Fine Utilise Power of RadeonPRO Software & SweetFX

Discussion in 'Videocards - AMD Radeon' started by OnnA, Apr 17, 2015.

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  1. OnnA

    OnnA Ancient Guru

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    Monster Hunter World Iceborne

    Capcom has announced that the Iceborne expansion for Monster Hunter World will come out on the PC on January 9th, 2020.
    In order to celebrate this announcement, the team released a new 4K/60fps PC trailer that you can find below.

    The PC version of Monster Hunter World: Iceborne will support 4K resolutions and high-resolution textures.
    Naturally, it will also support uncapped framerates and ultrawide 21:9 monitors.

    Perhaps the biggest addition is the support of DirectX 12. The base game supported only DX11 and Capcom will now add support for DX12.
    Theoretically, this should improve performance and optimization.

     
  2. OnnA

    OnnA Ancient Guru

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    https://www.pcgamingwiki.com/wiki/The_Outer_Worlds

    c:\Users\****\AppData\Local\Indiana\Saved\Config\WindowsNoEditor\

    GameUserSettings.ini
    Same Tweaks like in the other UE4 games :p

    Engine.ini

    [TextureStreaming]
    MinTextureResidentMipCount=12
    PoolSize=8192
    MemoryMargin=20
    MemoryLoss=0
    HysteresisLimit=30
    DropMipLevelsLimit=16
    StopIncreasingLimit=20
    StopStreamingLimit=12

    ==
    LanguageMode=English (Here put You desired language: German, Polish, Russian etc.)
    bOverrideNativeLanguage=True
     
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  3. OnnA

    OnnA Ancient Guru

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  4. OnnA

    OnnA Ancient Guru

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  5. OnnA

    OnnA Ancient Guru

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    OnnA Ancient Guru

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  7. OnnA

    OnnA Ancient Guru

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  8. RzrTrek

    RzrTrek Guest

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    I've been dying for a new Diablo game. D3 was generic, oversimplified and don't get me started on the mobile trash only known as immortal, but I'll just keep playing PoE if they disappoint again.

    And for those of you who haven't been in the loop: https://www.pathofexile.com/forum/view-thread/2661221 Grinding Gear Games are going to announce their next big 4.0 mega-expansion at ExileCon.

    If not Diablo IV, just give us a remake of the first or second game, which to this day (in my opinion) remains one of the best arpgs ever made - well thought through, balanced and dark...
     
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  9. OnnA

    OnnA Ancient Guru

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    DirectX

    Microsoft has added some new features to DirectX 12 that developers can use in their games.
    Alongside these features, developers can now access a new tier of DirectX Raytracing effects and Mesh Shaders.
    DXR tier 1.1 is a superset of tier 1.0.
    Microsoft suggests game developers to start building their raytracing solution based on the existing tier 1.0 APIs, and then move up to tier 1.1 once they can better evaluate the benefit of tier 1.1. to their games.
    Microsoft also continues to work with both GPU vendors and game developers to better expose hardware capabilities and to better address adoption pain points.

    DXR tier 1.1 includes:

    • Support for adding extra shaders to an existing Raytracing PSO, which greatly increases efficiency of dynamic PSO additions.
    • Support ExecuteIndirect for Raytracing, which enables adaptive algorithms where the number of rays is decided on the GPU execution timeline.
    • Introduce Inline Raytracing, which provides more direct control of the ray traversal algorithm and shader scheduling, a less complex alternative when the full shader-based raytracing system is overkill, and more flexibility since RayQuery can be called from every shader stage. It also opens new DXR use cases, especially in compute: culling, physics, occlusion queries, and so on.
    Mesh shaders and amplification shaders are the next generation of GPU geometry processing capability.
    These shaders will replace the current input assembler, vertex shader, hull shader, tessellator, domain shader, and geometry shader stages.

    Another new DirectX 12 feature is Sampler Feedback.
    Sampler Feedback is a hardware feature for recording which areas of a texture the GPU accessed during sampling operations.
    With Sampler Feedback, games can generate a Feedback Map during rendering which records what parts of which MIP levels need to be resident.
    This feature greatly helps with Texture Streaming and Texture-Space Shading.
    As such, it will be interesting to see if developers will use it to address stutters.
    Moreover, this could improve loading times when a game uses Texture Streaming.

