Hi, sorry to bring up an old post, but I'm having the same problem. I'm running Vista x64 with a Radeon HD3870. (Should be more than good for the minimum requirements) I could get past that error for the Textures, by changing the "Texture Format" from DxtCompressed to Color. But, when the font part came, my trick doesn't work anymore :( Fonts have options for the Content Processor. I can't figure out any way to influence the SurfaceFormat (DxtCompressed seems to be the problem) that gets used while using Content.Load. I thought that was one of the great things about XNA... abstracting all the D3D_CAPS, and using software emulation automatically when it has to. Right? Here's my stack trace:
at Microsoft.Xna.Framework.Graphics.Texture2D.CreateTexture(GraphicsDevice graphicsDevice, Int32 width, Int32 height, Int32 numberLevels, UInt32 usage, _D3DPOOL pool, SurfaceFormat format)
at Microsoft.Xna.Framework.Graphics.Texture2D..ctor(GraphicsDevice graphicsDevice, Int32 width, Int32 height, Int32 numberLevels, TextureUsage usage, SurfaceFormat format)
at Microsoft.Xna.Framework.Content.Texture2DReader.Read(ContentReader input, Texture2D existingInstance)
at Microsoft.Xna.Framework.Content.ContentReader.InvokeReader[T](ContentTypeReader reader, Object existingInstance)
at Microsoft.Xna.Framework.Content.ContentReader.ReadObjectInternal[T](Object existingInstance)
at Microsoft.Xna.Framework.Content.ContentReader.ReadObject[T]()
at Microsoft.Xna.Framework.Content.ContentReader.ReadAsset[T]()
at Microsoft.Xna.Framework.Content.ContentManager.ReadAsset[T](String assetName, Action`1 recordDisposableObject)
at Microsoft.Xna.Framework.Content.ContentManager.Load[T](String assetName)
at WindowsGame3.Game1.LoadContent() in G:\My Documents\Visual Studio 2008\Projects\WindowsGame3\WindowsGame3\Game1.cs:line 126
at Microsoft.Xna.Framework.Game.Initialize()
Thanks,
Sean.