| 
					
						| 
								 
 
 
 
 
 | 
	
		| 
	
		| Page 31 of 38 |  
		| 
					
						
						JBeckman
					
					VIP Member
 Posts: 35093
 Location: Sweden
 
 |  |  
		| Back to top |  |  
		|  |  
		|  | 
				
					|  Posted: Mon, 23rd Apr 2007 06:39    Post subject: Performance question |  |  
					|  |  
					| How will this game run on my PC?? Duo 2 6300, Ati X1950 Pro 256, 2 gigs of 633 memory, and a Intel 975X chipset Motherboard, Vista.  Is it even worth playing with Vista and my system or is it too buggy for Vista?
 |  |  
		| Back to top |  |  
		|  |  
		| 
					
						
						JBeckman
					
					VIP Member
 Posts: 35093
 Location: Sweden
 
 |  |  
		| Back to top |  |  
		|  |  
		|  | 
				
					|  Posted: Tue, 24th Apr 2007 03:46    Post subject: Re: Performance question |  |  
					|  |  
					|  	  | timmy01978 wrote: |  	  | How will this game run on my PC?? Duo 2 6300, Ati X1950 Pro 256, 2 gigs of 633 memory, and a Intel 975X chipset Motherboard, Vista.  Is it even worth playing with Vista and my system or is it too buggy for Vista? | 
 
 It'll still lag at certain points, it happens no matter what system you have, but it's worth putting up with. I've just started getting into the game again, it's great my character looks like Gandalf!
 
 I've heard vista can complicate things though.
 
 "Techniclly speaking, Beta-Manboi didnt inject Burberry_Massi with Benz, he injected him with liquid that had air bubbles in it, which caused benz." - House M.D
 
 "Faith without logic is the same as knowledge without understanding; meaningless"
 |  |  
		| Back to top |  |  
		|  |  
		|  | 
				
					|  Posted: Tue, 24th Apr 2007 14:47    Post subject: |  |  
					|  |  
					|  	  | PrideLess wrote: |  	  | Nah, performance on my  system witch is not the state of the art (7900 gs, 1Gb ram, 3.0 petium) is quite ok. Well there are some lags in the big citys with a lot of npc, but overall it is good( in two months of playing i have 3 - 4 crashes). And you will have good fps boost if you turn the shadows off... It takes few ini tweakings and it is quite playable. If you have similar system, you could try with my ini tweak .
 
 Ini  tweak
 
  	  |  Spoiler: |  	  |   ;                                                                       /////////////////////////////
[Window]
 Name=Gothic3
 Left=0
 Top=0
 Right=1024
 Bottom=768
 RefreshRate=0
 AdapterNumber=0
 Fullscreen=true
 Center=true
 CaptureCursor=true
 ;                                                                       /////////////////////////////
 
 [Engine.Setup]
 IgnoreUserOptions=false
 
 
 ;																		Saves Mountlistfile for faster startup
 ;																		Editor saves Mountlist for default
 ;																		Should be disabled in shipped releases
 File.SaveMountlistFile=false
 
 ;                                                                       Vegetation view range
 VegetationAdmin.ViewRange=3500.0
 ;                                                                       Vegetation Quality = high, med, low
 VegetationAdmin.Quality=high
 ;                                                                       Bloom filter highligth threshold
 PostprocessingAdmin.BloomHighlightThreshold=0.5
 ;																		Active post processing effect
 ;																		-1 = no effect active
 ;																		0 = bloom
 PostprocessingAdmin.ActiveEffect=0
 
 ;                                                                       Debugoutput in console, default = normal
 Debug.Filter=normal
 Debug.ExceptionHandlerEnable=true
 
 
 ;                                                                       Memorycorruption monitor verifies every frame heap allocated by genome system.
 ;                                                                       only for debugging purposes, this function enabled can cause heavy performance stalls.
 ;                                                                       use this function with care, and if possible only in small projects/worlds
 ;                                                                       Heapprofiling system must be activated to use this system !
 Debug.MemoryCorruptionMonitor=false
 
 
 ;                                                                       ==================================
 ;                                                                       GfX Library, currently DirectX 9.b
 ;                                                                       only hw processing devices please -> no DX7 cards allowed !
 ;                                                                       ==================================
 Gfx.Lib=DX9
 Gfx.HWVertexprocessing=true
 Gfx.ThreadSave=false
 
 ;                                                                       ==================================
 ;                                                                       DEFAULT CAMERA SETTINGS -> APPLICATION START
 ;                                                                       ==================================
 ;                                                                       FOV in degrees
 Camera.FOV=60
 Camera.ZNear=25.0
 ;                                                                       Devnote: decrease far clipping plane range to avoid z fights -> decrease if sky system is integrated
 Camera.ZFar=10000.0
 Camera.ZFarLowPoly=70000.0
 Camera.ZBias=0.005
 ;                                                                       ==================================
 ;                                                                       DEFAULT CACHE SIZES FOR GLOBAL CACHEADMIN
 ;                                                                       Use with care: greater values can cause heavy performance problem on smaller systems
 ;                                                                       ==================================
 Cache.SizeImage=128000000
 Cache.SizeMaterial=21000000
 Cache.SizeMesh=57000000
 Cache.SizeSound=18000000
 Cache.SizeCollisionMesh=16000000
 Cache.SizeAnimation=30000000
 Cache.SizeSpeedTree=10000000
 
