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High Quality Rendering Is Not Supported By The Graphics Card

[Deleted User]
polycounter lvl 9
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[Deleted User] polycounter lvl 9
i have a nvidia geforce gts 450, and im running windows 7 64 bit.

i keep getting this error in maya 2011 64 bit.

whats going on?! :(

someone help please i really wanna see the bump map in the viewport

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  • Vailias
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    Vailias polycounter lvl 18
    use bryce or xoliul's shader instead.

    Just load up the CGFX shader plugin and make sure it works.
  • jimpaw
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    jimpaw polycounter lvl 9
    I am having this problem aswell, does different shader take care of the problem ?
  • Mr_Paris
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    This is a video card driver problem.

    Update to the *latest* Nvidia driver release. The first generation drivers (v260.XX) for the 400 series GPUs had a bug that causes this glitch.

    http://www.nvidia.com/object/win7-winvista-64bit-267.59-whql-driver.html

    Generic link if you aren't using Win7 64bit:
    http://www.nvidia.com/Download/index.aspx?lang=en-us

    Please let me know if the latest drivers are still causing issues. I don't own a 4 series GPU, but was helping trouble shoot this for a friend. A beta release fixed this problem but I never tested the full release to confirm.

    Please make sure to uninstall the original drivers properly via the add remove programs menu before installing the new ones. :)
  • Brendan
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    Brendan polycounter lvl 8
    i have a nvidia geforce gts 450, and im running windows 7 64 bit.

    i keep getting this error in maya 2011 64 bit.

    whats going on?! :(

    someone help please i really wanna see the bump map in the viewport

    It's a problem with Maya 2011 in general I think. It'll play ball sometimes if you save the file with HQ on, then re-open it and don't ever turn it off, but it's a bad fix.

    The other bad fix that sometimes works for me is changing the camera options (clipping distance or something), then turning it on, most of the time it won't vomit up that error.

    Win7 32bit + nVidia 9600
  • Vailias
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    Vailias polycounter lvl 18
    The reason I suggest the shader route is that it bypasses the normal rendered for the objects with the shader applied and uses a cg or hlsl shader compiled on import that the gpus will read correctly, rather than allowing Maya to try and translate it's shaders into more gpu compatible instructions n

    High quality mode used to fail utterly on ati hardware all the time. It's why I learned cg and wrote my first shader.
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