need some info on the following settings ...

Discussion in 'RivaTuner Advanced Discussion forum' started by pu§hy, May 14, 2001.

  1. pu§hy

    pu§hy Guest

    hi ... i was wondering if anyone knows what these setting does:<br>
    <br>
    system&gt;overlay:<br>
    bus mastering for video=?<br>
    <br>
    <br>
    direct3d&gt;mipmapping:<br>
    enable user mipmaps=?<br>
    <br>
    &gt;depth buffering:<br>
    enable W-buffer=?<br>
    <br>
    &gt;textures:<br>
    enable DXTC texture compression=?<br>
    enable 8bit palletized textures=?<br>
    <br>
    <br>
    Opengl&gt;rendering quality:<br>
    enable DXT1 quality trick=?<br>
    <br>
    &gt;Misc:<br>
    enable hardware accelerated lines=?<br>
    <br>
    <br>
    for those who is goin to answer ... can u please specify if its better enabled/disabled and if it will increase/decrease fps and/or graphics quality. tnx in advance<br>
    <br>
     
  2. Unwinder

    Unwinder Ancient Guru Staff Member

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    &gt; system&gt;overlay:<br>
    &gt; bus mastering for video=?<br>
    <br>
    Bus-mastering TV tuners that do not flip leave artifacts when they are scaled. On Windows 9x, this problem is addressed by setting the local DirectDraw Registry value VideoBusMasterMode to 1. This setting causes the DirectDraw driver to look for flips occurring within half-second intervals. If none are found, an overlay automatically starts flipping at 30 fps. This setting works with only Windows 9x.<br>
    <br>
    &gt; direct3d&gt;mipmapping:<br>
    &gt; enable user mipmaps=?<br>
    <br>
    If u'll unckeck this option u'll prevent Direct3D driver from using user (i.e. created by application) mipmap levels. It does not mean, that Direct3D driver will loose capability of creation DDSCAPS_MIPMAP surfaces. Application will still able to create it, but driver will not use mipmap levels during texture filtering.<br>
    <br>
    &gt; &gt;depth buffering:<br>
    &gt; enable W-buffer=?<br>
    <br>
    Try to disable W-buffer it if you see depth buffering artifacts. It will not affect performace, but can fix some depth buffering artifacts (especially in Unreal engine based games).<br>
    <br>
    &gt; &gt;textures:<br>
    &gt; enable DXTC texture compression=?<br>
    <br>
    If u'll disable it, Direct3D driver will loose capability of creating DXT1-DXT5 compressed textures. It will reduce speed, but can improve image quality.<br>
    <br>
    &gt; enable 8bit palletized textures=?<br>
    <br>
    If u'll disable it, Direct3D driver will loose capability of creating 8-bit palettized textures. It will reduce speed in certain games. <br>
    <br>
    &gt; &gt;Misc:<br>
    &gt; enable hardware accelerated lines=?<br>
    <br>
    MUST BE ENABLED. It will give you huge performance boost in workstation applications. By default hardware accelerated lines are disabled on non-Quadro NV11/NV15.<br>
    <br>
    &gt; Opengl&gt;rendering quality:<br>
    &gt; enable DXT1 quality trick=?<br>
    <br>
    Due to 16-bit hardware implementation of DXT1 format decompression, GF/GF2/GF3 boards has major image quality problems in some applications (e.g. sky in Quake III). The rest texture compression formats (DXT2-DXT5) are implemented in 32 bit. This option will force OpenGL driver to create DXT3 textures instead of DXT1. It will reduce performance a bit, but it will generally improve image quality.
     