 ;																		==================================
 ;																		NUMBER OF WORKER-THREADS STARTED IN BACKGROUND
 ;																		Do not change number of threads by cachetype, performance stalls or instabile system possible
 ;																		==================================
 Threads.ImageCount=0
 Threads.MaterialCount=0
 Threads.MeshCount=0
 Threads.SoundCount=0
 Threads.VertexpoolCount=0
 Threads.PVSPrefetcherCount=1
 Threads.CollisionMeshCount=0
 Threads.AnimationCount=0
 
 ;																		Threads disabling, remove for debugging and graphic profiling purposes
 Threads.Enable=true
 
 
 ;																		==================================
 ;																		SHADER PARAMETERS
 ;																		==================================
 ;																		Shader version to use
 ;																		Values: 1_4, 2_0, 3_0
 ;																		If shader version not supported by the given system the next supported lower one is used
 Shader.CurrentShaderVersion=2_0
 ;																		Enable tree shadows ( makes only sence with Version 2_0 or 3_0 otherwise it will be ignored )
 Shader.EnableTreeShadows=false
 ;																		Semi static building shadows ( makes only sence with Version 2_0 or 3_0 otherwise it will be ignored )
 Shader.EnableStaticShadows=false
 ;																		Dynamic detail shadows ( makes only sence with Version 3_0 at the moment otherwise it will be ignored )
 Shader.EnableDetailShadows=false
 ;																		Skips the validation of missing shaders while the engine starts
 ;																		THIS SHOULD BE FALSE
 ;																		Set flag true if you force shader compilation
 Shader.SkipShaderPoolValidation=true
 ;																		Enable fallback materials
 Shader.EnableMaterialFallbacks=true
 ;																		Enable error materials
 ;																		If a material could not be compiled and no fallback available a error material would be used
 Shader.EnableErrorMaterial=true
 
 ;                                                                       ==================================
 ;                                                                       SOUND PARAMETERS (only in (pre-)alpha versions)
 ;                                                                       ==================================
 ;                                                                       Sound.MusicFile=Prototype.mp3
 ;Sound.MusicFile=myrtanamix.mp3
 Sound.MasterVolume=255
 Sound.MusicVolume=51
 
 ;                                                                       ==================================
 ;                                                                       ANIMATION BLENDING PARAMETERS
 ;                                                                       ==================================
 ;																		Default time (in seconds) is used to blend animations if they are not listed
 AnimationBlending.DefaultFadeTime=0.2
 AnimationBlending.PhysicControllerDistance=1200.0
 Animation.MaxRagDolls=999
 
 ;                                                                       ==================================
 ;                                                                       DYNAMIC ENTITY CAPS
 ;                                                                       ==================================
 ;                                                                       ROI sphere is used to process all dynamic entities within range.
 Entity.ROI=4000.0
 
 
 ;                                                                       EntityAdmin processes entities per default
 EntityAdmin.EnableProcessing=true
 ;																		Disable focus name rendering
 Render.DisableFocusNames=false
 ;																		PVS Prefetcher uses single thread to load and prefetch spatial contexts
 Render.EnablePVSPrefetcherThread=true
 ;																		Indicates if object (HC/VPT) culling is enabled
 ;																		Don´t set this property to false, this causes heavy stalls !
 Render.EnableObjectVPTHCCulling=true
 ;																		Simple distance screen metric object distance culling used. Culls all
 ;																		objects under threshold
 Render.ScreenObjectDistanceCulling=0.01
 Render.LowPolyObjectDistanceCulling=0.01
 Render.ProcessingRangeFadeOutRange=400
 Render.RangedBaseLoDOffset=0.0
 ;																		Global property for visual mesh lodding: 1.0f = default value > 1.0 use only for high end systems, < 1.0 for slower machines
 Render.GlobalVisualLoDFactor=0.01
 
 ;																		Skinner type for rendering
 ;																		possible entries: Software and or DX9Hardware (Software is obsolet)
 Render.AnimationSkinner=Hardware
 
 ;																		Occlusion culling pixel threshold
 ;																		Less pixelcount fails visible determination test
 Render.OcclusionPixelThreshold=10
 ;																		zPass query check for already visible objects.
 ;																		Intervall in frametime
 Render.OcclusionZPassCheckIntervall=4
 ;																		Prefetchercellsize, corresponds with landscapepatchsize
 Render.PrefetchGridCellSize=10000
 ;																		Enables lowpoly rendering
 Render.EnableLowpolyRendering=true
 ;																		Rendering mesh, animation and image quality
 ;																		Normal = take first lodstage as qualitystage
 ;																		High = uses a higher resolution.
 ;																		UltraHigh = uses highest quality mode (needs 512MB highend graphic card and min. 1 GB of systemmemory!)
 Render.MeshLoDQuality=UltraHigh
 Render.AnimationLoDQuality=UltraHigh
 Render.ImageLoDQuality=UltraHigh
 Render.DisableMeshLoDQualityFragmentString=lowpoly
 ;																		Enables vegetation rendering
 Render.EnableVegetationRendering=true
 ;
 Render.EnableDOF=true
 Render.DOFStart=1000.0
 Render.DOFEnd=8000.0
 ;																		Average fps scale factor
 FpS.Average=30.0
 FpS.Min=10.0
 FpS.Max=120
 
 ;																		FPU exception flags, do not changem this causes undefined errors in editor and game mode,
 ;																		only for debugging purposes
 FPU.bEnableDivByZeroExceptions=false
 FPU.bEnableDenormalExceptions=false
 FPU.bEnableInvalidExceptions=false
 FPU.bEnableOverflowExceptions=false
 FPU.bEnableUnderflowExceptions=false
 
