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Old 09-Sep-2009, 17:18   #1
Sound_Card
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ATI Batman PhysX on Radeons

http://rage3d.com/board/showpost.php...6&postcount=44

Quote:
how to accelerate ATi graphics cards in Batman with PhysX on:

1/install the D2D version

2/download and intall the perfect patch from TL

http://rapidshare.com/files/27757592...rtApp.exe.html

3/download and install the PhysX crack pack, put all files in the pack to overwrite the files in the game install dir according to the dir sructure.

http://rs342.rapidshare.com/files/275402725/abt.rar

4/download and install the newest physX drv from NVIDIA

http://www.nvidia.com/object/physx_9.09.0814.html

5/go X:\Users\Your username\Documents\Eidos\Batman Arkham Asylum\BmGame\Config, modify the UserEngine, change "PhysXLevel=0" to "PhysXLevel=1", change the "bAllowMultiThreadedShaderCompile=FALSE" to bAllowMultiThreadedShaderCompile=True", but the "True" vule is not fit to me, it brings slower fps on my Q6600.

save the UserEngine file.

6/go: X:\Program Files (x86)\Eidos\Batman Arkham Asylum\Engine\Config, modify the BaseGame.ini, after modification, the "[Engine.WorldInfo]" should looks like below:

[Engine.WorldInfo]
DefaultGravityZ=-750.0
RBPhysicsGravityScaling=1.0
MaxPhysicsSubsteps=1
SquintModeKernelSize=128.0
EmitterPoolClassPath=Engine.EmitterPool
DecalManagerClassPath=Engine.DecalManager
FractureManagerClassPath=Engine.FractureManager
FracturedMeshWeaponDamage=1.0
ChanceOfPhysicsChunkOverride=1.0
bEnableChanceOfPhysicsChunkOverride=True
FractureExplosionVelScale=1.0

save the BaseGame.ini file.

7/go to x:\Program Files (x86)\Eidos\Batman Arkham Asylum\Binaries, run the BmLauncher.exe,here you can set the 3D options, but you already enable PhysX in Step 5, so leave it alone here, after setting, you can directly click "play" to star the game, or you can quit the setting window, and double click the BmStartApp.exe to start the game.

Notice:

1/right now,this method needs further improvement, it can't work 100% perfect in the D2D version, but I can say ATi graphics cards will get fps more than 30fps in 75% area with PhysX on, compared with only 5-20fps before with PhysX on.

2/Due to the Securom DNA protection in the D2D version, at some points, the game will crach with PhysX on, Securom actually protects the PhysX effects!. So when you encounter the crach problem, just turn off the game, quit to the desktop, modify the UserEngine.ini, change "PhysXLevel=1" to "PhysXLevel=0" according to the step 5, save the UserEngine.ini file, run BmStartApp.exe to start the game again, play the game untill there's a Circle Circling at the lower right corner of the screen, that means it autosave the game, after the Circle disappears, you can quit the game, do step 5 again, to enable the physX, the run BmStartApp.exe to start the game with PhysX on.

3/at some places in the game with PhysX effects, such as flowing smoke, Liquid, shape changeable Spiderweb, you can find that after killed the enemies, just stand there without any actions and movements, the fps will gradually raise up.
I expect a game patch with in a month...
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Old 09-Sep-2009, 17:20   #2
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Does making the ini file read-only not work
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Old 09-Sep-2009, 18:01   #3
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Interesting!
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Old 09-Sep-2009, 18:08   #4
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Great! And a nice find too.
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Old 09-Sep-2009, 19:07   #5
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Quote:
Originally Posted by AlStrong View Post
Does making the ini file read-only not work
I don't have the game... yet...
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Old 09-Sep-2009, 19:17   #6
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Whoa, that has to be the most convoluted workaround of all time. Why do you think they'll patch the game SC?
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Old 09-Sep-2009, 19:35   #7
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What's the performance hit?
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Old 09-Sep-2009, 19:58   #8
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Quote:
Originally Posted by trinibwoy View Post
Whoa, that has to be the most convoluted workaround of all time. Why do you think they'll patch the game SC?
MSAA only on NV cards, TWITMTBP title might lead to it. I guess it depends on how popular it gets. Perhaps historic presidents.

