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Posted: Fri, 7th Oct 2011 10:58 Post subject: |
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scouse wrote: | Runs perfectly fine on my old antiquated rig no vrashes or slowdowns or stuttering , the backgrounds do take about half a second to fill properly ( probably not even that but you can see them fill ) and with so many problems on so many other rigs i seriously doubt its driver related and more towards sloppy work by Id.
For a AAA title this is very very poor, a lot of textures look like crap even when theyve had time to fill and the gameplay is pretty poor from multiple headshots to kill to really bad driving controls add onto that that weve already seen this so many times before with the newest being Borderlands its not worth the price , in 6 months with DLC and Mods it maybe a good game but for now im pretty glad i didnt waste my hard earned cash on it .
With so many issues i doubt any QA was done at all it must have been a very very rare PC that this game was tested on as through everyone on here i wouldnt be surprised if nearly every base configuration has been covered. |
Care to share your specs? thnx.
Q6600/Club3D 4890/2GB DDR2/WiN7\XP/1.5 TB/23 Inch LCD

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Werelds
Special Little Man
Posts: 15098
Location: 0100111001001100
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Posted: Fri, 7th Oct 2011 11:05 Post subject: |
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consolitis wrote: | It's a widespread problem in "many, many, MANY" games:
Quote: | Alright I found the cause of the constant 4-5 second freezes, it wasn't graphics related it was my piece of shit Logitech G35. Now normally when running one of the (many, many, MANY) games that don't work properly with that dogshit headset you can switch the driver to a default USB driver and get it working at the cost of losing surround sound. Well Rage was freezing up even on the regular USB driver, I disabled the thing entirely and no more random freezes.
Thing is going in the bin and I'm getting a non USB headset tomorrow. What a headache that thing turned out to be. |
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The freezing in those games is caused by the driver not responding. Logitech headsets are known to cause issues, I know that - but they're not the only ones with this problem, nor is it limited to headsets like I said.
Didn't know that about Portal 2, but that is a very specific problem and easy to pinpoint. Care to pinpoint the issues going on now?
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djvelho
Posts: 1262
Location: Finland
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Posted: Fri, 7th Oct 2011 11:05 Post subject: |
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i disable/deleted console via rageconfig.
i played the first mission again and same thing pops out?
do i have to start game over?
hmm....
i got this line on rageconfig:
Spoiler: | seta com_videoRam 1024 //CHANGE TO YOUR VRAM AMOUNT IN MB
seta image_anisotropy 16
seta image_usecompression 0
seta image_filter "GL_LINEAR_MIPMAP_LINEAR"
seta image_preload 1
seta image_lodbias -1
seta image_ignoreHighQuality 0
seta image_ignoreLowQuality 1
seta image_useCache 1
seta image_cacheMegs 125
seta image_cacheMinK 50
seta r_swapInterval 1
seta r_useHighQualityPostProcess 1
seta r_shadowsHighQuality 1
seta r_renderer best
seta r_multiSamples 4
seta r_useHBAO 1
seta r_useRenderThread 1
seta r_visDistMult 1
seta r_skipBump 0
seta r_skipSpecular 0
seta r_skipNewAmbient 0
seta r_shadows 1
seta r_cgFragmentProfile best
seta r_cgVertexProfile best
seta g_showplayershadow 1
seta vt_lodBias -1
seta vt_minlod -1
seta vt_maxaniso 4
seta vt_vmtrcompression none
seta vt_uncompressedvmtr 1
seta vt_qualityhdplossless 1
seta vt_qualityhdppower 0
seta vt_qualityhdpspecular 0
seta vt_qualityhdpnormal 0
seta vt_qualityhdpdiffuse 0
seta vt_qualitydctpower 100
seta vt_qualitydctspecular 100
seta vt_qualitydctnormal 100
seta vt_qualitydctchroma 100
seta vt_qualitydctluma 100
seta vt_pageimagesizeuniquediffuseonly2 "8192"
seta vt_pageimagesizeuniquediffuseonly "8192"
seta vt_pageimagesizeunique "8192"
seta vt_pageimagesizevmtr "8192"
seta vt_restart
seta ik_enablesmoothing 0
seta m_smooth 0
seta image_screenshotquality 100 |
Last edited by djvelho on Fri, 7th Oct 2011 11:13; edited 1 time in total
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Posted: Fri, 7th Oct 2011 11:13 Post subject: |
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Id seems to have really tried to modernize their game design and although they've been in the business from the start, I have to say this is a good effort considering this is their first try into 'being modern'.
