All projects does not launch on Lenovo MIIX 3-1030 device on windows store platform

All projects(new game, and samples) without changes does not launch on this device. Target platform windows store. After deploy an application and run it - I saw only splashscreen. But on the simulator and on the local machine they worked.
System:

  • windows 8.1
  • DirectX 11

Hello byrakham,

Thanks for the report.
Unfortunately we currently don’t have the device to test here (it works properly on other 64bits Intel devices).
Could you try to give us some more information? (log from the output window, break and see where the engine is stopped, etc…).

Hello, xenux.

  • I created new project by Constraints sample.
  • Select windos store platform.
  • Run visual studio 2013 from paradox game studio.
  • change windows store project certificate, because project certificate is not exist.

  • Run project on simulator on Debug mode.
  • I see splashscreen.
  • I see sphere and cube. Ok it worked.
  • Stop process

  • On my device I run Remote Debugger (configure it)
  • On visual studio I selected a Remote machine target (configure connection)
  • Run project on Remote machine on Debug mode.
  • I see splashscreen. (5 sec)
  • I see splashscreen. (30 sec)
  • I see splashscreen. (1 min)
  • I see splashscreen. (1 min 30 sec)
  • I see splashscreen. (2 min )
  • Stop process.

Output info on simulator:
Build info:
1>------ Build started: Project: Constraints2.WindowsStore, Configuration: Debug x86 ------
[BuildEngine] I: Compiling package [C:/Program Files/Silicon Studio/Paradox/GamePackages/Paradox.1.2.1-beta/Paradox.pdxpkg]
[BuildEngine] I: Compiling package [E:/MY/C#/Paradox3D/Games/Constraints2/Constraints2/Constraints2.pdxpkg]
[BuildEngine] I: Assembly Hash [SiliconStudio.Assets] => [3b7bbb271e10c4a853b94ee9126a9a2f]
[BuildEngine] I: Compression successful [texture] to (512x512,R8G8B8A8_UNorm)
[BuildEngine] I: Compression successful [ParadoxBackground] to (2048x2048,R8G8B8A8_UNorm)
[BuildEngine] I: Assembly Hash [SiliconStudio.Paradox.Assets] => [751c659defe6341493afabf70703c883]
[BuildEngine] I: Trying permutation #1 for effect [ParadoxForwardShadingEffect]:
@P CompilerParameters.DebugKey: True
@P Lighting.EnvironmentLights: mixin LightSimpleAmbient
@P Material.PixelStageStreamInitializer: mixin MaterialStream, MaterialPixelShadingStream
@P Material.HasNormalMap: False
@P Material.HasSkinningPosition: False
@P ParadoxEffectBase.ExtensionPostVertexStageShader: null
@P Material.PixelStageSurfaceShaders: mixin MaterialSurfaceArray [{layers = [mixin MaterialSurfaceDiffuse [{diffuseMap = ComputeColorTextureScaledOffsetDynamicSampler<Material.DiffuseMap,TEXCOORD0,Material.Sampler.i0,rgba,Material.TextureScale,Material.TextureOffset>}], mixin MaterialSurfaceLightingAndShading [{surfaces = [MaterialSurfaceShadingDiffuseLambert]}]]}]
@P Material.TessellationShader: null
@P Lighting.DirectLightGroups: mixin LightDirectionalGroup<1>, DirectLightGroupFixed<1>
@P CompilerParameters.GraphicsPlatformKey: Direct3D11
@P Material.PixelStageSurfaceFilter: null
@P CompilerParameters.GraphicsProfileKey: Level_9_1
@P Material.VertexStageSurfaceShaders: null

