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nigelbb

macrumors 65816
Original poster
Dec 22, 2012
1,140
264
I downloaded & installed CUDA 5.0.58 a week or two ago & when I checked System Preferences today it prompted me to update to 5.0.59 so I checked on the Nvidia website & their new driver for 10.8.3 is now available http://www.nvidia.com/object/macosx-313.01.01f03-driver.html

----------

OK, should have checked that it actually worked before posting but it appears the file on Nvidia's website is corrupt as I get the error :-

The following disk images couldn't be opened
WebDriver-313.01.01f03.dmg Not recognized
 

cal6n

macrumors 68020
Jul 25, 2004
2,096
273
Gloucester, UK
The quits began with 10.8.3 and the latest G&K patch from Aspyr. Difficult to to say whether the OS or the game or a combination of the two are to blame. I got occasional quits using my old Apple branded 5870, an unflashed GTX 670 and now a flashed GTX 680. These quits are the only issue I have with the whole of my system.

Aspyr support were unable to help while I was running the 5870, suggesting that a VGA switch box was to blame, even though it was unpowered and connected to nothing at the time. Disconnecting it didn't improve matters.

Maybe I'll try them again. Anyway, here's today's crash report.
 

Attachments

  • Civilization V_2013-05-15-160828_Hex.crash.zip
    18.4 KB · Views: 57

Asgorath

macrumors 68000
Mar 30, 2012
1,573
479
The quits began with 10.8.3 and the latest G&K patch from Aspyr. Difficult to to say whether the OS or the game or a combination of the two are to blame. I got occasional quits using my old Apple branded 5870, an unflashed GTX 670 and now a flashed GTX 680. These quits are the only issue I have with the whole of my system.

Aspyr support were unable to help while I was running the 5870, suggesting that a VGA switch box was to blame, even though it was unpowered and connected to nothing at the time. Disconnecting it didn't improve matters.

Maybe I'll try them again. Anyway, here's today's crash report.

Yeah, it's unrelated to graphics drivers, the game itself is crashing:

Crashed Thread: 0 MainThrd Dispatch queue: com.apple.main-thread

Exception Type: EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000

Application Specific Information:
terminate called throwing an exception
abort() called