Quote:
Originally Posted by almighty View Post
What's the performance hit?
Apparently no where near as much as CPU PhysX. Gothic claiming never below 30fps.
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Last edited by Sound_Card; 09-Sep-2009 at 19:59. Reason: added quote.
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Old 09-Sep-2009, 20:19   #9
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Quote:
Originally Posted by trinibwoy View Post
Whoa, that has to be the most convoluted workaround of all time. Why do you think they'll patch the game SC?
I very much doubt it. Just reading the steps to get it to work looks like a headache to me. How many people do you honestly believe will go through all the trouble?

Either way. Radeon GPU PhysX? Sounds good to me.
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Old 09-Sep-2009, 20:53   #10
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Hardly "on Radeons".

I don't have the game/demo too, but I assume the original value for maxPhysicsSubsteps is 5. Changing this to 1 means reducing physics calculation up to 5 times less often, hence the FPS gain on CPU PhysX.

Physics typically calculated on a fixed time step basis, usually 60 steps per second, regardless of the actual frame rate. So -- for example -- if the FPS is only 10, the physics engine need to iterate 6 sub-steps perframe to keep the physics animation in sync with real-world timing. The amount of this sub-step iterations need to be limited to avoid the problem where physics calculation time (per step/iteration) is longer than the frame time. This is the 'maxPhysicsSubsteps' is all about.

The effect of cutting off the maximum sub-steps would be a physics animation that appear (moving) too slow.
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Old 09-Sep-2009, 21:22   #11
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so its crashing because of the securom ?
wouldnt a nocd fix that problem ?
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Old 10-Sep-2009, 05:39   #12
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So the net effect is running on the CPU but only with 1/5th of the workload? Hmmmm.....
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Old 10-Sep-2009, 13:37   #13
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Quote:
Originally Posted by madyasiwi View Post
Hardly "on Radeons".

I don't have the game/demo too, but I assume the original value for maxPhysicsSubsteps is 5. Changing this to 1 means reducing physics calculation up to 5 times less often, hence the FPS gain on CPU PhysX.

Physics typically calculated on a fixed time step basis, usually 60 steps per second, regardless of the actual frame rate. So -- for example -- if the FPS is only 10, the physics engine need to iterate 6 sub-steps perframe to keep the physics animation in sync with real-world timing. The amount of this sub-step iterations need to be limited to avoid the problem where physics calculation time (per step/iteration) is longer than the frame time. This is the 'maxPhysicsSubsteps' is all about.

The effect of cutting off the maximum sub-steps would be a physics animation that appear (moving) too slow.
Sounds likely. The only way you would get PhysX to actually run on Radeons is to have either a complete PhysX implementation for ATi Stream, or have some kind of translator from nVidia's PTX instructions to ATi's instructionset.
In which case you wouldn't have to bother hacking all sorts of suspicious ini file settings, and the fix would work for any PhysX game. So it doesn't seem like they have either.

Sounds a bit like the 3DMark Vantage thing they had a while ago. They claimed it 'ran on Radeon', but nobody has actually seen any binary or even a video or screenshots of the actual physics part running on Radeon. Sounded to me like they just created a dummy PhysX library, which made sure that 3DMark Vantage would run and produce a score, but wouldn't actually produce good results, let alone use the Radeon to do the calculations.
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Old 10-Sep-2009, 15:14   #14
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Quote:
Originally Posted by trinibwoy View Post
So the net effect is running on the CPU but only with 1/5th of the workload? Hmmmm.....
Sounds entirely plausible. Lighter PhysX loads have always been possible in the PhysX library. And its easily controlled.
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Old 10-Sep-2009, 16:35   #15
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Chris since your here (on another thread you talked about nv + aa) what are the ideal settings for aa in the control panel

ps: the settings page (when you have only show games installed on this computer ticked) takes over a minute to load the first time its opened

pps: sorry about the ot...
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Old 11-Sep-2009, 13:01   #16
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I don't think this allows PhysX to run on the GPU. PhysX is currently delivered with a CUDA backend that definitely isn't compatible with an ATI GPU.

A hack would only be feasible when NVIDIA starts to run PhysX on an OpenCL or DirectCompute backend.
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