AMD Radeon Software Crimson ReLive 17.3.3 Download & Discussion

Discussion in 'Videocards - AMD Radeon Drivers Section' started by Hilbert Hagedoorn, Mar 21, 2017.

  1. PeekBeyond

    PeekBeyond Guest

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    I am playing the trial yes, I did what you said before you even posted but still nothing. Hmmm i was thinking maybe it's because the trial version doesn't support this crossfire. But then again AMD should have stated that it wont work for the trial version..so I don't know what is going on
     
  2. blppt

    blppt Active Member

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    I *think* Bioware is going to release a patch soon that adds that "RenderDevice.AmdCrossfireenable 1" option to the game engine, because as of now, that particular command does not exist in the console command list.

    Odd that AMD would release the drivers before anybody could actually use the CF profile, but I guess something is to be said for them being early rather than months late.

    OTOH, my Nvidia 1080 box has had a SLI profile since launch.
     
  3. PeekBeyond

    PeekBeyond Guest

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    Yeah, I was thinking the same, that Bioware needs to activate that crossfire but I also read about a guy who played Battlefield 1 trial and didn't support crossfire, it worked after he bought the full game and the game did an update..so maybe it's that, when the full game releases there will be an update with it to activate that crossfire. Is the SLI working with Andromeda trial? are you playing the trial?
    I agree, is good for AMD to release early anyway than what they did with witcher 3, releasing after 2 weeks or so....
     
  4. JonasBeckman

    JonasBeckman Ancient Guru

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    You can add commands that are not part of the default console settings, those only include a (very, very.) small list of whitelisted cvars. :)

    If one dumps the text strings of the game you'll find several hundred more cvars. :)

    Small example taking a few of the ones around the Crossfire cvar AMD listed:

    DebugInfoEnable
    WarpDriverEnable
    DebugBreakOnErrorEnable
    DebugInfoOutputEnable
    DebugBreakOnInfoEnable
    DebugBreakOnWarningEnable
    MultiGpuValidationEnable
    DebugBreakIgnoredIDs
    NvApiEnable
    DxDiagDriverDetectionEnable
    AmdRectPrimitiveEnable
    AmdQuadPrimitiveEnable
    AmdCrossfireEnable
    DepthBoundsExtensionEnable
    NvidiaMinDriverVersion
    MinDriverRequired
    AmdMinDriverPackagingVersion
    AmdMinDriverVersion
    PixProfilingEnable
    IntelMinDriverVersion
    DxDisplaySettings
    DxDisplaySettings-Array
    DriverInternalThreadingEnable
    RefDriverEnable
    DrawMemoryGraph
    GetDeviceRemovedReasonEnable
    NvPerfHudEnable
    MemoryPoolsEnable

    Which can either be used via user.cfg but if the cvar needs to be loaded earlier than user.cfg is initialized then a direct command as shown in the 17.3.3 release notes will work. :)
    (Pretty similar to Unreal Engine and Cry Engine I believe.)


    EDIT: And yeah it doesn't list the group they're under so that could be some guesswork.

    They are for the most part grouped in the dumped strings though so if you find one for RenderDevice you can find the others near it, same for Render or WorldRender to name a few. :)


    And for dumping text strings I use this:
    https://technet.microsoft.com/en-us/sysinternals/processexplorer

    Right click on a process, go to strings and just save the results.
    (Some games might load them into memory so you might need to switch from image to memory and then dump that, or just dump both image and memory strings.)