  3. pu§hy

    pu§hy Guest

    <BLOCKQUOTE>quote:<HR>Originally posted by Unwinder:<br>
    <br>
    <BLOCKQUOTE>quote:<HR>&gt; system&gt;overlay:<br>
    &gt; bus mastering for video=?<br>
    Bus-mastering TV tuners that do not flip leave artifacts when they are scaled. On Windows 9x, this problem is addressed by setting the local DirectDraw Registry value VideoBusMasterMode to 1. This setting causes the DirectDraw driver to look for flips occurring within half-second intervals. If none are found, an overlay automatically starts flipping at 30 fps. This setting works with only Windows 9x.<HR></BLOCKQUOTE><br>
    well i have a GF2 MX card and it doesn't have tv tuning capability (i didn't even know that there are GF cards with that feature) does that mean that i don't have to bother enabling or disabling this setting?<br>
    <br>
    <BLOCKQUOTE>quote:<HR>&gt; direct3d&gt;mipmapping:<br>
    &gt; enable user mipmaps=?<br>
    If u'll unckeck this option u'll prevent Direct3D driver from using user (i.e. created by application) mipmap levels. It does not mean, that Direct3D driver will loose capability of creation DDSCAPS_MIPMAP surfaces. Application will still able to create it, but driver will not use mipmap levels during texture filtering.<HR></BLOCKQUOTE><br>
    disabling this will improve performance a bit but lose a slight amount of image quality (unnoticeable right?) ... right?<br>
    <br>
    <BLOCKQUOTE>quote:<HR>&gt; &gt;depth buffering:<br>
    &gt; enable W-buffer=?<br>
    Try to disable W-buffer it if you see depth buffering artifacts. It will not affect performace, but can fix some depth buffering artifacts (especially in Unreal engine based games).<HR></BLOCKQUOTE><br>
    so if this setting doesn't affect performance at all ... does that mean its better to disable this since i play UT? <br>
    <br>
    <BLOCKQUOTE>quote:<HR>&gt; &gt;textures:<br>
    &gt; enable DXTC texture compression=?<br>
    If u'll disable it, Direct3D driver will loose capability of creating DXT1-DXT5 compressed textures. It will reduce speed, but can improve image quality.<HR></BLOCKQUOTE><br>
    is the reduced image quality noticeable?<br>
    <br>
    <BLOCKQUOTE>quote:<HR>&gt; enable 8bit palletized textures=?<br>
    If u'll disable it, Direct3D driver will loose capability of creating 8-bit palettized textures. It will reduce speed in certain games.<HR></BLOCKQUOTE><br>
    but no decrease in graphics quality?<br>
    <br>
    <BLOCKQUOTE>quote:<HR>&gt; &gt;Misc:<br>
    &gt; enable hardware accelerated lines=?<br>
    MUST BE ENABLED. It will give you huge performance boost in workstation applications. By default hardware accelerated lines are disabled on non-Quadro NV11/NV15.<HR></BLOCKQUOTE><br>
    tnx for the info <IMG SRC="smileys/smile.gif"><br>
    <br>
    <BLOCKQUOTE>quote:<HR>&gt; Opengl&gt;rendering quality:<br>
    &gt; enable DXT1 quality trick=?<br>
    Due to 16-bit hardware implementation of DXT1 format decompression, GF/GF2/GF3 boards has major image quality problems in some applications (e.g. sky in Quake III). The rest texture compression formats (DXT2-DXT5) are implemented in 32 bit. This option will force OpenGL driver to create DXT3 textures instead of DXT1. It will reduce performance a bit, but it will generally improve image quality.<HR></BLOCKQUOTE><br>
    so this will totally fix Q3's ugly skies when texture compression is enabled? are there any other games w/c benefits from this setting being enabled?<br>
    <br>
    <br>
    tnx for the replies man ... sorry if i have tons of questions ... i really juz wanna get the most out of my card since i don't have a faaast comp <IMG SRC="smileys/wink.gif"> ur the authour right? u created an excellent program man!
     
