Hello,
I have been trying to troubleshoot this issue, but I’m at the point of loosing it.
Plex Arcade will only run if I’m logged into the server. If I’m not logged into the remote desktop session Plex Game Transcode halts at “DEBUG - OpenGL: Creating a context for OpenGL v3.”
Here are the two logs showing when not logged into RDP session and logged into RDP.
Not Logged Into RDP
Oct 31, 2021 11:30:42.552 [0x00002f28] DEBUG - Starting up with core: E:\Plex MetaData\Plex Media Server\Game Cores\mame_libretro.dll and game: E:\Plex MetaData\Plex Media Server\Games\2600\3-D Tic-Tac-Toe (USA).a26 platform: Atari 2600.
Oct 31, 2021 11:30:42.572 [0x00002f28] DEBUG - Parsec: hostname = DESKTOP-5S731E1
Oct 31, 2021 11:30:42.572 [0x00002f28] DEBUG - Parsec: ctrl_support = 0
Oct 31, 2021 11:30:43.168 [0x00002f28] INFO - SYSTEM_DIRECTORY: E:\Plex MetaData\Plex Media Server\Game Saves\7\0c9c010a0d8198dc1a89a7dd4de32fbca39531e\1
Oct 31, 2021 11:30:43.168 [0x00002f28] WARNING - Retro: Unhandled env #30
Oct 31, 2021 11:30:43.168 [0x00002f28] INFO - CONTENT_DIRECTORY: (null)
Oct 31, 2021 11:30:43.168 [0x00002f28] DEBUG - Retro: Asked for save directory.
Oct 31, 2021 11:30:43.168 [0x00002f28] INFO - SAVE_DIRECTORY: E:\Plex MetaData\Plex Media Server\Game Saves\7\0c9c010a0d8198dc1a89a7dd4de32fbca39531e\1
Oct 31, 2021 11:30:43.168 [0x00002f28] DEBUG - Setting pixel format to BGRA8888.
Oct 31, 2021 11:30:43.168 [0x00002f28] DEBUG - Retro: Using country USA and NTSC 1.
Oct 31, 2021 11:30:43.168 [0x00002f28] INFO - Joystick map: disabled
Oct 31, 2021 11:30:43.224 [0x00002f28] INFO - Joystick map: disabled
Oct 31, 2021 11:30:43.224 [0x00002f28] INFO - AV_INFO: width=640 height=480
Oct 31, 2021 11:30:43.224 [0x00002f28] INFO - AV_INFO: max_width=640 max_height=480
Oct 31, 2021 11:30:43.224 [0x00002f28] INFO - AV_INFO: aspect_ratio = 1.333333
Oct 31, 2021 11:30:43.224 [0x00002f28] INFO - AV_INFO: fps = 60.000000 sample_rate = 48000.000000
Oct 31, 2021 11:30:43.224 [0x00002f28] INFO - FPS reported as 60.000000.
Oct 31, 2021 11:30:43.234 [0x00002f28] DEBUG - OpenGL: Creating a context for OpenGL v3.
Logged Into RDP
Oct 31, 2021 11:17:03.742 [0x00001e64] DEBUG - Starting up with core: E:\Plex MetaData\Plex Media Server\Game Cores\bsnes2014_performance_libretro.dll and game: D:\Games\SNES Organized\A\Addams Family, The (U).smc platform: Super Nintendo Entertainment System.
Oct 31, 2021 11:17:03.763 [0x00001e64] DEBUG - Parsec: hostname = DESKTOP-5S731E1
Oct 31, 2021 11:17:03.763 [0x00001e64] DEBUG - Parsec: ctrl_support = 0
Oct 31, 2021 11:17:03.775 [0x00001e64] WARNING - Retro: Unhandled env #34
Oct 31, 2021 11:17:03.775 [0x00001e64] WARNING - Retro: Unhandled env #35
Oct 31, 2021 11:17:05.324 [0x00001e64] WARNING - Retro: Unhandled env #2
Oct 31, 2021 11:17:05.324 [0x00001e64] DEBUG - Setting pixel format to BGRA8888.
Oct 31, 2021 11:17:05.324 [0x00001e64] INFO - FPS reported as 60.098812.
Oct 31, 2021 11:17:05.460 [0x000034fc] DEBUG - Parsec: net = SCTP|::ffff:10.0.0.47|49665
Oct 31, 2021 11:17:05.515 [0x00001e64] DEBUG - OpenGL: Creating a context for OpenGL v3.
