RAGE: That's actually what you do when trying to get the PC version to work

Flickering NPCs are back...FU id and AMD...
Yeah, it fixed a whole lot of the flickering NPC problems for me; but I did see one last night and it depressed me. :(

My son's rig running win 7 32 has been having awful crashing nightmares with it, and we got almost identical rigs. :???:
 
Steam just dropped a ~150MB patch onto my system, adding some additional graphics adjustments including aniso settings, video memory useage and vsynch, and what seems like a whole bunch of driver bug workarounds.

Ridiculous that a game can be in development for six fucking years and still need so much propping-up at launch; after all, it didn't exactly fall out of the sky all of a sudden... Then again, at least something's being done about this whole mess. I still haven't booted it up because I'm rather ticked off AMD isn't supporting crossfire for Rage (the game's so wonky it requires special tweaks for that too to work? :???:), but maybe I'll have a look tomorrow.

My rig should be able to run this game fine even with just one GPU methinks.
 
Yeah, it fixed a whole lot of the flickering NPC problems for me; but I did see one last night and it depressed me. :(

My son's rig running win 7 32 has been having awful crashing nightmares with it, and we got almost identical rigs. :???:

First Rage patch from id coming soon and moredrivers fromAMD too accordingto Todd Hollenshead:

Appears 11.10 drivers helped many, but not all. We continue to work here. Word from vid card companies is they r working too.

Rage exe update coming soon with driver workarounds, more. B sure and read the release notes when posted.

Kinda weird / sad to see the friggin id CEO tweeting this (and replying to tweets about the issues, and trying to help). Oh wel..

Edit: Grall beat me to it.. looks like the patch is now out on Steam..

Full Patch changelog:

RAGE Patch Release Notes - October 8th 2011
-------------------------------------------

RAGE defaults to lower video settings to allow the game to work on a
wide variety of hardware and software configurations.
Unfortunately, it is not possible to anticipate all possible graphics
driver issues in combination with unique end user hardware and software
configurations. For this reason RAGE does not automatically increase
video/graphics settings as this could result in negative side effects
on specific hardware and software configurations. The original release
of RAGE does not expose many video/graphics options for people to tweak
because some of these settings, although desirable from a quality
perspective, simply will not work on specific configurations either due
to hardware limitations and/or driver bugs. Due to popular demand for
more video and graphics options, this patch updates the video settings
menu and exposes several quality and performance settings. However, not
everyone may be able to increase the settings due to hardware limitations
and/or driver bugs.


VSync
-----

The new "VSync" option in the video settings menu allows you to remove
screen tearing. There are three options: ON, OFF and SMART.

When VSync is turned OFF you may experience screen tearing.

When VSync is turned ON you should not see screen tearing. However,
any time your frame rate drops below 60 frames per second you will
get a sudden more severe drop to 30 frames per second. This is how VSync
inherently works. If your computer cannot maintain 60 frames per
second and you miss the synchronization to the vertical retrace of
your monitor then you will miss a whole frame and synchronize to
the next frame instead.

Some graphics drivers now support a so called "swap-tear" extension.
You can try using this extension by setting VSync to SMART.
If your graphics driver supports this extension and you set VSync
to SMART then RAGE will synchronize to the vertical retrace of
your monitor when your computer is able to maintain 60 frames per
second and the screen may tear if your frame rate drops below 60 frames
per second. In other words the SMART VSync option trades a sudden drop
to 30 frames per second with occasional screen tearing. Occasional
screen tearing is usually considered less distracting than a more
severe drop in frame rate.

If your graphics driver does not support SMART VSync and you set VSync
to SMART in the video settings then RAGE will automatically fall back to
turning VSync OFF and you may experience screen tearing. The "swap-tear"
extension is brand new and may still present some issues on certain
graphics hardware. If you experience any problems using SMART Vsync
then set VSync to either ON or OFF. We are actively working with the
graphics hardware vendors to improve the "swap-tear" extension.

If changing VSync in the RAGE video settings menu does not appear to
make any difference then make sure you are not overriding the VSync
setting in the graphics vendor control panel. You can find the
graphics vendor control panel by right-clicking on the Windows desktop
and selecting the " control panel" option from the pop-up menu.

If you force VSync to the 'on' setting in the graphics vendor control
panel then you should not see any screen tearing in RAGE but you may
get a more severe drop in frame rate if your computer cannot maintain
60 frames per second.

