usual.

btw 2 x HD5750 crossfire set up

Thanks for the post

bes
05-07-2010, 09:45 PM
I'm running i7 860 processor with hyper threading so I disabled hyper threading and tried your latest 4 workermap4core. I deleted all the other workermaps. Game ran well for 90 minutes until I got the black maps as per usual.

btw 2 x HD5750 crossfire set up

Thanks for the post

Since ill be working on one for a 6-core CPU maybe you can try that one...since now I have a 6-core to try it on..

bes
05-08-2010, 01:42 PM
Since ill be working on one for a 6-core CPU maybe you can try that one...since now I have a 6-core to try it on..

I made the 6-core one, but it must be put in the workerMap4Core file or the game wont run..
I just tested this on my Phenom II X6 1090T, works perfect:

<?xml version="1.0" encoding="utf-8"?>
<workerMap>

<workerThread name="core_0" priority="abovenormal" core="0" stacksize="52000" />
<workerThread name="core_1" priority="abovenormal" core="1" stacksize="52000" />
<workerThread name="core_2" priority="abovenormal" core="2" stacksize="52000" />
<workerThread name="core_3" priority="abovenormal" core="3" stacksize="52000" />
<workerThread name="core_4" priority="abovenormal" core="4" stacksize="52000" />
<workerThread name="core_5" priority="abovenormal" core="5" stacksize="52000" />
<workerThread name="gc_01" priority="abovenormal" core="0" stacksize="51200" />
<workerThread name="gc_02" priority="abovenormal" core="1" stacksize="51200" />
<workerThread name="gc_03" priority="abovenormal" core="2" stacksize="51200" />
<workerThread name="gc_04" priority="abovenormal" core="3" stacksize="51200" />
<workerThread name="gc_05" priority="abovenormal" core="4" stacksize="51200" />
<workerThread name="gc_06" priority="abovenormal" core="5" stacksize="51200" />

<workerSet name="generic_workers" jobpoolsize="2048" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
<worker name="core_4" />
<worker name="core_5" />
</workerSet>

<workerSet name="collision" jobpoolsize="2048" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
<worker name="core_4" />
<worker name="core_5" />
<worker name="core_6" />
</workerSet>

<!-- solver cannot run on same threads as softbody -->
<workerSet name="solver" jobpoolsize="2048" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
<worker name="core_4" />
<worker name="core_5" />
</workerSet>

<workerSet name="softbody" jobpoolsize="2048" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
<worker name="core_4" />
<worker name="core_5" />
<worker name="core_6" />
</workerSet>

<workerSet name="integrator" jobpoolsize="2048" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
<worker name="core_4" />
<worker name="core_5" />
</workerSet>

<workerSet name="plugin_finalise" jobpoolsize="2048" >
<worker name="core_1" />
<worker name="core_3" />
<worker name="core_5" />
</workerSet>

<workerSet name="cloth" jobpoolsize="2048" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
<worker name="core_4" />
<worker name="core_5" />
<worker name="core_6" />
</workerSet>

<workerSet name="handling" jobpoolsize="2048" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
<worker name="core_4" />
<worker name="core_5" />
</workerSet>

<workerSet name="ai" jobpoolsize="2048" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
<worker name="core_4" />
<worker name="core_5" />
<worker name="core_6" />
</workerSet>

<workerSet name="vehicleSingleThreaded" jobpoolsize="2048" >
<!-- IMPORTANT - maximise thread usage for this workerSet as it is used only during the single threaded update, hence all threads are waiting for it -->
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
<worker name="core_4" />
<worker name="core_5" />
</workerSet>

<workerSet name="pfx" jobpoolsize="2048" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
<worker name="core_4" />
<worker name="core_5" />
<worker name="core_6" />
</workerSet>

<workerSet name="visibility" jobpoolsize="2048" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
<worker name="core_4" />
<worker name="core_5" />
</workerSet>

<workerSet name="ground_cover" jobpoolsize="2048" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
<worker name="core_4" />
<worker name="core_5" />
<worker name="core_6" />
</workerSet>