    Microsoft has added new resource allocation flags that allow creating D3D12 resources without also making them resident in GPU memory, or without zero initializing them.
    This can improve the performance of resource creation.

    You can find more details about these new DX12 features here!

    ==== Note ====
    So we have -kinda- confirmation on RT for Big Navi (future rDNA) :p
    -> https://twitter.com/AMDIndia/status/1189066862832836608?s=20
     
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  10. OnnA

    OnnA Ancient Guru

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    Battlefield V

    Update 5.0 Release Notes
    War in The Pacific – Starting October 31


    • Two New Maps – Pacific Storm and Iwo Jima.
    • Four New Weapons at launch – M1 Garand, Type 99 Arisaka, Type 100, and the M1919A6.
    • Deploying across the Tides of War, you’ll get your hands on the M3 Grease Gun, Nambu Type 2A, Type 97 LMG, and M1918 A2.
    • As Chapter Rewards, the Jungle Carbine and the Type 94 and Model 27 sidearms are also available for you to earn and unlock during War in The Pacific
    • New Factions: US and Japan.
    • New Battle Pickups: Katana and M2 Flamethrower.
    • New Vehicles: M4 Sherman tank, Type 97, the LVT and the Ka-Mi Light Amphibious Tanks, the Dinghy, LCPV, MB Jeep and Type 95 transport vehicle.
    • New Planes – the F4U Corsair (Fighter and Bomber variants), and the Japaneze Zero (fighter and bomber variants).
    • New Reinforcements – New Rocket Barrage Tanks – The Sherman Calliope, and the HaChi.
    What’s Changed?
    Weapons


    • Players are now able to inspect their primary and secondary weapons directly while playing. Simply hold down the commorose button, and press the reload button to take a look.
    • Fixed an issue that caused the smoke grenade’s visual effect to flicker.
    • Fixed an issue that would cause players to sometimes use their primary weapons as syringes during the revive animation.
    • RSC – Fixed an issue that would result in a visual problem when reloading the weapons with some specific soldier skins.
    • M1928A1 – The weapons shadow no longer looks like it has a fore-grip.
    • Fixed an uncommon bug which made it look like soldiers used an ammo pouch to gain health back, or used a health pouch to gain ammo.
    • Fixed a bug that would cause the grenade launcher on the Tromboncino to be unusable if the weapon was dropped and then picked back up.
    • Flaregun Radius and TTL re-balance: Flares last longer in general, and vehicle flares cover larger areas.
    • Fixed a bug that would enable the Panzerbüchse 39 to fire multiple times in a row.
    • Fixed a bug with the ricochet tracer visual effect which made it look like it was going in the opposite direction of its original trajectory.
    • Fixed an issue where healing rates could stack between self-heal pouch and medical crate (only the highest rate will now apply).
    • Increased medical crate aura regeneration rate to 16HP/s from 12HP/s as a result of healing rates no longer stacking.
    • Improved detection of fire damage against soldiers. This will reduce situations where players can take fire damage while not being visibly close enough from the fire.
    • Increased incendiary grenade radius to 4.5m from 4m to better match the effect.
    • Increased the Incendiary grenade damage duration to 7s from 6.5s to better match the effect.
    • Fixed a bug that sometimes caused the health and ammo crates to be deployed below the ground when deployed whilst prone.
    Balance Changes

    We have increased the rate of fire of the Model 8 because of its inferior reload, and its magazine when compared to the RSC.

    • Increased rate of fire from 180 to 200 and from 200 to 225 with the Trigger Job specialization.
    The Suomi saw another small adjustment recoil adjustment to better position it against the M1928A1:

    • Reduced vertical recoil from 0.72 to 0.69.
    • Reduced recoil pattern slightly.
    The Lewis Gun has been made a bit less accurate in sustained fire to separate it more from the Bren:

    • Increased horizontal recoil from 0.45 to 0.48.
    Fixed an issue that often made all fully automatic, and burst fire weapons much less accurate and predictable than intended when burst-firing.