Thread 0 Crashed:: MainThrd Dispatch queue: com.apple.main-thread
0 libsystem_kernel.dylib 0x99612a6a __pthread_kill + 10
1 libsystem_c.dylib 0x927acb2f pthread_kill + 101
2 libsystem_c.dylib 0x927e34ec abort + 168
3 libc++abi.dylib 0x988287e0 abort_message + 151
4 libc++abi.dylib 0x98826249 default_terminate() + 34
5 libc++abi.dylib 0x98826289 safe_handler_caller(void (*)()) + 13
6 libc++abi.dylib 0x988262f1 std::terminate() + 23
7 libc++abi.dylib 0x988273e6 __cxa_throw + 110
8 libstdc++.6.dylib 0x914532f6 operator new(unsigned long) + 127
9 libstdc++.6.dylib 0x91453342 operator new[](unsigned long) + 17
10 com.aspyr.civ5xp.steam 0x000a4c31 __assert_rtn + 140072
11 com.aspyr.civ5xp.steam 0x000ab051 __assert_rtn + 165704
12 com.aspyr.civ5xp.steam 0x000ac462 __assert_rtn + 170841
13 com.aspyr.civ5xp.steam 0x000ac8d4 __assert_rtn + 171979
14 com.aspyr.civ5xp.steam 0x000a7568 __assert_rtn + 150623
15 com.aspyr.civ5xp.steam 0x001e631f strncpy_s(char*, unsigned long, char const*, unsigned long) + 1212199
16 com.aspyr.civ5xp.steam 0x001e757f strncpy_s(char*, unsigned long, char const*, unsigned long) + 1216903
17 com.aspyr.civ5xp.steam 0x0065dbe0 FLua::Value::Value(lua_State*, int) + 4090550
18 com.aspyr.civ5xp.steam 0x0061cb96 FLua::Value::Value(lua_State*, int) + 3824236
19 com.aspyr.civ5xp.steam 0x0061c72d FLua::Value::Value(lua_State*, int) + 3823107
20 com.aspyr.civ5xp.steam 0x0006d8d4 lua_getinfo + 3427
21 com.aspyr.civ5xp.steam 0x00071684 lua_getinfo + 19219
22 com.aspyr.civ5xp.steam 0x0006d97c lua_getinfo + 3595
23 com.aspyr.civ5xp.steam 0x0078a6dd lua_cpcall + 282
24 com.aspyr.civ5xp.steam 0x0054191f FLua::Value::Value(lua_State*, int) + 2926581
25 com.aspyr.civ5xp.steam 0x0006d8d4 lua_getinfo + 3427
26 com.aspyr.civ5xp.steam 0x0006d968 lua_getinfo + 3575
27 com.aspyr.civ5xp.steam 0x0078a6dd lua_cpcall + 282
28 com.aspyr.civ5xp.steam 0x00558176 FLua::Value::Value(lua_State*, int) + 3018828
29 com.aspyr.civ5xp.steam 0x0006d8d4 lua_getinfo + 3427
30 com.aspyr.civ5xp.steam 0x0006d968 lua_getinfo + 3575
31 com.aspyr.civ5xp.steam 0x0078a680 lua_cpcall + 189
32 com.aspyr.civ5xp.steam 0x0006d37d lua_getinfo + 2060
33 com.aspyr.civ5xp.steam 0x0006d3da lua_getinfo + 2153
34 com.aspyr.civ5xp.steam 0x0078a601 lua_cpcall + 62
35 com.aspyr.civ5xp.steam 0x00275a98 FLua::Details::CCallWithErrorHandling(lua_State*, int (*)(lua_State*), void*) + 45
36 com.aspyr.civ5xp.steam 0x005124e9 FLua::Value::Value(lua_State*, int) + 2732991
37 com.aspyr.civ5xp.steam 0x00376860 FLua::Value::Value(lua_State*, int) + 1046326
38 com.aspyr.civ5xp.steam 0x0039518c FLua::Value::Value(lua_State*, int) + 1171554
39 com.aspyr.civ5xp.steam 0x003958e0 FLua::Value::Value(lua_State*, int) + 1173430
40 com.aspyr.civ5xp.steam 0x0066ecf6 FLua::Value::Value(lua_State*, int) + 4160460
41 com.aspyr.civ5xp.steam 0x00269e16 FTimer::Read(long long) + 14810
42 com.aspyr.civ5xp.steam 0x00674d01 FLua::Value::Value(lua_State*, int) + 4185047
43 com.aspyr.civ5xp.steam 0x000c5d3e strncpy_s(char*, unsigned long, char const*, unsigned long) + 31046
44 com.apple.HIToolbox 0x906519bb _InvokeEventHandlerUPP(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*, long (*)(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*)) + 36
45 com.apple.HIToolbox 0x904d9394 DispatchEventToHandlers(EventTargetRec*, OpaqueEventRef*, HandlerCallRec*) + 1343
46 com.apple.HIToolbox 0x904d8780 SendEventToEventTargetInternal(OpaqueEventRef*, OpaqueEventTargetRef*, HandlerCallRec*) + 430
47 com.apple.HIToolbox 0x904d85ca SendEventToEventTargetWithOptions + 94
48 com.apple.HIToolbox 0x9050c98e ToolboxEventDispatcherHandler(OpaqueEventHandlerCallRef*, OpaqueEventRef*, void*) + 3108
49 com.apple.HIToolbox 0x904d983f DispatchEventToHandlers(EventTargetRec*, OpaqueEventRef*, HandlerCallRec*) + 2538
50 com.apple.HIToolbox 0x904d8780 SendEventToEventTargetInternal(OpaqueEventRef*, OpaqueEventTargetRef*, HandlerCallRec*) + 430
51 com.apple.HIToolbox 0x904ec655 SendEventToEventTarget + 88
52 com.apple.HIToolbox 0x906510b7 ToolboxEventDispatcher + 82
53 com.apple.HIToolbox 0x90650f79 RunApplicationEventLoop + 240
54 com.aspyr.civ5xp.steam 0x000c58fd strncpy_s(char*, unsigned long, char const*, unsigned long) + 29957
55 com.aspyr.civ5xp.steam 0x000c5ca4 strncpy_s(char*, unsigned long, char const*, unsigned long) + 30892
56 com.aspyr.civ5xp.steam 0x00071d79 lua_getinfo + 21000

I would forward that crash report to Aspyr if you can, since they'll be the only ones who can fix it.
 

cal6n

macrumors 68020
Jul 25, 2004
2,096
273
Gloucester, UK
I have done.

However, that's not the only type of crash I see. Sometimes it's thread 5 that crashes:

Code:
Process:         Civilization V [858]
Path:            /Users/USER/Library/Application Support/Steam/*/Civilization V.app/Contents/MacOS/Civilization V
Identifier:      com.aspyr.civ5xp.steam
Version:         1.2.0 (109780)
Code Type:       X86 (Native)
Parent Process:  launchd [277]
User ID:         3326

Date/Time:       2013-05-01 15:45:43.494 +0100
OS Version:      Mac OS X 10.8.3 (12D78)
Report Version:  10

Interval Since Last Report:          696661 sec
Crashes Since Last Report:           18
Per-App Interval Since Last Report:  3169 sec
Per-App Crashes Since Last Report:   1
Anonymous UUID:                      2C9A909A-41BA-1B6A-7E1F-C2169C3AF4A0