  4. Unwinder

    Unwinder Ancient Guru Staff Member

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    <BLOCKQUOTE>quote:<HR>well i have a GF2 MX card and it doesn't have tv tuning capability (i didn't even know that there are GF cards with that feature) does that mean that i don't have to bother enabling or disabling this setting?<HR></BLOCKQUOTE><br>
    <br>
    U've got it in wrong way. This option can be used in order to solve compatibility problens with external TV-tuners. Don't set it if u've no TV-tuner and graphics glitches when playing movies.<br>
    <br>
    <BLOCKQUOTE>quote:<HR>disabling this will improve performance a bit but lose a slight amount of image quality (unnoticeable right?) ... right?<HR></BLOCKQUOTE><br>
    <br>
    Nop. It will DECREASE performance. Image will appear more chrisper in cost of some performance.<br>
    <br>
    <BLOCKQUOTE>quote:<HR>so if this setting doesn't affect performance at all ... does that mean its better to disable this since i play UT? <br>
    <HR></BLOCKQUOTE><br>
    <br>
    In 16-bit modes W-buffer gives depth buffering artifacts on some objects, which are located close to camara. But it allows to fix depth buffering artifacts on distant objects, produced by Z-buffering. Just look at U/UT weapon models (e.g. Enforcer in UT and rocket launcer in U) in 16-bit modes. U'll see depth buffering artifacts caused by W-buffering. If u'll disable W-buffer, these artifacts will disappear, but u will sometimes see depth buffering artifacts on distant objects. So try both W and Z-buffer and make your choice. <br>
    <br>
    <BLOCKQUOTE>quote:<HR>is the reduced image quality noticeable?<HR></BLOCKQUOTE><br>
    <br>
    The same as sky in QuakeIII with/without DTX1 trick.<br>
    <br>
    <BLOCKQUOTE>quote:<HR>but no decrease in graphics quality?<HR></BLOCKQUOTE><br>
    <br>
    No decrease in quality. Just can solve some compatibility problems.<br>
    <br>
    <BLOCKQUOTE>quote:<HR>so this will totally fix Q3's ugly skies when texture compression is enabled? are there any other games w/c benefits from this setting being enabled?<HR></BLOCKQUOTE><br>
    <br>
    It will not totally fix Q3 ugly skies. DXTC/S3TC uses texel color interpolation so decompressed textures will never be identical to the original. But image quality improvement will be noticeable.<br>
    It will improve all games, which uses runtime S3TC compression (e.g. Soldier of Fortune, Serious Sam, Star Trek and so on.). But it will not improve image quality in games, which uses precompressed DXT1 textures (e.g. Unreal Tournament).<br>
    <br>
    <BLOCKQUOTE>quote:<HR>ur the authour right? u created an excellent program man!<br>
    <HR></BLOCKQUOTE><br>
    <br>
    Thanx, dude <IMG SRC="smileys/wink.gif"><br>
     

  5. pu§hy

    pu§hy Guest

    <BLOCKQUOTE>quote:<HR>U've got it in wrong way. This option can be used in order to solve compatibility problens with external TV-tuners. Don't set it if u've no TV-tuner and graphics glitches when playing movies<HR></BLOCKQUOTE><br>
    <br>
    ok i think i got it now (i think <IMG SRC="smileys/biggrin.gif">) ...<br>
    yeah my MX card does have a tv-out ... so i don't have to bother enabling it if im not pluggin my pc on a tv or having probs playing movies?<br>
    <br>
    <br>
    <BLOCKQUOTE>quote:<HR>Nop. It will DECREASE performance. Image will appear more chrisper in cost of some performance.<HR></BLOCKQUOTE><br>
    <br>
    weird man ... do u have 'blade of darkness'? the readme file of that game said that if ur game is not performing very well <b>disabling</b> mipmapping will <b>increase</b> performance. and i have also tried this with UT ... when mipmapping is enabled ... i lose 3fps <IMG SRC="smileys/confused.gif"><br>
    <br>
    <br>
    <BLOCKQUOTE>quote:<HR>In 16-bit modes W-buffer gives depth buffering artifacts on some objects, which are located close to camara. But it allows to fix depth buffering artifacts on distant objects, produced by Z-buffering. Just look at U/UT weapon models (e.g. Enforcer in UT and rocket launcer in U) in 16-bit modes. U'll see depth buffering artifacts caused by W-buffering. If u'll disable W-buffer, these artifacts will disappear, but u will sometimes see depth buffering artifacts on distant objects. So try both W and Z-buffer and make your choice. <HR></BLOCKQUOTE><br>
    <br>
    so if im not experiencing any artifacts ... it is best if i juz leave w-buffer at its default setting of enabled? but either way ... performance <b>isn't</b> affected right?<br>
    <br>
    <br>
    <BLOCKQUOTE>quote:<HR>No decrease in quality. Just can solve some compatibility problems.<HR></BLOCKQUOTE><br>
    <br>
    so there's really no reason for me to disable 8-bit palletized textures since quality isn't affected. ok tnx <IMG SRC="smileys/smile.gif"><br>
    <br>
    <br>
    <br>
     