If you force VSync to the 'off' setting in the graphics vendor control
panel then you may experience screen tearing no matter what setting you
use for the VSync option in the RAGE video settings menu.


Texture Cache
-------------

The new "Texture Cache" option in the video settings menu allows you
to increase the texture cache size to keep more texture data in
video memory.

If the Texture Cache is set to LARGE then RAGE will keep more texture
data in video memory. This may not only significantly reduce blurry
textures and texture popping, it will also allow complex scenes to be
rendered with more texture detail.

However, this may not work on computers that do not have enough system
or video memory, or you may experience a significant drop in performance.
If you experience issues due to hardware limitations you will have to set
the Texture Cache back to SMALL.

If after changing the Texture Cache to LARGE you experience a crash or
texture corruption (like a partially or completely blue world) then
the graphics driver may have run out of memory.

We are actively working with the graphics card vendors to resolve
any crashes.

If you do not experience a crash but you see texture corruption then you
may be able to get the large Texture Cache to work by accepting the change
and restarting the game. If you still experience texture corruption after
restarting the game you will have to set the Texture Cache back to SMALL.

You may also be able to improve the memory situation on your computer by
changing the Windows paging file management. Note that making changes to
the Windows paging file management may change the performance characteristics
of your computer. Any changes you make to your system configuration are
at your own risk. Always make backups of your system and revert these
changes if you notice undesirable side effects.

To change the paging file management on Windows Vista and Windows 7, first
press the "Start" button, then right-click on "Computer" and then select
"Properties" from the popup menu. Then select "Advanced system settings"
on the window that appears. Select the "Advanced" tab on the
"System Properties" window that is displayed and press the "Settings"
button under "Performance". Select the "Advanced" tab on the
"Performance Options" window that shows up next and press the
"Change..." button under "Virtual memory". Now uncheck the option
"Automatically manage paging file size for all drives" and make
sure that the option "System managed size" is selected on the
"Virtual Memory" window. Confirm the change by pressing the "OK" button
on each window. After making this change you will have to restart your
computer for the change to take effect.

To change the paging file management on Windows XP, first press the
"Start" button, then right-click on "My Computer" and then select
"Properties" from the popup menu. Select the "Advanced" tab on the
"System Properties" window that is displayed and press the "Settings"
button under "Performance". Select the "Advanced" tab on the
"Performance Options" window that shows up next and press the "Change"
button under "Virtual memory". Make sure that the option
"System managed size" is selected on the "Virtual Memory" window.
Confirm the change by pressing the "OK" button on each window.
After making this change you will have to restart your computer for
the change to take effect.


Anisotropic Filter
------------------

The new "Anisotropic Filter" option in the video settings menu allows
you to increase the anisotropic texture filtering.

Anisotropic filtering is a method to enhance the image quality of
textures on surfaces that are at oblique viewing angles.

The anisotropic texture filtering in RAGE defaults to a low value to
accommodate for low-end graphics hardware. However, the anisotropic
filtering can be increased for high-end graphics hardware by setting
the Anistropic Filter option to HIGH in the video settings menu.

Do not force anisotropic filtering to the ‘on’ setting in the graphics
vendor control panel because this may cause rendering artifacts in
the game.

Note that increasing the anisotropic filtering may improve the
texture quality while it may also decrease the frame rate.


Patch Changes / Fixes
---------------------

- Implemented workaround for AMD driver crash right after intro cinematic
on Win 7 32-bit systems.
- Disabled UBOs because they are causing animation issues with AMD drivers.
- Don't allow swap-tear to be enabled on AMD while the extension is not
exposed because it may crash.
- Support for new video settings: "texture cache", "vsync" and
"anisotropic filter"
- Automatically adjust vt_maxPPF based on the number of available cores.
- Improved performance for SLI cards when GPU transcode is enabled.
- Fix for GPU Transcoding option being disabled after exiting gameplay.
- Added safe mode to restore video settings to default values.
- Allow g_fov to be changed from the RAGE launch options in Steam.
- Server now forwards text chat from clients to all other clients while
in-game.


Known Graphical Issues
----------------------

The following issues were found using NVIDIA graphics hardware with
the GeForce R285 Driver or AMD graphics hardware with the AMD Catalyst
11.10 Version 2 Preview Driver.