As for the megatexture thing, the payoff is not as big as its shortcomings, but id's name of the game was always to try and innovate; EVERY game they've put out the engine did something new that others would follow. It might not be the case with megatexture, but I think it's still a 'noble' effort considering everything.
I haven't finished the game yet (as I'm out of weed, and that's the only way I'm able to enjoy it), but so far I liked it. I'm still trying to find that "id trademark" in it, but with not much success.
My biggest disappointment of..last 4 years - in terms of graphics technology.
Asus, B550, 3700X, 3060, 32GB.
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Posted: Fri, 7th Oct 2011 11:17 Post subject: |
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@djvelho
I think that as soon as you change some cvars the game assumes it's being cheated.
Use "find" command in console and search for "cheat" to see which cvars are cheat protected. it's not exclusively related to com_allowConsole.
Asus, B550, 3700X, 3060, 32GB.
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djvelho
Posts: 1262
Location: Finland
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Posted: Fri, 7th Oct 2011 11:29 Post subject: |
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Any luck with Ati 4xxx card?
Someone with a solution?
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Freudian
Posts: 364
Location: Din mamma!
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Freudian
Posts: 364
Location: Din mamma!
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Posted: Fri, 7th Oct 2011 11:39 Post subject: |
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gold24 wrote: | i will try it but again the problem isn't graphics or game running slow its actually perfect it just crashes every time i enter a new area if i load it again it works ok on in that area.. |
You'd be surprised at what kind of crashes you can get because of bad graphic or C++/framework drivers...
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djvelho
Posts: 1262
Location: Finland
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Posted: Fri, 7th Oct 2011 11:41 Post subject: |
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Posted: Fri, 7th Oct 2011 12:02 Post subject: |
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Can I sell the ore? It's marked with $ instead of a gear?
Lutzifer wrote: | and yes, mine is only average |
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Posted: Fri, 7th Oct 2011 12:07 Post subject: game crashes in the begining |
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when i start the game igot this in tje comsole
Rage.1683.2 win-x86 Release Oct 3 2011 11:22:59
------ Initializing File System ------
Current search path:
C:/Documents and Settings/Gil/My Documents/My Games/id Software/Rage/base/
H:/Program Files/Bethesda Softworks/Rage/base/
file system initialized.
BenchmarkGameData: ofs 0 and 0x1208090624x
74 microseconds
35 microseconds
32 microseconds
32 microseconds
32 microseconds
32 microseconds
31 microseconds
32 microseconds
32 microseconds
32 microseconds
Average seek time without outliers: 32 microseconds
fileBenchmarkImpliesGameIsOnHD: true
---------------------------
1 CPU package, 2 cores, 2 total logical processors
2672 MHz Intel CPU with MMX & SSE & SSE2 & SSE3 & EM64T
32768 kB 1st level cache, 4194304 kB 2nd level cache, 0 kB 3rd level cache
2048 MB System Memory
0 MB Video Memory
Winsock Initialized
Found interface: {2B62DEA1-51B3-4335-9512-AA2709FAF566} Attansic L1 Gigabit Ethernet 10/100/1000Base-T Controller - Packet Scheduler Miniport - 10.0.0.1/255.255.255.0
Sys_InitNetworking: adding loopback interface
execing default.cfg
execing joystick.cfg
execing default.cfg
execing joystick.cfg
execing default.cfg
execing joystick.cfg
execing default.cfg
execing joystick.cfg
idLib::SetProduction( PROD_PRODUCTION )
couldn't exec rageConfig.cfg
Resetting cheat cvar: aas2_showFloorTrace
Resetting cheat cvar: ai_alignToPointDist