  6. Kakaru2

    Kakaru2 Master Guru

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    1.<br>
    quote:<br>
    --------------------------------------------------------------------------------<br>
    Nop. It will DECREASE performance. Image will appear more chrisper in cost of some performance.<br>
    --------------------------------------------------------------------------------<br>
    <br>
    <br>
    <br>
    weird man ... do u have 'blade of darkness'? the readme file of that game said that if ur game is not performing very well disabling mipmapping will increase performance. and i have also tried this with UT ... when mipmapping is enabled ... i lose 3fps<br>
    <br>
    ______________________<br>
    <br>
    You didn't understand. That option does not disable mipmapping but only the D3D driver won't be able to use it. <br>
    If mipmapping is disabled in a game you will get severe texture flashing. So actually whenever you have the occasion to make a choice choose mipmap(eg. Deathtrap Dungeon ).<br>
    <br>
    2.<br>
    W-Buffer stuff<br>
    <br>
    That's my favorite part. <IMG SRC="smileys/smile.gif"><br>
    Serious Sam readme quote:<br>
    Sometimes you can see strange graphics artifacts in the distance. It will usually appear as areas with small moving stripes and will change as you move your view, or as two objects sorted wrong. This is called 'z-fighting' and appears always on larger distances if you are running any 3D game in 16-bit display mode. It is a hardware precision limitation.<br>
    EndQuote<br>
    The W-Buffer was developed in order to solve these problems. However it intoduces z-artifacts to objects close to the viewer - The 8-Ball launcher it's a great example.(that's the rocket launcher in Unreal).<br>
    But you can GET RID of these artifacts if u choose also a W16Format=2 (in RT4.1 it's called 16 bit <b>floating</b> point as opposed to the default <b>fixed</b> point). These will degrade a tiny bit(0.2fps on my TNT2, on your MX is probably 0.02 <IMG SRC="smileys/smile.gif">) the performance but will solve these issues. <br>
    I for one have WBuffer Enabled and W16=2, i played Unreal with these settings and it is just fine.<br>
    In order that the W-Buffer be used the game must support it and the only games that do it's Unreal and UT. So you should keep them enabled.<br>
    <br>
    3. <br>
    8-Bit<br>
    Only game that used them was Final Fantasy VII but this was patched too.
     
  7. pu§hy

    pu§hy Guest

    <b>kakaru2:</b><br>
    tnx for clearing up that mipmap question that i have <IMG SRC="smileys/smile.gif"> i guess i'll juz leave user mipmap enabled then<br>
    <br>
    <br>
    i have another question though ... how can i keep my LODbias adjustment in d3d at -2? it always reverts back to "0" when i reboot my system
     