[BuildEngine] I:
[BuildEngine] I: Build finished in 578 steps. Command results: 0 succeeded, 578 up-to-date, 0 failed, 0 not triggered due to previous failure.
[BuildEngine] I: Build is successful.
[BuildEngine] I: Generate bundles: Scan assets and their dependencies…
[BuildEngine] I: Generate bundles: Assign assets to bundles…
[BuildEngine] I: Generate bundles: Compress and save bundles to HDD…
[BuildEngine] I: Generate bundles: Done
1> : info 0,032s: BuildEngine arguments: --platform=WindowsStore --graphics-platform=Direct3D11 --profile=WindowsStore --project-configuration=Debug --output-path=E:\MY\C#\Paradox3D\Games\Constraints2\Constraints2\Bin\WindowsStore-x86-Direct3D11\Debug\data --build-path=E:\MY\C#\Paradox3D\Games\Constraints2\Constraints2\Constraints2.WindowsStore…\obj\data --package-file=E:\MY\C#\Paradox3D\Games\Constraints2\Constraints2\Constraints2.WindowsStore…\Constraints2.pdxpkg --log-pipe=net.pipe://localhost/Paradox.BuildEngine.Monitor.870465b9-42e6-4401-8305-31a800620713
1> : info 0,033s: Starting builder.
1> : info 2,697s: Compiling package [C:/Program Files/Silicon Studio/Paradox/GamePackages/Paradox.1.2.1-beta/Paradox.pdxpkg]
1> : info 2,794s: Compiling package [E:/MY/C#/Paradox3D/Games/Constraints2/Constraints2/Constraints2.pdxpkg]
1> AssemblyHash: info 2,989s: Assembly Hash [SiliconStudio.Assets] => [3b7bbb271e10c4a853b94ee9126a9a2f]
1> : info 3,152s: Compression successful [texture] to (512x512,R8G8B8A8_UNorm)
1> : info 3,153s: Compression successful [ParadoxBackground] to (2048x2048,R8G8B8A8_UNorm)
1> AssemblyHash: info 3,173s: Assembly Hash [SiliconStudio.Paradox.Assets] => [751c659defe6341493afabf70703c883]
1> : info 3,332s: Trying permutation #1 for effect [ParadoxForwardShadingEffect]:
1> @P CompilerParameters.DebugKey: True
1> @P Lighting.EnvironmentLights: mixin LightSimpleAmbient
1> @P Material.PixelStageStreamInitializer: mixin MaterialStream, MaterialPixelShadingStream
1> @P Material.HasNormalMap: False
1> @P Material.HasSkinningPosition: False
1> @P ParadoxEffectBase.ExtensionPostVertexStageShader: null
1> @P Material.PixelStageSurfaceShaders: mixin MaterialSurfaceArray [{layers = [mixin MaterialSurfaceDiffuse [{diffuseMap = ComputeColorTextureScaledOffsetDynamicSampler<Material.DiffuseMap,TEXCOORD0,Material.Sampler.i0,rgba,Material.TextureScale,Material.TextureOffset>}], mixin MaterialSurfaceLightingAndShading [{surfaces = [MaterialSurfaceShadingDiffuseLambert]}]]}]
1> @P Material.TessellationShader: null
1> @P Lighting.DirectLightGroups: mixin LightDirectionalGroup<1>, DirectLightGroupFixed<1>
1> @P CompilerParameters.GraphicsPlatformKey: Direct3D11
1> @P Material.PixelStageSurfaceFilter: null
1> @P CompilerParameters.GraphicsProfileKey: Level_9_1
1> @P Material.VertexStageSurfaceShaders: null
1>
1> : info 4,234s:
1> : info 4,235s: Build finished in 578 steps. Command results: 0 succeeded, 578 up-to-date, 0 failed, 0 not triggered due to previous failure.
1> : info 4,235s: Build is successful.
1> : info 4,315s: Generate bundles: Scan assets and their dependencies…
1> : info 4,320s: Generate bundles: Assign assets to bundles…
1> : info 4,445s: Generate bundles: Compress and save bundles to HDD…
1> : info 4,537s: Generate bundles: Done
1> Constraints2.WindowsStore -> E:\MY\C#\Paradox3D\Games\Constraints2\Constraints2\Bin\WindowsStore-x86-Direct3D11\Debug\Constraints2.exe
1> SiliconStudio AssemblyProcessor: “C:\Program Files\Silicon Studio\Paradox\GamePackages\Paradox.1.2.1-beta\Bin\Windows-Direct3D11\SiliconStudio.AssemblyProcessor.exe” --platform=WindowsStore --targetFramework=v4.5.1 --auto-notify-property --parameter-key --auto-module-initializer --serialization --serializationProjectReferencePaths=“E:\MY\C#\Paradox3D\Games\Constraints2\Constraints2\Bin\Windows-Direct3D11\Debug\Constraints2.Game.dll” "E:\MY\C#\Paradox3D\Games\Constraints2\Constraints2\Bin\WindowsStore-x86-Direct3D11\Debug\Constraints2.exe"
1> Assembly has already been processed, skip it.
2>------ Deploy started: Project: Constraints2.WindowsStore, Configuration: Debug x86 ------
2>Updating the layout…
2>Deployment complete (127ms). Full package name: “210df08f-eede-4e21-b9da-f8188651ec45_1.0.0.0_x86__y9fvqd0sn86gc”
========== Build: 1 succeeded, 0 failed, 1 up-to-date, 0 skipped ==========
========== Deploy: 1 succeeded, 0 failed, 0 skipped ==========