- If you turn up both the screen resolution and anti-aliasing settings
to high values in the video settings menu and/or you enable
"GPU Transcode" then the screen may no longer update on some hardware
configurations. This means your system does not have the necessary
video memory to run with these high settings. You can re-enter the video
settings menu and lower your settings to restart screen updates.

- If you turn up both the screen resolution and anti-aliasing settings
to high values in the video settings menu you may experience a crash
if your system does not have the necessary memory to run with these
high settings. To avoid this problem you will have to re-enter the
video settings menu to lower the settings. If you can no longer launch
the game after changing the video settings to high values you can add
the following to your RAGE launch options in Steam:

+com_safemode 1

The launch options can be found by right-clicking on RAGE in Steam
and selecting "Properties". Then click on "Set Launch Options" in
the dialog that pops up. Adding this option will reset your video
settings to the default values the next time the game is launched.
When the game is launched in safe mode the game will show "safe mode"
in the corners of the screen. Do not forget to remove the safe mode
launch option after launching the game once to make sure you do not
lose your video settings each time you launch the game.

- Using a NVIDIA graphics card on Windows XP 32-bit or XP 64-bit, you
may experience a crash or hang when changing the screen resolution in
full screen mode or switching from windowed mode to full screen mode.
This has been identified as a graphics driver problem. We have spent
significant effort trying to work around this problem and were
successful in reducing the frequency of occurrence but a driver update
is necessary to completely fix the problem. We are actively working with
NVIDIA to make a solution to this problem available as soon as possible.

- Using an AMD graphics card, you may experience black flickering
artifacts on flags, banners and zip-lines if you run in full screen
mode. This has been identified as a graphics driver problem. We are
actively working with AMD on a solution to this problem.

- Using an AMD graphics card, you may experience black grid lines on
some graphical user interface (GUI) elements like the in-game mini-map.
This has been identified as a graphics driver problem. We are actively
working with AMD on a solution to this problem. If you find the grid
lines particularly distracting, you can add the following to the RAGE
launch options in Steam as a temporary workaround.

+vt_maxAniso 1

The launch options can be found by right-clicking on RAGE in Steam
and selecting "Properties". Then click on "Set Launch Options" in
the dialog that pops up. However, note that adding this setting will
lower the general texture quality in the game.

- If you have an AMD graphics card with a dual core CPU system you may
experience severe hitching and low frame rates. This has been
identified as a driver problem. We are actively working with AMD on
a solution to this problem. As a temporary workaround you may add the
following to the RAGE launch options in Steam:

+jobs_numThreads 0

The launch options can be found by right-clicking on RAGE in Steam
and selecting "Properties". Then click on "Set Launch Options" in
the dialog that pops up.

- If you are running RAGE in full-screen mode and you ALT-TAB to a
different application you may lose your VSync setting. When you
switch to a different application VSync stops functioning.
RAGE detects that VSync is no longer working and automatically switches
back to synchronizing to real-time to make sure the game time advances
in a consistent manner. We are actively working with the graphics
vendors on a solution to this problem.

As we can see there are problems on both sides (NVIDIA and AMD).
 
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- Don't allow swap-tear to be enabled on AMD while the extension is not
exposed because it may crash.

Well that is a screwup on both ends. Id is attempting to use an extension that isn't being listed as supported and the drivers are not gracefully failing when attempting to use said extension when its not supported.
 
What I don't understand is why id thought it would be a good idea to rely on specific drivers, full of optimizations, and on yet unimplemented functionalities (swap-tear)?

I mean, I understand that JC and co used to work that way back in the days, when their engines were incredibly relevant to the discrete Graphics vendors. But, this is 2011, the last major game id released was in 2004, id Tech 5 will not be licensed to third parties, Rage will not move crowds (if it's a million seller on PC, when all is said and done after a year and a few sales, it will be impressive), the game engine has the ancient X360/PS3 consoles as baseline, so what's with the need to use bleeding edge drivers?

We all know that JC loves new technology and smart optimizations and thus wanted to incorporate some of that in Rage. But why rely on these drivers only? Couldn't they include a compatible path, to which the game would degrade to if the more elaborate path is not available or, as we see here, broken?
 
A bit off-topic, but rage is a decent example of why I prefer an "all-or-nothing" api over an api that allows caps/extensions.
 