  8. Unwinder

    Unwinder Ancient Guru Staff Member

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    <b>pu§hy</b><br>
    <br>
    <BLOCKQUOTE>quote:<HR>yeah my MX card does have a tv-out ... so i don't have to bother enabling it if im not pluggin my pc on a tv or having probs playing movies?<HR></BLOCKQUOTE><br>
    <br>
    Yup, that's correct.<br>
    <br>
    <BLOCKQUOTE>quote:<HR>weird man ... do u have 'blade of darkness'? the readme file of that game said that if ur game is not performing very well disabling mipmapping will increase performance. and i have also tried this with UT ... when mipmapping is enabled ... i lose 3fps<HR></BLOCKQUOTE><br>
    <br>
    Read Kakaru2's reply. But I can add the following: all Unreal engine based games use their own terrible Direct3D texture manager. That's why such games often thrash textures (it happends when u're running out of video memory). When u're diabling mipmapping ON APPLICATION LEVEL, u reduse videomemory usage (used by mipmap levels) and get small performance boost coz of it. When u're disabling mipmapping ON DRIVER LEVEL, application is still creating mipmap levels, so amount of used videomemory is not reduced. If u've enough videomemory then performance with DISABLED mipmapping will be lower coz of fillrate stress (Direct3D driver will always use high resolution textures).<br>
    <br>
    <BLOCKQUOTE>quote:<HR>how can i keep my LODbias adjustment in d3d at -2? it always reverts back to "0" when i reboot my system<HR></BLOCKQUOTE><br>
    <br>
    OS/Drivers? Are you trying to use Detonator control panel interface (it may corrupt LOD bias settings)?<br>
    <br>
    <b>kakaru2</b><br>
    <br>
    <BLOCKQUOTE>quote:<HR>These will degrade a tiny bit(0.2fps on my TNT2, on your MX is probably 0.02 ) the performance but will solve these issues. <br>
    <HR></BLOCKQUOTE><br>
    <br>
    Unfortunately, all GF256 and higher boards are not support floating point W-buffering, that's why W-buffer format settings are disabled in RivaTuner on GF256 and higher. It's not a hardware limitation, probably it's just a driver bug. On these chipsets Direct3D driver uses fixed point W-buffering in both 16 and 32-bit modes regardless of W16Format/W32Format registry entries.<br><br><i>This message was edited by Unwinder on 16 May 2001 01:10 AM</i>
     
  9. pu§hy

    pu§hy Guest

    <BLOCKQUOTE>quote:<HR>Read Kakaru2's reply. But I can add the following: all Unreal engine based games use their own terrible Direct3D texture manager. That's why such games often thrash textures (it happends when u're running out of video memory). When u're diabling mipmapping ON APPLICATION LEVEL, u reduse videomemory usage (used by mipmap levels) and get small performance boost coz of it. When u're disabling mipmapping ON DRIVER LEVEL, application is still creating mipmap levels, so amount of used videomemory is not reduced. If u've enough videomemory then performance with DISABLED mipmapping will be lower coz of fillrate stress (Direct3D driver will always use high resolution textures).<HR></BLOCKQUOTE><br>
    <br>
    okay ... so if i want better looking graphics ... i should DISABLE that setting right? the performance decrease isn't goin to be huge so its ok if i disable it right?<br>
    <br>
    <br>
    <BLOCKQUOTE>quote:<HR>OS/Drivers? Are you trying to use Detonator control panel interface (it may corrupt LOD bias settings)?<HR></BLOCKQUOTE><br>
    <br>
    -Win98<br>
    -Det ver 11.00<br>
    <br>
    i think i found what's causing this ... if i set my lodbias at any value below zero ... and open my det control panel&gt;d3d tab ... my lodbias setting will be again set to '0' ... w/c means that if i don't want my lodbias setting to be reverted back to '0' ... i shouldn't open my d3d panel again <IMG SRC="smileys/biggrin.gif"> well of course i can still set it to -2 afterwards. is this a bug or something? <br><br><i>This message was edited by pu§hy on 16 May 2001 01:23 AM</i>
     