 ;																		Physics stuff, disables physic, do not disable in game, undefined behavior !
 Physics.RemoteDebuggerClient=
 Physics.Disable=false
 ;																		/////////////////////////////
 
 ;																		Simple low poly version of mesh for horizon look
 Landscape.LowPolySector=G3_World_Lowpoly
 
 ;																		Prevents automatically loading of script dlls if disabled(false)
 ;																		If you setup Autoloading false game is not startet correctly.
 ;																		Use only for debugging purposes and pure engine testing
 ScriptAutoLoading=true
 FpS.Fixed=-1.000000
 Timer.bIsSmooth=true
 
 [Project.Setup]
 ;																		Database path, relative from application path, do not change this, unless you have more than one workspace in progress
 ;																		Savegames must be later stored into "my documents" to support multiuser
 Workspace.Name=Data
 Workspace.SaveGames=Save
 Workspace.Backup=Backup
 Workspace.Scripts=Scripts
 Workspace.Compiled.Mesh=_compiledMesh
 Workspace.Compiled.Material=_compiledMaterial
 Workspace.Compiled.Animation=_compiledAnimation
 Workspace.Compiled.Image=_compiledImage
 Workspace.Compiled.Physic=_compiledPhysic
 ;																		/////////////////////////////
 
 ScriptAutoLoading=true
 [Snapshots]
 ;																		Snapshot path (for default key look into controls.ini.
 Path=snapshots
 Prefix=snap_
 ;																		/////////////////////////////
 
 ;																		Engine only controls, if nomenu is set or game isn´t active
 [Controls]
 MoveSpeed=5000.0
 MoveAccelerator=20.0
 MoveDeccelerator=0.15
 ;																		/////////////////////////////
 
 ;																		Viewport background color (not longer supported)
 [Viewport]
 Color=2290649224
 
 
 [Lighting]
 ;																		Lighting type to use (not longer supported)
 ;																		0   =   Simple lighting (ambient, legacy mode)
 ;																		1   =   VertexHemisphereVertexLighting
 ;																		2   =   VertexHemisphereVertexLightingWithOverbright
 ;																		3   =   VertexHemispherePixelLightingWithOverbright
 ;																		4   =   PixelHemispherePixelLightingWithOverbright
 LightingType=2
 
 [Game]
 TestMode=false
 PlayerStart=PC_Hero
 NoMenu=false
 
 [Memory]
 Observe=Audio
 
 ;																		Camera properties
 [Camera]
 ;																		freefly cam (engine only)
 fMoveSpeed=100.0
 fMoveAccelerator=50.0
 fMoveDeccelerator=0.3
 
 ;																		3rd person/1st person cam
 fAziSpeedScale=0.10000
 fElevSpeedScale=0.070000
 fRelaxCamera=20.0
 fRelaxPlayer=2.0
 fRelaxYAxis=15.0
 fRelaxXAxis=8.0
 fRelaxDist=60.0
 fRelaxFOV=25.0
 fMaxDistToPlayer=500.0f
 
 [FreeGotoToPlayer]
 u32MaxFreePlayerGotoDistance=1000
 
 ;                                                      					/////////////////////////////
 
 ;                                                      					Option
 [Option.Sliders]
 
 DistanceHigh.fFarClippingPlane_High=10000.0
 DistanceHigh.fFarClippingPlane_Medium=8000.0
 DistanceHigh.fFarClippingPlane_Low=6000.0
 
 DistanceLow.fFarClippingPlaneLowPolyMesh_High=100000.0
 DistanceLow.fFarClippingPlaneLowPolyMesh_Medium=45000.0
 DistanceLow.fFarClippingPlaneLowPolyMesh_Low=20000.0
 
 ObjectDetails.fScreenObjectDistanceCulling_High=0.008
 ObjectDetails.fProcessingRangeFadeOutRange_High=300.0
 ObjectDetails.fRangedBaseLoDOffset_High=300.0
 ObjectDetails.enuMeshLoDQualityStage_High=2								; 0=Normal, 1=High, 2=UltraHigh
 ObjectDetails.enuAnimationLoDQualityStage_High=2						; 0=Normal, 1=High, 2=UltraHigh
 ObjectDetails.fScreenObjectDistanceCulling_Medium=0.02
 ObjectDetails.fProcessingRangeFadeOutRange_Medium=500.0
 ObjectDetails.fRangedBaseLoDOffset_Medium=0.0
 ObjectDetails.enuMeshLoDQualityStage_Medium=0							; 0=Normal, 1=High, 2=UltraHigh
 ObjectDetails.enuAnimationLoDQualityStage_Medium=0						; 0=Normal, 1=High, 2=UltraHigh
 ObjectDetails.fScreenObjectDistanceCulling_Low=0.045
 ObjectDetails.fProcessingRangeFadeOutRange_Low=700.0
 ObjectDetails.fRangedBaseLoDOffset_Low=-300.0
 ObjectDetails.enuMeshLoDQualityStage_Low=0								; 0=Normal, 1=High, 2=UltraHigh
 ObjectDetails.enuAnimationLoDQualityStage_Low=0							; 0=Normal, 1=High, 2=UltraHigh
 
