StrEagle the config I use currently is pretty rough albeit it hasn't changed much other than the removal of the above threading "tweak" and some light adjustments.
I'm currently going trough the settings one by one and then together with other settings so it's a bit slow but I'm starting to understand how it works.
These can be removed since 4096 is default, tried 8192 but it will glitch and stutter after a while but it can be driver related or a engine problem too.
(Half values like 1.5 x 4096 which was 6144 didn't work well either.)
Anisotropy tweaks needs more testing also, I've seen no problems with using higher values but apparently it can cause texture "lines" as some sort of minor glitch.
Lowered these further from 2048 x 1024 initially, or at least it should have been but fc_maxcachememorymb does not change since it's a locked value which is unfortunate.
seta vt_maxppf 256
seta vt_maxlockedpages 128
Lowered from 1024 x 512 as well and just doubled instead, need to check if it's actually true that the defaults of 128 x 64 actually is max but so far it seems it can go higher, or lower to improve performance on older CPU's at the cost of longer streaming times.
seta m_smooth 0
Mouse smoothing, can be removed as well since it currently can't be changed / is locked but I've kept it around.
seta vt_usecudatranscode 0
Set to 1 or 2 if you have a NV GPU to enable it again, saw no need to keep it enabled myself since I use ATI but otherwise it should best be left on.
(2 tries to force it to handle more texture data, might need a decent GPU and a fair CPU to work efficiently whereas at 1 it tries to help intelligently with slower streams or how it's actually set up to work.)
Quality settings also need some work as the highest-quality values might be a bit unstable, LOD and LODBias do help so I've kept them but -0.5 might be better but I need to test this further and I've found no more info on compression but since it needs a full game restart I've not worked much with it.
(Vid_Restart actually but that command only works partially.)
why did you lower mem_phymemblocksizem?
about jobs_numthreads - even with a quad, I should set it to 2?
what about:
seta r_swapInterval 1
seta image_preload 1
seta image_useCache 1
cvaradd com_synctotime -1
The mem_phymemblocksizem value was lowered from the rather high 3072 (2048+1024) down to 512 to conserve memory since the game is still 32-bit, default value is 120 something so it's still a big increase.
seta r_swapInterval 1
This is VSync, with it enabled it'll keep to 60 FPS / 60 hz, with it disabled it tries to match 60 FPS and sync to 60 hz if framerate exceeds 60 but instead of (without tripple buffering that is.) 60, 30 and 15 you can have 60, 55, 40 or other values.
(Enabling this and using tripple buffering should work but it seems disabling it - using the default value - is also recommended with the latest drivers disabling Vsync by default.)
seta image_preload 1
seta image_useCache 1
Pretty sure these are on by default, I tested to disable preloading but saw no advantage to it (Noticed no real problems either.) and the cache value should porbably also be kept enabled, though make sure those folders are created so it can actually place the cached data to that "page file" somewhere.
cvaradd com_synctotime -1
Noticed issues with this and edited my post shortly afterwards, it does remove the FPS limit but also speeds up or slows down the game, com_fixedtic did not seem to help but could also have been one of the locked values and it's disabled by default already.
how do i know which items its safe to seLL and which to keep?
Dollar icon items (instead of a gear.) are usually stuff to sell, some items like Feltrite ore might have other values though I've seen nothing pointing towards this yet.
EDIT: Can't sell quest items by the way.
Last edited by JBeckman on Thu, 6th Oct 2011 10:32; edited 1 time in total
At the end of the day ID Tech 5 "feels" like ID Tech 4 with "megatexture" technology bolted on making the whole thing look ugly. Of course, it's using the exact same assets as the extremely hardware limited consoles so we're basically sat with a really crappy console port. Never thought ID would take that route. Well, actually, I knew they'd take that route since Carmack said it was sort of a mistake and the next title would be different in that department.
The mem_phymemblocksizem value was lowered from the rather high 3072 (2048+1024) down to 512 to conserve memory since the game is still 32-bit, default value is 120 something so it's still a big increase.
seta r_swapInterval 1
This is VSync, with it enabled it'll keep to 60 FPS / 60 hz, with it disabled it tries to match 60 FPS and sync to 60 hz if framerate exceeds 60 but instead of (without tripple buffering that is.) 60, 30 and 15 you can have 60, 55, 40 or other values.