  10. Unwinder

    Unwinder Ancient Guru Staff Member

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    <BLOCKQUOTE>quote:<HR>okay ... so if i want better looking graphics ... i should DISABLE that setting right? the performance decrease isn't goin to be huge so its ok if i disable it right?<HR></BLOCKQUOTE><br>
    <br>
    IHMO it's better to set lower LOD bias with enabled mipmapping. In this case u'll also get sharper image without major performance drop.<br>
    <br>
    <BLOCKQUOTE>quote:<HR>i think i found what's causing this ... if i set my lodbias at any value below zero ... and open my det control panel&gt;d3d tab ... my lodbias setting will be again set to '0' ... w/c means that if i don't want my lodbias setting to be reverted back to '0' ... i shouldn't open my d3d panel again well of course i can still set it to -2 afterwards. is this a bug or something?<HR></BLOCKQUOTE><br>
    <br>
    Heh.. As I thought.. <IMG SRC="smileys/smile.gif"> It's not a bug, it's just a software limitation of NVIDIA control panel interface. It allows to adjust LOD bias in [0 .. 1.25] range and clips LOD bias when it's out of this interval. Just forget about control panel <IMG SRC="smileys/wink.gif"><br>
    <br>
    <br>
    <br><br><i>This message was edited by Unwinder on 16 May 2001 02:01 AM</i>
     

  11. pu§hy

    pu§hy Guest

    tnx a lot 4 ur time man ... now i understand those new settings <IMG SRC="smileys/smile.gif"> and yeah ... i sure 4get bout det ctrl panel since all of the settings available there is also in yer program
     
  12. Kakaru2

    Kakaru2 Master Guru

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    1. About User MipMap:<br>
    I disabled the option and did some testing.<br>
    First i used 3dmark2000 image quality test- adventure game.<br>
    Image was a lot crisper. But that image is sstill so it's nit the same like playing a game.<br>
    I used 3dmark 99max for real impressions..<br>
    First game-the race- was ok.<br>
    Second gane -the fps- was a <b>nightmare</b>.<br>
    What should have been the first 2 levels of mipmaps were displayed correctly but the rest was a mix of flashing textures. My eyes still hurt me.<br>
    So keep that option disabled. Enable <b>only</b> if u are a masochist <IMG SRC="smileys/smile.gif"> <br>
    <br>
    2.About LOD BIAS<br>
    Detonator 2.xx had a crisper image then 6.xx. A setting of -0.5 in 6.xx is equal with a lod of 0 in 2.xx. If u don't trust me and don't understand russian use the 3dmark 2000 adventure image quality test and you'll see for yourself.<br>
    But don't exagerate with lod. Stronger values make the mip levels "flicker". Not exactly sure how to call what's happening but is very unpleasant. With a trained eye you could see that even at -0.5 something is fishy but it's ok, you can watch it without headaches.<br>
    So don't exagerate, Stick with -0.5. What's true it's that the game is darker (older game when light stuff was expensive as rendering power) I reckon that even a -1 would 'probably' work. <br>
    I for one don't like Unrel with -1 but i use -0.5. <br>
    <br>
    3. About Det CPanel<br>
    It is not necessary to never visit it again. U can change settings on all the other tabs and it's still ok/. But if u click on D3D tab u must use cancel afterwards, as ok or apply change the lod back at 0.<br>
    Changing something in opengl does not make d3d settings change.<br>
    <br>
    4. I just remember that Riva Tuner doesn't know alternate buffer in system-d3d-.. page. I always have to change that in power user. Maybe in RC 4.2 will be a option for that in the main page.<br>
    <br>
    5. Unreal texture managemnt is not terrible is ......<IMG SRC="smileys/mad.gif"> <br>
    he word to describe it it's still not invented.<br>
    Imagine that in 640*480*16 with all options at minimum it still make AGP Texturing <IMG SRC="smileys/mad.gif"><br>
    <br>
     