    EDIT:
    DebugInfoEnable
    WarpDriverEnable
    DebugBreakOnErrorEnable
    DebugInfoOutputEnable
    DebugBreakOnInfoEnable
    DebugBreakOnWarningEnable
    MultiGpuValidationEnable
    DebugBreakIgnoredIDs
    NvApiEnable
    DxDiagDriverDetectionEnable
    AmdRectPrimitiveEnable
    AmdQuadPrimitiveEnable
    AmdCrossfireEnable
    DepthBoundsExtensionEnable
    NvidiaMinDriverVersion
    MinDriverRequired
    AmdMinDriverPackagingVersion
    AmdMinDriverVersion
    PixProfilingEnable
    IntelMinDriverVersion
    DxDisplaySettings
    DxDisplaySettings-Array
    DriverInternalThreadingEnable
    RefDriverEnable
    DrawMemoryGraph
    GetDeviceRemovedReasonEnable
    NvPerfHudEnable
    MemoryPoolsEnable
    GBufferPoolEsramBudget
    DepthBufferPoolEsramBudget
    NormalBasisPoolEsramBudget
    OATSPoolEsramBudget
    HDRTarget0EsramBudget
    LinearDepthBufferPoolEsramBudget
    DistortionPoolEsramBudget
    HDRTarget1EsramBudget
    ShadowAccPoolEsramBudget
    ShadowSlicePoolEsramBudget
    HalfDepthBufferPoolEsramBudget
    TracePoolEsramBudget
    HalfResColorPoolEsramBudget
    HalfLinearDepthBufferPoolEsramBudget
    HalfResColor2PoolEsramBudget
    HalfResColor1PoolEsramBudget
    VelocityBufferPoolEsramBudget
    ShadowArrayPoolEsramBudget
    BlurPyramidPoolEsramBudget
    RenderTargetPoolEsramBudget
    BaseDisplaySettings-Array
    SSREsramBudget
    RenderFormat_Unknown
    BaseDisplaySettings
    RenderFormat_R4G4B4A4_UNORM
    RenderFormat_R4G4_UNORM
    RenderFormat_B5G6R5_UNORM
    RenderFormat_R5G6B5_UNORM
    RenderFormat_R8_UNORM
    RenderFormat_R5G5B5A1_UNORM
    RenderFormat_R8_SRGB
    RenderFormat_R8_SNORM
    RenderFormat_R8_SINT
    RenderFormat_R8_UINT
    RenderFormat_R8G8_SNORM
    RenderFormat_R8G8_UNORM
    RenderFormat_R8G8_UINT
    RenderFormat_R8G8_SRGB
    RenderFormat_R8G8B8_UNORM
    RenderFormat_R8G8_SINT
    RenderFormat_R8G8B8A8_UNORM
    RenderFormat_R8G8B8_SRGB
    RenderFormat_R8G8B8A8_SRGB
    RenderFormat_R8G8B8A8_SNORM
    RenderFormat_R8G8B8A8_SINT
    RenderFormat_R8G8B8A8_UINT
    RenderFormat_B8G8R8A8_SRGB
    RenderFormat_B8G8R8A8_UNORM
    RenderFormat_R11G11B10_FLOAT
    RenderFormat_R10G11B11_FLOAT
    RenderFormat_R10G10B10A2_UINT
    RenderFormat_R10G10B10A2_UNORM
    RenderFormat_R16_FLOAT
    RenderFormat_R9G9B9E5_FLOAT
    RenderFormat_R16_SNORM
    RenderFormat_R16_UNORM
    RenderFormat_R16_SINT
    RenderFormat_R16_UINT
    RenderFormat_R16G16_UNORM
    RenderFormat_R16G16_FLOAT
    RenderFormat_R16G16_UINT
    RenderFormat_R16G16_SNORM
    RenderFormat_R16G16B16A16_FLOAT
    RenderFormat_R16G16_SINT
    TimerQueueEnable
    DmaQueueEnable
    FmaskEnable
    AdvancedMsaaEnable
    FramePacingMethod
    OcclusionQueryCopyEnable
    FramePacingSpikeFilterThreshold
    FramePacingDampeningFactor
    TimestampQueriesEnable
    FramePacingHistorySize
    QuadListEnable
    DepthBoundsEnable
    CmdBufferOptimizePipelineSwitch
    RectListEnable
    CmdBufferOptimizeGpuSmallBatch
    CmdBufferOptimizeDescriptorSetSwitch
    RenderAccessOptimalEnable
    CmdBufferOptimizeOneTimeEnable
    VideoSharedAsSystemSharedOnIntegrated
    ForceDriverPreferredMemoryLocations
    MaxFrameDescriptorSetSlotCount
    AsyncResourceManagerEnable
    AppVersion
    AppName
    MantleDisplaySettings-Array
    AmdMinCatalystVersion
    RenderDevice
    MantleDisplaySettings
    CreateMinimalWindow
    NullDriverEnable
    Fullscreen
    FullscreenModeEnable
    FullscreenWidth
    FullscreenHeight
    FullscreenOutputIndex
    PreferredAdapterIndex
    PresentEnable
    PresentInterval
    WindowBordersEnable
    PresentImmediateThreshold
    VSyncEnable
    HdrDisplayEnabled
    GpuTimeoutTime
    RenderAheadLimit
    FrameResourceSegmentSize
    AutomaticComputeSyncEnable
    FrameResourceFreeEnable
    FrameResourceNonSegmentSize
    FrameResourceFreeFactor
    FrameResourceFreeFrameCount
    StereoSplitScreenEnable
    StereoEnable
    StereoDepth
    StereoVrEnable
    StereoSeparationScale
    StereoConvergenceScale
    Framebuffer10BitEnable
    StereoSoldierZoomConvergenceScale
    RenderTargetPoolBytes
    DisplayDynamicRange
    RenderTargetPoolDebug
    RenderTargetPoolEnable
    RenderTargetPoolDebugY
    RenderTargetPoolDebugX
    RenderFormat_ASTC_8x8_UNORM
    RenderFormat_ASTC_8x6_SRGB
    RenderFormat_ASTC_10x5_UNORM
    RenderFormat_ASTC_8x8_SRGB
    RenderFormat_ASTC_10x6_UNORM
    RenderFormat_ASTC_10x5_SRGB
    RenderFormat_ASTC_10x8_UNORM
    RenderFormat_ASTC_10x6_SRGB
    RenderFormat_ASTC_10x10_UNORM
    RenderFormat_ASTC_10x8_SRGB
    RenderFormat_ASTC_12x10_UNORM
    RenderFormat_ASTC_10x10_SRGB
    RenderFormat_ASTC_12x12_UNORM
    RenderFormat_ASTC_12x10_SRGB
    RenderFormat_D24_UNORM_S8_UINT
    RenderFormat_ASTC_12x12_SRGB
    RenderFormat_D32_FLOAT_S8_UINT
    RenderFormat_D24_FLOAT_S8_UINT
    RenderFormat_D24_UNORM
    RenderFormat_D16_UNORM
    RenderFormatCount
    RenderFormat_D32_FLOAT
    RenderFormat
    RenderFormat-Array
    RenderNumericFormat_SRGB
    RenderNumericFormat_FLOAT
    RenderNumericFormat_SNORM
    RenderNumericFormat_UNORM
    RenderNumericFormat_SINT
    RenderNumericFormat_UINT
    RenderNumericFormat
    RenderNumericFormat-Array
    RenderChannelFormat_R4G4B4A4
    RenderChannelFormat_R4G4
    RenderChannelFormat_B5G6R5
    RenderChannelFormat_R5G6B5
    RenderChannelFormat_R8
    RenderChannelFormat_R5G5B5A1
    RenderChannelFormat_R8G8B8
    RenderChannelFormat_R8G8
    RenderChannelFormat_B8G8R8A8
    RenderChannelFormat_R8G8B8A8
    RenderChannelFormat_R11G11B10
    RenderChannelFormat_R10G11B11
    RenderChannelFormat_R9G9B9E5
    RenderChannelFormat_R10G10B10A2
    RenderChannelFormat_R16G16
    RenderChannelFormat_R16
    RenderChannelFormat_R32
    RenderChannelFormat_R16G16B16A16
    RenderChannelFormat_R32G32B32A32
    RenderChannelFormat_R32G32
    RenderChannelFormat_BC1A
    RenderChannelFormat_BC1
    RenderChannelFormat_BC3
    RenderChannelFormat_BC2
    RenderChannelFormat_BC5
    RenderChannelFormat_BC4
    RenderChannelFormat_BC6S
    RenderChannelFormat_BC6U
    RenderChannelFormat_ETC1
    RenderChannelFormat_BC7
    RenderChannelFormat_ETC2RGBA
    RenderChannelFormat_ETC2RGB
    RenderFormat_R16G16B16A16_SNORM
    RenderFormat_R16G16B16A16_UNORM
    RenderFormat_R16G16B16A16_SINT
    RenderFormat_R16G16B16A16_UINT
    RenderFormat_R32_UINT
    RenderFormat_R32_FLOAT
    RenderFormat_R32G32_FLOAT
    RenderFormat_R32_SINT
    RenderFormat_R32G32_SINT
    RenderFormat_R32G32_UINT
    RenderFormat_R32G32B32A32_UINT
    RenderFormat_R32G32B32A32_FLOAT
    RenderFormat_BC1_UNORM
    RenderFormat_R32G32B32A32_SINT
    RenderFormat_BC1A_UNORM
    RenderFormat_BC1_SRGB
    RenderFormat_BC2_UNORM
    RenderFormat_BC1A_SRGB
    RenderFormat_BC3_UNORM
    RenderFormat_BC2_SRGB
    RenderFormat_BC4_UNORM
    RenderFormat_BC3_SRGB
    RenderFormat_BC6U_FLOAT
    RenderFormat_BC5_UNORM
    RenderFormat_BC7_UNORM
    RenderFormat_BC6S_FLOAT