Resetting cheat cvar: ai_minCornerCircleRadius
Resetting cheat cvar: ai_cornerCircleRadius
Resetting cheat cvar: ai_turningCircleAlignmentTolerance
Resetting cheat cvar: ai_pointTolerance
Resetting cheat cvar: atv_bumpForwardScale
Resetting cheat cvar: aa_ZoomSnapScale
Resetting cheat cvar: poi_playerScaleMinimum
Resetting cheat cvar: poi_scaleMinimum
Resetting cheat cvar: poi_ScreenPercentage
Resetting cheat cvar: poi_IconSizeSplitscreen
Resetting cheat cvar: poi_IconSize
Resetting cheat cvar: poi_GoalHeightOffset
Resetting cheat cvar: swf_minimap_scale_foot
Resetting cheat cvar: swf_minimap_scale_vehicle
Resetting cheat cvar: blendTree_scale
Resetting cheat cvar: swf_jobnav_mindist
Resetting cheat cvar: swf_minimap_ant_first_step_foot
Resetting cheat cvar: swf_minimap_ant_step_foot
Resetting cheat cvar: swf_minimap_ant_first_step
Resetting cheat cvar: swf_minimap_ant_step
Resetting cheat cvar: swf_scopeZoomDistance
Resetting cheat cvar: gc_fictionBlurAmount
Resetting cheat cvar: swf_invFadeTime
Resetting cheat cvar: cine_cameraAccel
Resetting cheat cvar: rcbomb_initialOffset
Resetting cheat cvar: cam_deathCamblurTime
Resetting cheat cvar: cam_deathCamblurAmount
Resetting cheat cvar: revivecam_HeightEnd
Resetting cheat cvar: revivecam_HeightStart
Resetting cheat cvar: spl_qn_pathbonus
Resetting cheat cvar: spl_qn_zpenelty
Resetting cheat cvar: ai_NonPlayerOneShotChance
Resetting cheat cvar: ai_droppedLootDistance
Resetting cheat cvar: pm_ct_jump_dist
Resetting cheat cvar: pm_ct_push_dist
Resetting cheat cvar: pm_ct_push_decayIn
Resetting cheat cvar: pm_ct_push_decayOut
Resetting cheat cvar: pm_ct_checkDist
Resetting cheat cvar: g_playerDamageThreshold
Resetting cheat cvar: swf_combatSubtitleRange
Resetting cheat cvar: swf_subtitleRange
Resetting cheat cvar: vehicle_clientImpactDmg_MaxDmg
Resetting cheat cvar: vehicle_clientImpactDmg_MinDmg
Resetting cheat cvar: vehicle_clientImpactDmg_MaxVel
Resetting cheat cvar: vehicle_clientImpactDmg_MinVel
Resetting cheat cvar: v_steerControlClamp
Resetting cheat cvar: v_steerControlInfluence
Resetting cheat cvar: v_compressiontime
Resetting cheat cvar: v_dusttime
Resetting cheat cvar: pm_clientZoomInDelay
Resetting cheat cvar: pm_clientAuthoritative_warnDist
Resetting cheat cvar: pm_clientAuthoritative_minDistZ
Resetting cheat cvar: pm_clientAuthoritative_Lerp
Resetting cheat cvar: pm_clientAuthoritative_minDist
Resetting cheat cvar: net_voiceVolume
Resetting cheat cvar: net_peer_throttle_bps_decay
Resetting cheat cvar: net_debughud3_bps_max
------- Initializing renderSystem --------
Initializing OpenGL subsystem
...registered window class
...registered fake window class
...using WGL_EXT_swap_control
X..WGL_EXT_swap_control_tear not found
ERROR_INVALID_VERSION_ARB
? @ 0x00697064( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
? @ 0x006971dc( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
? @ 0x0069727c( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
? @ 0x0057c36e( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
? @ 0x005eb1db( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
? @ 0x7e418734( ) + bytes () : GetDC( )
? @ 0x7e42bdf1( ) + bytes () : UserLpkPSMTextOut( )
? @ 0x7e428ea0( ) + bytes () : DefWindowProcW( )
? @ 0x7e42ce7c( ) + bytes () : SetLayeredWindowAttributes( )
? @ 0x7c90e473( ) + bytes () : KiUserCallbackDispatcher( )
? @ 0x7e42e442( ) + bytes () : GetScrollInfo( )
? @ 0x7e42e4dc( ) + bytes () : CreateWindowExA( )
? @ 0x0057eb19( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
? @ 0x0057f42c( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
? @ 0x0055a086( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
? @ 0x005ddd40( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
? @ 0x00bb833c( ) + bytes () : ** UNKNOWN **( ** FUNC_PARAM_ERROR ** )
? @ 0x7c817077( ) + bytes () : RegisterWaitForInputIdle( )
ERROR: wglCreateContextAttribsARB failed
Dumped console text to C:\Documents and Settings\Gil\My Documents\My Games\id Software\Rage\base\ErrorLog_10-07-2011__12-03-12pm.txt.
