RadeonPro BETA (Automating 3D Settings)

Discussion in 'Videocards - AMD Radeon Drivers Section' started by japamd, May 20, 2010.

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  1. xNAPx

    xNAPx Guest

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    sure does
     
  2. plywood99

    plywood99 Guest

    I use Trillian and experience no problems at all.
    I'm using version 5.3 build 9 pro.
    Build 8 also worked fine.
     
  3. Luca T

    Luca T Guest

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    Hi guys,
    Can I do a general setting in "Global" to apply to all games without care of profiles?

    Or to work properly some games need a specific profile?
     
  4. japamd

    japamd Ancient Guru

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    Try adding Trillian executable file to compatibility list at program settings and check Disable API detection.

    You're welcome :)

    TXAA is driver dependent and not publicly available.

    OpenGL support is somewhat limited, but basic functions work fine.

    So do I, works fine for me (but I'm on Windows 7 yet)

    Some settings are profile specific and cannot be applied at Global level.
     

  5. xNAPx

    xNAPx Guest

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    :cussing: DAMN NVIDIA
     
  6. zerowalker

    zerowalker Guest

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    Isn´t Smaa 2x T2X or whatever they are called, going to be the same?
    Preventing Temporal Jittering aswell as using MSAA?

    I think it can be used more easily too, though DX10 and above is a must, was something with a buffer needed i think, and DX9 don´t have it a guess.

    But i guess there is more to it though, as no one has implemented it in any way for any game yet;O
     
  7. macecapri

    macecapri New Member

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    I just noticed a bug, if you change tesslation values in a profile it wont change the values back to normal in ccc after you exit the game.

    and also if I only use DFC in battlefield 3 and set the frame rate lock to 120 the minimum frame drop goes down to about 52, done about 15 10 min frametimes benches in fraps.

    If I instead use the ingame framelock and set it to 120 with the same amount of test in equal enviroment the minimum frame drop is 84

    in booth test there is a slight change in micro stutter while useing DFC it goes up to a maximum 16 ms with a min of -2.

    while useing the ingame frame lock it gooes up to 16ms but there is a min -4.

    So why does DFC make huge frame drops

    also done test witch vsync where where there is no changes in frame drops booth ingame and RPRO have an avarge of 52 in min frame drop however useing RPro there is alot less fmicrostutter.
     
  8. japamd

    japamd Ancient Guru

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    Doing it after you have the entire scene rendered isn't impossible but cannot be done in a general manner that fits all cases...

    CCC and RP settings aren't synchronized (they are not supposed to be)

    About your benchmarks, how many times did you repeated the tests? Of course DFC/DVC have some overhead, but I don't think it's that huge.
     
  9. macecapri

    macecapri New Member

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    did 15 x 10min on each, been on multiplayer 64 map so every test havent been completly similar. I have been in about the same spot and tried to replicate each test as much as possible and there is a clear difference.

    the test have been done on a two 7950 cf
     
  10. japamd

    japamd Ancient Guru

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    I think you should test under more controlled environment. Anyways, if RP can't keep the pace in MP, maybe it's better to not use it until I can find out why it's causing so much performance hit.
     

  11. macecapri

    macecapri New Member

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    Did the same tests in single player campaing to rule out cpu load, same thing when frame drops accur the are alot lower then, doing a ingame frame lock.

    I asked a friend that is running a Tri-fire 7970 setup to test it out, and the wierd thing is he got even woorse frame drops (dropped to 20).

    So we booth tested to just use an single card, and use our screens in booth 120hz and 60hz. Using DFC and ingame framelock booth yielded an avarge frame drop (min) of 50, In a single card setup DFC and ingame seems to yield the same results (DFC had alot better frame-times).
     
  12. japamd

    japamd Ancient Guru

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    macecapri, when you tested DFC, did you disabled in-game frame cap?

    Engines that do their own framerate cap management can show that weird drops, when testing such engines and DFC you must disable the engine framecap first.
     
  13. Terepin

    Terepin Guest

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    It's still crashing, even if I put it to RP's compatibility list. However, it creates minidump. Shall I send it to you, or Trillian's devs, or both?
     
  14. zerowalker

    zerowalker Guest

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    Ah, is it like the SSAO?
    It isn´t just, plug and play so to speak?

    Well if there is any way to implent it and debug, i am more than happy to test it out on the games i have to offer:)
     
  15. zerowalker

    zerowalker Guest

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    Btw, is it possible for you to add a Dithering function for ingame gradients?
    Not like the Sweetfx which only Dither the stuff Sweetfx causes?

    Cause i don´t know why, buy many games have some seriously ugly gradients;S
     

  16. Subject

    Subject Guest

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    Last edited: Dec 2, 2012
  17. japamd

    japamd Ancient Guru

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    Yes, it's like SSAO.

    No, it won't be added.
     
  18. I've the latest stable version... Doesn't seem to work with Alan Wake at all (Steamed). When I start it, the settings are not applied. Can anyone test this, confirm this, or maybe there's already a solution?
     
    Last edited by a moderator: Dec 1, 2012
  19. zerowalker

    zerowalker Guest

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    Okay, when will the SSAO debuging version come out?
    I thought it was gonna come last weekend?

    Of course i am not Demanding it now, just wondering if i missed something:)

    And with the Dithering, is it possible for it to be added?
    I don´t mean with you or your tool, just if it´s possible, or is it very hard or must be in the engine or something?

    Cause in my eyes, i don´t see how it can´t be added as a post-process, as it can be done through Avisynth etc (if you know what it is).

    But as said, not telling You to do it, just wondering, can it be done?

    Thanks:)
     
  20. kn00tcn

    kn00tcn Ancient Guru

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    show pics of the ugly gradients you see, i think i have an idea of what you see... maybe compressed textures that looks like bad jpg settings?
     
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