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0:0.595 - NVAPI has inited. Ok 0:0.816 - GPU: Device Name: \\.

\DISPLAY1 Desc: NVIDIA GeForce Go 7300 VendorID: 0x10de DeviceID: 0x1d7 0:0.816 - GPU Type: PC Other 0:1.078 - RenderServiceD3D::Init(), found mode 1280 x 800 0:1.163 - Render Settings have applied 0:1.163 - RenderServiceD3D::Init() 640 x 480 is available 0:1.163 - RenderServiceD3D::Init() 720 x 480 is available 0:1.163 - RenderServiceD3D::Init() 720 x 576 is available 0:1.163 - RenderServiceD3D::Init() 800 x 600 is available 0:1.163 - RenderServiceD3D::Init() 1024 x 768 is available 0:1.163 - RenderServiceD3D::Init() 1176 x 664 is available 0:1.163 - RenderServiceD3D::Init() 1280 x 720 is available 0:1.163 - RenderServiceD3D::Init() 1280 x 768 is available 0:1.163 - RenderServiceD3D::Init() 1280 x 800 is available 0:1.165 - RenderServiceD3D::Init() Current mode: 640 x 480 0:1.165 - VSync Enabled 0:3.807 - Message. Stereo not enabled 0:3.939 - Warning. INTZ format is not supported. MRT will be enabled 0:3.964 - Direct3D Device is successfully created. OK 0:6.008 - Render Target: ScreenShot Width: 640 Height: 480 Created. OK 0:6.008 - Depth Stencil: MainDepthStencil Width: 640 Height: 480 Created. OK 0:6.032 - FAILED Creation INTZ depth map. Trying create default format 0:6.033 - Render Target: GBufferNormalMap Width: 480 Height: 360 Created. OK 0:6.033 - Render Target: GBufferPureNormalMap Width: 480 Height: 360 Created. OK 0:6.033 - Depth Stencil: GBufferDepthMap Width: 480 Height: 360 Created. OK 0:6.033 - Render Target: GBufferDepthR32FMap Width: 480 Height: 360 Created. OK 0:6.033 - Null Render Target: CSMBackBufferRT Width: 1200 Height: 1200 Created. OK 0:6.033 - Depth Stencil: ShadowMap0 Width: 1200 Height: 1200 Created. OK 0:6.033 - Depth Stencil: ShadowMap1 Width: 1200 Height: 1200 Created. OK 0:6.033 - Depth Stencil: ShadowMap2 Width: 1200 Height: 1200 Created. OK 0:6.033 - Depth Stencil: ShadowMap3 Width: 1200 Height: 1200 Created. OK 0:6.033 - Null Render Target: LightNullRenderTarget Width: 640 Height: 640 Creat ed. OK 0:6.034 - Depth Stencil: LightDS Width: 640 Height: 640 Created. OK 0:6.034 - Depth Stencil: SSAODepthStencil Width: 240 Height: 180 Created. OK 0:6.034 - Render Target: DepthDown Width: 240 Height: 180 Created. OK 0:6.034 - Render Target: SSAO Width: 240 Height: 180 Created. OK 0:6.034 - Render Target: BLURSSAO Width: 240 Height: 180 Created. OK 0:6.034 - Render Target: ShadowMask Width: 480 Height: 360 Created. OK 0:6.034 - Render Target: IntermediateMask Width: 480 Height: 360 Created. OK 0:6.034 - Render Target: MediumMask Width: 480 Height: 360 Created. OK 0:6.034 - Depth Stencil: BloomDS Width: 160 Height: 120 Created. OK 0:6.034 - Render Target: Bloom Width: 160 Height: 120 Created. OK 0:6.034 - Render Target: DownSampled Width: 160 Height: 120 Created. OK 0:6.034 - Render Target: Blured Width: 160 Height: 120 Created. OK 0:6.035 - Render Target: BloomBlur Width: 160 Height: 120 Created. OK 0:6.035 - Render Target: PreProcessSurface Width: 480 Height: 360 Created. OK 0:6.035 - Depth Stencil: HazeMaskDS Width: 160 Height: 120 Created. OK 0:6.035 - Render Target: HazeMask Width: 160 Height: 120 Created. OK 0:6.035 - Depth Stencil: WaterReflectDS Width: 320 Height: 240 Created. OK 0:6.035 - Render Target: WaterReflect Width: 320 Height: 240 Created. OK 0:6.035 - Render Target: WaterRefract Width: 480 Height: 360 Created. OK 0:6.035 - Using Separate GBuffer Size: ENABLED 0:6.102 - Depth Stencil: LightShadow_0 Width: 640 Height: 640 Created. OK 0:6.102 - Depth Stencil: LightShadow_1 Width: 640 Height: 640 Created. OK 0:6.102 - Depth Stencil: LightShadow_2 Width: 640 Height: 640 Created. OK 0:6.102 - Depth Stencil: LightShadow_3 Width: 640 Height: 640 Created. OK

0:6.103 - Depth Stencil: LightShadow_4 Width: 640 Height: 640 Created. OK 0:6.103 - Depth Stencil: LightShadow_5 Width: 640 Height: 640 Created. OK 0:6.185 - Render Target: Thumb Width: 300 Height: 300 Created. OK 0:6.215 - Warm Up: 0 0:6.424 - Warm Up: 1 0:14.906 - Shadow settings for level dh_mm have loaded

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