(Enabling this and using tripple buffering should work but it seems disabling it - using the default value - is also recommended with the latest drivers disabling Vsync by default.)
seta image_preload 1
seta image_useCache 1
Pretty sure these are on by default, I tested to disable preloading but saw no advantage to it (Noticed no real problems either.) and the cache value should porbably also be kept enabled, though make sure those folders are created so it can actually place the cached data to that "page file" somewhere.
cvaradd com_synctotime -1
Noticed issues with this and edited my post shortly afterwards, it does remove the FPS limit but also speeds up or slows down the game, com_fixedtic did not seem to help but could also have been one of the locked values and it's disabled by default already.
But I want to enable VSync. I'm seeing horizontal tearing when looking sideways. Through this setting, or through NVControl Panel?
At the end of the day ID Tech 5 "feels" like ID Tech 4 with "megatexture" technology bolted on making the whole thing look ugly. Of course, it's using the exact same assets as the extremely hardware limited consoles so we're basically sat with a really crappy console port. Never thought ID would take that route. Well, actually, I knew they'd take that route since Carmack said it was sort of a mistake and the next title would be different in that department.
Correction: it's Tech 4 + MT for consoles. Considering how shit it is on PC, I bloody hope they get a QA department after this.
In before "LOL DRIVERS": Game is incapable of detecting VRAM properly; that's one of the bugs causing high CPU usage. That's such an arbitrary operation, can be done with 15-20 lines of code in C#; less in C++. As another side effect, it doesn't use VRAM as effectively as it should on PCs; who here has a card with less than 512 MB? That's double what the consoles have already. Add to that the fact that all the config tweaks around mostly improve the way memory is used in general and one can only conclude that barely any QA was done on this. Still the same id that fucked us Quake (MP) fans over 6 years ago.
Gee, I wish I saw it coming..:E
And no, I haven't really played the game yet. It was running fine right after I installed it yesterday, then after restarting the game it just crapped out. Nothing changed in the time in between, although looking at Frant's post I'm guessing it's because RP was running in the background (not using it for Rage *at all* though). Couldn't be bothered jumping through hoops to get it to run.
Apparently I had to disable Vsync and triple buffering to get the game to work. There's still some pop-up, but I guess it's doable for now. I am not one to bitch about graphics, I don't expect fancy graphics from every game. This one though, drops the ball imo. Very nice looking textures are combined with horrible textures. The ground textures are really bad. Now that would still be fine, but I do expect a game to run as it looks. It fully utilizes the CPU, but it's like half of the GPUs power isn't recognized. I have seen this game in action on an Xbox360, I can say that running it on a PC adds nothing graphically. Yes it does look great on an Xbox360 since that is an ancient machine, but it's not nearly enough for a PC. This makes me think the game is gimped (i.e. the studio did nothing at all to optimize it for PCs), an observation supported by the lack of GPU utilization.
Some people said this engine had potential, well I don't see any of that potential. I for one do not understand how Carmack is a genius. If this is what a genius produces, game development must be filled with retards.
AG: How much has id Tech 5 helped evolve the genre over the last iteration used in Doom III?
JC: This is pretty much a completely different code base. Realistically, this is probably the last time that we make such a clean sheet of paper rewrite of everything on this because it’s taken us six years. We can’t afford to ever do that again. We need to make sure that things are designed so that we can upgrade the geometry render part of things, independent of the animation system, independent of the game logic, independent of the networking logic. There’s millions of lines of code now. We just can’t rewrite everything. But there’s very little remaining that was in the previous generation of technology here. The obvious graphic side of things is completely different with the basis on this unique mega-textured world environment. There’s an interesting story behind that, because if we go all the way back to after Quake Arena, after that project, I did some research and decided where we wanted to go with the next generation. At that time, I thought there were two interesting valid paths to pursue: One was what became the new 3D renderer, where everything was treated universally; you had the normal mapping on there and the lighting and shadows. I knew there was a lot of cool, powerful, dynamic things that we could do with that. And that’s become the standard model for the way most games are done today. But the other direction that I thought was feasible, even then, was pursuing this large-scale data management and unique texturing world arrangement. I did a little bit of work there and I thought that it would be something that could be done within certain limitations, even on hardware back then. But I decided to go with what became Doom III on there.