    • Since the M1935 PG had been heavily affected by this, its horizontal recoil has been increased to offset the drastic increase of accuracy when bursting.
    • Increased horizontal recoil from 0.3 to 0.375 and from 0.225 to 0.3 when using the Ported Barrel specialization on the M1935 PG.
    Additional Changes:

    • Improved the visibility of aperture sights against all backgrounds.
    • Improved the MP28 front sight, it is now thinner and easier to aim with.
    We have increased the rate of fire of the Model 8 because of its inferior reload, and its magazine when compared to the RSC.

    • Increased rate of fire from 180 to 200 and from 200 to 225 with the Trigger Job specialization.
    The Suomi saw another small adjustment recoil adjustment to better position it against the M1928A1:

    • Reduced vertical recoil from 0.72 to 0.69.
    • Reduced recoil pattern slightly.
    The Lewis Gun has been made a bit less accurate in sustained fire to separate it more from the Bren:

    • Increased horizontal recoil from 0.45 to 0.48.
    Fixed an issue that often made all fully automatic, and burst fire weapons much less accurate and predictable than intended when burst-firing.

    • Since the M1935 PG had been heavily affected by this, its horizontal recoil has been increased to offset the drastic increase of accuracy when bursting.
    • Increased horizontal recoil from 0.3 to 0.375 and from 0.225 to 0.3 when using the Ported Barrel specialization on the M1935 PG.
    Additional Changes:

    • Improved the visibility of aperture sights against all backgrounds.
    • Improved the MP28 front sight, it is now thinner and easier to aim with.
    Soldier

    • Fixed an issue that would cause players to slowly glide across the terrain whilst waiting to start a round.
    • Fixed an issue that would cause players to be seen playing the swimming animations whilst on the ground.
    • Fixed an issue where players could often be seen with low animation quality in high density areas.
    • Fixed an issue where it would sometimes be possible to collide with soldiers that are dead.
    • Soldier collision is now disabled as soon as the player dies, this means it will now be possible to move through players faster which will prevent cases where you can get blocked by a soldier you just killed.
    • Improvements to the bleed out state that should decrease the chance of players getting stuck in a bleed out state.
    • Fixed an issue that caused the soldier to clip with the camera when opening a door while switching weapons.
    • Fixed an issue that would cause an infinite death state if a player was roadkilled right after being revived.
    • Fixed a bug that would not trigger the temporary slow down penalty after using the bayonet charge.
    • Fixed an issue where players would be able to jump whilst charging.
    • Holding down the melee button no longer blocks the sprint and jump input.
    • Improved the vaulting animation when players are using the Revolver.
    • Fixed an issue where a soldier would sometimes get blocked whilst vaulting over medium sized obstacles.
    • Players are no longer blocked from throwing health and ammo pouches while at the same time firing a weapon at full auto. The firing will now correctly pause to throw a pouch.
    • Improvements to players that die while using a parachute – the sound will no longer cutoff if the player redeploys while parachuting, and we have removed the body falling sound effect if the player is in the air.
    • Improved soldier ragdoll behavior to decrease the risk of them getting the “hanging from the hips” bug.
    • Fixed an issue where soldiers could get stuck against collision with hard-edged assets, like for example the edge of a bridge railing.
    • Fixed an issue that would cause the revived players to be in T pose when the reviver cancels the revive animation.
    • Fixed an animation bug that could sometimes cause certain soldiers to be seen moving around in T pose.
    • Fixed an exploit that would allow medics to endlessly throw medical pouches at each other.
    • Fixed a bug that allowed players to deploy the bipod on shallow water.
    • Improved activation consistency of the sliding functionality.
    • Added support to choose between press or double-tap to activate sliding (default is double-tap).
    • Increased Sliding cool down to 2s from 1.5s.
    • Fixed an issue where soldiers teleport to an old position when exiting a vehicle.
    • Fixed an issue where a soldier could vault through ceilings above stairs on Operation Underground.
    • Players in shallow water can be revived now.
    • Players can no longer get revived while in mid-air, which would cause players to end up under the terrain in some rare cases.
    Vehicles

