Discussion in 'ATI Tray Tools Generic Discussion' started by Decane, Mar 11, 2007.
Well, did you gain 2-3 fps and better IQ?
Still working with it... So far it seems to work for me especially the IQ part... Not sure about the FPS gain but it does seem to run smoother...
I'm useing the same tweaks as Decan and I havent seen any problems everything runs smooths and faster then they did before with the resolution I use which is 1440*900
The main post has now been updated several times. I have removed most of the quotes from TweakGuides.com, and replaced them with my own descriptions. The guide is still not cosmetically finished, but its contents are now more or less in their final form. I will be adding small updates to the post every now and then, but they will not be such updates that they would warrant taking the time and effort to add them into the history section of the main post, and I have therefore decided to delete the 'Post History' section entirely.
I hope you are all satisfied with the quality of the guide, and if anyone has any suggestions for how to improve the guide, please do not hesitate to share your thoughts.
I was wondering what is support bumb mapping and does it have a negitive affect toward performance?
Bump mapping is a technique used in games to simulate the effect of depth on the surfaces of textures. As the name implies, it creates the notion of there being 'bumps' on a texture, and naturally requires some graphics processing power for this. Ticking "Support Bump Mapping" basically adds driver-level support for bump mapping, though I am not sure if disabling it will then actually disable bump mapping all together... If anyone possesses more information on this, please do not hesitate to share it.
As far as performance goes, bump mapping might decrease it by ~5-15% depending on your hardware. For me, the amount is minimal, but I've heard of some others with older hardware saying that disabling bump mapping in a certain game has gained them a lot of fps. I would not however recommend disabling support for it via ATT, because image quality in games will be greatly reduced universally, at a performance gain which IMO does not justify the image quality loss.
I just got done playing BF2142 with maxed settings, AAx2+Adaptive AA,AFx16 with Support Bump Mapping not ticked.And I played on a 64 man server full load,and in very heavy action I would get around 40-60 fps.When the Orbital stike/Artillery came in sometimes it would go dowm to 25 fps,but I couldnt really tell which is odd.I am also useing 8 for max and 2 for the min in the Multi Thread setting that is located in the multi Thread suppot. Test I did lasted for like 4-5 matches 19 min each.I would love to test out haveing it enabled with the settings I have set in the multi thread support but i'm pretty tired and will test it out when I wake up and report back here after I did the test.I also want to mention I am not sure if my video card is bottlenecking with my cpu and thats why I only got the fps I listed.
3d settings options
could you post your atitraytool 3d settings,too?
that would be nice.
your guid is realy nice:beam:
Well, the thing is, I use a game-specific profile for almost every single one of my games, so my 3D settings differ from game to game. For this reason, posting my "normal" 3D settings wouldn't be of much help.
ok.have you one for ut2004 or best performance for example?
but perhaps your normal 3dsettings help me =0
I don't play UT2004, but if you want the best performance, click the ATT icon and go Direct3D Profiles > Max Speed and OpenGL Profiles > Max Speed. You'll also want to enable Geometry Instancing in Standard Tweaks. My 3D settings won't help you much if you're after performance, because I tend to focus on quality (but not at the cost of much performance). For example, I've got Catalyst AI set to "Low" and I don't have either of the two texture optimizations ticked. You'll want to enable those if you're after performance at the cost of some image quality. Still, if you must know my settings, check your private messages in a few minutes.
oh well thank you.:smoke:
your guid is very good so your settings cant be wrong dude!
i will try it imediately
For starters, you should be using 4xAA with that card. BTW, dont enable multi thread support if you only have a single core CPU. I'm not sure if it will have a negative impact, but chances are if your selecting something your PC cant support, it cant be good.
Sorry if I misunderstand something, but what has AF to do with bilinear or trilinear filtering?
AF resharpens textures washed out by bilinear/trilinear filtering, especially those far away.
At bilinear filtering you can see the steps the mipmapping takes. At trilinear these steps are soft, and therefor costs performance.
Excamples of an AF filtered scene, fist bilinear, second trilinear:
Hmm... Well, when I was writing this guide and testing out the optimizations, I used the Weye area in Oblivion to observe their effects. At the time, it seemed as if a subtle line where the accuracy got cut off just a bit was occupying the road a short distance ahead, the effect resembling that of Bilinear Filtering (though obviously not anywhere near the same extent). I must say however that I am thankful that you brought this up, as I just tested this in HL2: Lost Coast some time ago and couldn't distinguish any difference between having the optimizations disabled and enabled, be it moving or standing still. Here are two screenies I took:
Optimizations disabled, 16xHQAF
Optimizations enabled, 16xHQAF
I'll revamp the Texture Filtering Optimizations section to coincide with my more recent discoveries, although I'm still not quite convinced that my eyes were deceiving me three months ago. Perhaps I'll encourage users to test this themselves and remain inconclusive? What is certain however is that the optimizations hardly have any effect on performance with higher-end cards, though I suppose this largely depends on the resolution and type/level of anti-aliasing being used, since a higher resolution/more AA --> More pixels to be sampled --> greater performance hit caused by AF.
Those screenies arent directly comparable.
2nd screen has Adaptive / Transdparency AA applied, first does not, giving the impression that the filtering on the grate is better than it is.
Ground / walls / tiles / road textures are what should be used to compare. Nothing with alpha textures.
These screenies should only demonstrate roughly the difference I wanted to point out. With bilinear filtering you can see the steps of sharp textures getting blurry (to avoid texture-artefacts and -aliasing). Trilinear filtering eliminates these steps and create a smooth crossover from sharp to blurry (nicer look, less performance).
And anisotropic filtering re-sharpens the now blurry textures and compensates the loss of detail.
It would be better to have to screens, with the only difference being the type of filtering.
I would like to see descriptions of the video tweaks instead of having it "censored" like it is now.
I would also like to see descriptions of all the new AA & AF methods instead of just EATM
Well, get to work then!