When we finished Doom III, I was kind of surprised that nobody else had picked up on that kind of road not taken because it was clearly, by that time, something that could be done well on the hardware. When I picked back up on the direction where we wanted to go this time, I thought it was clear that we could do things that nobody else is doing. To a degree, a lot of the games looked very similar. They were all drawing the same triangles and using the same textures. That lends a degree of sameness to the experience that you get. Now there’s wonderful things done by all sorts of companies...for any given scene, you can make what you imagine in any current modern engine because if you just say, “Well, artists, you’ve got the entire budget for this, so make everything with 4k by 4k textures.” So you really can’t differentiate by screen shots because anybody can make any given screenshot if you’ve got talented enough artists on there. And the artists have really hit their strides now, where they’re producing some amazingly good-looking stuff. There’s lots of great-looking stuff here out there…there’s no doubt we have peers. Not to take anything away from anyone here, but I think it’s clear that we are at least arguably the best looking game on the current generation of consoles. The impressive thing then is that we’re also running at 60 frames per second, which is twice as fast as other games that people might hold up as the best-looking console game. So we have that visual richness and wow factor, but we’ve also got the super smooth gameplay experience, which just makes it viscerally feel better in your hands when you’re controlling it. And to kind of loop back around to the technical history there, it was a lot of fun this last year to go and do the iOS version of this mega-texture title because that validated my view that after Quake Arena, we could have done a high-end game that was mega-textured like that with some set of restrictions on there…I was able to pull off a limited version of it onto iOS devices, which are essentially 10-year-old PC GPU hardware.
Quote:
JC: We've grown a lot. We are a lot larger than we used to be. And in fact, one of the real lessons that we learned is Rage took too long for a couple reasons. We rewrote too much technology. We're not going to do that in the future. We're going to be more focused in what we do. And also a lot of the technology, like our animation and some of the AI stuff, was going to be good enough to keep, even if I rewrite the graphics engine.
Quote:
As we look back in one form or another we had seven years of work that went into it. It's a forgone conclusion that we're never going to throw out that much of the code base ever again.
Quote:
We're not going to tear up that much of the code base probably ever again. Of course, it used to be that we could afford to say, "All right, every new generation, we're going to rewrite everything from scratch." That's not tenable anymore, and it's not necessary either because a lot of our stuff really serves pretty well.
Even if I do write a brand new render or something for the next generation, there's no reason why we can't continue to use much of our animation and decoration systems, voice tracking, and all this other stuff. But we did an awful lot with Rage; it was completely unprecedented technology. We had to spend years for me to gather the whole mega-texture content creation pipeline, and the ways that we would build things and the different strategies with the artists and designers would use to take advantage of this. For just about the last year, a lot of it is just doing the final work to make sure it actually runs like it's supposed to on all the consoles.
Quote:
And I think part of that is that we can’t be doing a revolutionary technology with every game we develop. So we have to be able to leverage the technology we make. We have to go to a bit more of an iterative technology approach – as opposed to “OK, now that this game is done, I’m going to throw out every line of code and start from line zero.” We make these huge investments in development pipelines and institutional knowledge and all these things. We’ve just got to be able to leverage those better and get that time cycle down. I think it’s a completely doable thing, but I don’t think it just happens without putting some effort into it.
Quote:
We’ll be using this as our core for years. I mean, look at how long Quake 3 technology’s gone on for. So we’re not worried about the legs on id Tech 5.
Runs like shit on my rig stutters like crazy time for upgrade
what's your specifications ? and what's your display resolution ?
I can run Rage on 1680x1050 with one single Geforce 450 (1 Gb of VRAM) and all is very very smooth...except this shitty popup of course.
edit: BTW, nice boobies, uh
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