Review done with FarCry demo.

fallguy said:
Im not at home right now, I will be in about an hour or so and can tell then.

I had my 5900NU in my main system, where my 9800XT is in now. I thought perhaps the log kept the settings from it. So I downloaded the demo, and the log says the same thing. The first beta, the second beta, and now the demo tells me the same thing. I dont have any third party tweakers installed or anything, just the 4.2 Cat's.

When I get home, just to make sure, Ill back up my log. Then delete it, and hopefuly the game will make a new one. I have not had the 5900NU in that system since I did a format, so there is zero nVidia drivers or anything else in the system. So if it makes a new log, it should be correct.

Anybody with a R3x core should be able to just look at their log in the main dir of the demo, and see what it says.

yes, you can delete the log file, it will create a new one each time you start the game, do that so that way you get a fresh new log file with your 9800xt

i'd like others to chime in too please, if you've got the farcry demo and an r3xx card let us see what your log file says
 
Brent, Im useing version 1.1.5.1120 with a 9700PRO and it defults to PS1.1
What the system your useing for the demo? That might make difference.
Mine is a AMD AXP 1800+ (1.533) to 2.3 gig with 768 mig ram
9700PRO with CAT 3.10 (core at 385/335)

EDIT
Brent does your setup pass Vfog?

Construct Shader '<Default>'...ok
Construct Shader 'ZBuffPass'...ok
Construct Shader 'ShadowMap'...ok
Construct Shader 'EdgePass'...ok
Compile System Shader 'StateNoCull'...ok
Compile System Shader 'SunFlares'...ok
2 Sun flares was parsed
Compile System Shader 'LightStyles'...ok
34 Light styles was parsed
Compile Glare Shader ...
Compile System HW Shader 'CGVProgramms'...ok
Compile System HW Shader 'CGPShaders'...ok
Compile System Shader 'TemplFog'...ok
Compile System Shader 'TemplVFog'...Fail.
Compile System Shader 'TemplFog_FP'...ok
Compile System Shader 'TemplFogCaustics'...ok
Compile System Shader 'TemplVFogCaustics'...Fail.
Compile System Shader 'TemplFogCaustics_FP'...ok
 
Anyone look at the conclusion?

ASUS V9980 Ultra is also a very high-quality product with a good cooler. One of its disadvantages is the usage of inductance coils which might clink and crackle in the 3D mode. The card supports VIVO, and because of some bugs in the latest ForceWare concerning the increase in clock speeds the fact that the clock speeds are not separated for 2D and 3D graphics overclockers can significantly lift the performance.
 
fallguy said:
My log shows;

Full stats: HAL (pure hw vp): RADEON 9800 XT
Hardware acceleration: Yes
Full screen AA: Enabled (2 samples)
Stencil type: Two sided
Projective EMBM: enabled
Detail textures: Yes
Z Buffer Locking: Yes
Use multitexture mode: Yes (8 texture(s))
Use bumpmapping : Yes (DOT3)
Use paletted textures : No
Current Resolution: 1024x768x32 Full Screen
Maximum Resolution: 1280x1024
Maximum Texture size: 2048x2048 (Max Aspect: 2048)
Texture filtering type: TRILINEAR
Use 32 bits textures
Gamma control: Hardware
Vertex Shaders version 2.0
Pixel Shaders version 2.0
Use Hardware Shaders for ATI R300 GPU
Pixel shaders usage: PS1.1 only
Shadow maps type: Mixed Depth/2D maps

I think Brents showed 2.0 to be used :?: The demo, and the first and second beta both show this same log for me.

This was discussed here:

http://www.beyond3d.com/forum/viewtopic.php?p=215543&highlight=#215543


You need to have the graphics details set to extra high to get it to use ps 2.0.
 
FileVersion: 1.1.5.1120
ProductVersion: 1.1.5.1120
....
Driver description: RADEON 9700 PRO
Full stats: HAL (pure hw vp): RADEON 9700 PRO
Hardware acceleration: Yes
Full screen AA: Disabled
Stencil type: Two sided
Projective EMBM: enabled
Detail textures: Yes
Z Buffer Locking: Yes
Use multitexture mode: Yes (8 texture(s))
Use bumpmapping : Yes (DOT3)
Use paletted textures : No
Current Resolution: 1024x768x32 Full Screen
Maximum Resolution: 1600x1200
Maximum Texture size: 2048x2048 (Max Aspect: 2048)
Texture filtering type: TRILINEAR
Use 32 bits textures
Gamma control: Hardware
Vertex Shaders version 2.0
Pixel Shaders version 2.0
Use Hardware Shaders for ATI R300 GPU
Pixel shaders usage: PS1.1 only

Shadow maps type: Mixed Depth/2D maps

I'm wondering a bit about the bolded part...
Is it using a mixed mode, or ? I just can't make any sense of saying Pixel Shaders 2.0, and PS1.1 only...

The log was created with Cat 4.1 installed and a R9700pro....
 
MrGaribaldi said:
I'm wondering a bit about the bolded part...
Is it using a mixed mode, or ? I just can't make any sense of saying Pixel Shaders 2.0, and PS1.1 only...

The log was created with Cat 4.1 installed and a R9700pro....
What settings were your details set to? I think they all have to be set to "very high" to enable PS 2.0 shaders.
 