Oct 31, 2021 11:17:05.518 [0x00001e64] DEBUG - GL Vendor graphic card: NVIDIA Corporation
Oct 31, 2021 11:17:05.518 [0x00001e64] DEBUG - GL Version: 3.1.0 NVIDIA 496.13
Oct 31, 2021 11:17:05.518 [0x00001e64] DEBUG - GL Renderer: NVIDIA GeForce GTX 1650 SUPER/PCIe/SSE2
Oct 31, 2021 11:17:05.518 [0x00001e64] DEBUG - GL Shading language version: 1.40 NVIDIA via Cg compiler
Oct 31, 2021 11:17:05.531 [0x00001e64] DEBUG - Initializing texture and framebuffer to 256 x 224.
Oct 31, 2021 11:17:05.537 [0x00001e64] DEBUG - Renderer: Raw aspect ratio is 1.143, desired aspect ratio is 1.333, resolution computed is 296 x 224.
Oct 31, 2021 11:17:05.537 [0x00001e64] DEBUG - Computed scale factor 3.86 for display size 1536 x 864.
Oct 31, 2021 11:17:05.537 [0x00001e64] DEBUG - Using encoder scale factor 4x, encode size: 1536 x 864.
Oct 31, 2021 11:17:05.539 [0x00001e64] INFO - OpenGL: Refreshing vertex data with resolution 256 x 224 (frames: 0 x 0).
Oct 31, 2021 11:17:05.539 [0x00001e64] DEBUG - OpenGL: Using scale factor 1.0 x 1.0.
Oct 31, 2021 11:17:05.541 [0x00001e64] INFO - Parsec: Encoding with FPS of 60.
Oct 31, 2021 11:17:05.541 [0x00001e64] DEBUG - FPS = 60.098812, microseconds per frame: 16639.
Oct 31, 2021 11:17:05.544 [0x00001e64] DEBUG - Initializing texture and framebuffer to 256 x 224.
Oct 31, 2021 11:17:05.545 [0x00001e64] DEBUG - Renderer: Raw aspect ratio is 1.143, desired aspect ratio is 1.333, resolution computed is 296 x 224.
Oct 31, 2021 11:17:05.551 [0x00001e64] DEBUG - Computed scale factor 3.86 for display size 1536 x 864.
Oct 31, 2021 11:17:05.551 [0x00001e64] DEBUG - Using encoder scale factor 4x, encode size: 1536 x 864.
Oct 31, 2021 11:17:05.551 [0x00001e64] INFO - OpenGL: Refreshing vertex data with resolution 256 x 224 (frames: 256 x 224).
Oct 31, 2021 11:17:05.551 [0x00001e64] DEBUG - OpenGL: Using scale factor 1.0 x 1.0.
Oct 31, 2021 11:17:05.889 [0x00001bf4] DEBUG - Parsec: encoder = nvidia
Oct 31, 2021 11:17:05.889 [0x00001bf4] DEBUG - Parsec: codec = h264
Oct 31, 2021 11:17:05.889 [0x00001bf4] DEBUG - Parsec: encode_x = 1184
Oct 31, 2021 11:17:05.889 [0x00001bf4] DEBUG - Parsec: encode_y = 896
Oct 31, 2021 11:17:06.441 [0x00001e64] DEBUG - Custom message: 2
Oct 31, 2021 11:17:07.715 [0x00001bf4] DEBUG - Parsec: [0] FPS:51.4/31, L:3.3/161.7, B:0.8/10.0, N:0/0/0
Oct 31, 2021 11:17:09.412 [0x00001bf4] DEBUG - Parsec: [0] FPS:58.9/2, L:1.4/2.5, B:0.8/10.0, N:0/0/0
Oct 31, 2021 11:17:11.143 [0x00001bf4] DEBUG - Parsec: [0] FPS:57.8/4, L:1.4/2.4, B:0.8/10.0, N:0/0/0
Oct 31, 2021 11:17:12.892 [0x00001bf4] DEBUG - Parsec: [0] FPS:57.2/5, L:1.4/1.9, B:2.2/10.0, N:0/0/0
Oct 31, 2021 11:17:14.621 [0x00001bf4] DEBUG - Parsec: [0] FPS:57.8/4, L:1.4/1.5, B:1.6/10.0, N:0/0/0
Oct 31, 2021 11:17:16.318 [0x00001bf4] DEBUG - Parsec: [0] FPS:58.9/2, L:1.4/1.6, B:1.6/10.0, N:0/0/0
As you can see when im logged into a session the game transcoder loads all the way, but when I’m not it always hangs on “OpenGL: Creating a context for OpenGL v3”.
Has anyone run into this issue before or have any ideas how to fix this?