What I don't understand is why id thought it would be a good idea to rely on specific drivers, full of optimizations, and on yet unimplemented functionalities (swap-tear)?
It seems to me that because they made a game engine that doesn't work like any other the video cards have been asked to do new things and to do things differently than usual. They did use some bleeding edge technology and I don't think it's wrong to ask NV and AMD to make it work right. It was the same with Doom3 actually. I remember JC warning that Doom3 would use parts of video cards that hadn't been utilized before and would expose flaws and instabilities unlike other games.

The facts are NVIDIA came through fine and it's working fine on the consoles. You don't absolutely need bleeding edge NV drivers for it to run ok, as Sxotty has said. I believe that one party in particular really killed the perceived quality here. Maybe it was too much to ask AMD to get their OpenGL into shape for a single game. For all we know there have been AMD engineers banging their heads into the wall for months at it. ;)
 
As we can see there are problems on both sides (NVIDIA and AMD).

Really that is what you got from reading that? There are always some number of problems with any software on some PC configurations. The severity, probability, and other factors are pretty important things to keep in mind.

I do agree with Farid that id should have realized the drivers would not actually be able to do what they were supposed to, but not that they would magically know AMD would put up the wrong driver.
I completely disagree about the idea that they should not include opengl options that are not yet implemented. That allows a better option once Nvidia and AMD get their act together. It seems silly to leave such things out just b/c they do not yet work, however obviously something was screwed up if it blew everything up and crashed the game. I personally was very pleased with how stable the game has been for me. I can leave it running for hours and hours and have yet to have any sort of crash. Even the weird hang I got at first b/c I had 3 keyboard and 3 mice and 2 computers all hooked together on accident did not crash it. It simply got a bit confuse on the input stream.

I just hope they did not release a buggy patch since the game has been nothing but perfect for me. It would suck if Steam decided I needed an update that ruined everything :)

BTW from their forums
NOW THE GAME CRASHES ON THE RAGE LOGO!!!
FANTASTIC JOB!!!
IS THIS A JOKE?

The game was working for me thanks to some of the amazing players in the forums who have been killing themselves to fix this broken mess since it came out.
Now I apply the official patch.
I can't even get to the start screen!!!!
BRAVO.

:LOL:
Of course there is always someone with a problem. Maybe he broke his hdd between times or some random thing, but I was honestly a bit worried since I am sure they rushed it pretty hard. Hope all this mess doesn't mean doom4 won't bother trying to push PCs since half the PCs don't like being pushed in OpenGL anyway.
 
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Doom4 is going to be OGL also? :oops:

What the funk! id doesn't even release Mac versions of their games anymore so why are they sticking with that ancient, outdated API? Literally NOBODY else does who also aren't into Mac development, and drivers show the result of this trend of course.

Carmack needs to get on with the times, even he has said D3D is superior these days so start using it already, god dammit.
 
Doom4 is going to be OGL also? :oops:

What the funk! id doesn't even release Mac versions of their games anymore so why are they sticking with that ancient, outdated API? Literally NOBODY else does who also aren't into Mac development, and drivers show the result of this trend of course.

Carmack needs to get on with the times, even he has said D3D is superior these days so start using it already, god dammit.

I sure hope so. I'm a million times more interested in the next DOOM than I ever was about Rage.

Sxotty said:
I completely disagree about the idea that they should not include opengl options that are not yet implemented.

That's not what Vy is saying. He's saying you test for functionality before using it. I don't know the specifics of the new extension implementations but IIRC it was a negative value for "SMART" vsync. Before using it they should have tested the driver's response and if the implementations didn't differentiate between a negative value and zero (quite possible) then they should have tested driver versions as a last resort.

What you do NOT do is just assume a particular third-party implementation will be "there" for your code to use. If that was the MO of web developers we'd still be using Geocities with Netscape v17.5.

EDIT: It's quite perplexing now that I think about it some more. Carmack has recently been going on about static analysis crusade which any half-decent non-games programmer already loves (same thing with his recent revelation about object composition instead of class inheritance - really John? You don't say...) and yet, instead of statically checking whether it's safe to use a particular implementation the code assumes it will be there and fail in runtime.
 
