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Old 12-Nov-2003, 02:25   #1
zsouthboy
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Default Why the poor NWN performance for Radeons?

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.
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Old 12-Nov-2003, 02:29   #2
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Default Re: Why the poor NWN performance for Radeons?

Quote:
Originally Posted by zsouthboy
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.
Did you get the latest patch for the game? It made a large difference for me, particularly with AA enabled.
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Old 12-Nov-2003, 09:57   #3
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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.
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Old 12-Nov-2003, 13:30   #4
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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.
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Old 13-Nov-2003, 02:19   #5
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Quote:
Originally Posted by zsouthboy
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.
The game is using stencil shadows, which are quite expensive, especially with a lot a lights around. Also, the game does some things that are not optimal for our HW/driver. We're still working with the developer to improve things.
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Old 13-Nov-2003, 03:07   #6
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Quote:
Originally Posted by OpenGL guy
Quote:
Originally Posted by zsouthboy
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.
The game is using stencil shadows, which are quite expensive, especially with a lot a lights around. Also, the game does some things that are not optimal for our HW/driver. We're still working with the developer to improve things.
Well I'm glad you guys are working on it I am quite addicted to it already (bought it two days ago)
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Old 13-Nov-2003, 03:15   #7
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Default

Quote:
Originally Posted by OpenGL guy
Quote:
Originally Posted by zsouthboy
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.
The game is using stencil shadows, which are quite expensive, especially with a lot a lights around. Also, the game does some things that are not optimal for our HW/driver. We're still working with the developer to improve things.
I've already backward engineered the Radeon drivers to fix that.

On a serious note:
What are they doing that isn't optimal for R3xx hardware?
Logic errors in the code?
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Old 13-Nov-2003, 04:23   #8
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Quote:
Originally Posted by K.I.L.E.R
Quote:
Originally Posted by OpenGL guy
Quote:
Originally Posted by zsouthboy
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.
The game is using stencil shadows, which are quite expensive, especially with a lot a lights around. Also, the game does some things that are not optimal for our HW/driver. We're still working with the developer to improve things.
I've already backward engineered the Radeon drivers to fix that.

On a serious note:
What are they doing that isn't optimal for R3xx hardware?
Logic errors in the code?
I've come to the conclusion that nothing is un-optimal for R3xx... Hell, I bet I could make a shader that just said shit, over and over again, and it'd run it at 1000 fps anyway! ROFL XD R3xx rocks.
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Old 13-Nov-2003, 10:18   #9
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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...
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Old 13-Nov-2003, 18:32   #10
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Quote:
Originally Posted by OpenGL guy
Also, the game does some things that are not optimal for our HW/driver.
Can you give an example or two of what the game is doing?
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Old 13-Nov-2003, 22:56   #11
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Quote:
Originally Posted by ZoinKs!
Quote:
Originally Posted by OpenGL guy
Also, the game does some things that are not optimal for our HW/driver.
Can you give an example or two of what the game is doing?
I have something to add to that... What if they were using D3D instead?
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Old 13-Nov-2003, 23:37   #12
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Quote:
Originally Posted by zsouthboy
Quote:
Originally Posted by ZoinKs!
Quote:
Originally Posted by OpenGL guy
Also, the game does some things that are not optimal for our HW/driver.
Can you give an example or two of what the game is doing?
I have something to add to that... What if they were using D3D instead?
I think things would have worked better all around if D3D had been used as the API. OpenGL extensions are a good way to more directly access a chip's features, but can be problematic when porting to other vendors' extensions.
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Old 14-Nov-2003, 01:22   #13
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Default

Quote:
Originally Posted by OpenGL guy
Quote:
Originally Posted by zsouthboy
Quote:
Originally Posted by ZoinKs!
Quote:
Originally Posted by OpenGL guy
Also, the game does some things that are not optimal for our HW/driver.
Can you give an example or two of what the game is doing?
I have something to add to that... What if they were using D3D instead?
I think things would have worked better all around if D3D had been used as the API. OpenGL extensions are a good way to more directly access a chip's features, but can be problematic when porting to other vendors' extensions.
*cough* Logic errors resulting from bad coding. *cough*
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.
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Old 14-Nov-2003, 01:38   #14
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Quote:
Originally Posted by K.I.L.E.R
*cough* Logic errors resulting from bad coding. *cough*
Why don't you just say it outright GL Guy?
I don't think that's the case here.
Quote:
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.
No that's not what I am saying. Let's say that you have your codebase set up for a certain vendor's extensions. Now you want to port your code to another vendor's extensions. There are two approaches:
- 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.
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Old 14-Nov-2003, 02:14   #15
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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.
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Old 14-Nov-2003, 02:36   #16
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Quote:
Originally Posted by K.I.L.E.R
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.
But DX would've made it harder to do Linux ports, etc... so who knows.
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Old 14-Nov-2003, 02:37   #17
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Quote:
Originally Posted by K.I.L.E.R
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.
Or the developer could have just stuck with industry standard extensions...
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Old 15-Nov-2003, 01:23   #18
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I don't believe they had industry standard extensions for pixel shaders at the time, hence they used nVidia's proprietary extensions.
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Old 15-Nov-2003, 03:05   #19
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Actually, I believe by that time, both Matrox and ATI were supporting the same extensions, Nv was going it alone.
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Old 15-Nov-2003, 13:54   #20
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Quote:
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.
In theory, that is the way it should be. Before this ideal is plausible, however, all hardware should function properly according to the specifications of the industry standard.
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