  13. Unwinder

    Unwinder Ancient Guru Staff Member

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    <b>Kakaru2</b><br>
    <br>
    <BLOCKQUOTE>quote:<HR><br>
    So keep that option <b>disabled</b>. <b>Enable</b> only if u are a masochist<HR></BLOCKQUOTE><br>
    <br>
    Propably you wanted to say "So keep that option <b>enabled</b>. <b>Disable</b> only if u are a masochist"?<br>
    <br>
    <BLOCKQUOTE>quote:<HR>4. I just remember that Riva Tuner doesn't know alternate buffer in system-d3d-.. page. I always have to change that in power user. Maybe in RC 4.2 will be a option for that in the main page.<HR></BLOCKQUOTE><br>
    <br>
    AlternateZEnable registry entry is <b>FAKE</b>. Shame on NVIDIA control panel programmers!!! Drivers even don't query this entry so it does not affects anything.<br>
     
  14. Kakaru2

    Kakaru2 Master Guru

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    <BLOCKQUOTE>quote:<HR>:<br>
    --------------------------------------------------------------------------------<br>
    <br>
    So keep that option disabled. Enable only if u are a masochist<br>
    --------------------------------------------------------------------------------<br>
    <br>
    <br>
    <br>
    Propably you wanted to say "So keep that option enabled. Disable only if u are a masochist"?<br>
    <br>
    <HR></BLOCKQUOTE><br>
    <br>
    Yea, that was what I meaning but i was still viewing things double after playing with that setting. <IMG SRC="smileys/smile.gif"><br>
    <br>
    2. Thanks for the info. I join too at shaming the nVidia programmers.<br>
     
  15. pu§hy

    pu§hy Guest

    <BLOCKQUOTE>quote:<HR>Originally posted by Kakaru2:<br>
    <b>1. About User MipMap:<br>
    I disabled the option and did some testing.<br>
    First i used 3dmark2000 image quality test- adventure game.<br>
    Image was a lot crisper. But that image is sstill so it's nit the same like playing a game.<br>
    I used 3dmark 99max for real impressions..<br>
    First game-the race- was ok.<br>
    Second gane -the fps- was a <b>nightmare</b>.<br>
    What should have been the first 2 levels of mipmaps were displayed correctly but the rest was a mix of flashing textures. My eyes still hurt me.<br>
    So keep that option disabled. Enable <b>only</b> if u are a masochist <IMG SRC="smileys/smile.gif"> </b> <HR></BLOCKQUOTE><br>
    <br>
    so what ur saying is that disabling this setting could cause graphical probs and major fps drop?<br>
    <br>
    <br>
    <BLOCKQUOTE>quote:<HR> <b>2.About LOD BIAS<br>
    Detonator 2.xx had a crisper image then 6.xx. A setting of -0.5 in 6.xx is equal with a lod of 0 in 2.xx. If u don't trust me and don't understand russian use the 3dmark 2000 adventure image quality test and you'll see for yourself.<br>
    But don't exagerate with lod. Stronger values make the mip levels "flicker". Not exactly sure how to call what's happening but is very unpleasant. With a trained eye you could see that even at -0.5 something is fishy but it's ok, you can watch it without headaches.<br>
    So don't exagerate, Stick with -0.5. What's true it's that the game is darker (older game when light stuff was expensive as rendering power) I reckon that even a -1 would 'probably' work. <br>
    I for one don't like Unrel with -1 but i use -0.5. </b> <HR></BLOCKQUOTE><br>
    <br>
    is this true? so the best setting for this one is -0.5 ... going any further will not cause the texture to look any better?<br>
    <br>
    well maybe ur right cause when i play around with the games .ini files ... i often see the games lodbias set at only -0.5 ... i haven't seen any game using -1 or -2<br>
     