BTW I was using WHQL drivers from August 8th the entire time and they worked completely perfectly. The reason I noticed is Steam just did what youguys wanted and told me to update. So when I started the game I had the prior WHQL drivers from June 1st and they ran perfect, then I got the WHQL drivers from August 8th and they ran perfect. I am sorry but that to me just says their openGL was working far better. Hopefully the beta ones work too :)

Doom4 is going to be OGL also? :oops:

What the funk! id doesn't even release Mac versions of their games anymore so why are they sticking with that ancient, outdated API? Literally NOBODY else does who also aren't into Mac development, and drivers show the result of this trend of course.

Carmack needs to get on with the times, even he has said D3D is superior these days so start using it already, god dammit.

You think they are going to write an entirely new game engine? The days of writing a new game engine for each game are firmly over. Maybe after the next doom they will transition.

@ Richard we really don't know what happened. Maybe at first it was written to query whether swap-tear was there and AMD said no and everything worked fine (as it does across the fence). I don't necessarily see it as clear that the same behavior we see they were seeing. If so they should have just released the game with a disclaimer saying it would not work for crap on AMD (graphic) setups :)
 
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What I don't understand is why id thought it would be a good idea to rely on specific drivers, full of optimizations, and on yet unimplemented functionalities (swap-tear)?
Soft vsynch has been supported by the console hardware for ages. It's a really good feature, since it allows you to have zero tearing when the engine is able to reach the target frame rate (60/30), but it immediately disables vsynch when frame time is slightly more than allocated, instead of dropping fps directly to 30/15. It's basically best of both worlds. Best frame rate possible + minimal tearing. I am grateful that JC has so much influence that we finally have this feature on PC as well.

A bit off-topic, but rage is a decent example of why I prefer an "all-or-nothing" api over an api that allows caps/extensions.
As a game developer, I have to agree 100% with you. I still remember times when I had to code vastly separate DX9 paths for Intel, ATI and Nvidia cards. Intel didn't support hardware vertex shaders, and their SW vertex pipe only supported 32 bit float inputs (no 16 bit floats or integers), and didn't support any kind of vertex texture fetch. ATI had a render to vertex buffer API hack and Nvidia supported vertex texture sampling, but their DX9 drivers only exposed 5 different supported formats (basically just 8888 and float formats, no compressed formats, etc), but you could still use them (hardware supported those only officially on DX10). MRT support was also missing from Intel chips and there were lots of texture and vertex formats missing between all of them (and lots of vendor specific hacks for example for MSAA resolve and depth buffer reading). Basically you had to convert all buffers (vertices and textures) at load time to hardware format, because every hardware supported slightly different set of caps.

Things definitely improved as DX9 got more mature and most hardware supported same set of caps. DX10/DX11 finally solved this issue completely, and now we can really code just a single PC path and it works on all Nvidia/AMD/Intel hardware. We have had no problems in virtual texturing on DX10/11. It has worked without problems on all Nvidia/AMD/Intel hardware we have tested in on (no blue screens, no driver crashes and no textures getting corrupted).

Recently I realized that the situation in mobile space with OpenGL ES 2.0 seems to be even worse than the situation in the DX9 early days. MRT rendering is supported by most hardware, but ES 2.0 doesn't have official support for this and only Nvidia hardware has extensions for this (so MRT rendering on other hardware cannot be used). This means deferred rendering is not possible to do (efficiently) on ES 2.0. Virtual texturing gives even more headaches. Texture uploading and data downloading from GPU are really slow... there's no way to just upload/download raw texture data to GPU. The driver transforms it (on CPU) to a hardware/software format (tiling/untiling & format conversion). Partial updates of compressed texture data are also not supported, and neither it's possible to "cast" a compressed format as integer format and do GPU texture compression (ETC compression shader fits easily in the pixel shader instruction limits). Texture format support is even more limited. You even need an extension for 8888 formats. Some hardware supports float formats (and depth buffers) as textures, but not as render targets and cannot filter them. And vertex format support for 16 bit floats and 10 bit formats require extensions. There's lot of phones with exactly the same graphics hardware, but vastly different extensions supported. I am talking about the recent high end phones (released in 2011), not some old phones. The phone/tablet manufacturer's are claiming console level image quality for their next year products, but (standard) Open GL ES 2.0 isn't going bring that. Too many features are just missing (or partially supported). Nvidia has the best extension support (like it used to have on PC OpenGL), but not many developers are willing to release games that only support Tegra chips. Open GL ES 2.0 is soon five years old. That's an eternity in mobile hardware (every year 2-5x perf boost + many new generations of hardware).

