Blank Screen Flicker In BFBC2 Fixed In Catalyst 12.2?

Posted: February 26th, 2012 | Author: | Filed under: Hardware, Tips/Tutorials
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UPDATE 2: I even see Medal of Honor flickering on a GTX 570M, so… not AMD’s fault?

UPDATE: Medal of Honor still flickers, even if you force the BC2 profile. At least it doesn’t flicker much, just little blips sometimes.

There is an interesting line in the release notes of the Catalyst 12.2 drivers: “Random flickering is no longer observed when playing Battlefield Bad Company 2 in DirectX 11 mode.”

I will have to do more testing, but those blank screen flickers might be history, even on my 4870×2 in dx10 mode.

Last Modified: August 4th, 2015


Fix For CityEngine Startup Crash

Posted: July 19th, 2011 | Author: | Filed under: Hardware, Tips/Tutorials
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Here’s a similar situation to the Cities In Motion issue, this particular CAD software also has a problem running on ATI/AMD drivers newer than Catalyst 10.4, or at least 10.4 looks reliable enough to function properly. After launching, amdkmdap has a driver reset when the 3d rendering panel appears, crashing the application.

The fix is nice and simple, just place the appropriate OpenGL driver into the program’s folder where CityEngine.exe is.

If you have any other OpenGL game or application that is crashing after 10.4, try this fix or the Cities in Motion one.

For 32-bit: atioglxx.dll
For 64-bit: atio6axx.dll

Your card should support 10.4 drivers in the first place, I have no idea what you would do if you’re using one of the latest Radeons or if you’re using an nVidia card.

Last Modified: July 19th, 2011

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BFBC2 Missing Effects When AA Is Enabled On Catalyst 11.3

Posted: March 30th, 2011 | Author: | Filed under: Hardware, Tips/Tutorials
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UPDATE: 11.4 is out, grab it from AMD. The 2 dlls are exactly the same as the preview dlls dated February 27, so it’s not an issue anymore.

If you dared to install Catalyst 11.3 WHQL over the 11.4 Previews, then you might run into this in Battlefield Bad Company 2. In DirectX 10 or 11 mode, enabling anti-aliasing causes various effects to disappear, mostly transparent ones.

Luckily there’s a simple fix. Just place aticfx32.dll and atidxx32.dll from either 11.2 or 11.4p into the game folder and everything is back to normal.

Last Modified: August 4th, 2015


Cities in Motion (and possibly other OpenGL games) Startup Crash Fix For ATI/AMD Cards

Posted: February 10th, 2011 | Author: | Filed under: Hardware, Tips/Tutorials
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UPDATE: I was curious as to what this FAQ item was for Atom Zombie Smasher, so I tried the demo. Nothing appears, just the exe starts up. Seems the same atigktxx.dll trick does the job for this game as well, it loads up just fine now.

Looks like Cities in Motion is an OpenGL game with the exact same issue that The Polynomial had for a few months. On drivers after Catalyst 10.4, it appears crossfire is breaking the game from working, and there is no way to disable it on a 4870×2 like myself. Some single gpu cards may be affected, so you might as well try this, too.

The simple fix should be placing 10.4’s atigktxx.dll into the game folder. Here’s an alternative fix that may or may not work for you if you have tried this atigktxx trick.

Do note that the file is from the 64-bit Vista/7 drivers, I’m not sure what the effect will be on 32-bit, XP, or on the latest 6 series cards. If you have crashes or freezes that happen after the game menu has loaded, then you might have a different problem unrelated to this. The beta, demo, and final release all should act the same. If the demo worked before (on drivers after 10.4) while the final does not, then you probably have a different issue.

Last Modified: September 15th, 2011


Fix For The Polynomial Startup Crash

Posted: November 26th, 2010 | Author: | Filed under: Hardware, Tips/Tutorials
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FINAL UPDATE: This post is a mess… this should not be a problem anymore for anyone. You should be on drivers newer than 11.2 or older than 10.5. This used to affect the BIT.TRIP games, but those run fine now as well. What has not yet been fixed in updated drivers is Cities in Motion.

FINAL FIX: Turns out you just need atigktxx.dll in the game folder! No mess, not even the main atioglxx.dll. Download the 10.4 dll here, place it where polynomial.exe is, done! I also noticed after installing Catalyst 11.2, the dll might not be needed anymore.