 
 ResourceCache.u32ImageMaxMemUsage_TextureQualityHigh=350000000
 
 ResourceCache.u32ImageMaxMemUsage_High=96000000
 ResourceCache.u32MeshMaxMemUsage_High=96000000
 ResourceCache.u32SoundMaxMemUsage_High=20000000
 ResourceCache.u32MaterialMaxMemUsage_High=21000
 ResourceCache.u32CollisionMeshMaxMemUsage_High=18000000
 ResourceCache.u32AnimationMaxMemUsage_High=40000000
 ResourceCache.u32SpeedTreeMaxMemUsage_High=1000000
 ResourceCache.u32ImageMaxMemUsage_Medium=70000000
 ResourceCache.u32MeshMaxMemUsage_Medium=40000000
 ResourceCache.u32SoundMaxMemUsage_Medium=15000000
 ResourceCache.u32MaterialMaxMemUsage_Medium=20000
 ResourceCache.u32CollisionMeshMaxMemUsage_Medium=16000000
 ResourceCache.u32AnimationMaxMemUsage_Medium=30000000
 ResourceCache.u32SpeedTreeMaxMemUsage_Medium=750000
 ResourceCache.u32ImageMaxMemUsage_Low=32000000
 ResourceCache.u32MeshMaxMemUsage_Low=30000000
 ResourceCache.u32SoundMaxMemUsage_Low=10000000
 ResourceCache.u32MaterialMaxMemUsage_Low=18000
 ResourceCache.u32CollisionMeshMaxMemUsage_Low=13000000
 ResourceCache.u32AnimationMaxMemUsage_Low=25000000
 ResourceCache.u32SpeedTreeMaxMemUsage_Low=500000
 
 [Options.Low]
 DistanceHigh=1		; 1=Low, 2=Medium, 3=High
 DistanceLow=1		; 0=Off, 1=Low, 2=Medium, 3=High
 ResourceCache=1		; 1=Low, 2=Medium, 3=High
 ObjectDetails=1		; 1=Low, 2=Medium, 3=High
 ShaderQuality=0		; 0=1.4, 1=2.0, 2=3.0
 TextureQuality=1	; 1=Low, 2=Medium, 3=High
 TextureFilter=0		; 0=Linear, 1=Anisotropic2x, 2=Anisotropic4x, 3=Anisotropic8x, 4=Anisotropic16x
 VegetationQuality=0	; 0=Off, 1=Low, 2=Medium, 3=High
 ShadowQuality=0		; 0=Off, 1=Low, 2=Medium, 3=High
 PostProcessing=0	; 0=Off, 1=Boom, 2=Bloom+DOF
 
 [Options.Medium]
 DistanceHigh=2		; 1=Low, 2=Medium, 3=High
 DistanceLow=2		; 0=Off, 1=Low, 2=Medium, 3=High
 ResourceCache=2		; 1=Low, 2=Medium, 3=High
 ObjectDetails=2		; 1=Low, 2=Medium, 3=High
 ShaderQuality=1		; 0=1.4, 1=2.0, 2=3.0
 TextureQuality=2	; 1=Low, 2=Medium, 3=High
 TextureFilter=1		; 0=Linear, 1=Anisotropic2x, 2=Anisotropic4x, 3=Anisotropic8x, 4=Anisotropic16x
 VegetationQuality=1	; 0=Off, 1=Low, 2=Medium, 3=High
 ShadowQuality=1		; 0=Off, 1=Low, 2=Medium, 3=High
 PostProcessing=1	; 0=Off, 1=Boom, 2=Bloom+DOF
 
 [Options.High]
 DistanceHigh=3		; 1=Low, 2=Medium, 3=High
 DistanceLow=3		; 0=Off, 1=Low, 2=Medium, 3=High
 ResourceCache=3		; 1=Low, 2=Medium, 3=High
 ObjectDetails=3		; 1=Low, 2=Medium, 3=High
 ShaderQuality=2		; 0=1.4, 1=2.0, 2=3.0
 TextureQuality=2	; 1=Low, 2=Medium, 3=High
 TextureFilter=2		; 0=Linear, 1=Anisotropic2x, 2=Anisotropic4x, 3=Anisotropic8x, 4=Anisotropic16x
 VegetationQuality=3	; 0=Off, 1=Low, 2=Medium, 3=High
 ShadowQuality=3		; 0=Off, 1=Low, 2=Medium, 3=High
 PostProcessing=2	; 0=Off, 1=Boom, 2=Bloom+DOF
 
 [Options.Gamma]
 BrightnessScaling=0.2
 ContrastScaling=0.075
 RedScaling=0.3
 GreenScaling=0.3
 BlueScaling=0.3
 ;                                                      					/////////////////////////////
 
 ;                                                      					Autodetection
 [Autodetection]
 MediumMemoryLimit=1000000000
 HighMemoryLimit=1500000000
 MediumSMLimit=512		; Shadermodel 2.0
 HighSMLimit=768			; Shadermodel 3.0
 