Maybe Id-software wanted to keep their options open (port it to Mac maybe in future) and that's why they chose OpenGL, or maybe it's because they have used OpenGL more in their past PC games and were more familiar with it. I don't understand really...
 
Recently I realized that the situation in mobile space with OpenGL ES 2.0 seems to be even worse than the situation in the DX9 early days. MRT rendering is supported by most hardware, but ES 2.0 doesn't have official support for this and only Nvidia hardware has extensions for this (so MRT rendering on other hardware cannot be used). This means deferred rendering is not possible to do (efficiently) on ES 2.0. Virtual texturing gives even more headaches. Texture uploading and data downloading from GPU are really slow... there's no way to just upload/download raw texture data to GPU. The driver transforms it (on CPU) to a hardware/software format (tiling/untiling & format conversion). Partial updates of compressed texture data are also not supported, and neither it's possible to "cast" a compressed format as integer format and do GPU texture compression (ETC compression shader fits easily in the pixel shader instruction limits). Texture format support is even more limited. You even need an extension for 8888 formats. Some hardware supports float formats (and depth buffers) as textures, but not as render targets and cannot filter them. And vertex format support for 16 bit floats and 10 bit formats require extensions. There's lot of phones with exactly the same graphics hardware, but vastly different extensions supported. I am talking about the recent high end phones (released in 2011), not some old phones. The phone/tablet manufacturer's are claiming console level image quality for their next year products, but (standard) Open GL ES 2.0 isn't going bring that. Too many features are just missing (or partially supported). Nvidia has the best extension support (like it used to have on PC OpenGL), but not many developers are willing to release games that only support Tegra chips. Open GL ES 2.0 is soon five years old. That's an eternity in mobile hardware (every year 2-5x perf boost + many new generations of hardware).

It will intersting to see what Microsoft does with Windows Phone 7/8. As of right now it uses a new version of Direct3D Mobile (with DX9.X features set IIRC it also supports Direct2D) but barely nothing is exposed to third party developers who can only used the predifined set of shaders that MS has created with XNA 4.X (BasicEffect, SkinnedEffect, EnvironmentMapEffect, DualTextureEffect, AlphaTestEffect) . Still now word on when HLSL support will be enabled.
 
You think they are going to write an entirely new game engine? The days of writing a new game engine for each game are firmly over. Maybe after the next doom they will transition.

They don't need to. They've said the renderer is pretty much API agnostic because it has to run on PC/PS3/XBOX. In fact JC himself said the only reason they stuck with OGL for Rage was inertia. The effort would not be inconsequential obviously, but it would likely pay off in the end.

@ Richard we really don't know what happened. Maybe at first it was written to query whether swap-tear was there and AMD said no and everything worked fine (as it does across the fence). I don't necessarily see it as clear that the same behavior we see they were seeing. If so they should have just released the game with a disclaimer saying it would not work for crap on AMD (graphic) setups :)

I agree! As I've posted like 4 times now, they should have a message box saying "you're drivers are too old" on game start like BF3. At the very least, it would have made clearer whose forum people should go and bitch. ;)

I should also repeat what I've said before: ATI's behaviour in this matter is almost criminal: to themselves, to id and to pc gaming as a whole.

whats rage using on the 360, ogl ?

Xbox's Direct3D.
 
The update did not break the game, but I haven't tried the newer nvidia drivers yet. I hate updating drivers when everything works perfect. And it already does transcoding with the August 8th WHQL driver so that was a bit of misinformation saying we needed the new ones.

Anyone think there is actually a reason I should update them? I looked in the release notes and Rage is mentioned 1 time. It says improved compatibility and performance with Rage. Then never says anything else in the 60 pages :) Does anyone know if it enables swap tear? My frame rate has been pretty steady at 60 though so I don't really need it, but it might be nice.

PS. that stupid card game is addictive and a fun way to make game money.
 
I agree! As I've posted like 4 times now, they should have a message box saying "you're drivers are too old" on game start like BF3. At the very least, it would have made clearer whose forum people should go and bitch. ;)

I hadn't tried Rage before the first round of patches, but Steam does pop up warnings like that when starting Rage, at least now. It complained about my Nvidia drivers.
 
Lol first boot and bad framerate and tons op texture popup right away. I'll leave this game for what it is. It's 2011 for gods sake. A game should just work.
 
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