FIX ATTEMPT: I tried a brute force method, I put every driver file of 10.4 into the game folder. You can do this while still having whatever newer Catalyst you have installed, just run the 10.4 installer, cancel it, open a cmd prompt at C:\ATI\Support\10-4_vista64_win7_64_dd_ccc_wdm_enu\Packages\Drivers\ Display\W76A_INF\B_98282 or similar, then simply ‘expand -r *.* c:\pathtoyourgamefolder‘ and voila! I have not yet tried deleting any of the files 1 by 1 to see which ones are required to stop the BSOD so the game folder would look cleaner, but so far it works!

UPDATE2: mixed reports saying 10.12 is good, it’s almost a guarantee that it’s good for 5970 users that were stuttering, but it’s the same crash for me still on 10.12.

UPDATE: this might be affecting Bit.Trip Beat as well. Something to do with crossfire, but there are some reports of 5970s working fine.

So I finally attempted to try the demo of The Polynomial, but the driver is crashing on startup of the game (it’s in OpenGL). I’m trying this on a 4870×2, Catalyst 10.11 WHQL, latest CAP, Vista 64.

It might be something to do with crossfire, or at least in my case and this user. The developer is also active in that thread, and I’ll try to get some form of exposure to ATI/AMD, so we’ll see how this goes.


-The whole older driver package: refer to the working fix at the top of this page.

Current iD Tech games (with this side effect! depends on the visualizer options): doom3.exe, etqw.exe, prey.exe, quake4.exe, wolf2mp.exe

Riddick Butcher’s Bay profile looks like a bunch of detail is lost, and the bloom is lower resolution, yet the bright flashing lights are gone: sbzengine.exe

An older atioglxx.dll: I tried 10.2 and 10.4, the game launched without glitches, but has a BSOD soon after. This must be because crossfire changed at 10.5, as mixing dx10/11 dlls older than 10.5 would also BSOD in Shattered Horizon and Bad Company 2. If you’re ok with not having the latest drivers (if you don’t need the fixes in there), you may be able to get away with installing 10.4 and just the latest CAP.

RadeonPro recently added some OpenGL support, but the crossfire options are not functional just yet. I can’t think of any DX9 things to test if the ‘disable crossfire’ option is different from just disabling CatalystAI, but if it is, then this would end up a working solution once this app is updated.

Dark Athena, older Quakes, Unigine, FurMark, and a couple other profiles I attempted to launch act like the original game’s driver crash.


I will update this post if there’s a workaround better than the iD one, if there’s some combination of settings to try, or if either the drivers or game manage to fix it.

Last Modified: September 15th, 2011


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


ATI Catalyst 10.8b Hotfix

Posted: September 9th, 2010 | Author: | Filed under: Hardware
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I HEARD YOU LIKE UPDATES: 10.10 works perfect, I tested every one of the stuck games, and a couple of the regular.

UPDATE2: Get the 10.9 hotfix, so you can have any other fixes that are in 10.9 itself. This list here still applies, since both 10.9 and the HF were made before I even started this list. Hopefully they figure it out for 10.10.

UPDATE: They’re looking into it. (Cool! Terry saw me.)

Time for some testing. This is for those that had the 2nd crossfire gpu stay in 2d speeds.

Download 10.8b hotfix from AMD. (Older, if you don’t like 10.9 for whatever reason.)

I’ll update this as I go. You can open and close one of the ‘ok’ games to get the core back into 2d no problem.