<workerSet name="ground_cover_workers" jobpoolsize="2048" >
<worker name="gc_01" />
<worker name="gc_02" />
<worker name="gc_03" />
<worker name="gc_04" />
<worker name="gc_05" />
<worker name="gc_06" />
</workerSet>

<workerSet name="anim" jobpoolsize="2048" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
<worker name="core_4" />
<worker name="core_5" />
</workerSet>

<workerSet name="build_crowd" jobpoolsize="2048" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
<worker name="core_4" />
<worker name="core_5" />
<worker name="core_6" />
</workerSet>

<workerSet name="in_car_characters" jobpoolsize="2048" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
<worker name="core_4" />
<worker name="core_5" />
</workerSet>

<workerSet name="view_manager" jobpoolsize="2048" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
<worker name="core_4" />
<worker name="core_5" />
<worker name="core_6" />
</workerSet>

<workerSet name="storage" jobpoolsize="2048" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_4" />
<worker name="core_5" />
<worker name="core_6" />
</workerSet>

<workerSet name="pssg_storage" jobpoolsize="2048" >
<worker name="core_2" />
<worker name="core_3" />
<worker name="core_4" />
</workerSet>

<workerSet name="osdUpdateSet" jobpoolsize="2048" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
<worker name="core_4" />
<worker name="core_5" />
<worker name="core_6" />
</workerSet>

<workerSet name="ground_cover" jobpoolsize="2048" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
<worker name="core_4" />
<worker name="core_5" />
</workerSet>

<workerSet name="audio" jobpoolsize="2048" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
<worker name="core_4" />
<worker name="core_5" />
<worker name="core_6" />
</workerSet>

<workerSet name="damageSkinning" jobpoolsize="2048" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
<worker name="core_4" />
<worker name="core_5" />
</workerSet>
</workerMap>

Lethean.Tears
05-09-2010, 07:18 AM
Which one of the workerMap4s would work best for an i5, do you think?

enterthedar
05-09-2010, 03:03 PM
Well I tried the thrid edition of the code and it went for a whole hour without crashing! Thats much better. I was dual screening whilst also watching the Simpsons sooo that could have made it crash quicker, maybe. I'll try without dual screening later. Cheers anyway, a crash every hour ain't too bad.

Da Trini Man
05-10-2010, 12:16 AM
so i got quadcore...b4 i was able to start the game randomly even tho it crashed ONLY at the beginning...now i was able to start only after deleting that map8 file (and doing everything above) and while in lobby it crashed...never crashed ingame b4 tho...

bes
05-10-2010, 06:34 AM
Its weird you guys are STILL crashing after trying these..

Ah well, least I tried..

Havent had a single crash while playing it on my new 6-core... It could be because I did a fresh install of Windows7 64bit when I rebuilt the computer with a new motherboard and CPU..

oli4579
05-10-2010, 11:35 AM
lol, read the title and was expecting advice on crashing the cars less in game

fail

Da Trini Man
05-10-2010, 01:03 PM
ok so i played again and i didn't crash....let's hope it continues...

bes
05-10-2010, 02:48 PM
Which one of the workerMap4s would work best for an i5, do you think?

Im sorry dude for not answering your question.. im not good with Intel systems..

If its an I5 with hyperthreading im guessing you could run any of the first 3 workermap4core ones that I posted..

IF not then you need to run with the workermap2core, if you want me to make one for a dual-core I guess I could, since they seemed to have screwed that one up too..

But so far it seems they havent done much to help any of you in your crashing issues, or I would probably get more responses in this thread..

amano74
05-17-2010, 03:47 AM
Hello, I have a crossfire of hd5870, i tested all workermap4core (with H.T Disabled and workermap8core Deleted)on a intel I7 975x lga1366 and intel I7 870 lga 1156 with Vistax64 and Windows7x64, Still crashing after 90 minutes. Im deseperate...
Sorry for my english(im french).