    RenderFormat_ETC1_UNORM
    RenderFormat_BC7_SRGB
    RenderFormat_ETC2RGB_UNORM
    RenderFormat_ETC1_SRGB
    RenderFormat_ETC2RGBA_UNORM
    RenderFormat_ETC2RGB_SRGB
    RenderFormat_ETC2RGBA1_UNORM
    RenderFormat_ETC2RGBA_SRGB
    RenderFormat_EAC_R11_UNORM
    RenderFormat_ETC2RGBA1_SRGB
    RenderFormat_EAC_RG11_UNORM
    RenderFormat_EAC_R11_SNORM
    RenderFormat_PVRTC1_4BPP_RGBA_UNORM
    RenderFormat_EAC_RG11_SNORM
    RenderFormat_PVRTC1_4BPP_RGB_UNORM
    RenderFormat_PVRTC1_4BPP_RGBA_SRGB
    RenderFormat_PVRTC1_2BPP_RGBA_UNORM
    RenderFormat_PVRTC1_4BPP_RGB_SRGB
    RenderFormat_PVRTC1_2BPP_RGB_UNORM
    RenderFormat_PVRTC1_2BPP_RGBA_SRGB
    RenderFormat_PVRTC2_4BPP_UNORM
    RenderFormat_PVRTC1_2BPP_RGB_SRGB
    RenderFormat_PVRTC2_2BPP_UNORM
    RenderFormat_PVRTC2_4BPP_SRGB
    RenderFormat_ASTC_4x4_UNORM
    RenderFormat_PVRTC2_2BPP_SRGB
    RenderFormat_ASTC_5x4_UNORM
    RenderFormat_ASTC_4x4_SRGB
    RenderFormat_ASTC_5x5_UNORM
    RenderFormat_ASTC_5x4_SRGB
    RenderFormat_ASTC_6x5_UNORM
    RenderFormat_ASTC_5x5_SRGB
    RenderFormat_ASTC_6x6_UNORM
    RenderFormat_ASTC_6x5_SRGB
    RenderFormat_ASTC_8x5_UNORM
    RenderFormat_ASTC_6x6_SRGB
    RenderFormat_ASTC_8x6_UNORM
    RenderFormat_ASTC_8x5_SRGB
    RenderBlendMode_Constant
    RenderBlendMode_SourceAlphaSaturate
    RenderBlendMode_Source1Color
    RenderBlendMode_InvConstant
    RenderBlendMode_Source1Alpha
    RenderBlendMode_InvSource1Color
    RenderBlendModeCount
    RenderBlendMode_InvSource1Alpha
    RenderBlendMode
    RenderBlendMode-Array
    RenderBlendOp_Subtract
    RenderBlendOp_Add
    RenderBlendOp_Min
    RenderBlendOp_RevSubtract
    RenderBlendOpCount
    RenderBlendOp_Max
    RenderBlendOp
    RenderBlendOp-Array
    RenderWriteMask_Green
    RenderWriteMask_Red
    RenderWriteMask_Alpha
    RenderWriteMask_Blue
    RenderWriteMask_Color
    RenderWriteMask_None
    RenderWriteMask-Array
    WriteMask_All
    RenderClearMask_Color0
    RenderWriteMask
    RenderClearMask_Color2
    RenderClearMask_Color1
    RenderClearMask_Color4
    RenderClearMask_Color3
    RenderClearMask_Color6
    RenderClearMask_Color5
    RenderClearMask_Depth
    RenderClearMask_Color7
    RenderClearMask_Color
    RenderClearMask_Stencil
    RenderClearMask_None
    RenderClearMask_All
    RenderClearMask
    RenderClearMask-Array
    RenderDepthMode_ReadOnly
    RenderDepthMode_Disabled
    RenderDepthMode_WriteOnly
    RenderDepthMode_ReadAndWrite
    RenderDepthMode_WriteOnlyAlways
    RenderDepthMode_ReadOnlyInverted
    RenderDepthMode
    RenderDepthMode-Array
    RenderFillMode_Wireframe
    RenderFillMode_Solid
    RenderFillMode
    RenderFillMode-Array
    DepthStencilCompareFunc_Less
    DepthStencilCompareFunc_Never
    DepthStencilCompareFunc_LessEqual
    DepthStencilCompareFunc_Equal
    DepthStencilCompareFunc_NotEqual
    DepthStencilCompareFunc_Greater
    DepthStencilCompareFunc_Always
    DepthStencilCompareFunc_GreaterEqual
    DepthStencilCompareFunc
    DepthStencilCompareFunc-Array
    RenderChannelFormat_EAC_R11
    RenderChannelFormat_ETC2RGBA1
    RenderChannelFormat_PVRTC1_4BPP_RGBA
    RenderChannelFormat_EAC_RG11
    RenderChannelFormat_PVRTC1_2BPP_RGBA
    RenderChannelFormat_PVRTC1_4BPP_RGB
    RenderChannelFormat_PVRTC2_4BPP
    RenderChannelFormat_PVRTC1_2BPP_RGB
    RenderChannelFormat_ASTC_4x4
    RenderChannelFormat_PVRTC2_2BPP
    RenderChannelFormat_ASTC_5x5
    RenderChannelFormat_ASTC_5x4
    RenderChannelFormat_ASTC_6x6
    RenderChannelFormat_ASTC_6x5
    RenderChannelFormat_ASTC_8x6
    RenderChannelFormat_ASTC_8x5
    RenderChannelFormat_ASTC_10x5
    RenderChannelFormat_ASTC_8x8
    RenderChannelFormat_ASTC_10x8
    RenderChannelFormat_ASTC_10x6
    RenderChannelFormat_ASTC_12x10
    RenderChannelFormat_ASTC_10x10
    RenderChannelFormat_D24S8
    RenderChannelFormat_ASTC_12x12
    RenderChannelFormat_D16
    RenderChannelFormat_D32S8
    RenderChannelFormat_D32
    RenderChannelFormat_D24
    RenderChannelFormat-Array
    RenderChannelFormatCount
    RenderBorderColor_BlackA0
    RenderChannelFormat
    RenderBorderColor_WhiteA1
    RenderBorderColor_BlackA1
    RenderBorderColor_RedA1
    RenderBorderColor_RedA0
    RenderBorderColor-Array
    RenderBorderColorCount
    PrimitiveType_PointList
    RenderBorderColor
    PrimitiveType_LineStrip
    PrimitiveType_LineList
    PrimitiveType_TriangleStrip
    PrimitiveType_TriangleList
    PrimitiveType_RectList
    PrimitiveType_QuadList
    PrimitiveTypeCount
    PrimitiveType_TrianglePatch
    RenderCullMode_None
    PrimitiveType-Array
    RenderCullMode_Back
    RenderCullMode_Front
    RenderCullMode
    RenderCullMode-Array
    RenderBlendMode_One
    RenderBlendMode_Zero
    RenderBlendMode_InvSourceColor
    RenderBlendMode_SourceColor
    RenderBlendMode_InvSourceAlpha
    RenderBlendMode_SourceAlpha
    RenderBlendMode_InvDestColor
    RenderBlendMode_DestColor
    RenderBlendMode_InvDestAlpha
    RenderBlendMode_DestAlpha
    ForceMipmap
    MipmapsEnable
    MaxMipmapCount
    MinMipmapCount
    MaxTextureSizeKb
    MipmapBias
    FadeMipmapTime
    FadeMipmapsEnable
    ForceNonStreamableTextureInStreamablePool
    MinTextureSize
    PoolSize
    OverridePoolSize
    PoolMaxAllocCount
    PoolHeadroomSize
    OnDemandMaxAllocCount
    OnDemandPoolSize
    DefragEnable
    PoolEnable
    DefragFrameTransferLimit
    DefragTransfersEnable
    DefragJobCount
    DefragFrameSearchLimit
    MaxPendingUnloadCount
    MaxPendingLoadCount
    MaxFrameTextureCreateCount
    MaxFrameTextureCreateSize
    DrawStatsOffsetX
    PriorityThreshold
    DrawTextureGroupStatsEnable
    DrawStatsOffsetY
    DrawLoadingListEnable
    DrawTextureFormatStatsEnable
    ListViewPageIndex
    DrawPriorityListEnable
    DumpLoadedListFileName
    DumpLoadedList
    TextureStreamingSettings-Array
    DumpPoolAllocations
    SkipMipmapCount
    TextureStreamingSettings
    RenderTexturesEnabled
    LoadingEnabled
    TextureSettings-Array
    StreamableMipmapsEnable
    EmitterBaseWidth
    TextureSettings
    EmitterBaseMipmapCount
    EmitterBaseHeight
    EmitterNormalWidth
    EmitterBaseSkipmipsCount
    EmitterNormalMipmapCount
    EmitterNormalHeight
    EmitterBasePixelBorder
    EmitterNormalSkipmipsCount
    DynamicTextureAtlasSettings
    DynamicTextureAtlasSettings-Array
    IesTextureArraySize
    IesTextureSize
    DynamicTextureArraySettings
    DynamicTextureArraySettings-Array
    ShaderProgram_DebugRender_Color2d
    ShaderProgram_DebugRender_Font2d
    ShaderProgram_DebugRender_Lit3d
    ShaderProgram_DebugRender_Color3d
    StencilOperation_Zero
    StencilOperation_Keep
    StencilOperation_IncrementSaturate
    StencilOperation_Replace
    StencilOperation_Invert
    StencilOperation_DecrementSaturate
    StencilOperation_DecrementWrap
    StencilOperation_IncrementWrap
    StencilOperation
    StencilOperation-Array
    ShaderStageType_Pixel
    ShaderStageType_Vertex