idRenderSystem::Shutdown()
Shutting down OpenGL subsystem
...releasing DC
...destroying window
***************************
wglCreateContextAttribsARB failed
***************************
someone got this too?
i have radeon x1950 pro and 10.2 driver
rnx in Advance
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Posted: Fri, 7th Oct 2011 12:14 Post subject: |
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How can there have been a proper QA for the PC version while the Xbox version runs great on a steady 60fps with the same graphics? Obviously all attention went to the console versions and the PC version was an afterthought.
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djvelho
Posts: 1262
Location: Finland
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Posted: Fri, 7th Oct 2011 12:50 Post subject: |
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Please djvelho could you help me? I've the same problem with console and achievements.
How do you solve this? Thanx in advance.
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Posted: Fri, 7th Oct 2011 12:58 Post subject: Re: game crashes in the begining |
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gilyos wrote: | when i start the game igot this in tje comsole
someone got this too?
i have radeon x1950 pro and 10.2 driver
rnx in Advance |
http://forum.beyond3d.com/showpost.php?p=1587597&postcount=2
Quote: | I tried to run the game on my X1950XTX. It doesn't even load up. The classic blue id Software program meltdown window displays various errors and dies due to no support for 'GL_ARB_draw_elements_base_vertex'. I guess this means the game requires OpenGL 3. Although in reality it requires bleeding edge OpenGL support as evidenced by the driver issues. |
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Posted: Fri, 7th Oct 2011 13:01 Post subject: |
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Well come on.. the minimum requirement is of as Radeon 4200.
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Posted: Fri, 7th Oct 2011 13:09 Post subject: |
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Anything new about tweaking this since yesterday? Also, JB, can you please upload the files that you use (.bat and .cfg files I believe)? I want to see something.
NZXT S340 ELITE : EVGA Z370 FTW / [ Intel i7 8086k @4.0Ghz ][ ASUS TUF RTX 3060 Ti 8GB ][ 16GB G.Skill Trident Z @3200mhz CL16 ][ 128GB Intel760p Series + 1TB Crucial MX500 + 3TB WD RED ][ Thermaltake Toughpower PF1 650W ]
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Posted: Fri, 7th Oct 2011 13:11 Post subject: |
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LeoNatan
☢ NFOHump Despot ☢
Posts: 73196
Location: Ramat Gan, Israel 🇮🇱
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Posted: Fri, 7th Oct 2011 13:12 Post subject: |
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So no Voodoo 2 this time? 
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LeoNatan
☢ NFOHump Despot ☢
Posts: 73196
Location: Ramat Gan, Israel 🇮🇱
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Posted: Fri, 7th Oct 2011 13:15 Post subject: |
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sabin1981 wrote: | consolitis wrote: | sabin1981 wrote: | Well come on.. the minimum requirement is of as Radeon 4200. |
Which does support OpenGL 3.2
1950 XT doesn't support it (AFAIK) |
Your "must correct everybody!!! must!! correct!! EVERYBODY!!!" is in full swing today, huh? ... you missed the point. I was pointing out the futility of someone with an X1900 trying to run a game where the MINIMUM requirement is several generations ahead. If a game says it NEEDS a Radeon 4200, why on earth would try it on a 1900? |
Well Doom 3 required GeForce 3 minimum and Voodoo 2 played it "great", so... 
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Posted: Fri, 7th Oct 2011 13:16 Post subject: |
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Naw, I was talking about the architecture. I suppose MAYBE someone might come out with an Oldblivion/D3-Voodoo hack, but meh... I doubt it.
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LeoNatan
☢ NFOHump Despot ☢
Posts: 73196
Location: Ramat Gan, Israel 🇮🇱
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Posted: Fri, 7th Oct 2011 13:17 Post subject: |
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Posted: Fri, 7th Oct 2011 13:23 Post subject: |
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lol when i am looking to these screens doom3 on voodoo 2 i fell like i am drunked;d
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LeoNatan
☢ NFOHump Despot ☢
Posts: 73196
Location: Ramat Gan, Israel 🇮🇱
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Posted: Fri, 7th Oct 2011 13:29 Post subject: |
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JohnF wrote: | lol when i am looking to these screens doom3 on voodoo 2 i fell like i am drunked;d |
The sad thing these days is, games are so far behind, none of these mods are needed any longer. Last one was BioShock SM2.0 mod? That was in 2007. So there will never by Oldrim, Rage 1950 and so on, because there is just no real demand for such creative hacks. Even on a simple on-board, you have enough juice to play the console ports. 