L30n@d1s
05-29-2010, 12:57 AM
Hi and thank you for this the 3rd batch of settings u posted seem to have worked for me i'm a little over half way through the game and don't have to worry about the fear of the gaming crashing mid race, i'm running a i7 930 with ati 5870 using 10.4b drivers haven't tried out 10.5 as of yet but will soon

it.me
05-31-2010, 05:30 AM
For dual core systems the workerMAP2 one should work fine, just have to delete the other worker maps..

Hi,

I would just like to know where exactly this WorkerMAP2 file is please.

You state here that the WorkerMAP2 file should work fine but i don't see a dual core WorkerMAP2 here. Only Quad and 6 core xml's...


Thank you in advance and also for your work on these ;)

bes
05-31-2010, 03:03 PM
I also found out that the AMD 6-core will work fine if you open workermap4core and delete everything then copy everything in workermap8core and paste it into the workermap4core.
Obviously delete all other worker maps but the workermap4core after you do that above^^..

I tried it on a 1090T and it works fine, everything is quite responsive..

Hi,

I would just like to know where exactly this WorkerMAP2 file is please.

You state here that the WorkerMAP2 file should work fine but i don't see a dual core WorkerMAP2 here. Only Quad and 6 core xml's...


I didnt make one for a dual-core, if you have an AMD or Intel dual-core without hyperthreading the Workermap2core should work fine, and Intel Dual-core WITH hyperthreading should be able to use the workermap4core without issues..

You could do trial and error with all the above worker maps to see what one works the best for your system... if none of them work still I guess I could make one for a dual-core, but I only have triple,quad and 6-core CPU's to test it on(5computers,all AMD)..

it.me
06-01-2010, 08:08 AM
Thanks bes,

And up to now i have been using this as my WorkerMAP2core.xml file that i got off the Codemaster's forums,

<?xml version="1.0" encoding="utf-8"?>
<workerMap>
<workerThread name="core_0" priority="normal" core="0" stacksize="131072" />
<workerThread name="core_1" priority="normal" core="1" stacksize="131072" />
<workerThread name="core_2" priority="normal" core="2" stacksize="131072" />
<workerThread name="core_3" priority="normal" core="3" stacksize="131072" />
<workerThread name="gc_01" priority="abovenormal" core="0" stacksize="32768" />
<workerThread name="gc_02" priority="abovenormal" core="1" stacksize="32768" />
<workerThread name="gc_03" priority="abovenormal" core="2" stacksize="32768" />
<workerThread name="gc_04" priority="abovenormal" core="3" stacksize="32768" />

<workerSet name="generic_workers" jobpoolsize="1024" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="collision" jobpoolsize="1024" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<!-- solver cannot run on same threads as softbody -->
<workerSet name="solver" jobpoolsize="1024" >
<worker name="core_1" />
<worker name="core_2" />
</workerSet>

<workerSet name="softbody" jobpoolsize="1024" >
<worker name="core_3" />
</workerSet>

<workerSet name="integrator" jobpoolsize="1024" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="plugin_finalise" jobpoolsize="1024" >
<worker name="core_1" />
</workerSet>

<workerSet name="cloth" jobpoolsize="1024" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="handling" jobpoolsize="1024" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="ai" jobpoolsize="1024" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="vehicleSingleThreaded" jobpoolsize="1024" >
<!-- IMPORTANT - maximise thread usage for this workerSet as it is used only during the single threaded update, hence all threads are waiting for it -->
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="pfx" jobpoolsize="1024" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="visibility" jobpoolsize="1024" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="ground_cover" jobpoolsize="1024" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="ground_cover_workers" jobpoolsize="1024" >
<worker name="gc_01" />
<worker name="gc_02" />
<worker name="gc_03" />
</workerSet>

<workerSet name="anim" jobpoolsize="1024" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="build_crowd" jobpoolsize="1024" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="in_car_characters" jobpoolsize="1024" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="view_manager" jobpoolsize="1024" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="storage" jobpoolsize="1024" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="pssg_storage" jobpoolsize="1024" >
<worker name="core_2" />
</workerSet>

<workerSet name="osdUpdateSet" jobpoolsize="1024" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="ground_cover" jobpoolsize="1024" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="audio" jobpoolsize="1024" >
<worker name="core_0" />
</workerSet>

<workerSet name="damageSkinning" jobpoolsize="1024" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>
</workerMap>

I just wondered is this ok for me to use on a C2D? i've had no problems with it and it has stopped the game from crashing after most races but it's the Stacksize's that is confusing me and if they are ok to use at this higher size?

Thanks again for all your hard work ;)

Edit: And i take it you mean for me to use this one you posted?

<?xml version="1.0" encoding="utf-8"?>
<workerMap>

<workerThread name="core_0" priority="abovenormal" core="0" stacksize="52000" />
<workerThread name="core_1" priority="abovenormal" core="1" stacksize="52000" />
<workerThread name="core_2" priority="abovenormal" core="2" stacksize="52000" />
<workerThread name="core_3" priority="abovenormal" core="3" stacksize="52000" />
<workerThread name="gc_01" priority="abovenormal" core="0" stacksize="51200" />
<workerThread name="gc_02" priority="abovenormal" core="1" stacksize="51200" />
<workerThread name="gc_03" priority="abovenormal" core="2" stacksize="51200" />
<workerThread name="gc_04" priority="abovenormal" core="3" stacksize="51200" />

<workerSet name="generic_workers" jobpoolsize="2048" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
</workerSet>

<workerSet name="collision" jobpoolsize="2048" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<!-- solver cannot run on same threads as softbody -->
<workerSet name="solver" jobpoolsize="2048" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
</workerSet>

<workerSet name="softbody" jobpoolsize="2048" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="integrator" jobpoolsize="2048" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
</workerSet>

<workerSet name="plugin_finalise" jobpoolsize="2048" >
<worker name="core_1" />
</workerSet>

<workerSet name="cloth" jobpoolsize="2048" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="handling" jobpoolsize="2048" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
</workerSet>

<workerSet name="ai" jobpoolsize="2048" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="vehicleSingleThreaded" jobpoolsize="2048" >
<!-- IMPORTANT - maximise thread usage for this workerSet as it is used only during the single threaded update, hence all threads are waiting for it -->
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
</workerSet>

<workerSet name="pfx" jobpoolsize="2048" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="visibility" jobpoolsize="2048" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
</workerSet>

<workerSet name="ground_cover" jobpoolsize="2048" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="ground_cover_workers" jobpoolsize="2048" >
<worker name="gc_01" />
<worker name="gc_02" />
<worker name="gc_03" />
<worker name="gc_04" />
</workerSet>

<workerSet name="anim" jobpoolsize="2048" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
</workerSet>

<workerSet name="build_crowd" jobpoolsize="2048" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="in_car_characters" jobpoolsize="2048" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
</workerSet>

<workerSet name="view_manager" jobpoolsize="2048" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="storage" jobpoolsize="2048" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
</workerSet>

<workerSet name="pssg_storage" jobpoolsize="2048" >
<worker name="core_2" />
</workerSet>

<workerSet name="osdUpdateSet" jobpoolsize="2048" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="ground_cover" jobpoolsize="2048" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
</workerSet>

<workerSet name="audio" jobpoolsize="2048" >
<worker name="core_1" />
<worker name="core_2" />
<worker name="core_3" />
</workerSet>

<workerSet name="damageSkinning" jobpoolsize="2048" >
<worker name="core_0" />
<worker name="core_1" />
<worker name="core_2" />
</workerSet>
</workerMap>

bes
06-01-2010, 09:05 AM
[QUOTE=it.me;15222810]Thanks bes,

And up to now i have been using this as my WorkerMAP2core.xml file that i got off the Codemaster's forums,

..

I just wondered is this ok for me to use on a C2D? i've had no problems with it and it has stopped the game from crashing after most races but it's the Stacksize's that is confusing me and if they are ok to use at this higher size?