    ShaderStageType_Domain
    ShaderStageType_Hull
    ShaderStageType_Compute
    ShaderStageType_Geometry
    ShaderStageType-Array
    ShaderStageTypeCount
    StateObjectShaderStageType_Pixel
    ShaderStageType
    StateObjectShaderStageType_Geometry
    StateObjectShaderStageType_Vertex
    StateObjectShaderStageType_Hull
    StateObjectShaderStageType_Export
    StateObjectShaderStageTypeCount
    StateObjectShaderStageType_Load
    StateObjectShaderStageType
    StateObjectShaderStageType-Array
    ShaderRenderPath_Dx10Plus
    ShaderRenderPath_Dx10
    ShaderRenderPath_Dx11
    ShaderRenderPath_Dx10_1
    ShaderRenderPath_Dx12
    ShaderRenderPath_Dx11_1
    ShaderRenderPath_Gen4a
    ShaderRenderPath_GLSL_410
    ShaderRenderPath_Gen4b
    ShaderRenderPath_Gen4aDx12
    ShaderRenderPath_GLSL_ES_300
    ShaderRenderPath_GLSL_ES_100
    ShaderRenderPath_BLSL_1_0
    ShaderRenderPath_GLSL_ES_310
    ShaderRenderPath-Array
    ShaderRenderPathCount
    DisplayDynamicRange_SDR
    ShaderRenderPath
    DisplayDynamicRange_DolbyVision
    DisplayDynamicRange_DolbyMaui
    DisplayDynamicRange_HDR10
    DisplayDynamicRange_LiveGrading
    DisplayDynamicRange_Auto
    DisplayDynamicRange_HDR10_Float
    TextureStreaming-%s.xml
    DisplayDynamicRange-Array
    InstantUnloadingEnable
    ChunkLoadEnable
    ForceWantedEnable
    OnlyWantedInPool
    UploadMipmapsEnable
    LoadMipmapsEnable
    TextureUpdateEnable
    UnloadInPlaceEnable
    MipQualityLevel
    ImmutableUsageEnable
    ShaderProgram_Color
    ShaderProgram_TexCubeAlphaOverlayLerp
    ShaderProgram_Tonemap
    ShaderProgram_ConvertHdrToPq
    ShaderProgram_Dof
    ShaderProgram_ColorGrade
    ShaderProgram_UnprojectDepthBufferHalf
    ShaderProgram_UnprojectDepthBuffer
    ShaderProgram_SingleDepthSampleMsaa
    ShaderProgram_UnprojectDepthBufferMsaa
    ShaderProgram_TexYCrCb
    ShaderProgram_MaxDepthSampleMsaa
    ShaderProgram_CombineTextures3
    ShaderProgram_CombineTextures2
    ShaderProgram_CombineTextures5
    ShaderProgram_CombineTextures4
    ShaderProgram_CombineTextures2Bilinear
    ShaderProgram_CombineTextures6
    ShaderProgram_CombineTextures4Bilinear
    ShaderProgram_CombineTextures3Bilinear
    ShaderProgram_CombineTextures6Bilinear
    ShaderProgram_CombineTextures5Bilinear
    ShaderProgram_CombineOpaqueAndTransCube
    ShaderProgram_CombineOpaqueAndTrans2d
    ShaderProgram_CombineOpaqueAndTransCubeSpecial
    ShaderProgram_CombineOpaqueAndTrans2dSpecial
    ShaderProgram_RadialBlur
    ShaderProgram_LerpCubesAndScale
    ShaderProgram_ChromaticAberrationWithRadialBlend
    ShaderProgram_PoissonRadialBlur
    ShaderProgram_ColorTint
    ShaderProgram_FLIR
    ShaderProgram_WriteHalfResZ
    ShaderProgram_WriteZ
    ShaderProgram_WriteHalfResZAverage
    ShaderProgram_WriteHalfResZFat
    ShaderProgram_ResolveGeometry
    ShaderProgram_WriteHalfResZDither
    ShaderProgram_ResolveCheckerboard
    ShaderProgram_ResolveEqaaDepth
    ShaderProgram_CopyExpandedHTile
    ShaderProgram_CopyCompressedEqaaDepth
    ShaderProgram_HierarchicalZCs
    ShaderProgram_HierarchicalZ
    ShaderProgram_ScreenSpaceRaytraceEliminateCs
    ShaderProgram_ScreenSpaceRaytraceConvolveCs
    ShaderProgram_ScreenSpaceRaytraceDispatchArgs1Cs
    ShaderProgram_ScreenSpaceRaytraceImportonsCs
    ShaderProgram_ScreenSpaceRaytraceRayClearCs
    ShaderProgram_ScreenSpaceRaytraceRayallocCs
    ShaderProgram_ScreenSpaceRaytraceReflectionCs
    ShaderProgram_ScreenSpaceRaytraceDispatchArgs2Cs
    ShaderProgram_ScreenSpaceRaytraceFilterCs
    ShaderProgram_ScreenSpaceRaytraceResolveCs
    ShaderProgram_ScreenSpaceRaytraceDebugCs
    ShaderProgram_ScreenSpaceRaytraceUpsampleCs
    ShaderProgram_ParticleVertexShadowsClearCs
    ShaderProgram_LinearZ
    ShaderProgram_ParticleVertexShadowsAccumCs
    ShaderProgram_ParticleVertexShadowsCs
    ShaderProgram_HalfResUpsampleCS
    ShaderProgram_SpotLightRadiosityVisibility
    ShaderProgram_HalfResUpsampleBilateralTiled
    ShaderProgram_HalfResUpsampleBilateral
    ShaderProgram_DebugRender_LinearDepth
    ShaderProgram_DebugRender_LitGrid3d
    ShaderProgram_SimpleWhite
    ShaderProgram_DebugRender_BentCones
    ShaderProgram_RenderTestAppendBuffers
    ShaderProgram_RenderTest
    ShaderProgram_StencilTest
    ShaderProgram_RenderTestAppendBuffersDraw
    ShaderProgram_ClothWrapCS
    ShaderProgram_ComputeClothPointsTransformsCS
    ShaderProgram_HairInitDynBuffersCS
    ShaderProgram_HairSimulationCS
    ShaderProgram_HairTessellatorCS
    ShaderProgram_HairLengthConstrainCS
    ShaderProgram_HairCoverageX
    ShaderProgram_HairTangentShift
    ShaderProgram_HairVelocity
    ShaderProgram_HairCoverageY
    ShaderProgram_HairCoverageBlur
    ShaderProgram_HairOcclusion
    ShaderProgram_DownsampleQuarterWithZ
    ShaderProgram_HairSDFDebug
    ShaderProgram_DownsampleQuarterZ
    ShaderProgram_DownsampleQuarter
    ShaderProgram_DownsampleHalfGrayscaleLog
    ShaderProgram_DownsampleHalf
    ShaderProgram_DownsampleCubeHalfPoisson13Clamped
    ShaderProgram_DownsampleCubeHalfPoisson13
    ShaderProgram_SeperableFilter
    ShaderProgram_DownsampleCubeAverageEdges
    ShaderProgram_GaussianBlurRgb15VCube
    ShaderProgram_GaussianBlurRgb15HCube
    ShaderProgram_FastGaussian9V
    ShaderProgram_FastGaussian9H
    ShaderProgram_GreyscaleGaussian9V
    ShaderProgram_GreyscaleGaussian9H
    ShaderProgram_CosineBlurRgbVCube
    ShaderProgram_CosineBlurRgbHCube
    ShaderProgram_GaussianBlurRgba15VCube
    ShaderProgram_GaussianBlurRgba15HCube
    ShaderProgram_CosineBlurRgbaVCube
    ShaderProgram_CosineBlurRgbaHCube
    ShaderProgram_Tex2d
    ShaderProgram_Tex1d
    ShaderProgram_Tex2dSaturateAlpha
    ShaderProgram_Tex2dConstantAlpha
    ShaderProgram_Tex2dAlphaOverlayAdd
    ShaderProgram_Tex2dAlpha
    ShaderProgram_Tex2dPow
    ShaderProgram_Tex2dAlphaOverlayLerp
    ShaderProgram_Tex2dMrt2
    ShaderProgram_Tex2dPowAlpha
    ShaderProgram_Tex2dMrt4
    ShaderProgram_Tex2dMrt3
    ShaderProgram_Tex2dDouble
    ShaderProgram_Tex2dGrayscaleLog
    ShaderProgram_Tex2dArray
    ShaderProgram_Tex3d
    ShaderProgram_TexCube
    ShaderProgram_Tex2dArrayAlpha
    ShaderProgram_TexCubeArrayAlpha
    ShaderProgram_TexCubeArray
    ShaderProgram_TexCubeAlphaOverlayAdd
    ShaderProgram_TexCubeAlpha
    ShaderProgram_DeferredTiledLightingCS_ClearTile
    ShaderProgram_DeferredTiledLightingPS
    ShaderProgram_DeferredPointLight
    ShaderProgram_DeferredLightTileCombine
    ShaderProgram_DeferredPointLightZ
    ShaderProgram_DeferredPointLightTile
    ShaderProgram_DeferredLineLightTile
    ShaderProgram_DeferredLineLight
    ShaderProgram_DeferredSpotLightZ
    ShaderProgram_DeferredSpotLight
    ShaderProgram_DeferredConeLightTile
    ShaderProgram_DeferredConeLight
    ShaderProgram_DeferredIndirectCubeMap
    ShaderProgram_DeferredOutdoorLightTile
    ShaderProgram_SimpleGeometryZ
    ShaderProgram_DeferredShadow
    ShaderProgram_ProceduralSky
