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So now that the window is not loading as a blank white canvas, I actually got to try to load a game (Civ VI in this case). The loading bar went about 90% across and then just stopped. I used the git clone and npm start method to install and launch. This was in the console (*** is text I have manually redacted)
npm start
> [email protected] start
> electron .
Loaded config: autofocus=false, notify=true, rpcEnabled=true
Global shortcut registered successfully
Error: Could not connect
at Socket.onerror (***/GeForce-Infinity/node_modules/discord-rpc/src/transports/ipc.js:32:16)
at Object.onceWrapper (node:events:634:26)
at Socket.emit (node:events:519:28)
at emitErrorNT (node:internal/streams/destroy:169:8)
at emitErrorCloseNT (node:internal/streams/destroy:128:3)
at process.processTicksAndRejections (node:internal/process/task_queues:82:21)
Config file data: {
"autofocus": false,
"notify": true,
"rpcEnabled": true,
"informed": true
}
Sidebar loaded
[694960:1118/113252.354329:ERROR:gl_surface_presentation_helper.cc(260)] GetVSyncParametersIfAvailable() failed for 1 times!
[694960:1118/113252.364279:ERROR:gl_surface_presentation_helper.cc(260)] GetVSyncParametersIfAvailable() failed for 2 times!
[694960:1118/113312.556242:ERROR:gl_surface_presentation_helper.cc(260)] GetVSyncParametersIfAvailable() failed for 3 times!
Sidebar loaded
Sidebar loaded
Sidebar loaded
(node:694894) UnhandledPromiseRejectionWarning: Error: Script failed to execute, this normally means an error was thrown. Check the renderer console for the error.
at node:electron/js2c/renderer_init:2:16493
at IpcRendererInternal.<anonymous> (node:electron/js2c/renderer_init:2:10798)
at IpcRendererInternal.emit (node:events:519:28)
at Object.onMessage (node:electron/js2c/renderer_init:2:8811)
(Use `electron --trace-warnings ...` to show where the warning was created)
(node:694894) UnhandledPromiseRejectionWarning: Unhandled promise rejection. This error originated either by throwing inside of an async function without a catch block, or by rejecting a promise which was not handled with .catch(). To terminate the node process on unhandled promise rejection, use the CLI flag `--unhandled-rejections=strict` (see https://nodejs.org/api/cli.html#cli_unhandled_rejections_mode). (rejection id: 1)
(node:694894) UnhandledPromiseRejectionWarning: Error: Script failed to execute, this normally means an error was thrown. Check the renderer console for the error.
at node:electron/js2c/renderer_init:2:16493
at IpcRendererInternal.<anonymous> (node:electron/js2c/renderer_init:2:10798)
at IpcRendererInternal.emit (node:events:519:28)
at Object.onMessage (node:electron/js2c/renderer_init:2:8811)
(node:694894) UnhandledPromiseRejectionWarning: Unhandled promise rejection. This error originated either by throwing inside of an async function without a catch block, or by rejecting a promise which was not handled with .catch(). To terminate the node process on unhandled promise rejection, use the CLI flag `--unhandled-rejections=strict` (see https://nodejs.org/api/cli.html#cli_unhandled_rejections_mode). (rejection id: 2)
Detected Nvidia Cloudmatch WebSocket upgrade request:
(electron:694894): libnotify-WARNING **: 11:35:07.786: Failed to connect to proxy
(electron:694894): libnotify-WARNING **: 11:35:32.819: Failed to connect to proxy
(electron:694894): libnotify-WARNING **: 11:36:07.934: Failed to connect to proxy
[694894:1118/113632.957552:ERROR:libnotify_notification.cc(51)] notify_notification_show: domain=766 code=24 message="Error calling StartServiceByName for org.freedesktop.Notifications: Timeout was reached"
Detected Nvidia Cloudmatch WebSocket upgrade request:
(electron:694894): libnotify-WARNING **: 11:38:58.190: Failed to connect to proxy
(electron:694894): libnotify-WARNING **: 11:39:23.222: Failed to connect to proxy
(electron:694894): libnotify-WARNING **: 11:39:57.913: Failed to connect to proxy
[694894:1118/114022.927760:ERROR:libnotify_notification.cc(51)] notify_notification_show: domain=766 code=24 message="Error calling StartServiceByName for org.freedesktop.Notifications: Timeout was reached"
Again, GeForce Electron from a different package loaded the same game first time........
The text was updated successfully, but these errors were encountered:
Hey! Question:
Were you not able to start a game at all? Even after multiple tries? (Did you try multiple times?)
Sadly this is sounds like an issue I'm aware of already which is that upon the first ever game boot it does not let the nvidia request which starts the game through if it detects an error with the config file/an error during sending a notification/autofocus (like I see in your case notifications don't want to work sadly) or a change in the config file during the loading of the game screen.
I am trying to fix this, it has been a headache of mine.
Only tried maybe 3 times (same title) before this bug report as I was running short on time. Just tried another maybe 9 or 10 times across 3 titles, 100% failure to load. Loading progress bar gets to 80-90% or so then hangs. Each time, the console output is similar to what I copied into the OP.
This new error message popped up once or twice...
Again, geforce-electron-bin works first time, every time. So I can use that for the time being. But let me know what else you need to T/S this...
Hey! Sorry for the long wait, life got busy.
So:
Sadly that is an error message I'm all too familiar with. It happens when my code has a bug and doesn't let the request pass (even though I tried to make it so that it passes no matter what but looks like I failed with that)
What I can say for you to try is disable the rpc, autofocus and notify before clicking play to see if it works that way (Yes I know this is not the solution as the main appeal of this is those features but I'll be working to fix this soon). And if they work that way try just enabling autofocus for example and then click play to see if it works.
So now that the window is not loading as a blank white canvas, I actually got to try to load a game (Civ VI in this case). The loading bar went about 90% across and then just stopped. I used the git clone and npm start method to install and launch. This was in the console (*** is text I have manually redacted)
Again, GeForce Electron from a different package loaded the same game first time........
The text was updated successfully, but these errors were encountered: