If this is your first visit, be sure to check out the FAQ by clicking the link above. You may have to register before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below.
![]() |
|
|
#1 |
|
Member
Join Date: Aug 2003
Location: Derry, NH
Posts: 563
|
I just don't get it. This game isn't a big poly-pusher. Is it ATI's OGL drivers? Something they're doing in the rendering of the game that is slow, for one reason or another? Would doing a FireGL softmod change performance at all(due to OGL drivers)?
I'm a little annoyed. This game is great, but the performance on my 9500 softmod leaves much to be desired. |
|
|
|
|
|
#2 | |
|
Senior Member
|
Quote:
__________________
I speak only for myself. |
|
|
|
|
|
|
#3 |
|
Member
Join Date: May 2003
Posts: 274
|
Latest couple of patchs + new Catalyst drivers helped my config a lot too, as numerous rendering errors were solved, and performance was increased by a nice margin. It's still not going very fast considering the workload, but at least it's playable now.
__________________
"Core and Eidos believe that Tomb Raider: AOD performs exceptionally well on NVIDIA hardware" |
|
|
|
|
|
#4 |
|
Member
Join Date: Aug 2003
Location: Derry, NH
Posts: 563
|
The latest patch and Catalysts made a tremendous difference, as you said.. but it's still not performing where it should be, considering the workload. Ah well.
|
|
|
|
|
|
#5 | |
|
Senior Member
|
Quote:
__________________
I speak only for myself. |
|
|
|
|
|
|
#6 | ||
|
Member
Join Date: Aug 2003
Location: Derry, NH
Posts: 563
|
Quote:
|
||
|
|
|
|
|
#7 | ||
|
Retarded moron
|
Quote:
On a serious note: What are they doing that isn't optimal for R3xx hardware? Logic errors in the code?
__________________
I eat coffee. |
||
|
|
|
|
|
#8 | |||
|
Member
Join Date: Aug 2003
Location: Derry, NH
Posts: 563
|
Quote:
|
|||
|
|
|
|
|
#9 |
|
Senior Member
Join Date: Jun 2003
Location: UK
Posts: 1,521
|
The real problems would start if the game was developed entirely on nVidia hardware. Then of course the code might be sloppy, with extensive use of nVidia only extensions to compensate. That would of course lead to lousy Radeon performance, through no fault of the card.
Of course, I don't know how other cards handle this game, so... |
|
|
|
|
|
#10 | |
|
Member
Join Date: Nov 2002
Location: Waiting for Oblivion
Posts: 782
|
Quote:
|
|
|
|
|
|
|
#11 | ||
|
Member
Join Date: Aug 2003
Location: Derry, NH
Posts: 563
|
Quote:
|
||
|
|
|
|
|
#12 | |||
|
Senior Member
|
Quote:
__________________
I speak only for myself. |
|||
|
|
|
|
|
#13 | ||||
|
Retarded moron
|
Quote:
Why don't you just say it outright GL Guy? The NWN programmers use bad coding practices and haven't planned the game out properly from scratch. That is what I derived from your posts.
__________________
I eat coffee. |
||||
|
|
|
|
|
#14 | ||
|
Senior Member
|
Quote:
Quote:
- Have two separate engines that utilizes each set of extensions fully - Have one engine that handles both The second approach is probably a lot easier to develop, but it doesn't guarantee the best results on all platforms. This is why I believe people should stick with industry standard extensions if they want good results on all platforms. Note I said good results. It's possible that you won't get the best results on some platforms this way, but should guarantee "good enough" results.
__________________
I speak only for myself. |
||
|
|
|
|
|
#15 |
|
Retarded moron
|
I see what you're saying.
Their decision in the planning stage wasn't the best decision. If they wanted to use PS then they should have went for DirectX without question at the time. Their shadows could have been done more optimally in DirectX. I think that's all DirectX is good for; creating special fx.
__________________
I eat coffee. |
|
|
|
|
|
#16 | |
|
Member
Join Date: Aug 2003
Location: Derry, NH
Posts: 563
|
Quote:
|
|
|
|
|
|
|
#17 | |
|
Senior Member
|
Quote:
__________________
I speak only for myself. |
|
|
|
|
|
|
#18 |
|
Retarded moron
|
I don't believe they had industry standard extensions for pixel shaders at the time, hence they used nVidia's proprietary extensions.
__________________
I eat coffee. |
|
|
|
|
|
#19 |
|
Senior Member
|
Actually, I believe by that time, both Matrox and ATI were supporting the same extensions, Nv was going it alone.
__________________
Regards. |
|
|
|
|
|
#20 | |
|
Senior Member
Join Date: Aug 2002
Location: Miami, Fl
Posts: 1,036
|
Quote:
__________________
"Friendship is unnecessary, like philosophy, like art... It has no survival value; rather it is one of those things that give value to survival." -C.S. Lewis |
|
|
|
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| Why such little drop in performance in X800 when AF applied? | jimmyjames123 | 3D Architectures & Chips | 76 | 13-Jul-2004 09:09 |
| Dawn FP16/FX12 VS FP32 performance - numbers inside | Arun | 3D Architectures & Chips | 124 | 28-May-2003 09:33 |
| Futuremark lied! So dont trust it. | jerry_enCater | 3D Architectures & Chips | 48 | 25-May-2003 09:08 |
| 283 million triangles per second of sustained performance an | pascal | 3D Architectures & Chips | 12 | 25-Feb-2002 21:13 |
| NVIDIA Launches the GeForce4 GPUs | Dave Baumann | Press Releases | 0 | 24-Feb-2002 11:49 |