    ShaderProgram_HdriSky
    ShaderProgram_SkyPhysicalSunDisk
    ShaderProgram_SkyPhysical
    ShaderProgram_SkyPhysicalPrecomputeAPCS
    ShaderProgram_SkyPhysicalPrecomputeScatteringCS
    ShaderProgram_ForwardScattering2d
    ShaderProgram_SkyPhysicalGetHorizonColor
    ShaderProgram_Ui_Textured
    ShaderProgram_Ui_TexturedNoPremult
    ShaderProgram_Ui_Textured3
    ShaderProgram_Ui_Textured2
    ShaderProgram_Ui_MaskedMonoTextured
    ShaderProgram_Ui_TexturedBGRA
    ShaderProgram_Ui_AntialiasedCircle
    ShaderProgram_Ui_TexturedColorized
    ShaderProgram_Ui_TexturedDistanceField
    ShaderProgram_Ui_AntialiasedLine
    ShaderProgram_Ui_SolidTexturedClip
    ShaderProgram_Ui_TexturedDistanceFieldClip
    ShaderProgram_Ui_TexYCrCbAlpha
    ShaderProgram_Ui_TexYCrCb
    ShaderProgram_Ui_Solid
    ShaderProgram_Ui_Textured2GlobalColor
    ShaderProgram_Ui_Minimap
    ShaderProgram_Ui_Blur
    ShaderProgram_TextureCompress_VSPS_BC1
    ShaderProgram_Ui_MinimapIcon
    ShaderProgram_TextureCompress_VSPS_BC2
    ShaderProgram_TextureCompress_VSPS_BC1_sRGB
    ShaderProgram_TextureCompress_VSPS_BC3
    ShaderProgram_TextureCompress_VSPS_BC2_sRGB
    ShaderProgram_TextureCompress_VSPS_BC4
    ShaderProgram_TextureCompress_VSPS_BC3_sRGB
    ShaderProgram_TextureCompress_VSPS_BC6U
    ShaderProgram_TextureCompress_VSPS_BC5
    ShaderProgram_TextureCompress_CS_BC1
    ShaderProgram_TextureCompress_VSPS_BC6S
    ShaderProgram_TextureCompress_CS_BC2
    ShaderProgram_TextureCompress_CS_BC1_sRGB
    ShaderProgram_TextureCompress_CS_BC3
    ShaderProgram_TextureCompress_CS_BC2_sRGB
    ShaderProgram_TextureCompress_CS_BC4
    ShaderProgram_TextureCompress_CS_BC3_sRGB
    ShaderProgram_TextureCompress_CS_BC6U
    ShaderProgram_TextureCompress_CS_BC5
    ShaderProgram_TerrainEncodeSurface_A
    ShaderProgram_TextureCompress_CS_BC6S
    ShaderProgram_HalfResCategorize
    ShaderProgram_HalfResUpsampleBilinearTiled
    ShaderProgram_DigitalDistortion
    ShaderProgram_HalfResCategorizeDownsample
    ShaderProgram_TiledMotionBlur
    ShaderProgram_MotionBlur
    ShaderProgram_MotionBlurPack
    ShaderProgram_CalcVelocityFromZBufferFastStable
    ShaderProgram_FXAA
    ShaderProgram_CalcTileVelocity
    ShaderProgram_FXAAComputePass2
    ShaderProgram_FXAAComputePass1
    ShaderProgram_SMAAEdgeDetection
    ShaderProgram_FXAAComputeWorkQueue
    ShaderProgram_SMAANeighborhoodBlending
    ShaderProgram_SMAABlendingWeights
    ShaderProgram_TemporalAAResolve
    ShaderProgram_SMAATemporalReprojection
    ShaderProgram_RenderScaleResampleLanczos
    ShaderProgram_RenderScaleResample
    ShaderProgram_RenderScaleResampleLanczosVertical
    ShaderProgram_RenderScaleResampleLanczosHorizontal
    ShaderProgram_RenderScaleResampleBicubicSharpHorizontal
    ShaderProgram_RenderScaleResampleBicubicSharp
    ShaderProgram_GenerateDolbyVisionMetadata
    ShaderProgram_RenderScaleResampleBicubicSharpVertical
    ShaderProgram_MergeRenderPlanes
    ShaderProgram_DolbyVisionDebugOverlay
    ShaderProgram_GenerateResampleWeightsCs
    ShaderProgram_MergeRenderPlanesCs
    ShaderProgram_GenerateMergePlanesCmask
    ShaderProgram_GenerateMergePlanesLut
    ShaderProgram_FinalIronsightsDofWithCircle
    ShaderProgram_FinalIronsightsDof
    ShaderProgram_DynamicAO_Decompose
    ShaderProgram_CopyWithCoC
    ShaderProgram_DynamicAO_BlurCS
    ShaderProgram_DynamicAO_Filter
    ShaderProgram_EdgeDetectBlur
    ShaderProgram_AdvancedAO
    ShaderProgram_FilmicEffectsStage1
    ShaderProgram_EdgeBufferTexture
    ShaderProgram_FilmicEffectsStage3
    ShaderProgram_FilmicEffectsStage2
    ShaderProgram_SSAO_DilateDraw
    ShaderProgram_SSAO
    ShaderProgram_LightTileDownsampleHalfStage2
    ShaderProgram_LightTileDownsampleHalf
    ShaderProgram_TiledLightVisibility_Point
    ShaderProgram_LightTileDownsampleHalfStage3
    ShaderProgram_TiledLightVisibility_Line
    ShaderProgram_TiledLightVisibility_Spot
    ShaderProgram_DeferredGBufferSimpleFixupFatPack
    ShaderProgram_TiledLightVisibility_CalcTileFrustaData
    ShaderProgram_ColorCubeInterpolate
    ShaderProgram_ColorCubeInterpolateCS
    ShaderProgram_TileAttributeRangesCS
    ShaderProgram_ColorCubeInterpolateDebug
    ShaderProgram_DeferredLightTileDebug
    ShaderProgram_DepthMinMaxHTileCS
    ShaderProgram_DeferredLightTile_Cull_BuildAppendBuffersCS
    ShaderProgram_DeferredLightTile_CullCS
    ShaderProgram_DeferredTiledLightingCS
    ShaderProgram_DeferredLightTile_Cull_BuildIndirectHdrClearBuffersCS
    ShaderProgram_PBRConvolveSpecularCubeMap
    ShaderProgram_PBRConvolveDiffuseCubeMap
    ShaderProgram_PBRConvertLatLongToCube
    ShaderProgram_PBRConvolveSpecularCubeMapCompute
    ShaderProgram_PBRRotateLatLong
    ShaderProgram_PBRConvertCubeToLatLong
    ShaderProgram_PBRStaticIBLPostProcess
    ShaderProgram_PBRComputePreIntegratedFG
    ShaderProgram_ConvolvePlanar
    ShaderProgram_PBRStaticIBLPass
    ShaderProgram_GpuHistogramCS
    ShaderProgram_MsaaResolve
    ShaderProgram_DebugShadow
    ShaderProgram_GpuHistogramRender
    ShaderProgram_DebugColorGraph
    ShaderProgram_DebugViewMode
    ShaderProgram_VolumetricVoxeliseParticlesCS
    ShaderProgram_VolumetricClearCS
    ShaderProgram_VolumetricDataDebug
    ShaderProgram_VolumetricGenerateDensityVolumeCS
    ShaderProgram_VolumetricShadowCS
    ShaderProgram_VolumetricLightVoxelCS
    ShaderProgram_GenerateScatteringTransmittanceCameraVolumeCS
    ShaderProgram_GenerateParticipatingMediaPropertiesCameraVolumeCS
    ShaderProgram_LensFlareOcclusion
    ShaderProgram_AccumScatteringTransmittanceCameraVolumeCS
    ShaderProgram_GaussianPyramidCs
    ShaderProgram_LensFlarePostOcclusion
    ShaderProgram_DrawStorageAggregate
    ShaderProgram_GaussianPyramidTwoPassCs
    ShaderProgram_DrawProcessorSetup
    ShaderProgram_DrawProcessorDepth
    ShaderProgram_DrawProcessorCompact
    ShaderProgram_DrawProcessorCull
    ShaderProgram_Invalid
    ShaderProgram_DebugVertexBufferFloat4
    GenerateMipmapsFilter_BoxRgbSharpenAlpha
    GenerateMipmapsFilter_Box
    GenerateMipmapsFilter_AlphaWeightedBox
    GenerateMipmapsFilter_BoxRgbKeepAlphaTestCoverage
    GenerateMipmapsFilterType
    GenerateMipmapsFilterType-Array
    TextureAsset-Array
    GenerateMipmapsFilter
    TextureArrayAsset-Array
    TextureAsset
    AnimationColumnCount
    TextureArrayAsset
    AtlasTextureAsset
    AtlasTextureAsset-Array
    GradingLutAsset
    GradingLutAsset-Array
    RenderTextureAsset
    RenderTextureAsset-Array
    ShaderTextureDecompression_NormalAG
    ShaderTextureDecompression_None
    ShaderTextureDecompression_NormalRGA
    ShaderTextureDecompression_NormalRG
    ShaderTextureDecompression-Array
    ShaderTextureDecompression_NormalRGorAG
    RenderTargetTextureUsage_Default
    ShaderTextureDecompression
    RenderTargetTextureUsage_SpaceTier2
    RenderTargetTextureUsage_SpaceTier1
    ShaderProgram_TerrainPatchVertexYFetch
    ShaderProgram_TerrainEncodeSurface_B
