Improving Hydrophobia: Prophecy Crossfire Performance

Posted: July 11th, 2011 | Author: | Filed under: Crossfire Scaling, Hardware, Software, Tips/Tutorials
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Once again, like the Section 8: Prejudice trick, grab RadeonPro (since it’s a steam game) and simply use the Half-Life 2 crossfire profile. Apparently other profiles flicker or do not scale as well.

Credit goes to spyre who noticed this… months ago. I’m not sure why it’s still not in the CAPs or drivers.

Last Modified: April 27th, 2012
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Improving Section 8: Prejudice Crossfire Performance

Posted: May 7th, 2011 | Author: | Filed under: Crossfire Scaling, Hardware, Software, Tips/Tutorials
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UPDATE: Another profile that scales and doesn’t flicker is Company of Heroes, RelicCOH.exe. It might even be a bit faster than Dark Void’s.

After a fair amount of testing, the Dark Void profile gives the performance boost of the FEAR profile without the flickering.

So what you need to do is grab RadeonPro so you can make a profile for the game. You can’t simply do the exe rename trick, as it has a launcher that blocks you from starting from the game exe directly.

Once inside RadeonPro, push the ‘add a new profile’ button and select S9-Win32-F.exe from the Binaries/Win32 folder of the game. Go to the tweaks tab and click ‘manage custom profiles’, then add Dark Void as ‘ShippingPC-SkyGame.exe‘. Now to fix the launcher issue, go to the launcher tab and select ‘Games for Windows Live’ from the dropdown, then pick the actual launcher exe, which is S9.exe in the root folder of the game.

This should do it until a profile gets built into the drivers. Enjoy!

Last Modified: April 27th, 2012
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Divinity 2 Stutter Fix

Posted: March 16th, 2011 | Author: | Filed under: Hardware, Tips/Tutorials
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Apparently, Divinity 2 has some kind of stuttering going on, making things look much worse than the actual framerate. This is not part of the game like the poor choice to lock the main menu at 30fps (which then unlocks once you’re in game, just like Enemy Territory Quake Wars).

Luckily, there’s a simple fix. If you haven’t seen this posted around, what you do is go to the compatibility tab in the properties window of the game’s exe and check on ‘disable desktop composition‘. I don’t think ‘run as administrator’ is needed, but you can check that on in addition to the desktop composition toggle.

No idea how widespread this is, if it’s just for Windows 7/Vista, or if it includes Nvidia cards, or if it’s tied to specific generations or drivers.

Last Modified: March 30th, 2011
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Catalyst 10.10 Is Looking Good

Posted: October 22nd, 2010 | Author: | Filed under: Hardware
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The 4870×2 issue is gone, everything seems to work normally. There’s even a boost in FC2 dx10, maybe other dx10 titles have improved as well.

Last Modified: January 9th, 2011
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BFBC2 Map Loading Times

Posted: May 27th, 2010 | Author: | Filed under: Hardware
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UPDATE2: You can just put atidxx32.dll into your game folder if you don’t want to install the whole 10.5HF package. Expand it from the installer or use the one I have posted here. Here’s my test again with 10.5WHQL, then placing the dll into the game’s folder.

10.5 – 29s
10.5 – 26s

HF dll – 10s
HF dll – 11s

HF dll – 12s (vsync)
HF dll – 11s (vsync)

OLD UPDATE: Apparently they aren’t in the WHQL 10.5s, no wonder.

ATI Catalyst 10.5 was supposed to fix the loading times for Battlefield Bad Company 2 when using 4800 series cards. I’m a 4870×2, but I didn’t really notice much difference. Maybe my 3.6ghz Q9550 or crossfire made it less noticeable. Oh well, at least it’s not the horror stories of 1 minute or more. I’ll have to check some single 4870 or 4850 user stories to compare, but here are my own results:

Panama Canal empty map and vsync with D3DOverrider, since the game’s option does not work. I load it once from a fresh start of the game, exit to the main menu, then load once more. The total time is from the fade to black on the server browser to the fade to black on the map loading screen. (This second time is from the first fade until the fps goes really high and hard drive usage relaxes.)

10.4 – 36s (25s)
10.4 – 34s (25s)

10.5 – 36s (25s)
10.5 – 34s (24s)
10.5 – 28s (23s) – Decided to close D3DOverrider so that the fps is unlocked, relaunched the game… seems that took off about ~6-8 seconds on the first time load.

