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World at war unhandled exception caught

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Waited 0 msec for asset 'depthprepass' of type 'material'. Waited 0 msec for asset 'clear_alpha_stencil' of type 'material'. Waited 0 msec for asset 'clear_alpha' of type 'material'.

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Waited 697 msec for asset 'light_corona' of type 'material'. Waited 0 msec for asset '$line' of type 'material'. Waited 0 msec for asset '$glare_blind' of type 'material'. Waited 1 msec for asset '$additive' of type 'material'. Waited 2974 msec for asset '$default' of type 'material'.

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Using picmip 1 on most textures, 1 on normal maps, and 1 on specular maps Using video memory size to cap used texture memory at 48 MB. Requested frame buffer to be 24-bit color with 8-bit alphaĭirectX returned a frame buffer that is 24-bit color with 8-bit alphaĭirectX reports 64 MB of video memory and 187 MB of available texture memory. Using Shader model 3.0 code path because it is the best available path on this hardware.Īttempting 1024 x 768 fullscreen with 32 bpp at 60 hz Okay, so i purchased Call of Duty: World at War and i put it into my Dell Latutude D620 running Windows 7.