 NVIDIA.ID=4318
 ATI.ID=4098
 
 NVIDIA.LowCount=55
 NVIDIA.LowEntry_0=810			;Quadro NVS 280 PCI
 NVIDIA.LowEntry_1=811			;Quadro FX 500/FX 600
 NVIDIA.LowEntry_2=815			;NV34GL
 NVIDIA.LowEntry_3=816			;GeForce FX 5900 Ultra
 NVIDIA.LowEntry_4=817			;GeForce FX 5900
 NVIDIA.LowEntry_5=818			;GeForce FX 5900XT
 NVIDIA.LowEntry_6=819			;GeForce FX 5950 Ultra
 NVIDIA.LowEntry_7=820			;GeForce FX 5900ZT
 NVIDIA.LowEntry_8=824			;Quadro FX 3000
 NVIDIA.LowEntry_9=831			;Quadro FX 700
 NVIDIA.LowEntry_10=833			;GeForce FX 5700 Ultra
 NVIDIA.LowEntry_11=834			;GeForce FX 5700
 NVIDIA.LowEntry_12=835			;GeForce FX 5700LE
 NVIDIA.LowEntry_13=836			;GeForce FX 5700VE
 NVIDIA.LowEntry_14=837			;NV36
 NVIDIA.LowEntry_15=846			;Quadro FX 1100
 NVIDIA.LowEntry_16=847			;NV36GL
 NVIDIA.LowEntry_17=807			;GeForce FX 5100
 NVIDIA.LowEntry_18=806			;GeForce FX 5500
 NVIDIA.LowEntry_19=803			;GeForce FX 5200LE
 NVIDIA.LowEntry_20=802			;GeForce FX 5200
 NVIDIA.LowEntry_21=801			;GeForce FX 5200 Ultra
 NVIDIA.LowEntry_22=800			;GeForce FX 5200
 NVIDIA.LowEntry_23=788			;GeForce FX 5600XT
 NVIDIA.LowEntry_24=787			;NV31
 NVIDIA.LowEntry_25=786			;GeForce FX 5600
 NVIDIA.LowEntry_26=785			;GeForce FX 5600 Ultra
 NVIDIA.LowEntry_27=777			;Quadro FX 1000
 NVIDIA.LowEntry_28=776			;Quadro FX 2000
 NVIDIA.LowEntry_29=770			;GeForce FX 5800
 NVIDIA.LowEntry_30=769			;GeForce FX 5800 Ultra
 NVIDIA.LowEntry_31=250			;GeForce PCX 5750 & GeForce PCX 5750
 NVIDIA.LowEntry_32=251			;GeForce PCX 5900 & GeForce PCX 5900
 NVIDIA.LowEntry_33=252			;GeForce PCX 5300
 NVIDIA.LowEntry_34=335			;GeForce 6200
 NVIDIA.LowEntry_35=353			;GeForce 6200 TurboCache(TM)
 NVIDIA.LowEntry_36=243			;GeForce 6200
 NVIDIA.LowEntry_37=576			;NVIDIA GeForce 6150
 NVIDIA.LowEntry_38=577			;NVIDIA GeForce 6150 LE
 NVIDIA.LowEntry_39=578			;NVIDIA GeForce 6100
 NVIDIA.LowEntry_40=204			;Quadro FX Go1400
 NVIDIA.LowEntry_41=794			;GeForce FX Go5600
 NVIDIA.LowEntry_42=795			;GeForce FX Go5650
 NVIDIA.LowEntry_43=796			;Quadro FX Go700
 NVIDIA.LowEntry_44=804			;GeForce FX Go5200
 NVIDIA.LowEntry_45=805			;GeForce FX Go5250
 NVIDIA.LowEntry_46=808			;GeForce FX Go5200 32M/64M
 NVIDIA.LowEntry_47=812			;GeForce FX Go53xx
 NVIDIA.LowEntry_48=813			;GeForce FX Go5100
 NVIDIA.LowEntry_49=839			;GeForce FX Go5700
 NVIDIA.LowEntry_50=840			;GeForce FX Go5700
 NVIDIA.LowEntry_51=844			;Quadro FX Go1000
 NVIDIA.LowEntry_52=204			;Quadro FX Go1400
 NVIDIA.LowEntry_53=356			;GeForce Go 6200
 NVIDIA.LowEntry_54=359			;GeForce Go 6200
 
 NVIDIA.MediumCount=21
 NVIDIA.MediumEntry_0=320		;GeForce 6600 GT
 NVIDIA.MediumEntry_1=321		;GeForce 6600
 NVIDIA.MediumEntry_2=322		;NV43
 NVIDIA.MediumEntry_3=323		;NV43
 NVIDIA.MediumEntry_4=325		;GeForce 6610 XL
 NVIDIA.MediumEntry_5=331		;NV43
 NVIDIA.MediumEntry_6=332		;NV43GL
 NVIDIA.MediumEntry_7=333		;NV43GL
 NVIDIA.MediumEntry_8=334		;Quadro FX 540
 NVIDIA.MediumEntry_9=352		;NV44
 NVIDIA.MediumEntry_10=354		;NV44
 NVIDIA.MediumEntry_11=355		;NV44
 NVIDIA.MediumEntry_12=357		;Quadro NVS 285
 NVIDIA.MediumEntry_13=366		;NV44GL
 NVIDIA.MediumEntry_14=241		;GeForce 6600 GT
 NVIDIA.MediumEntry_15=241		;GeForce 6600 GT
 NVIDIA.MediumEntry_16=242		;GeForce 6600
 NVIDIA.MediumEntry_17=465		;NVIDIA GeForce 7300 LE,
 NVIDIA.MediumEntry_18=479		;NVIDIA GeForce 7300 GS
 NVIDIA.MediumEntry_19=324		;GeForce Go 6600
 NVIDIA.MediumEntry_20=328		;GeForce Go 6600
 
 
 ATI.LowCount=32
 ATI.LowEntry_0=22882			;Radeon 9000
 ATI.LowEntry_1=19559			;Radeon 9000 PRO
 ATI.LowEntry_2=19567			;Radeon 9000 PRO Secondary
 ATI.LowEntry_3=22850			;Radeon 9000 Secondary
 ATI.LowEntry_4=18791			;Radeon 9000 Series
 ATI.LowEntry_5=18790			;Radeon 9000 Series
 ATI.LowEntry_6=18798			;Radeon 9000 Series Secondary
 ATI.LowEntry_7=18799			;Radeon 9000 Series Secondary
 ATI.LowEntry_8=30772			;Radeon 9000/9100 PRO IGP Series
 ATI.LowEntry_9=20813			;Radeon 9100 Series
 ATI.LowEntry_10=22881			;Radeon 9200
 ATI.LowEntry_11=22880			;Radeon 9200 PRO
 ATI.LowEntry_12=22848			;Radeon 9200 PRO Secondary
 ATI.LowEntry_13=22884			;Radeon 9200 SE
 ATI.LowEntry_14=23876			;Radeon 9200 SE Secondary
 ATI.LowEntry_15=22849			;Radeon 9200 Secondary
 ATI.LowEntry_16=16708			;Radeon 9500
 ATI.LowEntry_17=16713			;Radeon 9500
 ATI.LowEntry_18=16740			;Radeon 9500 Secondary
 ATI.LowEntry_19=16745			;Radeon 9500 Secondary
 ATI.LowEntry_20=23392			;Radeon X300 Series
 ATI.LowEntry_21=23408			;Radeon X300 Series Secondary
 ATI.LowEntry_22=19558			;ATI Mobility Radeon 9000
 ATI.LowEntry_23=22581			;ATI Mobility Radeon 9000 IGP Series
 ATI.LowEntry_24=23651			;ATI Mobility Radeon 9200
 ATI.LowEntry_25=23649			;ATI Mobility Radeon 9200
 ATI.LowEntry_26=20050			;ATI Mobility Radeon 9500
 ATI.LowEntry_27=20054			;ATI Mobility Radeon 9550
 ATI.LowEntry_28=20048			;ATI Mobility Radeon 9600/9700 Series
 ATI.LowEntry_29=21601			;ATI Mobility Radeon X300
 ATI.LowEntry_30=21600			;ATI Mobility Radeon X300
 ATI.LowEntry_31=12626			;ATI Mobility Radeon X300
 
 ATI.MediumCount=23
 ATI.MediumEntry_0=28992			;Radeon X1300 Series
 ATI.MediumEntry_1=28998			;Radeon X1300 Series
 ATI.MediumEntry_2=29006			;Radeon X1300 Series
 ATI.MediumEntry_3=29022			;Radeon X1300 Series
 ATI.MediumEntry_4=29005			;Radeon X1300 Series
 ATI.MediumEntry_5=29056			;Radeon X1300 Series
 ATI.MediumEntry_6=28994			;Radeon X1300 Series
 ATI.MediumEntry_7=29059			;Radeon X1300 Series
 ATI.MediumEntry_8=29063			;Radeon X1300 Series
 ATI.MediumEntry_9=29088			;Radeon X1300 Series Secondary
 ATI.MediumEntry_10=29037		;Radeon X1300 Series Secondary
 ATI.MediumEntry_11=29095		;Radeon X1300 Series Secondary
 ATI.MediumEntry_12=29091		;Radeon X1300 Series Secondary
 ATI.MediumEntry_13=29002		;ATI Mobility Radeon X1300
 ATI.MediumEntry_14=29004		;ATI Mobility Radeon X1300
 ATI.MediumEntry_15=29003		;ATI Mobility Radeon X1300
 ATI.MediumEntry_16=29001		;ATI Mobility Radeon X1300
 ATI.MediumEntry_17=29078		;ATI Mobility Radeon X1350
 ATI.MediumEntry_18=29067		;ATI Mobility Radeon X1350
 ATI.MediumEntry_19=29068		;ATI Mobility Radeon X1350
 ATI.MediumEntry_20=28997		;ATI Mobility Radeon X1400
 ATI.MediumEntry_21=29069		;ATI Mobility Radeon X1450
 ATI.MediumEntry_22=29062		;ATI Mobility Radeon X1450
 
 
 ///////////////////////////////////////////////////////////////////////////////////////
 ///////////////////////////////////////////////////////////////////////////////////////
 ///////////////////////////////////////////////////////////////////////////////////////
 ///////////////////////////////////////////////////////////////////////////////////////
 ///////////////////////////////////////////////////////////////////////////////////////
 
 
 ;                                                    /////////////////////////////
 
 ;                                                    Supported Languages (voice and subtitle)
 [Languages]
 
 Voice.SupportedCount=1
 Voice.Entry_0=English
 
 Subtitle.SupportedCount=1
 Subtitle.Entry_0=English
 ;                                                    /////////////////////////////
 
 ;                                                    Active Language (voice and subtitle)
 [Language]
 Text=English
 Audio=English
 | 
 
 
 I have finshed the game with all three endings and i have to say it was very enjoyable.... and yes you can call me G3 fanboy, cant help my self.
 I been looking around for similar game could anyone recomend me one ?
 | 
 
 have u played G1 and G2+exp ?! if not start to DL
 
 |  |  
		| Back to top |  |  
		|  |  
		|  | 
				
					|  Posted: Wed, 25th Apr 2007 11:16    Post subject: |  |  
					|  |  
					| Tried this game last night, on my rig (AMD 64 3200 + @ 2100mhz, 1 GB ram, X800pro 256 mb) it runs like shit, and as a bonus it even looks like shit cause I have to turn down the detail. Not surprisingly, even turning down the detail does little for performance. Damn, I loved Gothic 1 but this piece of shit?
 |  |  
		| Back to top |  |  
		|  |  
		| 
					