FileVersion: 1.1.5.1120
ProductVersion: 1.1.5.1120
***************************************
Driver description: HIGHTECH EXCALIBUR RADEON 9600
Full stats: HAL (pure hw vp): HIGHTECH EXCALIBUR RADEON 9600
Hardware acceleration: Yes
Full screen AA: Disabled
Stencil type: Two sided
Projective EMBM: enabled
Detail textures: Yes
Z Buffer Locking: Yes
Use multitexture mode: Yes (8 texture(s))
Use bumpmapping : Yes (DOT3)
Use paletted textures : No
Current Resolution: 1024x768x32 Full Screen
Maximum Resolution: 1280x1024
Maximum Texture size: 2048x2048 (Max Aspect: 2048)
Texture filtering type: TRILINEAR
Use 32 bits textures
Gamma control: Hardware
Vertex Shaders version 2.0
Pixel Shaders version 2.0
Use Hardware Shaders for ATI R300 GPU
Pixel shaders usage: PS.2.0 and PS.1.1

Shadow maps type: Mixed Depth/2D maps
*****************************************

That's on my R9600PRO

Hope it helps you out guys.

EDIT: That's with the advanced detail settings set to very high. (Although for some reason the texture filter quality allways sets itself to medium when I restart the game)
 
digitalwanderer said:
MrGaribaldi said:
I'm wondering a bit about the bolded part...
Is it using a mixed mode, or ? I just can't make any sense of saying Pixel Shaders 2.0, and PS1.1 only...

The log was created with Cat 4.1 installed and a R9700pro....
What settings were your details set to? I think they all have to be set to "very high" to enable PS 2.0 shaders.

I seem to recall they being set at High... Guess I'll just have to load it up again and check.(Luckily I didn't uninstall i last night as I wasn't too impressed by it...)
 
Ahh, with the game set to 'Very High" its;


Driver description: RADEON 9800 XT
Full stats: HAL (pure hw vp): RADEON 9800 XT
Hardware acceleration: Yes
Full screen AA: Enabled (2 samples)
Stencil type: Two sided
Projective EMBM: enabled
Detail textures: Yes
Z Buffer Locking: Yes
Use multitexture mode: Yes (8 texture(s))
Use bumpmapping : Yes (DOT3)
Use paletted textures : No
Current Resolution: 1280x1024x32 Full Screen
Maximum Resolution: 1280x1024
Maximum Texture size: 2048x2048 (Max Aspect: 2048)
Texture filtering type: TRILINEAR
Use 32 bits textures
Gamma control: Hardware
Vertex Shaders version 2.0
Pixel Shaders version 2.0
Use Hardware Shaders for ATI R300 GPU
Pixel shaders usage: PS.2.0 and PS.1.1
Shadow maps type: Mixed Depth/2D maps

How does it decide which to use?

On my 5900NU system, its;
Pixel shaders usage: Replace PS.2.0 to PS.1.1

Everything else is the same.
 
oddfellow said:
That's with the advanced detail settings set to very high. (Although for some reason the texture filter quality allways sets itself to medium when I restart the game)
I've been getting the same thing using the 4.2 cats on XP on both me 9700 Pro and 9600 Pro, and I'm having the same problem with texture levels setting themselves to medium. (I believe the texture levels is the aniso control) If I set the texture to extry high too and start the game without quitting it and restarting it the thing hangs loading the game....and if I restart it the texture level is reset to medium.

I tried it forcing the aniso thru control panel (yucky rocks and shark weirdness) and setting it to app control and setting it thru the menu but it just locks then on very high. :(

(Oh, and AA don't seem to work with the 4.2 set either...have to use 3.9's or before and set it thru control panel still. :rolleyes: )

I'm going to go back to the 3.9's later and try it again and see what happens.
 
There's a NVNews forum with pics showing the difference b/w Radeon and FX cards in Far Cry. The forum's down ATM, so I can't link it. There appears to be a difference, both in IQ and fps, according to the screenshots there.

Brent, when can we expect your ultimate XT vs. Ultra title fight? :)
 
Pete said:
There's a NVNews forum with pics showing the difference b/w Radeon and FX cards in Far Cry. The forum's down ATM, so I can't link it. There appears to be a difference, both in IQ and fps, according to the screenshots there.

Brent, when can we expect your ultimate XT vs. Ultra title fight? :)

its in the editting phase, i don't know the release schedule

also, keep in mind it is simply an evaluation of those two cards with latest drivers in 11 games, i don't have any synthetic tests in that review, its a lot of gameplay evaluation and image quality comparison, i wouldn't call it an "ultimate fight" between the two, don't hype this review up beyond what it is, i hate hype :D
 
NO SYNTHETIC TESTS?!

Cool. :)

BTW, I meant "ultimate" in the sense "last," but I guess you may just be testing those suckers with R420 and NV40 when they peek out from under their NDA. So I was wrong in every way possible.
 
John Reynolds said:
Heh, DX8 brought us shiny water and now DX9 is bringing us shiny pipes. Don't you just love technology? 8)

I'd actually like to know why so many game devs like to make everything in the environment overly shiny. It's like they think we live on a planet made entirely out of lustrous metal.

The funniest thing about Far Cry has got to be the shiny rusted pipes ;)
 
:idea: I don't think matte wallpaper is as impressive as shiny floors/pipes/bricks/baubles to most people.

Birds, either. But we all know how thrifty they can be, so they're irrelevant to this conversation.
 
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