Error messages in log overlay on game start

Version
2.0 b289
Platform
Mac
Seen in all 2.0 game starts.

2025-06-22T17:10:32 136.420 INF [PartyQuests] Player registered: [type=EntityPlayerLocal, name=Caelynd, id=1102]
SDCSUtils::RemoveFPViewObstructingGearPolygons -> Removed 1948 obstructing polygons from bodyClothes(Clone)
SDCSUtils::RemoveFPViewObstructingGearPolygons -> handsGloves(Clone) has no obstructing polygons
SDCSUtils::RemoveFPViewObstructingGearPolygons -> Removed 1948 obstructing polygons from bodyClothes(Clone)
SDCSUtils::RemoveFPViewObstructingGearPolygons -> handsGloves(Clone) has no obstructing polygons
2025-06-22T17:10:32 136.723 INF Loaded player
Texture creation failed. 'R32_UInt' is not supported for Render usage on this platform. Use 'SystemInfo.IsFormatSupported' C# API to check format support.
NullReferenceException
at (wrapper managed-to-native) UnityEngine.Object.SetName(UnityEngine.Object,string)
at UnityEngine.Object.set_name (System.String value) [0x00001] in <3b4dd0fe512d4fe0a34f404bdbfc2a8c>:0
at FidelityFX.Fsr3UpscalerResources.Create (FidelityFX.Fsr3+ContextDescription contextDescription) [0x000fc] in <79466186b60a4e4bac5d9167261fba22>:0
at FidelityFX.Fsr3UpscalerContext.Create (FidelityFX.Fsr3+ContextDescription contextDescription) [0x00078] in <79466186b60a4e4bac5d9167261fba22>:0
at FidelityFX.Fsr3.CreateContext (UnityEngine.Vector2Int displaySize, UnityEngine.Vector2Int maxRenderSize, FidelityFX.Fsr3UpscalerShaders shaders, FidelityFX.Fsr3+InitializationFlags flags) [0x00043] in <79466186b60a4e4bac5d9167261fba22>:0
at UnityEngine.Rendering.PostProcessing.FSR3.CreateFsrContext (UnityEngine.Rendering.PostProcessing.PostProcessRenderContext context) [0x000cb] in <c0d679989bd345d78680dd59a15e90c0>:0
at UnityEngine.Rendering.PostProcessing.FSR3.Render (UnityEngine.Rendering.PostProcessing.PostProcessRenderContext context, System.Boolean _stereoRendering) [0x000ef] in <c0d679989bd345d78680dd59a15e90c0>:0
at UnityEngine.Rendering.PostProcessing.PostProcessLayer.Render (UnityEngine.Rendering.PostProcessing.PostProcessRenderContext context) [0x0047b] in <c0d679989bd345d78680dd59a15e90c0>:0
at UnityEngine.Rendering.PostProcessing.PostProcessLayer.BuildCommandBuffers () [0x00799] in <c0d679989bd345d78680dd59a15e90c0>:0
at UnityEngine.Rendering.PostProcessing.PostProcessLayer.OnPreCull () [0x001f0] in <c0d679989bd345d78680dd59a15e90c0>:0
 
Reproduction Steps
Every game start, prior to spawning. Not harmful (afaik) but a pain in having to always dismiss the log window. If not lethal, it probably should be moved to warning and not keep the log pane open.
Link to Logs
https://justpaste.it/iwoqo
Link to Screenshot/Video
https://justpaste.it/irqhy

Attachments

Thank you for reporting. I see you are using OpenGL for the renderer on Mac. Does the error go away when you change the Upscaler Mode to not use FSR3? (Settings found in game under Options -> Video -> Display)
 
Thank you for reporting. I see you are using OpenGL for the renderer on Mac. Does the error go away when you change the Upscaler Mode to not use FSR3? (Settings found in game under Options -> Video -> Display)
To verify I kept it at FSR3 and it still happened with the updated build (b292). When I switched to dynamic it did not happen.
 
To verify I kept it at FSR3 and it still happened with the updated build (b292). When I switched to dynamic it did not happen.
Thank you for checking. I believe our FSR3 setting is currently only supported on Mac if using the Metal renderer (instead of OpenGL). Sorry about that.
 
Thank you for checking. I believe our FSR3 setting is currently only supported on Mac if using the Metal renderer (instead of OpenGL). Sorry about that
It was that by default after I installed 2.0; if possible it might be good to do a sanity check on startup to see what settings are not possible and either alter the settings to the best available alternate, or at least have a hover-over message stating that it should be changed due to incompatibility.
 
This has been fixed and is in the latest experimental (V2.1 b7) although I can't find it in the release notes. It should default back to Scaled if FSR is not supported. Thank you
 
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