Well, the stack size being higher is what I think is causing the crashes, lowering it should help out a bit...but if its working for you, then cool.

Thanks again for all your hard work ;)

No problem!

Edit: And i take it you mean for me to use this one you posted?

Yes, its got lower stack sizes and abovenormal priority, you could try it.
I made that one for the Intel dual-core with hyperthreading, triple-core, and quad-core... I didnt really explain that though, sorry..

it.me
06-01-2010, 02:02 PM
Just thought i would let you know bes that i've been using your's that you suggested for Dual Core's too (Workermap4core.xml one) and it's been fine for the past few hour's.

So once again a big thanks for putting the time in and doing what Codemasters should of done for their community in the first place.

+rep for you sir ;)

bes
06-03-2010, 07:20 AM
Just thought i would let you know bes that i've been using your's that you suggested for Dual Core's too (Workermap4core.xml one) and it's been fine for the past few hour's.

So once again a big thanks for putting the time in and doing what Codemasters should of done for their community in the first place.

+rep for you sir ;)

Cool,np, your welcome.

bes
08-30-2010, 08:00 AM
Im bumping this thread since so many people on the first damn page are still having problems getting this game to work, im surprised this thread was buried under 6 pages..

Mods sticky this or something please so it wont keep getting buried..

it.me
09-07-2010, 06:52 AM
Im bumping this thread since so many people on the first damn page are still having problems getting this game to work, im surprised this thread was buried under 6 pages..

Mods sticky this or something please so it wont keep getting buried..


+1 for sticky.

People don't realise that these do work so long as you use the correct WorkerMAP file your game is accessing.

By the way bes i'm still using the one of your files without a single problem to this day ;)

PhenomX
09-13-2010, 12:37 PM
So, I've deleted (after backing up) each of the WorkerMap XML files except WorkerMap4...

Copy & Pasted each of the suggestions. I still completely lock up during a race. Hard Lock ups.

Any suggestions? I don't OC at all and heat is not an issue...

System.
Phenom X4 965 BE
ATI HD5970
8gig RAM
Win 7 64 ultimate

mattbloke99
09-14-2010, 08:14 AM
Messing around with workermaps had no effect for me.

I found that by renaming C:\Documents and Settings\All Users\Application Data\Codemasters\DiRT2\DataCache to DataCache.old seemed to solve my problems of the game crashing. There were a number of files in this area including a 2GB! replay.pbf which is clearly not right. My hunch is that Dirt couldn't handle this file because it was so large. However it may well be something else afoot.

bmxjumperc
09-15-2010, 05:48 PM
that didn't fix my crashing but I have an intel cpu

bes
09-15-2010, 09:04 PM
Strange... this worker map thing helped my computers..tried the game and worker maps on 3 computers, tri-core,quad-core,6-core..

The games would crash a lot until I changed the worker maps..

Im currently using a tri-core version of the worker maps with my AMD 6-Core and it works perfectly, ZERO crashes..

I was crashing ALL THE TIME...like 5min-2hours of game play and it would lock up, not any more after changing the worker maps..

So.. since the worker map thing didnt help you guys then there must be something wrong with your computer...hardware related...

Runs smooth: http://www.youtube.com/watch?v=EDd8XTNijM8

bmxjumperc
09-17-2010, 05:42 AM
Honestly my opinion is that this game was meant to showcase DX11 on ATI cards so it is very descretely being supported by nVidia cards. I have a feeling most people that are still crashing have nVidia DX11 cards, I submited a driver report to nVidia I also hope Codemasters replies to my e-mail with something helpful. I have to try the Rapter Audio Drivers that was one thing I might be overlooking this game does seem to have specific audio requirements.

POTMONSTER2010
09-18-2010, 10:15 AM
Hello there all,
I'm new to the world of gaming so go easy on me please :cool:

Just bought Dirt 2 and having loads of problems with it... messing with my system no end... i get has far has the updates on microsoft name tag jobby and soon has it starts to install it crashes..
Heard talk the DRM software could be the course and even tried a replacement drive other then the LG blueray burner with the same results.