						
						PrideLess
					
					
 Posts: 668
 Location: 01 E4 2B 36 0E 1A EB 03 28 4C FF C7 11 A0 E7
 
 | 
				
					|  Posted: Wed, 25th Apr 2007 11:34    Post subject: |  |  
					|  |  
					| There is my ini tweak just a post above yours. I ve got pretty similar system to yours, except for graphic card ( GF 7900 GT). Runs ok ( not great ).
Defrag your comp, close all aplications witch eats your ram ( antivirus, DT, ..........)
 
 |  |  
		| Back to top |  |  
		|  |  
		|  |  |  
		| Back to top |  |  
		|  |  
		|  | 
				
					|  Posted: Wed, 25th Apr 2007 13:27    Post subject: |  |  
					|  |  
					| @ Naluh
 You have of course patched it to latest version I suppose, right ?
 
 |  |  
		| Back to top |  |  
		|  |  
		|  | 
				
					|  Posted: Wed, 25th Apr 2007 15:10    Post subject: |  |  
					|  |  
					|  	  | Naluh wrote: |  	  | Tried this game last night, on my rig (AMD 64 3200 + @ 2100mhz, 1 GB ram, X800pro 256 mb) it runs like shit, and as a bonus it even looks like shit cause I have to turn down the detail. Not surprisingly, even turning down the detail does little for performance. Damn, I loved Gothic 1 but this piece of shit? | 
 
 maybe because your rig is shit?
 
 |  |  
		| Back to top |  |  
		|  |  
		| 
					
						
						vurt
					
					
 Posts: 13897
 Location: Sweden
 
 | 
				
					|  Posted: Wed, 25th Apr 2007 15:50    Post subject: |  |  
					|  |  
					|  	  | pumbertot.1 wrote: |  	  |  	  | Naluh wrote: |  	  | Tried this game last night, on my rig (AMD 64 3200 + @ 2100mhz, 1 GB ram, X800pro 256 mb) it runs like shit, and as a bonus it even looks like shit cause I have to turn down the detail. Not surprisingly, even turning down the detail does little for performance. Damn, I loved Gothic 1 but this piece of shit? | 
 
 maybe because your rig is shit?
 | 
 
 Gothic3 _is_ shit though. The combat is comical at best while Gothic1-2 has the best combat ever (in RPG's).
 
 Tried this piece of shit game again after the latest patch to see if anything had changed, it was still totaly unplayable (gameplay-wise, performance was ok). Fuck them for destroying such a fine serie  and even saying "we listened to the Gothic Community". They only wanted to make it more accessible for Diablo fans and other dumbfucks (who cant be arsed to play games with deeper and more involving combat than click-click-click) while still hoping to sell quite a few copies to fans of the series. They succseeded with that perhaps but 90% of their (previous) fans wont buy a game ever again from these fucktards.
 
 |  |  
		| Back to top |  |  
		|  |  
		| 
					
						
						CrossWire
					
					
 Posts: 208
 Location: I make one tiny mistake and
 
 | 
				
					|  Posted: Wed, 25th Apr 2007 16:21    Post subject: |  |  
					|  |  
					| Yerr, fwiggin basquard poo face's with ugly dogs as pets, squid dic dribble bottom wipes.  I hope there next Gothic has loads more bugs than this one. |  |  
		| Back to top |  |  
		|  |  
		|  |  |  
		| Back to top |  |  
		|  |  
		|  | 
				
					|  Posted: Wed, 25th Apr 2007 16:36    Post subject: |  |  
					|  |  
					| It's not the fastest thing around anymore, I know. But I can play Oblivion on it and that looks about 10 times better than this piece of crap. Furthermore, if your head wasn't full of shit you'd know by reading the thread even high-end systems have performance problems with this game, so there! 	  | pumbertot.1 wrote: |  	  |  	  | Naluh wrote: |  	  | Tried this game last night, on my rig (AMD 64 3200 + @ 2100mhz, 1 GB ram, X800pro 256 mb) it runs like shit, and as a bonus it even looks like shit cause I have to turn down the detail. Not surprisingly, even turning down the detail does little for performance. Damn, I loved Gothic 1 but this piece of shit? | 
 
 maybe because your rig is shit?
 | 
  
 |  |  
		| Back to top |  |  
		|  |  
		|  | 
				
					|  Posted: Wed, 25th Apr 2007 17:15    Post subject: |  |  
					|  |  
					| oblivion looks better than gothic 3?
pffffffff
 
 |  |  
		| Back to top |  |  
		|  |  
		| 
					
						
						Parallax_
					
					VIP Member
 Posts: 6422
 Location: Norway
 
 | 
				
					|  Posted: Wed, 25th Apr 2007 17:18    Post subject: |  |  
					|  |  
					| It does. Get new glasses. |  |  
		| Back to top |  |  
		|  |  
		|  | 
				
					|  Posted: Wed, 25th Apr 2007 17:37    Post subject: |  |  
					|  |  
					| Well i'm enjoying it so fuck you all!
 "Techniclly speaking, Beta-Manboi didnt inject Burberry_Massi with Benz, he injected him with liquid that had air bubbles in it, which caused benz." - House M.D
 
 "Faith without logic is the same as knowledge without understanding; meaningless"
 |  |  
		| Back to top |  |  
		|  |  
		|  | 
				
					|  Posted: Wed, 25th Apr 2007 19:10    Post subject: |  |  
					|  |  
					|  	  | vurt wrote: |  	  | They only wanted to make it more accessible for Diablo fans and other dumbfucks (who cant be arsed to play games with deeper and more involving combat than click-click-click) | 
 