game gpu 2 result
AaAaAA!!! ok
Alien Breed Impact stuck in 3d on exit
Alien Swarm ok
And Yet It Moves ok
ARMA 2 (don’t have OA) ok
Battlefield 2 ok
Battlefield 2142 ok
Battlefield Bad Company 2 dx11 ok
Battlefield Heroes ok
Bioshock dx10 stuck in 3d on exit
Blacklight: Tango Down stuck in 3d on exit
Borderlands stuck in 3d on exit
Braid stuck in 3d on exit
Burnout Paradise ok
Call of Duty 4 MW ok
Call of Duty 5 WaW ok
Call of Duty 6 MW2 ok
Call of Juarez 2 BiB stuck in 3d on exit
Cities XL stuck in 3d on exit
Counter-Strike ok
Counter-Strike Source ok
Crysis Warhead dx9 (32bit, 64bit) / dx10 (32bit, 64bit) stuck in 3d on exit
Darwinia / Multiwinia stuck in 3d on exit
Day of Defeat Source ok
Defense Grid ok
Doom 3 ok
Enemy Territory Quake Wars ok
Eufloria ok
Far Cry 2 dx9 / dx10 stuck in 3d on exit
FLOCK stuck in 3d on exit
FUEL stuck in 3d on exit
Geometry Wars ok
Grand Theft Auto IV stuck in 3d on exit
GTR 2 ok
Guild Wars ok
Half-Life ok
Half-Life 2 ok
Half-Life 2 Episode 1 ok
Half-Life 2 Episode 2 ok
I-Fluid stuck in 3d on exit
Insurgency ok
Killing Floor stuck in 3d on exit
Lead & Gold stuck in 3d on exit
Left 4 Dead ok
Left 4 Dead 2 ok
Lucidity ok
Madballs in Babo Invasion stuck in 3d on exit
Mafia II demo stuck in 3d on exit
Mass Effect stuck in 3d on exit
Minecraft (fullscreen, F11) ok
Mirror’s Edge stuck in 3d on exit
Moonbase Alpha stuck in 3d on exit
Need for Speed SHIFT stuck in 3d on exit
Need for Speed World stuck in 3d on exit
Osmos ok
Plain Sight ok
Portal ok
Puzzle Dimension stuck in 3d on exit
RailWorks stuck in 3d on exit
Race 07 ok
Red Faction Guerrilla dx10 ok
Red Orchestra stuck in 3d on exit
rFactor ok
Section 8 stuck in 3d on exit
Serious Sam HD 1st ok
Serious Sam HD 2nd ok
Shattered Horizon ok
Spectraball stuck in 3d on exit
STALKER 1 SoC dx9 ok
STALKER 2 CS dx10 ok
Street Fighter IV stuck in 3d on exit
Supreme Commander 2 ok
Tank Universal ok
Team Fortress 2 ok
The Misadventures of PB Winterbottom ok
The Ship ok
Toki Tori ok
TrackMania (United Forever) ok
Trials 2 stuck in 3d on exit
Unreal (Gold) ok
Unreal 2 stuck in 3d on exit
Unreal Tournament (99) ok
Unreal Tournament 2004 ok
Unreal Tournament 3 dx9 ok
Vindictus (beta, source engine) ok
World in Conflict dx9 / dx10 ok
Zeno Clash ok
Zombie Driver ok
Last Modified: October 22nd, 2010


ATI Catalyst 10.7 Major Crossfire Issue

Posted: August 1st, 2010 | Author: | Filed under: Hardware
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UPDATE: 10.10 Solves it for good.

NEW HOTFIX DRIVER: 10.8b says it fixed the issue, which might have appeared on 10.6. It’s almost perfect, the games are ok, but when exiting some of them, the core is still in 3d speeds. Here’s a list of some games that I tested. I was close to trying TwL‘s drivers, too…

Today I installed Catalyst 10.7 drivers after skipping 10.6 from hearing some horror stories. I’m with a 4870×2 using Vista64. The installation went smoothly, including the HDMI install. (A year ago the HDMI installer failed on one release, worked on the next month’s release.)

After some testing, there’s a severe problem with the 2d/3d detection, so far with the second core.

With DX9 and OGL games, the second core does not switch between 2d and 3d speeds. On a fresh boot, it stays idle after launching a game. This mismatch makes games really stuttery, especially if they are more demanding. The DX9 games I tested were: Borderlands, Call of Duty Modern Warfare 2, Far Cry 2, Lead and Gold, Mirror’s Edge, Moonbase Alpha, Need for Speed SHIFT, Serious Sam HD.

Mirror’s Edge managed to flip the second core into 3d, but then it got stuck after exiting! I checked Borderlands and it was as smooth as it was before (some areas can dip to ~45fps). Lead and Gold finally has a crossfire profile in the drivers, so now that the second core was in 3d mode, the game was nice and smooth without the huge flicker and ~40fps from before.

DirectX 10/11 games I tested (Battlefield Bad Company 2, Red Faction Guerrilla, Shattered Horizon) work just fine. Launching and exiting flips both cores correctly into 2d/3d. Even after Mirror’s Edge locks the second core into 3D, you could reset it back to idle speed by opening and closing a DX10 game.

If there is no hotfix, it might still be possible to take a specific .dll from 10.5 or 10.6 and put it in the Windows system folder so you can still use the new game profiles of 10.7.

Last Modified: October 22nd, 2010


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: February 14th, 2013

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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 and a 570m in UDK, Tribes Ascend, Blacklight, Monday Night Combat, Hawken, and probably some others. Single GPU or Crossfire, same type of low framerate and stutter caused by vsync without triple buffering. Otherwise, no problems with a lot of older games 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:


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:


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: September 23rd, 2013