Output info on remote machine:

Build info:
1>------ Build started: Project: Constraints2.WindowsStore, Configuration: Debug x86 ------
[BuildEngine] I: Compiling package [C:/Program Files/Silicon Studio/Paradox/GamePackages/Paradox.1.2.1-beta/Paradox.pdxpkg]
[BuildEngine] I: Compiling package [E:/MY/C#/Paradox3D/Games/Constraints2/Constraints2/Constraints2.pdxpkg]
[BuildEngine] I: Assembly Hash [SiliconStudio.Assets] => [3b7bbb271e10c4a853b94ee9126a9a2f]
[BuildEngine] I: Compression successful [ParadoxBackground] to (2048x2048,R8G8B8A8_UNorm)
[BuildEngine] I: Compression successful [texture] to (512x512,R8G8B8A8_UNorm)
[BuildEngine] I: Assembly Hash [SiliconStudio.Paradox.Assets] => [751c659defe6341493afabf70703c883]
[BuildEngine] I: Trying permutation #1 for effect [ParadoxForwardShadingEffect]:
@P CompilerParameters.DebugKey: True
@P Lighting.EnvironmentLights: mixin LightSimpleAmbient
@P Material.PixelStageStreamInitializer: mixin MaterialStream, MaterialPixelShadingStream
@P Material.HasNormalMap: False
@P Material.HasSkinningPosition: False
@P ParadoxEffectBase.ExtensionPostVertexStageShader: null
@P Material.PixelStageSurfaceShaders: mixin MaterialSurfaceArray [{layers = [mixin MaterialSurfaceDiffuse [{diffuseMap = ComputeColorTextureScaledOffsetDynamicSampler<Material.DiffuseMap,TEXCOORD0,Material.Sampler.i0,rgba,Material.TextureScale,Material.TextureOffset>}], mixin MaterialSurfaceLightingAndShading [{surfaces = [MaterialSurfaceShadingDiffuseLambert]}]]}]
@P Material.TessellationShader: null
@P Lighting.DirectLightGroups: mixin LightDirectionalGroup<1>, DirectLightGroupFixed<1>
@P CompilerParameters.GraphicsPlatformKey: Direct3D11
@P Material.PixelStageSurfaceFilter: null
@P CompilerParameters.GraphicsProfileKey: Level_9_1
@P Material.VertexStageSurfaceShaders: null