 Amen
 |  |  
		| Back to top |  |  
		|  |  
		| 
					
						
						Dunge
					
					
 
 Posts: 1201
 
 Location: Québec
 
 | 
				
					|  Posted: Wed, 25th Apr 2007 20:08    Post subject: |  |  
					|  |  
					| Sorry if I'm not too well informed but are there been a lot of patch fixing this game? I loved G2+exp and waited like a fanboy for G3. I started the game and pretty much liked it until one point I abandoned because my savegame was fubbar (I had to kill a whole village alone or else they kept following me everywhere). Like everyone I wasn't happy orcs are easier to kill than sheep and that combat was a bit buggy. Is the game more enjoyable now? Should I re-try a new game?
 |  |  
		| Back to top |  |  
		|  |  
		|  | 
				
					|  Posted: Wed, 25th Apr 2007 20:27    Post subject: |  |  
					|  |  
					| I'm actually waiting for another patch and then I'll start new game. I started playing with retail version, and alot of things patches fix don't get fixed unless you start new game. I didn't feel like starting over then, but if they release new patch before the summer I'll play. Still haven't finished the game so...
 |  |  
		| Back to top |  |  
		|  |  
		|  | 
				
					|  Posted: Wed, 25th Apr 2007 20:57    Post subject: |  |  
					|  |  
					| Last I heard they were still trying to figure out how to distribute the next patch, since they estimated it would be around 1GB in size.  Why they can't do a diff patch like every other software developer does when it's necessary to make changes to so many files is a bit of a mystery to me, but that's what Piranha Bytes has said.
 |  |  
		| Back to top |  |  
		|  |  
		| 
					
						
						vurt
					
					
 Posts: 13897
 Location: Sweden
 
 | 
				
					|  Posted: Wed, 25th Apr 2007 22:02    Post subject: |  |  
					|  |  
					|  	  | Palegod wrote: |  	  | Last I heard they were still trying to figure out how to distribute the next patch, since they estimated it would be around 1GB in size. 
 | 
 
 They never heard of .torrents? It's just a lame excuse, i doubt we'll ever see a 1 GB patch, hell i bet that's almost as much work as making a half game! No way they're gonna pull that off. What we can hope for is that they incoperate a decent fix into an add-on for the game. An addon with a big patch could possible save this POS.
 
 |  |  
		| Back to top |  |  
		|  |  
		|  | 
				
					|  Posted: Wed, 25th Apr 2007 22:06    Post subject: |  |  
					|  |  
					| 1GB isn't all new data, it's probably standard patch size, only for some reason they can't change or update the world file, but they have to upload it whole. And they're not working on a way to distribute it,  they said because patch is so large, they want it to be the last one so it's gonna be a while. Read my post page or two back
 |  |  
		| Back to top |  |  
		|  |  
		|  | 
				
					|  Posted: Thu, 26th Apr 2007 00:27    Post subject: |  |  
					|  |  
					|  	  | BearishSun wrote: |  	  | I'm actually waiting for another patch and then I'll start new game. I started playing with retail version, and alot of things patches fix don't get fixed unless you start new game. I didn't feel like starting over then, but if they release new patch before the summer I'll play. Still haven't finished the game so... | 
 
 Same here man, same here. Hopefully that huge patch will be out some time soon..
 
 |  |  
		| Back to top |  |  
		|  |  
		|  | 
				
					|  Posted: Thu, 26th Apr 2007 18:16    Post subject: |  |  
					|  |  
					| I'm letting this one rest until a good patch comes out too, or maybe when I decide to upgrade my rig, which should be somewhere between 3-6 months from now. 	  | BearishSun wrote: |  	  | I'm actually waiting for another patch and then I'll start new game. I started playing with retail version, and alot of things patches fix don't get fixed unless you start new game. I didn't feel like starting over then, but if they release new patch before the summer I'll play. Still haven't finished the game so... | 
 
 |  |  
		| Back to top |  |  
		|  |  
		|  |  |  
		| Back to top |  |  
		|  |  
		| 
					
						
						JBeckman
					
					VIP Member
 Posts: 35093
 Location: Sweden
 
 | 
				
					|  Posted: Fri, 29th Jun 2007 09:40    Post subject: |  |  
					|  |  
					| The community patch only changes the Pak files so far and since there is no changes to the EXE file you can still use the latest 1.12 crack.
 Ofcourse seeing as JW has more or less hired or contracted the team who make the community patch this might change later on as they work further with the games source code.
 (Should be a few threads about this on the main JoWood forums about Gothic III, gameplay and community patch section in the english forums.)
 
 |  |  
		| Back to top |  |  
		|  |  
		|  |  |  
		| Back to top |  |  
		|  |  
		|  |  |  
		| Back to top |  |  
		|  |  
		|  | 
				
					|  Posted: Fri, 29th Jun 2007 15:42    Post subject: |  |  
					|  |  
					|  |  |  
		| Back to top |  |  
		|  |  
				| Page 31 of 38 | All times are GMT + 1 Hour |  
 
 
	
		| 
 | You cannot post new topics in this forum You cannot reply to topics in this forum
 You cannot edit your posts in this forum
 You cannot delete your posts in this forum
 You cannot vote in polls in this forum
 
 |  
 Powered by phpBB 2.0.8 © 2001, 2002 phpBB Group
 
 |  |  |  |