    • JU-88 bottom gunner now properly shows hitmarkers when doing damage.
    • Fixed a rare bug that would cause players to spawn into the world without a plane, after they had selected a plane from the deploy screen to spawn into.
    • Fixed a graphical bug that could occur if players sat in the top gunner seat in the Sturmgeschutz IV tank while firing it.
    • The Churchill MK VII top gunner turret no longer looks broken if the player uses the cover function from certain directions.
    • Improved the animation from third person when a player switches seats in an airplane.
    • Mounted and Coaxial Machine Guns have had a significant redesign. These weapons how have a converging accuracy model, with an initial period of inaccuracy that improves with shooting until the weapon is fully accurate. The accuracy potential of all these machine guns is higher now than it was previously, but only after firing a few rounds. Overheat has also been adjusted to balance with this new technique, allowing for more forgiving instances of overheat, especially when firing in long, suppressive bursts. Additionally, the velocity of rounds fired from the machine guns have been increased, making hitting targets of opportunity and moving targets easier, however the damage of these weapons has been reduced at long range, to prevent overly effective instances of sniping with the MG. You should now find MGs easier to use and hit targets once they are zeroed in, but targets at long range will have more time to react before they are killed outright.
    • Reduced the rate of fire for bomb loads of 4 or more. The high rate of fire of these bomb loads allowed a player to drop all their bombs effectively in one area, negating accuracy and making the choice between different bomb types poor. In general, there is a longer delay between bomb drops but bombs generally have more effective blast radius, especially against infantry.
    • Increased the default turret speeds and adjusted the acceleration and deceleration curves to be more responsive.
    • Reduced the impact of disabled turrets on the speed of the turret.
    • Improved the accuracy of the bomb sight in both First and Third person cameras. The biggest improvement is in the First Person View.
    • Holding the fire button while dropping multiple bombs will now update the target position for each bomb dropped.
    • Refactored Ammo Counts for vehicles with unlimited magazines so they show the ammo count instead of the total ammo. This fixes stationary AT guns showing 0 ammo when they actually have unlimited ammo.
    • Reduced the overheat and adjusted the explosive damage of the AA for consistent hit damage against bombers and fighters. Players should now get consistent damage against all aircraft types, and AA can now destroy an aircraft flying directly at the AA without overheating. Aircraft will need to be crafty and dodge and evade the more stationary AA, rather than simply absorbing the damage as they could do previously.
    • Increased shockwave time so that planes have a larger chance to escape the shockwave of low dropped bombs.
    • Fixed an exploit that would cause the Bleinheim passenger guns to not overheat.
    • Fixed a visual bug with the Mosquito 6PDR guns reload.
    • Improved the Kubelwagens steering animation and touched up the handling.
    Maps and Modes

    • Arras – Squad Conquest – Ammo crate near capture point A is no longer rotated backwards.
    • Arras – Breakthrough – Fixed some spawn points that were placed out of the combat area.
    • Al-Sundan – The teams no longer have swapped reinforcement vehicles.
    • Al-Sundan – Windows on certain buildings are now vaultable.
    Spectator Mode

    • Improved behavior of airplanes to not make it so that they don’t stutter while being spectated in third person mode.
    • Spectating a player that is out of bounds no longer causes the OOB overlay to stick for the spectator.
    • Added an “Enable character lighting” toggle to the post process tab that allows Spectators to disable the character visibility filters to help give player models a more cinematic look.
    • Changed the depth of field focus, near and far distance sliders in the camera tab to allow for smaller adjustments. Larger adjustments can be made by holding the button down for more than a second (these smaller depth of field adjustments are not currently available in 3rd person director mode).
    • Fixed an instance of crashing that would occur in some cases when using Spectator Mode on Operation Underground.
    General Audio Improvements