    ShaderProgram_TexYCrCbA
    ShaderProgram_TerrainMeshScatteringYFetch
    ShaderProgram_Distort
    ShaderProgram_RgbSeparation
    ShaderProgram_SpriteDofGatherSimple
    ShaderProgram_SpriteDofComputeCoC
    ShaderProgram_SpriteDofSplat
    ShaderProgram_SpriteDofDetect
    ShaderProgram_SpriteDofCombine
    ShaderProgram_SpriteDofDebug
    ShaderProgram_SpriteDofSortForegroungBokehs
    ShaderProgram_SpriteDofComputeEnergy
    ShaderProgram_TransparentDofBlitDepth
    ShaderProgram_SpriteDofCopyCount
    ShaderProgram_ClearCs
    ShaderProgram_Clear
    ShaderProgram_CopyBufferCs
    ShaderProgram_FastClearCs
    ShaderProgram_CopyTexture2dCs
    ShaderProgram_CopyTexture1dCs
    ShaderProgram_CopyRawTexture1dCs
    ShaderProgram_CopyTexture3dCs
    ShaderProgram_CopyRawTexture3dCs
    ShaderProgram_CopyRawTexture2dCs
    ShaderProgram_DecalCopyBufferCs
    ShaderProgram_CopyScalingTexture2dCs
    ShaderProgram_NormalBasisCopyCs
    ShaderProgram_NormalBasisCopy
    ShaderProgram_CmaskDecodeCs
    ShaderProgram_NormalBasisDecode
    ShaderProgram_SubSurfaceScatteringGenerateClearTilesCS
    ShaderProgram_SubSurfaceScatteringGenerateTilesCS
    ShaderProgram_SubSurfaceScatteringTiledBlur
    ShaderProgram_SubSurfaceScatteringBlur
    ShaderProgram_SubSurfaceScatteringLightMerge
    ShaderProgram_SubSurfaceScatteringTiledBlurCS
    ShaderProgram_FFTBloomFilter
    ShaderProgram_SubSurfaceScatteringTileClear
    ShaderProgram_FFTScatter
    ShaderProgram_FFTFilterKernel
    ShaderProgram_FFTMultiplyComplex
    ShaderProgram_FFTGather
    ShaderProgram_FFTTransformStepRad4
    ShaderProgram_FFTTransformStepRad2
    ShaderProgram_FFTVerticalFwdSplit
    ShaderProgram_FFTHorizFwdSplit
    ShaderProgram_Ui_DetailTexturedMinimap
    ShaderProgram_FFTVerticalInvSplit
    ShaderProgram_ScreenSpaceLensFlare
    ShaderProgram_KinectCameraTrackingView
    ShaderProgram_HmdDistortionOculus
    ShaderProgram_HmdReprojectLatency
    ShaderProgram_CopyRToA
    ShaderProgram_HmdDistortionMorpheus
    ShaderProgram_Celestial
    ShaderProgram_RemoveNanInfValues
    ShaderProgram_NormalMsaa
    ShaderProgram_CelestialMulti
    ShaderProgram_CopyAFromRGB
    ShaderProgram_CopyA
    ShaderProgram_ConvolveCubeMap
    ShaderProgram_SplatDepthBuffer
    VertexElementFormat_Comp3_11_11_10
    VertexElementFormat_UComp3N_10_10_10
    VertexElementFormat_UComp3_11_11_10
    VertexElementFormat_Comp3N_11_11_10
    VertexElementFormat_Comp4_10_10_10_2
    VertexElementFormat_UComp3N_11_11_10
    VertexElementFormat_UComp4_10_10_10_2
    VertexElementFormat_Comp4N_10_10_10_2
    VertexElementFormat-Array
    VertexElementFormat_UComp4N_10_10_10_2
    VertexElementUsage_Unknown
    VertexElementFormat
    VertexElementUsage_BoneIndices
    VertexElementUsage_Pos
    VertexElementUsage_BoneWeights
    VertexElementUsage_BoneIndices2
    VertexElementUsage_Normal
    VertexElementUsage_BoneWeights2
    VertexElementUsage_Binormal
    VertexElementUsage_Tangent
    VertexElementUsage_WorldTrans1
    VertexElementUsage_BinormalSign
    VertexElementUsage_WorldTrans3
    VertexElementUsage_WorldTrans2
    VertexElementUsage_InstanceUserData0
    VertexElementUsage_InstanceId
    VertexElementUsage_InstanceUserData1
    VertexElementUsage_PrevInstanceUserData0
    VertexElementUsage_PrevWorldTrans2
    VertexElementUsage_PrevWorldTrans1
    VertexElementUsage_XenonIndex
    VertexElementUsage_PrevWorldTrans3
    VertexElementUsage_XenonQuadID
    VertexElementUsage_XenonBarycentric
    VertexElementUsage_ViewIndex
    VertexElementUsage_Index
    VertexElementUsage_Color1
    VertexElementUsage_Color0
    VertexElementUsage_TexCoord1
    VertexElementUsage_TexCoord0
    VertexElementUsage_TexCoord3
    VertexElementUsage_TexCoord2
    VertexElementUsage_TexCoord5
    VertexElementUsage_TexCoord4
    VertexElementUsage_TexCoord7
    VertexElementUsage_TexCoord6
    VertexElementUsage_RadiosityTexCoord
    VertexElementUsage_DisplacementMapTexCoord
    VertexElementUsage_SpriteSize
    VertexElementUsage_VisInfo
    VertexElementUsage_PackedTexCoord1
    VertexElementUsage_PackedTexCoord0
    VertexElementUsage_PackedTexCoord3
    VertexElementUsage_PackedTexCoord2
    VertexElementUsage_ClipDistance1
    VertexElementUsage_ClipDistance0
    VertexElementUsage_TangentSpace
    VertexElementUsage_SubMaterialIndex
    VertexElementUsage_PosAndScale
    VertexElementUsage_BranchInfo
    VertexElementUsage_SpriteSizeAndUv
    VertexElementUsage_Rotation
    VertexElementUsage_SpawnTime
    VertexElementUsage_FadePos
    RenderTargetTextureUsage
    RenderTargetTextureUsage-Array
    TextureAtlasAsset
    TextureAtlasAsset-Array
    TextureType_1dArray
    TextureType_1d
    TextureType_2dArray
    TextureType_2d
    TextureType_3d
    TextureType_Cube
    TextureTypeCount
    TextureType_CubeArray
    TextureType
    TextureType-Array
    TfPoint
    TfNone
    TfAnisotropic
    TfLinear
    TextureFilter-Array
    TfDefault
    VertexElementFormat_None
    TextureFilter
    VertexElementFormat_Float2
    VertexElementFormat_Float
    VertexElementFormat_Float4
    VertexElementFormat_Float3
    VertexElementFormat_Half2
    VertexElementFormat_Half
    VertexElementFormat_Half4
    VertexElementFormat_Half3
    VertexElementFormat_Byte4
    VertexElementFormat_UByteN
    VertexElementFormat_UByte4
    VertexElementFormat_Byte4N
    VertexElementFormat_Short
    VertexElementFormat_UByte4N
    VertexElementFormat_Short3
    VertexElementFormat_Short2
    VertexElementFormat_ShortN
    VertexElementFormat_Short4
    VertexElementFormat_Short3N
    VertexElementFormat_Short2N
    VertexElementFormat_UShort2
    VertexElementFormat_Short4N
    VertexElementFormat_UShort2N
    VertexElementFormat_UShort4
    VertexElementFormat_Int
    VertexElementFormat_UShort4N
    VertexElementFormat_Int3
    VertexElementFormat_Int2
    VertexElementFormat_IntN
    VertexElementFormat_Int4
    VertexElementFormat_Int4N
    VertexElementFormat_Int2N
    VertexElementFormat_UInt2
    VertexElementFormat_UInt
    VertexElementFormat_UInt4
    VertexElementFormat_UInt3
    VertexElementFormat_UInt2N
    VertexElementFormat_UIntN
    VertexElementFormat_Comp3_10_10_10
    VertexElementFormat_UInt4N
    VertexElementFormat_UComp3_10_10_10
    VertexElementFormat_Comp3N_10_10_10
    SupportedLightMapModes_RgbDirection
    SupportedLightMapModes_SingleDirection
    SupportedLightMapModes-Array
    SupportedLightMapModes_SingleAndRgb
    EnlightenLightProbeMode_ShL1
    SupportedLightMapModes
    EnlightenLightProbeMode_ShL2
    EnlightenLightProbeMode_DoubleShL1
    EnlightenLightProbeMode
    EnlightenLightProbeMode-Array
    LoadDebugData
    DynamicEnable
    DynamicGen4bEnable
    DynamicGen4aEnable
    DynamicAndroidEnable
    DynamicWin32Enable
    DynamicOSXEnable
    DynamiciOSEnable
    DebugBackFaceTexture
    DebugChartTexture
    OutputFormat
    SkyVisibilityTexture
    DistantLightprobePosition