Crashed Thread:  5

Exception Type:  EXC_BAD_ACCESS (SIGBUS)
Exception Codes: KERN_PROTECTION_FAILURE at 0x0000000000000004

VM Regions Near 0x4:
--> __PAGEZERO             0000000000000000-0000000000001000 [    4K] ---/--- SM=NUL  /Users/USER/Library/Application Support/Steam/*/Civilization V.app/Contents/MacOS/Civilization V
    __TEXT                 0000000000001000-0000000000b00000 [ 11.0M] r-x/rwx SM=COW  /Users/USER/Library/Application Support/Steam/*/Civilization V.app/Contents/MacOS/Civilization V

and

Code:
Thread 5 Crashed:
0   libsystem_c.dylib             	0x92da8d3a bzero$VARIANT$sse42 + 90
1   libGLProgrammability.dylib    	0x1388147c BitSetSetRangeEqualsInternal + 122
2   libGLProgrammability.dylib    	0x138812e1 BitSetNew + 141
3   libGLProgrammability.dylib    	0x1389c7e4 RegistersInitialize + 37
4   libGLProgrammability.dylib    	0x138ab5ce glpPPShaderLinearizeStreamMgrEx + 5737
5   libGLProgrammability.dylib    	0x138ab746 glpPPShaderLinearizeEx + 81
6   libGLProgrammability.dylib    	0x138ab6f0 glpPPShaderLinearize + 32
7   com.apple.GeForceGLDriver     	0x8e64af26 0x8e2fb000 + 3473190
8   com.apple.GeForceGLDriver     	0x8e64b50d 0x8e2fb000 + 3474701
9   com.apple.GeForceGLDriver     	0x8e543769 0x8e2fb000 + 2393961
10  com.apple.GeForceGLDriver     	0x8e64aa18 0x8e2fb000 + 3471896
11  com.apple.GeForceGLDriver     	0x8e638ce0 gldUpdateDispatch + 673
12  GLEngine                      	0x136d6548 gleDoDrawDispatchCore + 590
13  GLEngine                      	0x1364ed3d glDrawElementsInstancedBaseVertex_STD_Exec + 309
14  GLEngine                      	0x1364ebfa glDrawElements_UnpackThread + 110
15  GLEngine                      	0x136c8c28 gleCmdProcessorPTHREAD + 439
16  libsystem_c.dylib             	0x92dbd5b7 _pthread_start + 344
17  libsystem_c.dylib             	0x92da7d4e thread_start + 34
 

Asgorath

macrumors 68000
Mar 30, 2012
1,573
479
I have done.

However, that's not the only type of crash I see. Sometimes it's thread 5 that crashes:

Oh, interesting. That one looks like it's crashing while compiling a shader or something. Can you attach the full crash log for that one? I wonder if the game is just running out of memory, since I think it's still a 32-bit app.
 

cal6n

macrumors 68020
Jul 25, 2004
2,096
273
Gloucester, UK
Here you are. Good of you to take a look for me.
 

Attachments

  • Civilization V_2013-05-05-155036_Hex.crash.zip
    19.9 KB · Views: 70

silvercircle

macrumors member
Nov 18, 2010
61
7
After install new item in the menu bar

After installing this update I saw a new NVIDIA item in the menu bar at the right.`
You can choose between default drivers and the web drivers.
Also some other settings like auto updates etc..
 

macmaniac75

macrumors newbie
May 15, 2013
16
1
maybe the same problem as me with an EVGA 670 not flashed : crash at startup of a new game in civ V gods and kings

solved with down setting of fog from high to normal. Now stable, no crash.

Hope it will help.
 

Asgorath

macrumors 68000
Mar 30, 2012
1,573
479
After installing this update I saw a new NVIDIA item in the menu bar at the right.`
You can choose between default drivers and the web drivers.
Also some other settings like auto updates etc..

Yep, that appears to be part of the new "NVIDIA Driver Manager" preference pane. You can enable ECC on the Quadro K5000, automatically check for updates, and switch between the NVIDIA driver and the stock Apple driver. Pretty neat stuff!
 

cal6n

macrumors 68020
Jul 25, 2004
2,096
273
Gloucester, UK
maybe the same problem as me with an EVGA 670 not flashed : crash at startup of a new game in civ V gods and kings

solved with down setting of fog from high to normal. Now stable, no crash.

Hope it will help.