    • Tweaked the stereo output configuration to deliver a more balanced and readable downmix from the native surround mix, with increased low frequency response and improved clarity for sounds behind and outside of the player’s visual perspective.
    • Tweaks to how vehicle, explosion and weapon audio attenuates over distance with the aim of delivering higher consistency and a tighter, clearer mix.
    • Increased directionality in close to mid-range weapon audio.
    • Normalized distance delay on loud sounds like weapons and explosions, with more physically believable behavior. In most cases this equates to a shorter delay.
    • Tweaked the content of close, super-sonic bullet-pass bys for assault rifles to be clearer and consistent when compared with other weapon types.
    • Tweaked the processing of first person weapon audio to deliver a more ‘snappy’ (stronger initial transient) and ‘punchy’ (pre compression of the weapon audio prior to the master output) sound.
    • Fixed cases where the final mix was corrupted or distorted, due to performance fluctuations.
    • Smoothed the transitions from gameplay to deploy screen, and vice versa.
    • Third Person Movement (Footsteps) improvements, including;
      • Rebuilt and streamlined the logic and mixing behaviors from the ground up for improved stability, consistency and readability.
      • Third person footsteps are, on average, louder.
      • Reduced the volume difference between slow, regular and sprinting speeds.
      • Reduced the volume difference between material types.
      • Reduced the effect that obstruction had on footstep volume.
      • Increased the mix difference between friendly and enemy footsteps in terms of volume, sense of weight and distance drop-off.
      • Enemies footsteps now have a higher priority in the mix and are now able to reduce other lower or distant sounds, in order to cut through the general combat soundscape more often.
      • Fixed instances of missing triggers for various movement based sounds. ‘Stutter stepping’ will more consistently cause triggers.
      • All non-footstep movement sounds such as vaulting, climbing, wall impacts, jumping, stance changes, crawling, equipment and weapon add movement are not down-prioritized for performance reasons anymore and play as a consistent package together with the footsteps now.

    PC Specific Improvements

    • Combined Arms – The in-game chat now works in this mode.
    • Fixed an issue that would make screenshots taken with the console command screenshot.render 1 look over-saturated with HDR enabled.
    • Players can also enable the new in-game weapon inspect feature directly by pressing the “I” button (can also be changed in key bindings).
    • Decoupled sliding from the crouch key bindings, sliding is now its own action that can be assigned to any key (X by default on PC).

     
    Last edited: Oct 29, 2019

  11. OnnA

    OnnA Ancient Guru

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    Electronic Arts officially announces that it will publish games on Steam

    And it’s official everyone. Electronic Arts has just announced that it is coming back to Steam.
    The first game that the publish will release on Valve’s distribution service is Star Wars Jedi: Fallen Order, with more games to come in the future.

    Some big news for you. EA Games are coming back to Steam and it starts with #JediFallenOrder.
    More games are on the way, along with EA Access. pic.twitter.com/EWjci6RYmN

    — Ben Walke (@BenWalke) October 29, 2019


    Mike Blank, senior vice president at EA, said:

    “At the core, we are game makers, and our aspiration is to connect as many people as we can to the great games that we built and make it as frictionless as possible for them to do that.
    So with more players playing more games and more platforms, frankly, we want to be where the players are.”

    Electronic Arts will follow Jedi: Fallen Order with games like The Sims 4, Unravel 2, Apex Legends, FIFA 20, and Battlefield 5. Not only that, but EA Access will also be coming to Steam.
     
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  12. OnnA

    OnnA Ancient Guru

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    Today EA confirmed the next Battlefield game will release in its FY2022 timeline,
    which is from April 1, 2021 through March 31, 2022, firmly in the second year of next-gen consoles.
     
  13. OnnA

    OnnA Ancient Guru

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  14. OnnA

    OnnA Ancient Guru

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  15. OnnA

    OnnA Ancient Guru

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  16. OnnA

    OnnA Ancient Guru

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  17. OnnA

    OnnA Ancient Guru

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  18. OnnA

    OnnA Ancient Guru

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  19. OnnA

    OnnA Ancient Guru

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  20. Chastity

    Chastity Ancient Guru

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    Kinda. Take Jedi: Fallen Order for example. If you buy it on Steam, you will still need an Origin account and client to install/play. Read the fine print. :)
     
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