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JBeckman
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Posts: 34974
Location: Sweden
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Posted: Mon, 23rd Apr 2007 06:39 Post subject: Performance question |
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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?
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JBeckman
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Location: Sweden
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Posted: Tue, 24th Apr 2007 03:46 Post subject: Re: Performance question |
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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"
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Posted: Tue, 24th Apr 2007 14:47 Post subject: |
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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
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Posted: Wed, 25th Apr 2007 11:16 Post subject: |
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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?
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PrideLess
Posts: 668
Location: 01 E4 2B 36 0E 1A EB 03 28 4C FF C7 11 A0 E7
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Posted: Wed, 25th Apr 2007 11:34 Post subject: |
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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, ..........)
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Posted: Wed, 25th Apr 2007 13:27 Post subject: |
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@ Naluh
You have of course patched it to latest version I suppose, right ?
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Posted: Wed, 25th Apr 2007 15:10 Post subject: |
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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?
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vurt
Posts: 13824
Location: Sweden
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Posted: Wed, 25th Apr 2007 15:50 Post subject: |
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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.
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CrossWire
Posts: 208
Location: I make one tiny mistake and
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Posted: Wed, 25th Apr 2007 16:21 Post subject: |
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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.
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Posted: Wed, 25th Apr 2007 16:36 Post subject: |
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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? | 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! 
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Posted: Wed, 25th Apr 2007 17:15 Post subject: |
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oblivion looks better than gothic 3?
pffffffff
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Parallax_
VIP Member
Posts: 6422
Location: Norway
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Posted: Wed, 25th Apr 2007 17:18 Post subject: |
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It does. Get new glasses.
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Posted: Wed, 25th Apr 2007 17:37 Post subject: |
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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"
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Posted: Wed, 25th Apr 2007 19:10 Post subject: |
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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
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Dunge
Posts: 1201
Location: Québec
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Posted: Wed, 25th Apr 2007 20:08 Post subject: |
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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?
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Posted: Wed, 25th Apr 2007 20:27 Post subject: |
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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...
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Posted: Wed, 25th Apr 2007 20:57 Post subject: |
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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.
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vurt
Posts: 13824
Location: Sweden
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Posted: Wed, 25th Apr 2007 22:02 Post subject: |
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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.
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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.
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Posted: Wed, 25th Apr 2007 22:06 Post subject: |
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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
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Posted: Thu, 26th Apr 2007 00:27 Post subject: |
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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..
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Posted: Thu, 26th Apr 2007 18:16 Post subject: |
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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... | 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.
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JBeckman
VIP Member
Posts: 34974
Location: Sweden
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Posted: Fri, 29th Jun 2007 09:40 Post subject: |
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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.)
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Posted: Fri, 29th Jun 2007 15:42 Post subject: |
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