Doesn't help. The crashes happen regardless of video settings.
 

cal6n

macrumors 68020
Jul 25, 2004
2,096
273
Gloucester, UK
Aspyr have responded to my Civ 5 support query and it's pretty much what I expected:

Aspyr Technical Support, May 15 03:50 pm (CDT):
Unfortunately, at this time, the 680 is not supported so we are unable to run a proper test case with that card.
Thank you.
Aspyr Support

Calvindavidson, May 15 03:55 pm (CDT):
When do you expect to support it?

Aspyr Technical Support, May 15 04:01 pm (CDT):
We will not be updating the game again until the release of the Brave New World expansion pack due out sometime this summer.
Thank you.
Aspyr Support

Calvindavidson, May 15 04:04 pm (CDT):
Will you be supporting the GTX 680 with that update?

Aspyr Technical Support, May 15 04:38 pm (CDT):
Currently, the 680MX equipped on the latest iMac models is supported. Since the drivers are different with the GTX 680 utilizes different drivers, there is a chance that performance will differ. However, we will be looking into implementing support for GTX 680 in future updates.
Thank you.
Aspyr Support​

Guess I'll be playing Civ in Windows from now on.
 

ActionableMango

macrumors G3
Sep 21, 2010
9,612
6,907
Not supporting the GTX680 is a valid excuse, but it doesn't explain the crashes you had with the Apple branded 5870.

Unless they don't support Apple cards either. :p
 

Asgorath

macrumors 68000
Mar 30, 2012
1,573
479
Here you are. Good of you to take a look for me.

I think this is telling, from both your crash logs:

TOTAL 3.7G
TOTAL, minus reserved VM space 3.4G

That seems awfully high for a 32-bit process. Looks like the game is simply running out of memory and crashing, though the place at which the crash happens varies depending on who's unlucky enough to have malloc() fail. Hopefully Aspyr will fix it soon.
 

Tesselator

macrumors 601
Jan 9, 2008
4,601
6
Japan
I downloaded & installed CUDA 5.0.58 a week or two ago & when I checked System Preferences today it prompted me to update to 5.0.59 so I checked on the Nvidia website & their new driver for 10.8.3 is now available http://www.nvidia.com/object/macosx-313.01.01f03-driver.html

----------

OK, should have checked that it actually worked before posting but it appears the file on Nvidia's website is corrupt as I get the error :-

The following disk images couldn't be opened
WebDriver-313.01.01f03.dmg Not recognized

What I think is even more funny than NVidia supplying people with corrupt or misnamed driver downloads is that when you go to that site it suggests signing up for OS X driver news and updates via newsletter:

NVidia_Shunning_01.png



but when you actually go there to sign up OS X is not an option for OS selections:

NVidia_Shunning_02.png



Hmm, maybe it's NVidia who's having the real laugh. :(
 
Last edited:

initialsBB

macrumors 6502a
Oct 18, 2010
688
2
In regards to Civ 5, I think it's much more G&K the culprit. I was having systematic crashes on turn 25 for a while, no matter what the game options were, even though I had almost zero crashes on the vanilla version since it was released. I totally removed the game and reinstalled through Steam and now crashes are more sporadic, but I quick save frequently !! Looking at forums it seems there are bugs on both Mac and Windows versions of G&K.
 

cal6n

macrumors 68020
Jul 25, 2004
2,096
273
Gloucester, UK
My crashes only started relatively recently, around the time Aspyr released the last patch. Unfortunately, Apple released 10.8.3 at the same time, so it's difficult to pin down the culprit. The original G&K and the fall patch under 10.8.2 were both stable for me.

I've had no crashes in Windows at all, either, although I'm only playing there due to the Mac version's bugginess. It is nice to be able to max-out all the graphics options no matter what size map I'm on. I could get used to that sort of stability.
 

Rohirm

macrumors member
Aug 25, 2010
48
39
CUDA-Z (0.7.184) shows that my driver version is 304.10 (8.10.44 304.10.65f03). Is there any other way to check the NVIDIA driver version?

NVIDIA Driver Manager says that I am using the NVIDIA Web Driver, and drivers are up to date (313.01.01f03).

Where is the problem, why CUDA-Z shows 304.10?
 

Asgorath

macrumors 68000
Mar 30, 2012
1,573
479
CUDA-Z (0.7.184) shows that my driver version is 304.10 (8.10.44 304.10.65f03). Is there any other way to check the NVIDIA driver version?

NVIDIA Driver Manager says that I am using the NVIDIA Web Driver, and drivers are up to date (313.01.01f03).

Where is the problem, why CUDA-Z shows 304.10?

It's probably only looking at the version of the stock Apple driver (e.g. GeForceGLDriver.bundle) while the new NVIDIA web driver has a different name (GeForceGLDriverWeb.bundle) so that they can both be installed at the same time. Hopefully the CUDA-Z people will update their app to fix this.

----------

For what it's worth, the "Download" button is now giving me the .pkg file as expected. Looks like they fixed that last night.
 
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