I should have tested without vsync on 10.4, but still it’s just a few seconds difference. I wonder when they finally fix the in-game option if it will be any different.

Last Modified: May 28th, 2010
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Making Unreal Engine 3 Games Their Smoothest

Posted: May 15th, 2010 | Author: | Filed under: Software, Tips/Tutorials
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UPDATE: On some newer UE3 games, enabling vsync either in-game or from the .ini files causes severe stuttering, particularly in crossfire. If you run into such a game, you need to use D3DOverrider to force triple buffering. I can confirm this on a 4870×2 in UDK, Tribes Ascend, Blacklight, Monday Night Combat, probably some others. Otherwise, no problems with something older like Borderlands.

Quick tip for Unreal Engine: Fix the awful defaults. Mainly, set the smooth framerate option to match your refresh, enable vsync, and disable mouse smoothing.

Any movement or animation on any monitor screen is visually smoothest when it’s synchronized to the screen’s output, or refresh, rate. Vsync does just that. The Aero theme of Vista/7 looks nice and smooth when things are moving because it always has vsync enabled. Similarly, games should also have it enabled whenever possible. This even applies if you’re getting lower fps that’s not completely aligned to your refresh. For example in Crysis, I’ve seen it go around 35-45 fps, but looking really jerky until vsync is enabled.

Watch out for increased input lag, however. This is when you push a button or move your mouse, the action that should appear on screen gets delayed. Different engines handle this side effect better than others. Source engine appears to get almost unplayable with vsync enabled, unless you cap the game with fps_max (removed in Left 4 Dead and Left 4 Dead 2, so it’s a little more annoying). Unreal seems to be quite nice with vsync, especially since the engine can be set to render only up to your refresh to avoid the input lag seen in Left 4 Dead. Unreal also appears to have triple buffering built in, helping if your system cannot render as fast as your refresh: It won’t just jump straight down to half fps, but render as fast as it can with light ticking stutters.

Anyway, on with the Unreal tweaks. You’ll need the *Engine.ini and *Input.ini files for the game you’re adjusting. You’ll have to figure out where they’re located, but it’s usually either in MyDocuments or AppData. Here are a few:

Alien Breed 1 #MyDocs#\My Games\UnrealEngine3\AlienBreedEp1Game\Config\
Borderlands #MyDocs#\My Games\Borderlands\WillowGame\Config\
Homefront #MyDocs#\My Games\HOMEFRONT\GCGame\Config\
Mass Effect #MyDocs#\BioWare\Mass Effect\Config\
Medal of Honor #MyDocs#\EA Games\Medal of Honor\Config\
Mirror’s Edge #MyDocs#\EA Games\Mirror’s Edge\TdGame\Config\
Moonbase Alpha #MyDocs#\My Games\Moonbase Alpha\MoonBaseAlphaGame\Config\
Rock of Ages #MyDocs#\My Games\UnrealEngine3\BoulderGame\Config\
Sanctum #MyDocs#\My Games\Sanctum\SanctumGame\Config\
Section 8 #MyDocs#\My Games\Section8\S8Game\Config\
UT3 #MyDocs#\My Games\Unreal Tournament 3\UTGame\Config\

Under the Engine.ini, find the smooth framerate parameters. When set to false, I noticed lots of stuttering in Mirror’s Edge, so I always keep it on just as it is by default. I just put the min at 0. More importantly, fix the max since it’s always at 62 at default (why!), make it 60 or whatever your refresh rate is:

bSmoothFrameRate=TRUE
MinSmoothedFrameRate=0
MaxSmoothedFrameRate=60

Also find the vsync toggle if there is none in your in-game options, might as well do it now since you’re in the Engine.ini:

UseVsync=True (note the message at the top of this page)

Now go to the Input.ini. It seems that in Unreal Engine, when you’re fps starts dropping with mouse smoothing enabled (which is usually default), the mouse movement starts accelerating! This completely throws your aiming way off. Turn smoothing off and your movements should be the same on screen whether you’re 60, 40, 20, or any fps:

bEnableMouseSmoothing=false

Now your Unreal Engine based game is as smooth as it can be! Unless of course your system isn’t powerful enough to sustain 60/refresh framerates, but it’s still less jerky than if the image was tearing or your mouse control was changing speeds. Have fun!

Of course, this is all separate from any actual in-game options that raise or lower details. Even if you can’t stay at a constant 60 (or whatever your refresh is), these tweaks still apply to make it smoothest even at lower fps.

Last Modified: May 9th, 2012
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