Hello! I just discovered Boundless today, and have been having a blast playing it on my 2015 Macbook Pro (w/ dedicated graphics).
My girlfriend saw, wanted to join in, and since then we’ve been trying to get it to run on her 2017 13" Macbook Pro, which has these specs:
(AFAICT, it doesn’t have a dedicated graphics card.)
The problem we’re having is that it crashes after clicking through the “Click to continue” screen. It shows the first frame of the game world, then freezes, and crashes. Here’s the report generated by Apple’s bug reporting tool:
I’ve tried:
Starting full screen, in windowed mode, with lower resolution, with the graphics turned down, with them turned up (all done by copying over the JSON config files from the working machine and editing them manually on the crashing one)
Upgrading to High Sierra, and making sure all graphics drivers are up to date
Enabling the “testing” version of Boundless through Steam
Enabling beta mode in Steam and turning on shader caching
Restarting Steam, and the Macbook
Running Boundless from the file manager rather than Steam
And now I’m out of ideas! Any help would be much appreciated. I’ll try my best to answer any questions you might have
The crash is compiling a shader so most likely an issue with the Apple driver for the Intel Iris on that OS version, which appears to be pretty new (Dec 2017) so maybe they will patch it in a future release.
Hi Michael, in case it’s useful, I had the exact same issue when running on macOS Sierra, the previous version.
What’s the best way to request a refund? I wouldn’t normally ask, except that I did check the minimum specs before buying a second copy for this laptop.
Something I forgot to mention is that I see this on the crashing laptop, even though on my working one all regions are available (and I’m currently playing on US West):
Could this have any connection with the shader crash?
Another thought is that the non-dedicated graphics card might be taking its RAM from the system memory, leaving less than 8GB. Are there any hidden settings on the JSON file I might try, to reduce usage? This is what I’m doing at the moment:
As @nevir says, that is the Testing beta which only has a single spawn region.
Switch back to the Live version to join the main universe. (The Testing and Live universes are separate.)
The Testing and Live binaries are currently identical so best to explore the Live version. But it seems like the game current triggers a shader compiler issue, we’ll not be able to explore this until next week when the team is back in the studio.
I’ve had this happen once as well, when making glass. I did change to an alt shortly after starting it off though, and the other alt didn’t have the skill to create glass, so not sure if that had anything to do with it.
It has gotten to the point where my framerate is so bad I have to set all my settings to the lowest as possible just so the game is playable, I’ve even had to turn per-pixel lighting off, I can’t even tell what blocks I’m looking at anymore… but ~20fps is better than 6fps… I used to get over 30 before the meteorite update with full settings.
I’m running a 27" imac from late 2012 on 10.12.6 Sierra,
3.4 GHz Intel Core i7 processor, 16GB DDR3 ram,
and NVIDIA GeForce GTX 675MX 1024 MB graphics card.
[edit] Ok wow, even after changing all my settings to the lowest possible, i am still having spikes when my frame rate drops to about 6-10, i’m mining for coal near lava and using the grapple, but it dropped before I even shot the grapple, when i was looking around for a place to shoot it… I could start counting my frames per second manually… it’s still averaging higher with these low settings but it still drops down to a countable level. to me that is definitely not playable
A strange graphics bug I randomly noticed. When the torch is in a certain kind of view (only notice it like this) it shoots narrow flame streaks downwards. It was hard to capture since it’s kinda sporadic and fast. I captured this right as it was about to disappear.
first of all, whenever I walk over a flower, there is a good chance Ill somehow get stuck at that location until I destroy the flower, or the terrain below me; this is especially annoying since wildstock and spitters like to spawn in plains, where flowers like to go.
Second of all, I cant seem to cancel crafting a recipe without breaking the crafting machine, leading in to…
And third…Crafting machines eating Items when the crafting machine is broken, not just one, but every recipe of it’s type; I lost 13 hard-earned small fossils (copper progression) because I forgot I could craft them in bulk
This probably has to do with the way the devs set up the enemy AI script. There is a periodic invisible sphere that is cast around the enemy that will recognize player positions if they fall into the sphere. Then an invisible ray is cast to each position that was within the sphere. If the ray hits an object with a collider (a block) it will recognize that the player is not in sight. It seems that some mobs do not have this second ray cast or will at least go in to a hostile state with it. This is most likely on purpose and Is ultimately up to the devs how they want the enemies to react.