For all those having graphic corruption, crashing and lag look here.
#51
Posté 13 novembre 2009 - 09:55
#52
Posté 13 novembre 2009 - 10:20
Does this mean the models wont fall fully animated to the ground when knocked-out?
The game is getting -for me at least- really annoying loading times when i played longer then 1-2 hours.
Has this any connection to this PhysX or Triple Buffer option, or is that sth. else?
#53
Posté 13 novembre 2009 - 10:36
Thanks guys! This is definitely a tip everyone should have.
PhysX being on/off seems to not change anything for me.
#54
Posté 13 novembre 2009 - 10:36
#55
Posté 13 novembre 2009 - 10:42
pinzig wrote...
wow, I couldn't find that physX thing you all were talking about but the triple buffering fixed my load times AND the crazy beards. thanks!
As far as I know only Nvidia supports PhysX not ATI incase you have one but if you do have an Nvidia its on the left side panel right away,see pic for exaple for Nvida.
#56
Posté 13 novembre 2009 - 11:06
Whats that V-Sync good for? I just remember it from ME, where it slowed down the game...
#57
Posté 13 novembre 2009 - 11:31
Sarevok Anchev wrote...
So this Triple Buffering is for V-Sync?
Whats that V-Sync good for? I just remember it from ME, where it slowed down the game...
Vertical synchronization (v-sync, v-synch, vbl-sync, vbl-synch) refers generally to the synchronization of frame changes with the vertical blanking interval. Since CRTs were nearly the only common video display technology prior to the widespread adoption of LCDs, the frame buffers in computer graphics
hardware are designed to match the CRT characteristic of drawing images from the top down a line at a time by replacing the data of the previous frame in the buffer with that of the next frame in a similar fashion. If the frame buffer is updated with a new image while the image is being transmitted to the display, the frame buffer gives it the current mishmash of both frames, producing a page tearing artifact partway down the image. Vertical synchronization eliminates this by timing frame buffer fills to coincide with the vertical blanking interval, thus ensuring that only whole frames are seen on-screen.
Sophisticated software such as computer games and CAD packages often allow vertical synchronization as an option, because it delays the image update until the vertical blanking interval. This produces a small penalty in performance, which can be enough to reduce a program's frame rate below the refresh rate of the monitor on computationally strained systems.
VSYNC is also the name of the signal indicating this frame change in analog RGB component video.
_____
In computer graphics, triple buffering is a variant on double buffering, a technique for drawing graphics that shows no (or less) flicker, tearing, and shearing artifacts.
Triple buffering attempts to provide a speed improvement over double buffering. In real life applications, this often involves trying to abstract the graphics drawing operations from being synchronized with the monitor's refresh rate. Typically this involves frames being drawn at a rate lower than or higher than the monitor's frame rate (a variable frame rate) without the usual effects this would cause (namely flickering, shearing and tearing).
Due to the software algorithm not having to poll the graphics hardware for monitor refresh events,
the algorithm is free to run as fast as possible. This is not the only method of triple buffering available, but is the most prevalent on the PC architecture where the speed of the target machine is highly variable.
Another method of triple buffering involves synchronizing with the monitor frame rate, and simply using the third buffer as a method of providing breathing room for changing demands in the amount of graphics drawn. This is the use of a buffer in the true sense whereby the buffer acts as a reservoir.
Such a method requires a higher minimum specification of the target hardware but provides a consistent (vs. variable) frame rate. This is the case when using triple buffering in DirectX, where a chain of 3 buffers are rendered and always displayed.
Triple buffering implies three buffers, but the method can be extended to as many buffers as is practical for the application. Usually, there is no advantage to using more than three buffers.
Modifié par ZootCadillac, 13 novembre 2009 - 11:36 .
#58
Posté 13 novembre 2009 - 12:54
I've now turned of PhysX hardware acceleration, interested to know it improves things for some people, we'll have to wait and see.
Apart from the crashes I love this game by the way.
#59
Posté 13 novembre 2009 - 12:56
Sarevok Anchev wrote...