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Posted: Fri, 7th Oct 2011 13:30 Post subject: |
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Seems nvidia is happy with how the game performs and the work id has done:
Quote: | I work for nvidia, and I specifically work with developers (including id) on functionality like this. I didn't implement GPU transcode specifically, though. |
Quote: | Transcode is one of the core operations behind Rage. Basically surfaces are stored on disk in a format that is extremely compression friendly, but is not usable directly by the GPU. Transcode basically converts from the disk format to an in-memory format usable by the GPU.
GPU Transcode performs this costly operation on the GPU instead of the CPU, which massively increases the number of pages that can be transcoded at a time (while maintaining 60 or near 60 hz). This has the visual effect of reducing the time between an item coming on screen and that item having the full, correct texture data available.
Here's a quick faq:
* Why don't they just de-transcode once and keep a cache around?
The format stored on disk is about 1/10th the size of the GPU-required formats. Keeping all of the detranscoded data in memory (or in a cache) would basically overwhelm available system memory. Keep in mind that it's not just how much RAM you have in your system. Rage is only a 32-bit executable, so it has a maximum addressable space of ~3G. Add to that the fact that Windows gets a little bitchy when memory usage for a single process gets too high, and you have a recipe for poor performance.
* Why is this NVIDIA only?
The underlying code is written in C for CUDA. When the engineer working on this started, OpenCL wasn't an option. Later, preliminary tests into porting the code to OpenCL showed poor performance compared to the C for CUDA implementation.
* Who will get the most benefit from GPU Transcode?
People with a relatively weak CPU and a powerful nvidia GPU will receive the most benefit, though those with a strong CPU will also see some benefit. If you have a relatively weak GPU (anything older or slower than a gtx 460, I'd tenatively say) GPU transcode will wind up doing nothing (falling back to CPU transcode) or giving only minor improvements.
* How do I make it work?
First, upgrade your drivers to the latest (285 Beta drivers). Then, in Rage, locate the option "GPU Transcode" and set to on. The option will not be available if you do not have the latest drivers. |
Quote: | I expect id to make their game work, they could have written that transcoder and written one for AMD as well. It's nice for you that nvidia took up the slack but it's still dumb that they had to do id's job. Now here we are with only a minority of the fanbase actually able to enjoy the game.
--
They did make their game work, and they graciously allowed us to do a value-add for our customers in their game.
There already is a transcoder, written by id, on the CPU. It works and it's fast. This is the first title in the world to use C for CUDA as an optional feature. It's not like we could just ask developers to bang on something for a year that we're not even sure is going to work.
If you think it's id's fault that the game works properly on nvidia hardware and not so properly on AMD's hardware, you've misplaced the blame. The problem there isn't id or nvidia. |
Quote: | I'm pretty sure there is just a legitimate bug that is preventing AMD from behaving as well as nvidia does.
To be clear, if you have a beefy CPU and a beefy GPU, GPU Transcoding doesn't buy you that much. And our hardware is pretty close to parity with AMD for this generation, so any performance differences between two competing cards on Rage when GPU Transcode is disabled (for two identical systems) is purely because of driver differences. |
Quote: | Because the game plays and transcodes pretty much fine on X360 and PS3 which have massively slower CPUs than a modern desktop? And it plays fine on NVIDIA hardware if GPU Transcode is disabled.
Yes, there are cases where their tech doesn't work as well as you might like--for example spinning in a circle on a memory constrained system (like a 360 or a PS3, or when the driver reports back to the application that the GPU installed has 0 megs of ram).
The problem on AMD is AMD's OpenGL drivers. It's not id and it's not nvidia. |
Quote: | There's a possibility that SLI won't behave properly with GPU Transcoding for the short term. I talked to the engineer today, and he says that there's a bug that causes the performance to vary on SLI. It should be fixed shortly. Sorry if it causes you any more grief. :\
But if your perf stays up, even better.  |
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