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-   -   new ati driver 10.5 should resolve problems (http://forum.fulqrumpublishing.com/showthread.php?t=14902)

Flanker35M 05-28-2010 10:29 AM

S!

I modified the conf.ini and check below. Changes in red.

[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=0
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=0
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=2
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=0
Effects=1
ForceShaders1x=0

PolygonOffsetFactor=-0.0625
PolygonOffsetUnits=-3.0


If you want to use BOTH vertex array options ON then change DynamicalLights=1 to 0. Then you have no blue hue but Vertex arrays in use. Also in CCC set Catalyst AI to OFF. From my experience just causes stutter and slowdowns, it MIGHT work in Standard mode. Let the game handle Anisotropic Filtering => Application Controlled.

Hunden 05-29-2010 02:32 AM

Blocky text gone but replaced with flashing sky

JG27CaptStubing 05-31-2010 04:29 PM

A buddy of mine just went with a 5830 yesterday and we got it installed and up and running using the Cat 10.5s.

My only issue now is I can't get the SaveAspect to actually work and run the game widescreen. I can't figure this one out. Anyone have any ideas?

Mysticpuma 05-31-2010 06:00 PM

Everything is now sweet, but I still have to disable vertex options as I get the Blue flash when I fire the guns.......pity, off to bug report again.

Did they fix the OpenGL crashing FMB memory leak?

Cheers, MP

Qpassa 05-31-2010 06:24 PM

Quote:

Originally Posted by Mysticpuma (Post 161767)
Everything is now sweet, but I still have to disable vertex options as I get the Blue flash when I fire the guns.......pity, off to bug report again.

Did they fix the OpenGL crashing FMB memory leak?

Cheers, MP

do you have antialiasing in the catalyst software?

Mysticpuma 05-31-2010 07:48 PM

Anti-aliasing is
Level AA 8x
Filter = Box
Samples = 8

BTW, FMB in OpenGL seems okay, no crashes or slow-down yet! Cross-fingers?

Mysticpuma 05-31-2010 07:53 PM

Old conf.ini was:

[Render_OpenGL]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=0
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=1
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=1
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=1
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=1

HardwareShaders=1

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

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

LandGeom=2
TexLarge=1
TexLandQual=3
TexLandLarge=1

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

PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0


Now it is the same as Flanker's and all running smooth.

[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=0
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=0
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=2
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=0
Effects=1
ForceShaders1x=0

PolygonOffsetFactor=-0.0625
PolygonOffsetUnits=-3.0



But what does Vertex Array actually do?

Cheers, MP

Qpassa 05-31-2010 09:51 PM

Idk why It doesnt works fine with my PC, ill check tomorrow, thanks 4 the conf

Flanker35M 06-01-2010 09:04 AM

S!

You can use both VertexArrays options if you set DynamicalLights=1 to 0. I saw no difference in lighting but the "blue hue" was gone. I asked about this vertex array thing from a friend, understood bits here and there but basically it should improve performance.

gprr 06-01-2010 07:53 PM

Hello guyz

With 9.10 OGL driver in game folder, Myself prefer to use next lines and retain Water=2 - it is shame to loose it..:(
TexCompress=2
TexFlags.TexCompressARBExt=1
Both lines help v.card to render at more ease with unnoticeable effect for me,shame to admit that with 5870 we need it but it works:)
LandShading=2
Some cloud shade lose - more realistic for me and 10% FPS up at least:)

LandShading=2 Update:
Also eliminates shadows from explosions dirt and smoke,I'm back to LandShading=3



gprr


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