What difference does it in-game, if i deactivate PhysX?
Does this mean the models wont fall fully animated to the ground when knocked-out?
The game is getting -for me at least- really annoying loading times when i played longer then 1-2 hours.
Has this any connection to this PhysX or Triple Buffer option, or is that sth. else?
Bioware have stated that although Dragon Age can use PhysX hardware if present it doesn't need it, you get no extra features by having it on just takes load of the CPU and puts it on The GPU so no harm turning it off unless you have a low end CPU in which case you might get some minor slow down in physX heavy sections.
#60
Posté 13 novembre 2009 - 01:21
#61
Posté 13 novembre 2009 - 02:52
ZootCadillac wrote...
Sarevok Anchev wrote...
So this Triple Buffering is for V-Sync?
Whats that V-Sync good for? I just remember it from ME, where it slowed down the game...
Vertical synchronization (v-sync, v-synch, vbl-sync, vbl-synch) refers generally to the synchronization of frame changes with the vertical blanking interval. Since CRTs w...BLAAAAAAAAAAAAAA
In computer graphics, triple buffering is a variant on double buffering, a technique for drawing graphics that shows no (or less) flicker, tearing, and shearing artifacts.
BLAAAAAAAAAA
oO .... lol, wikispam....
Thanks for the enlightenment, but you just toasted my Main-Drive
Well i just wanted to know, if theres really a difference ingame, when you use it or not...
And also, if Triple Buff is only possible with V-Sync.
And now excuse me, im gonna bang my head against a bookshelf, maybe i will become smarter, so
that i can understand that sh**t
#62
Posté 13 novembre 2009 - 02:58
#63
Posté 13 novembre 2009 - 04:38
#64
Posté 13 novembre 2009 - 08:21
#65
Posté 14 novembre 2009 - 12:19
No, it works with anything down to a 9600GT now. When it was first introduced, it only worked on GTX cards. GTX cards are really the only ones that have the HP to do both Physx and regular computes on the same card though.Reiisha wrote...
It's better to leave PhysX off, since the 8000 series doesn't have the chip on the card. PhysX is on Nvidia cards only since the GTX series iirc (correct me if i'm wrong)
#66
Posté 14 novembre 2009 - 01:38
#67
Posté 14 novembre 2009 - 01:40
#68
Posté 14 novembre 2009 - 02:12
#69
Posté 14 novembre 2009 - 03:54
#70
Posté 14 novembre 2009 - 05:07
#71
Posté 14 novembre 2009 - 05:08
My game is also running on a nvidia card i think how do you find out what type ur graphics card is?Kentojun wrote...
Extremely laggy on My windows vista laptop! barely any programs on my laptop at all!
#72
Posté 14 novembre 2009 - 05:22
#73
Posté 14 novembre 2009 - 05:27
but I am getting some very unusual hardcore lag. I just reformatted my computer
and put Windows 7 Ultimate on it(I have a 2.2GHZ AMD Phenom quad core, 8GB of
DDR2 800 RAM, and a Nvidia 9800GTX+) and no matter what I put the graphics or
texture detail on my game will lag. But the strange thing is it won't lag at
first, the first 5-10 minutes of playing the game I'll be running 55-75FPS and
then it'll rapidly drop down to 20-25fps and after that eventually I'll get to
the grass growing speeds of 5-8FPS. So I restart my computer and rinse and
repeat. I'm going to try the BETA Nvidia drivers and make sure my PhysX is up
to date, but I'll try tweaking my Nvidia settings first. Anyone experiencing
the same kind of problem or have any advice?
Modifié par Zeigren, 14 novembre 2009 - 05:27 .
#74
Posté 14 novembre 2009 - 05:48
It seems drivers version 8.15.11.8585 work perfectly with DA:O. Sorry if it was already stated, didn't read the whole thread.
#75
Posté 14 novembre 2009 - 09:02
Thanks a lot, I was getting pissed I couldn't play DAO.
Sticky please!
Modifié par WashclothRepairMan, 14 novembre 2009 - 09:04 .





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