Asus 1024MB GDDR5 ATI Radeon HD5770 CuCore
AMD Phenom II X4 965 3.4Ghz Socket AM3 BLACK Edition
OCZ 4GB (2x2GB) DDR3 PC3-12800 1600MHz AMD Black Edition
ASRock 890GM Pro3 AMD 890GX USB 3.0, SATA3 Socket AM3 DDR3 mATX Motherboard

I think my set up is more then up to the job so thinking it could be to do with drivers and software issue's

Really would like your help on this one fellow gamers and get me started on the right track ready for F1 2010 :cool:

ATVB,
PM

it.me
09-19-2010, 07:31 AM
Honestly my opinion is that this game was meant to showcase DX11 on ATI cards so it is very descretely being supported by nVidia cards. I have a feeling most people that are still crashing have nVidia DX11 cards, I submited a driver report to nVidia I also hope Codemasters replies to my e-mail with something helpful. I have to try the Rapter Audio Drivers that was one thing I might be overlooking this game does seem to have specific audio requirements.


Well on the DX11 problem you seem to think there is then force it in to DX9 through the "hardware_settings_config" file. Personally i have had better performance running the game in DX10 on my GTX260 rather than any other DirectX.

Also have both yourself and POTMONSTER2010 actually tried these WorkerMap fixes from this thread? Allthough POTMONSTER2010 seems to be having problems before even starting the game which say's to me it's something else to blame here. Anyway you'll find out which WorkerMap file your game is accessing through the same "hardware_settings_config" file. There are enough variants of the WorkerMap files in this thread to do some "trail and error".

One other thing, if you have a supported soundcard that can run "Hardware" in the sound options then completely uninstall Rapter sound software (As it's pants to be honest). Actually i'd uninstall it even if your soundcard doesn't support hardware because then you could still run the sound system in game via Software mode.

POTMONSTER2010
09-19-2010, 11:59 AM
Well on the DX11 problem you seem to think there is then force it in to DX9 through the "hardware_settings_config" file. Personally i have had better performance running the game in DX10 on my GTX260 rather than any other DirectX.

Also have both yourself and POTMONSTER2010 actually tried these WorkerMap fixes from this thread? Allthough POTMONSTER2010 seems to be having problems before even starting the game which say's to me it's something else to blame here. Anyway you'll find out which WorkerMap file your game is accessing through the same "hardware_settings_config" file. There are enough variants of the WorkerMap files in this thread to do some "trail and error".

One other thing, if you have a supported soundcard that can run "Hardware" in the sound options then completely uninstall Rapter sound software (As it's pants to be honest). Actually i'd uninstall it even if your soundcard doesn't support hardware because then you could still run the sound system in game via Software mode.

Hi Buddy,
Yep not even getting of the starting line really...plays in none saved mode using a name from that but as soon has i use my Windows profile and try install the first update then it just crashes right after the update.
The disk plays merry hell with my PC and the drives DRM set up.. and i disabled the DMA and used PIO.10 setting which just slowed my PC down to a crawl for some reason.

I feel like throwing this Disk and if the price of Dirt2 wasn't so high on Steam i'd buy it again.

praying now the F1 2010 will work OK... did have this on pre-order from Amazon but changed my mind once start having trouble with disk and now have it on order from Steam.

Anyway call of duty 2 works spot on...pitty i crap at playing it:rolleyes:

POTMONSTER2010
09-21-2010, 07:13 AM
Just to add..
Im up and running with the game..

what i found was the LG BlueRay burner i have well something to do with the DRM software wrongly reading games... anyway got my SSD Installed with a clean W7 install and i never installed the software that come's with drive...Bingo seams to have sorted it:cool:

Just steering wheel trouble now...us newbee's hay :p

it.me
09-23-2010, 08:07 AM
Good to hear and thanks for getting back with your resolution ;)

samcoolrunner
10-06-2010, 05:05 AM
Hi Bes, can't work for me.
Same crash after few minuts...