    DirectionalIrradianceRgbEnable
    SystemGridSize
    GridBasedSystemGeneration
    MaxSystemLightmapSize
    SystemLightmapSize
    SystemInfluenceRadius
    MaxLightmapSize
    IrBudget
    ClusterSize
    VoxelBasedLeafClustering
    IrradianceQualityMultiplier
    EdgeStitchingEnable
    PixelStitchingEnable
    MaxPixelStitchingAngle
    StitchingDistanceMultiplier
    ForceIncludeLocalSystemDependencies
    DependencyVisibilityThreshold
    SamplesPerCluster
    AlignResolutionToPow2Enable
    TerrainEnable
    MaxCpuThreadCount
    EnvironmentQuality
    TerrainProbeRes
    FluxAmbientOcclusionEnable
    FluxLightmapScale
    FluxAmbientOcclusionRays
    FluxAmbientOcclusionRadius
    RuntimePriorityOverride
    AmbientOcclusionTextureCompressionEnable
    EnlightenDataAsset-Array
    DatabaseResource
    StaticIrradianceTexture
    EnlightenDataAsset
    StaticDirectionTextureG
    StaticDirectionTexture
    StaticSkyVisibilityTexture
    StaticDirectionTextureB
    DirectionTextureCompressionEnable
    StaticGen4Enable
    StaticEnlightenData-Array
    IrradianceTextureCompressionEnable
    VertexElementUsage_BlendWeights
    VertexElementUsage_RegionIds
    VertexElementUsage_Alpha
    VertexElementUsage_PosAndSoftMul
    VertexElementUsage_Misc1
    VertexElementUsage_Misc0
    VertexElementUsage_Misc3
    VertexElementUsage_Misc2
    VertexElementUsage_UpAndNormalBlend
    VertexElementUsage_LeftAndRotation
    VertexElementUsage_Hl2BasisL1
    VertexElementUsage_Hl2BasisL0
    VertexElementUsage_PosAndRejectCulling
    VertexElementUsage_Hl2BasisL2
    VertexElementUsage_CustomParams
    VertexElementUsage_Shadow
    VertexElementUsage_Height
    VertexElementUsage_PatchUv
    VertexElementUsage_MaskUVs1
    VertexElementUsage_MaskUVs0
    VertexElementUsage_MaskUVs3
    VertexElementUsage_MaskUVs2
    VertexElementUsage_HeightfieldUv
    VertexElementUsage_UserMasks
    VertexElementUsage_GlobalColorUv
    VertexElementUsage_MaskUv
    VertexElementUsage_WorldPositionXz
    VertexElementUsage_HeightfieldPixelSizeAndAspect
    VertexElementUsage_ParentTerrainTextureNodeUv
    VertexElementUsage_TerrainTextureNodeUv
    VertexElementUsage_DeformationWeight
    VertexElementUsage_DeformationIndex
    VertexElementUsage_Delta
    VertexElementUsage_DeformationPosition
    VertexElementUsage_Uv01
    VertexElementUsage_ElementIndex
    VertexElementUsage_EyeVector
    VertexElementUsage_WorldPos
    VertexElementUsage_LightParams2
    VertexElementUsage_LightParams1
    VertexElementUsage_LightSideVector
    VertexElementUsage_LightSubParams
    VertexElementUsage_LightDir
    VertexElementUsage_LightInnerAndOuterAngle
    VertexElementUsage_LightMatrix2
    VertexElementUsage_LightMatrix1
    VertexElementUsage_LightMatrix4
    VertexElementUsage_LightMatrix3
    VertexElementUsage_DestructionMaskDistance
    VertexElementUsage_Custom
    VertexElementUsage_VertIndex
    VertexElementUsage_DestructionMaskTexCoord
    VertexElementUsage
    VertexElementUsage-Array
    VertexElementClassification_PerInstance
    VertexElementClassification_PerVertex
    VertexElementClassification
    VertexElementClassification-Array
    EnlightenOutputFormat_R9G9B9E5
    EnlightenOutputFormat_Fp16
    EnlightenOutputFormatCount
    EnlightenOutputFormat_R11G11B10
    EnlightenOutputFormat
    EnlightenOutputFormat-Array
    EdgeModelViewDistance
    EdgeModelScreenAreaScale
    EdgeModelForceLod
    EdgeModelUseMainLodEnable
    EdgeModelLodScale
    EdgeModelUseLodBox
    EdgeModelFrustumCullEnable
    EdgeModelCullEnable
    EdgeModelDrawStats
    EdgeModelDrawBoxes
    StaticModelMeshesEnable
    StaticModelEnable
    StaticModelPartCullEnable
    StaticModelZPassEnable
    StaticModelPartOcclusionCullEnable
    StaticModelPartFrustumCullEnable
    StaticModelDrawBoxes
    StaticModelPartShadowCullEnable
    StaticModelPartOcclusionMaxScreenArea
    StaticModelDrawStats
    StaticModelCullSpuJobEnable
    StaticModelCullJobCount
    LockView
    StaticModelSurfaceShaderTerrainAccessEnable
    InfiniteProjectionMatrixEnable
    ResetLockedView
    SplitScreenTestViewCount
    SecondaryStreamingViewEnable
    FadeEnable
    SplitScreenTestCase
    ForceBlurAmount
    FadeWaitingEnable
    RenderPlanesEnable
    ForceWorldFadeAmount
    RenderPlaneOverlayEnable
    RenderPlaneMainEnable
    RenderScaleResampleMode
    RenderPlanesAutoDisable
    BlurEnable
    RenderScaleResampleEnable
    StereoCrosshairRadius
    StereoCrosshairMaxHitDepth
    HdrGradingEnable
    StereoCrosshairDampingFactor
    DisplayMappingSdrPeakLuma
    DisplayMappingEnable
    HdrOutputPreferCs
    DisplayMappingHdr10PeakLuma
    DrawHdrCalibrationScreen
    HdrLiveGradingOverlayOpacity
    DolbyVisionMetadataL1MaxLuminanceOverride
    DolbyVisionMetadataL1MinLuminanceOverride
    DolbyVisionMetadataL2MaxLuminanceOverride
    DolbyVisionMetadataL2MinLuminanceOverride
    DolbyVisionMetadataLuminanceOverrideEnable
    DolbyVisionMetadataL2AvgLuminanceOverride
    HdrOverlayIntensity
    DolbyVisionMetadataDebugOverlayEnable
    OverrideRTTOcclusionWithMainRoot
    DrawDebugRootViewIndex
    DebugZCopyEnable
    FrameSynthesis
    RTTCameraCutSkipFrames
    TimeRegulator
    NumShaders
    StaticEnlightenData
    EnlightenShaderDatabaseAsset
    EnlightenShaderDatabaseAsset-Array
    ScaleResampleMode_Linear
    ScaleResampleMode_Point
    ScaleResampleMode_Lanczos
    ScaleResampleMode_Bicubic
    ScaleResampleMode_BicubicSharp
    ScaleResampleMode_LanczosSeparable
    ScaleResampleMode-Array
    ScaleResampleMode_BicubicSharpSeparable
    DisplayMappingShoulderType_None
    ScaleResampleMode
    DisplayMappingShoulderType-Array
    DisplayMappingShoulderType_Neutral
    ResolutionScaleMode_Disabled
    DisplayMappingShoulderType
    ResolutionScaleMode_Auto900p
    ResolutionScaleMode_Auto720p
    ResolutionScaleMode_Custom
    ResolutionScaleMode_Auto1080p
    ResolutionScaleMode
    ResolutionScaleMode-Array
    InactiveSkipFrameCount
    NullRendererEnable
    DrawDebugDynamicTextureArrays
    BuildJobSyncEnable
    DrawScreenInfo
    DrawDebugInfo
    ResolutionScaleGame
    UseLowerResolutionForCine
    ResolutionScaleFactorForLevel
    ResolutionScaleFactorForCine
    FrameSynthesisScaleV
    FrameSynthesisScaleH
    MovieVSyncEnable
    ForceVSyncEnable
    OutputBrightnessTestEnable
    VSyncFlashTestEnable
    GlEnable
    MantleEnable
    Dx12Enable
    Dx11Enable
    Gen4aEsramEnable
    BalsaEnable
    GpuTextureCompressorEnable
    Gen4bColorRemap
    EmittersEnable
    MeshWorldEnable
    DebugRendererEnable
    EntityRenderEnable
    InitialClearEnable
    DebugRenderServiceEnable
    FovMultiplier
    ForceFov
    ForceOrthoViewSize
    ForceOrthoViewEnable
    DestructionVolumeDrawEnable
    ForceSquareOrthoView
    EdgeModelCastShadowsEnable
    EdgeModelsEnable
    EdgeModelShadowDepthBiasEnable
    EdgeModelDepthBiasEnable
    GameRenderSettings
    GameRenderSettings-Array

