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-   -   Anyone with problems with ATI drivers read this. (http://forum.fulqrumpublishing.com/showthread.php?t=13117)

Xilon_x 08-06-2010 06:25 PM

ok ok now i soo good tank you all.

Blackdog_kt 08-06-2010 06:56 PM

Should i bite the bullet and upgrade to 10.7 or install 10.5 instead (i heard 10.6 was worse than these two)? I don't necessarily need the latest drivers, just a bit more up-to-date than my aging 9.11 version (i didn't upgrade because i was waiting for the blocky text issue to get fixed). I'm after acceptable image quality and stability first and foremost, the rest of the rig is fast enough to run IL2 at max details even if i run an older driver version.

I'm using a MSI Ati 4890 Cyclone, single-GPU, 1GB of video RAM. Thanks in advance :grin:

gprr 08-06-2010 07:42 PM

Quote:

Originally Posted by Blackdog_kt (Post 173935)
Should i bite the bullet and upgrade to 10.7 or install 10.5 instead (i heard 10.6 was worse than these two)? I don't necessarily need the latest drivers, just a bit more up-to-date than my aging 9.11 version (i didn't upgrade because i was waiting for the blocky text issue to get fixed). I'm after acceptable image quality and stability first and foremost, the rest of the rig is fast enough to run IL2 at max details even if i run an older driver version.

I'm using a MSI Ati 4890 Cyclone, single-GPU, 1GB of video RAM. Thanks in advance :grin:

With all the good feedback from 10.7,I'm surprized you havn't installd it yet;)
Really, it is long awaited, allaround very good driver :grin:

Cheers
gprr

Porksmuggler 09-10-2010 06:12 AM

since I've posted it everywhere else, here's some newer testing with 10.8, pages 17-19

http://www.sas1946.com/main/index.ph...,2497.240.html

and my attempt at an IL-2 1946 guide:

http://forums.steampowered.com/forum....php?t=1358851

My current "perfect" still not sure on DrawLandByTriangles, why no one is using Specular=3, and if the PolygonOffset is needed (I can't see a difference). If anyone can explain those I would appreciate it :)

[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=0
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=0

TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=0

HardwareShaders=1

Shadows=2
Specular=3
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=3
LandShading=3
LandDetails=2

LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=2
Effects=1
ForceShaders1x=0

PolygonOffsetFactor=-0.0625
PolygonOffsetUnits=-3.0

gprr 09-10-2010 12:29 PM

Quote:

Originally Posted by Porksmuggler (Post 180048)
since I've posted it everywhere else, here's some newer testing with 10.8, pages 17-19

http://www.sas1946.com/main/index.ph...,2497.240.html

and my attempt at an IL-2 1946 guide:

http://forums.steampowered.com/forum....php?t=1358851

My current "perfect" still not sure on DrawLandByTriangles, why no one is using Specular=3, and if the PolygonOffset is needed (I can't see a difference). If anyone can explain those I would appreciate it :)

[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=0
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=0

TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=0

HardwareShaders=1

Shadows=2
Specular=3
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=3
LandShading=3
LandDetails=2

LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=2
Effects=1
ForceShaders1x=0

PolygonOffsetFactor=-0.0625
PolygonOffsetUnits=-3.0

Hello Porksmuggler

Specular=3 is FPS master killer - I whined alot in the past about my ATI performance but it was that thing which was the problem.
PolygonOffset is used to cure glitches of flickering airfield objects like runways.

gprr

Porksmuggler 09-10-2010 02:33 PM

Very good, thank you. I've not seen flickering airfields with 10.7 or 10.8 but the PolygonOffset does not seem to impact performance so might as well.

Back to testing with Specular=2, this explains why no one uses =3, perhaps not optimized like Effects=2

Now if only DrawByTriangles would be described, I grow weary of TheBlackDeath.trk and can see no difference from this flag...

gprr 09-10-2010 02:54 PM

Quote:

Originally Posted by Porksmuggler (Post 180195)
Very good, thank you. I've not seen flickering airfields with 10.7 or 10.8 but the PolygonOffset does not seem to impact performance so might as well.

Back to testing with Specular=2, this explains why no one uses =3, perhaps not optimized like Effects=2

Now if only DrawByTriangles would be described, I grow weary of TheBlackDeath.trk and can see no difference from this flag...

Hi Porksmuggler

You use TexMipFilter=3 and TexFlags.TexAnisotropicExt=1,Thats your "primery and sccondery" filtering method and is the best looking and demmanding one - you do not need another/diffrent filter to use.

gprr

Porksmuggler 09-10-2010 03:13 PM

Yes I use those filter settings because in-game anisotropic is said to be better. I am not forcing AF in the CCC. What other filter are you saying I do not need? Are you saying DrawLandByTriangle is related to AF?

gprr 09-10-2010 04:40 PM

Quote:

Originally Posted by Porksmuggler (Post 180222)
Yes I use those filter settings because in-game anisotropic is said to be better. I am not forcing AF in the CCC. What other filter are you saying I do not need? Are you saying DrawLandByTriangle is related to AF?

1.Yes you do not need it since you already chose one which is AF.

2." I am not forcing AF in the CCC"...If you set it as Application contolled,than the game will use it optimized with FPS at a certaine momenet,giving max quallity depending on the ceane compute demmand.If you do not set it as Application controlled, the AF value will be applied all the time.

gprr

Porksmuggler 09-10-2010 05:06 PM

Quote:

Originally Posted by gprr (Post 180265)
1.Yes you do not need it since you already chose one which is AF.

2." I am not forcing AF in the CCC"...If you set it as Application contolled,than the game will use it optimized with FPS at a certaine momenet,giving max quallity depending on the ceane compute demmand.If you do not set it as Application controlled, the AF value will be applied all the time.

???

I didn't mention using forced AF initially, and I know how CCC works. You said:

Quote:

Originally Posted by gprr (Post 180265)
You use TexMipFilter=3 and TexFlags.TexAnisotropicExt=1,Thats your "primery and sccondery" filtering method and is the best looking and demmanding one - you do not need another/diffrent filter to use.

My questions were about DrawLandByTriangle, Specular, and PolygonOffset. Those are not related to anisotropic filtering as far as I know. Are you trying to say one of those 3 are not needed because of AF?


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