[BuildEngine] I:
[BuildEngine] I: Build finished in 578 steps. Command results: 0 succeeded, 578 up-to-date, 0 failed, 0 not triggered due to previous failure.
[BuildEngine] I: Build is successful.
[BuildEngine] I: Generate bundles: Scan assets and their dependencies…
[BuildEngine] I: Generate bundles: Assign assets to bundles…
[BuildEngine] I: Generate bundles: Compress and save bundles to HDD…
[BuildEngine] I: Generate bundles: Done
1> : info 0,025s: BuildEngine arguments: --platform=WindowsStore --graphics-platform=Direct3D11 --profile=WindowsStore --project-configuration=Debug --output-path=E:\MY\C#\Paradox3D\Games\Constraints2\Constraints2\Bin\WindowsStore-x86-Direct3D11\Debug\data --build-path=E:\MY\C#\Paradox3D\Games\Constraints2\Constraints2\Constraints2.WindowsStore…\obj\data --package-file=E:\MY\C#\Paradox3D\Games\Constraints2\Constraints2\Constraints2.WindowsStore…\Constraints2.pdxpkg --log-pipe=net.pipe://localhost/Paradox.BuildEngine.Monitor.870465b9-42e6-4401-8305-31a800620713
1> : info 0,026s: Starting builder.
1> : info 2,651s: Compiling package [C:/Program Files/Silicon Studio/Paradox/GamePackages/Paradox.1.2.1-beta/Paradox.pdxpkg]
1> : info 2,662s: Compiling package [E:/MY/C#/Paradox3D/Games/Constraints2/Constraints2/Constraints2.pdxpkg]
1> AssemblyHash: info 2,836s: Assembly Hash [SiliconStudio.Assets] => [3b7bbb271e10c4a853b94ee9126a9a2f]
1> : info 2,993s: Compression successful [ParadoxBackground] to (2048x2048,R8G8B8A8_UNorm)
1> : info 2,994s: Compression successful [texture] to (512x512,R8G8B8A8_UNorm)
1> AssemblyHash: info 3,014s: Assembly Hash [SiliconStudio.Paradox.Assets] => [751c659defe6341493afabf70703c883]
1> : info 3,164s: Trying permutation #1 for effect [ParadoxForwardShadingEffect]:
1> @P CompilerParameters.DebugKey: True
1> @P Lighting.EnvironmentLights: mixin LightSimpleAmbient
1> @P Material.PixelStageStreamInitializer: mixin MaterialStream, MaterialPixelShadingStream
1> @P Material.HasNormalMap: False
1> @P Material.HasSkinningPosition: False
1> @P ParadoxEffectBase.ExtensionPostVertexStageShader: null
1> @P Material.PixelStageSurfaceShaders: mixin MaterialSurfaceArray [{layers = [mixin MaterialSurfaceDiffuse [{diffuseMap = ComputeColorTextureScaledOffsetDynamicSampler<Material.DiffuseMap,TEXCOORD0,Material.Sampler.i0,rgba,Material.TextureScale,Material.TextureOffset>}], mixin MaterialSurfaceLightingAndShading [{surfaces = [MaterialSurfaceShadingDiffuseLambert]}]]}]
1> @P Material.TessellationShader: null
1> @P Lighting.DirectLightGroups: mixin LightDirectionalGroup<1>, DirectLightGroupFixed<1>
1> @P CompilerParameters.GraphicsPlatformKey: Direct3D11
1> @P Material.PixelStageSurfaceFilter: null
1> @P CompilerParameters.GraphicsProfileKey: Level_9_1
1> @P Material.VertexStageSurfaceShaders: null
1>
1> : info 4,100s:
1> : info 4,102s: Build finished in 578 steps. Command results: 0 succeeded, 578 up-to-date, 0 failed, 0 not triggered due to previous failure.
1> : info 4,102s: Build is successful.
1> : info 4,223s: Generate bundles: Scan assets and their dependencies…
1> : info 4,229s: Generate bundles: Assign assets to bundles…
1> : info 4,402s: Generate bundles: Compress and save bundles to HDD…
1> : info 4,507s: Generate bundles: Done
1> Constraints2.WindowsStore -> E:\MY\C#\Paradox3D\Games\Constraints2\Constraints2\Bin\WindowsStore-x86-Direct3D11\Debug\Constraints2.exe
1> SiliconStudio AssemblyProcessor: “C:\Program Files\Silicon Studio\Paradox\GamePackages\Paradox.1.2.1-beta\Bin\Windows-Direct3D11\SiliconStudio.AssemblyProcessor.exe” --platform=WindowsStore --targetFramework=v4.5.1 --auto-notify-property --parameter-key --auto-module-initializer --serialization --serializationProjectReferencePaths=“E:\MY\C#\Paradox3D\Games\Constraints2\Constraints2\Bin\Windows-Direct3D11\Debug\Constraints2.Game.dll” "E:\MY\C#\Paradox3D\Games\Constraints2\Constraints2\Bin\WindowsStore-x86-Direct3D11\Debug\Constraints2.exe"
1> Patch for assembly [Constraints2, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]
1> INFO: Adding assembly for merge: E:\MY\C#\Paradox3D\Games\Constraints2\Constraints2\Bin\WindowsStore-x86-Direct3D11\Debug\Constraints2.Serializers.dll
1> INFO: Processing references
1> INFO: Processing types
1> INFO: Merging
1> INFO: Merging
1> INFO: Processing types
1> INFO: Processing resources
1> WARN: [System.Runtime.CompilerServices.CompilationRelaxationsAttribute] attribute wasn’t merged because of inconsistency across merged assemblies
1> INFO: Fixing references
2>------ Deploy started: Project: Constraints2.WindowsStore, Configuration: Debug x86 ------
2>Creating a new clean layout…
2>Copying files: Total 8 mb to layout…
2>Checking whether required frameworks are installed…
2>Registering the application to run from layout…
2>Deployment complete (9985ms). Full package name: “210df08f-eede-4e21-b9da-f8188651ec45_1.0.0.0_x86__y9fvqd0sn86gc”
========== Build: 1 succeeded, 0 failed, 1 up-to-date, 0 skipped ==========
========== Deploy: 1 succeeded, 0 failed, 0 skipped ==========

I can show you video if you want. Or i can run some test on my device for you.