    Most of the RenderDevice. settings, might contain a few others from Render. too.
    (So yeah a few hundred or so cvars all in all.)
     
    Last edited: Mar 22, 2017

  5. Kalel83

    Kalel83 Guest

    Messages:
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    GPU:
    RX 480 4GB
  6. passenger

    passenger Master Guru

    Messages:
    486
    Likes Received:
    95
    GPU:
    Sapphire RX580 8GB
    Vibrance is not saturation :D and kinda understand your frustration 'cause AMD doesn't support vibrance on nvidia cards :) But can you use old CCC with these drivers?

    Is it?! it's going to be a year w/o bug fix...:rolleyes:


    They ended support for GCN 1 with 16.6/16.7 drivers, that was the rx 480 launch, from that point we are f*****. I wrote in that time and I was aware of this(I'm on ATi hardware since R100) kinda knew what's happening. They are pushing us for some time to buy new hw with these cute bugs.

    I will not ditch my ASUS 7870 :boob: Sorry AMD.
     
  7. Tmfwow

    Tmfwow Member

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    33
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    GPU:
    XFX r9 290 DD
    They really haven't added back in the advanced video setting like saturation? Really what is wrong with them?
     
  8. Undying

    Undying Ancient Guru

    Messages:
    25,502
    Likes Received:
    12,902
    GPU:
    XFX RX6800XT 16GB
    Bug infested but still powerful GCN1.0. (was playing little bit with the tessellation level, gives up some nice boost lowering it to 32x).

    10.5K GS :p

    [​IMG]
     
  9. Nurmi

    Nurmi Guest

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    GPU:
    R9 Fury Tri-X
    Create user.cfg file next to .exe and write that command there.
     
  10. Sp3akR

    Sp3akR New Member

    Messages:
    2
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    0
    GPU:
    Saphire Fury CFX
    Doesnt work for me :(
     

  11. kilyan

    kilyan Master Guru

    Messages:
    610
    Likes Received:
    9
    GPU:
    evga 1080 sc gaming
    This driver makes my overclock unstable, i have freezes i didn't have with 17.3.2 in ghost recon wildlands. Oher people on amd forum reported the freezes with 17.3.3 they had not with 17.3.2.
     
  12. thatguy91

    thatguy91 Guest

    Overclock stability is a funny thing. New drivers can use your GPU more efficiently, such that when overclocked it is using it in a different way that triggers the instability. It doesn't mean the driver is bad, just the overclock may be slightly too high. I go by the princple for GPU clock of half way between the stock speed and the maximum overclock speed you can get (by the normal overclocking guides) for both GPU and memory. The whole going to 1400 MHz from 1150 MHz (for example), having it being unstable at 1400 so dropping to 1390 MHz, that is still pushing it and you would likely run into issues with heat or driver changes. Under my principle, 1275 MHz would be ideal, and the same for memory. This could actually yield better framerates over extended gaming sessions (maybe to do with heat), and also it seems to be less prone to graphical 'glitches' such as fractional less smoothness.
     
  13. mtrai

    mtrai Maha Guru

    Messages:
    1,183
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    374
    GPU:
    PowerColor RD Vega
    As it has been pointed out...ESO still has the grass flickering...and now to boot the black flickering is the far background is worse.

    I am kind of a new ESO player so this is what I have done.

    For the grass I just turned it off in the video option...

    Since the far background now has black block flickering...I am guessing I will roll back as I do not know of a way to turn this off.
     
  14. kilyan

    kilyan Master Guru

    Messages:
    610
    Likes Received:
    9
    GPU:
    evga 1080 sc gaming
    Y i tried to soften the overclock already, from 1204 core to 1133 and still have issues. Base r9 390 core clock is 1040 factory oced. It is not a heat issue,because my first vrm stay on 75 degrees, the second is 55 and gpu temp is 66°c at 1204 core clock. On 1133 first vrm is on 55 degrees and second 35 and gpu temp is 60. But since a new patch is out for wildlands, i will try to keep these drivers and see what happens
     
    Last edited: Mar 22, 2017
  15. Yezirael

    Yezirael Guest

    Black Desert Online has also heavy UI flicker introduced with the same version as foliage flickering in ESO began ..

    I reverted back to 16.11.5 :/

    (also i reported the bug @ AMD's report form)
     

  16. blppt

    blppt Active Member

    Messages:
    87
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    5
    GPU:
    Vega 64 Watercooled
    ESO kinda runs smoother with grass disabled anyways, even on my nvidia box. No great loss in immersivity IMO.
     
  17. mtrai

    mtrai Maha Guru

    Messages:
    1,183
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    PowerColor RD Vega
    I agree and I turn off shadows as well, to me I do not lose the immersion, but I think the shadow thing is just habit from years of HAVING to turn it off.

    I do not see the lose of the grass as a big issue or me turning it off...however the black flickering in the far back ground is annoying.
     
  18. kilyan

    kilyan Master Guru

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    GPU:
    evga 1080 sc gaming
    That game looks crap anyway...
     
  19. Raider0001

    Raider0001 Master Guru

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    GPU:
    RX 7900 XTX Nitro+
    I do not care about "video", but yes u can set up 3 options for it, not for the entire desktop and most importantly games.

    Yes it is, depends on where u are looking for it some call it saturation the others digital vibrance, and u totally miss understood what I was saying implying like a troll that there is a connection with AMD and nvidia about a driver not time frame of the existing feature. Nvidia is not saint either they removed full screen sharpening from drivers.
    No, old CCC is broken even if u try replacing whole folder. The only appropriate solution for now is virus infected Saturation Toggler - thank u AMD - and a vibranceGUI.

    Yeah and AMD is wondering why do ppl switch to nvidia - tiny things and a lot of it everywhere
     
    Last edited: Mar 22, 2017
  20. Pictus

    Pictus Master Guru

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    GPU:
    RX 5600 XT
    No problem for Witcher 3 + R9 280x + Win 10 x64.
    Tested for hours yesterday.
     

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