  16. Kakaru2

    Kakaru2 Master Guru

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    <BLOCKQUOTE>quote:<HR><b><br>
    so what ur saying is that disabling this setting could cause graphical probs and major fps drop?<HR></BLOCKQUOTE></b><br>
    <br>
    Yes you got a fps drop. But worse is that you can no longer play a game because of the severe texture flashing. So keep that setting enabled. Any kind of longer discussion is purely academical. <br>
    <br>
    <BLOCKQUOTE>quote:<HR><b><br>
    is this true? so the best setting for this one is -0.5 ... going any further will not cause the texture to look any better?<br>
    <br>
    well maybe ur right cause when i play around with the games .ini files ... i often see the games lodbias set at only -0.5 ... i haven't seen any game using -1 or -2?<HR></BLOCKQUOTE></b><br>
    <br>
    In theory if u go further you will gain additional crispness in image quality. But have you heard of the diminutive progression? As you go any further you will still gain something but the rate of return diminishes.<br>
    Like f(x)=c-1/x, x@N*, x&gt;=1, where c is a constant.<br>
    But the true problem lies in the artifacts introduced by tweaking the LOD. Just as above, as you increase the crispness you start to have texture flashing. At a setting of -0.5 THERE IS texture flashing. You’ll notice it if you have a trained eye and specially if the texture of a game are brighter even if you are an amateur. It is more difficult to notice it as textures get darker. However at a -1 setting the flashing is so obvious that you can no longer play safely a game. Except of course if u are a masochist or you enjoy blindness. <IMG SRC="smileys/smile.gif"><br>
    <br>
     
  17. stefan

    stefan Guest

    <br>
    Hmm,<br>
    I have set lodbias to -1.5 in Unreal Tournament. A value of -2 gives<br>
    just a little too much "flickering"or "flashing", almost the same as without mipmapping. I dont get any speed penalty for this, but that is because my gameperformance is limited by cpu speed.<br>
    A setting of -0.5 while certainly not bad itself gives sometimes these washed out textures. I got to add that i play in 16 bit always, in 32 bit the textures look better and more crisp probably on less low lod bias values.<br>
    <br>
    I think lod level is arguably one of the nicest and easiest ways to improve visuals.<br>
    <br>
    In quake3 you can set via console the miplevel detail for character and environment.<br>
    In UT i have put a line in the ini file, under the opengl section<br>
    <br>
    Is there a way to set lodlevel in opengl (under rivatuner)?<br>
    <br>
     
  18. pu§hy

    pu§hy Guest

    u guys know what? ... i tested my games if im goin to see any texture flashing if i set my lodbias at -2 ... and i didn't notice even a single texture flash ... is it my eyes? <IMG SRC="smileys/biggrin.gif"><br>
    <br>
    games i tested:<br>
    -NBA 2k1<br>
    -NASCAR Racing 4<br>
    -Black and White<br>
    <br>
    or is it b'coz those games doesn't support -2 lodbias or somethin?
     
  19. pu§hy

    pu§hy Guest

    <BLOCKQUOTE>quote:<HR>Originally posted by stefan:<br>
    <b><br>
    In UT i have put a line in the ini file, under the opengl section<br>
    </b><HR></BLOCKQUOTE><br>
    <br>
    so ur also using the latest <i>opengl</i> raster for UT? did u try setting that at -2 ... did ya notice any flickering/flashing? cause i didn't notice any flashing even at -2 ... all i notice was the fps drop <IMG SRC="smileys/biggrin.gif"> and the crisper graphics<br>
     
  20. Unwinder

    Unwinder Ancient Guru Staff Member

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    &gt; Is there a way to set lodlevel in opengl (under rivatuner)?<br>
    <br>
    Nop. Unfortunately Detonator drivers cannot force LOD bias in OpenGL<br>
    <br>
    &gt; cause i didn't notice any flashing even at -2 <br>
    So u may try to decrease LOD bias further. To do it u must extend RivaTuner's LOD bias adsjustment interval (just open Default.rtd database and change LODBiasRange value)<br>
    <br>
    <br>
     

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