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Oldblivion Forums  |  General  |  Fallout  |  Topic: OldFallout3 SM2.0 « previous next »
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Author Topic: OldFallout3 SM2.0  (Read 149931 times)
monsterkatt
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Re: OldFallout3 SM2.0
« Reply #60 on: November 05, 2008, 06:18:34 PM »

Yes some of it, but the GPU's are doing a hellaof a lot more, so you get really low fps count, unless you have a really good processor.

What i'm working on is a directx hack dll which will in first instance tell me what was the last notable operation, and later on will help us hijack these incompatible operations.

Right now i've been able to just walk around, talk to a few people in megaton, and crash while getting hit, so i'm guessing some splatter stuff is causing the attack crashes.


Oh pretty sure thats the decals. Pipboy over at our thread on fallout forums "solved" that one by disabling decals.

http://www.bethsoft.com/bgsforums/index.php?showtopic=897841&st=140&gopid=13146278&#entry13146278
« Last Edit: November 05, 2008, 06:24:15 PM by monsterkatt » Logged
Reconunit415
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Re: OldFallout3 SM2.0
« Reply #61 on: November 05, 2008, 09:32:40 PM »

I've been tracking this thread the last few days and I, too, am very angry at the missing shaderpackages. I tried testing different shaderpackages and it seems that shaderpackage006 gives me the best results visually and crashes less with my Radeon Mobility X1100. At the moment that's all I have to offer, but I'll try to lend a hand wherever I can. I'm not a skilled programmer as many of you, but I know my way around the oblivion engine.

*recon415 out.
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monsterkatt
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Re: OldFallout3 SM2.0
« Reply #62 on: November 05, 2008, 11:16:14 PM »

[quote author=]
I am happy Gf Ti 4200 owner (shaders 1.1). So my progress is that i could start the game with the help of SwiftShader soft and "sp002<---sp008", after that i avoid the "new game crash" with ur help (bUseFaceGenHeads=0), now there is a problem with black screen after movie.
P.S. I see that 2.0b->1.1 is not ur main goal, but maybe u can suggest me smth smile.gif

*recon415 out.
[/quote]

Anyone have any idea? When using same SP as him, we don't get a black screen on SM2.0. I'm clueless.
« Last Edit: November 05, 2008, 11:41:08 PM by monsterkatt » Logged
monsterkatt
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Re: OldFallout3 SM2.0
« Reply #63 on: November 05, 2008, 11:43:32 PM »

Watch the Fallback project - Milestone 1

www.youtube.com/watch?v=n0oms92dOfw



And on the pedestal these words appear:
"My name is Ozymandias, king of kings:
Look on my works, ye Mighty, and despair!"
Nothing beside remains: round the decay
Of that colossal wreck, boundless and bare,
The lone and level sands stretch far away.


- Percy Bysshe Shelley



The choppyness is 100% fraps. 9800pro; running noheads, nodecals and shaderpackage7. From CTD to game running in under a week? Good job guys!


For some reason it got really dark and blurry on youtube. I tried keeping the quality at the max through the entire process, but what do I know about video. Nada that's what. If someone else makes a better video, please up it.
To sum up, it looks "good" and runs smooth with very few crashes at the moment. Some visible issues indoors, but not as much as before.
« Last Edit: November 05, 2008, 11:46:10 PM by monsterkatt » Logged
CoffinDoDger
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Re: OldFallout3 SM2.0
« Reply #64 on: November 05, 2008, 11:58:39 PM »

Is it possible to maybe make swiftwhader only render those shaders above 2.0? and let everything else run as it should?

or do i not totally grasp yet what this file is trying to do?

and that black screen is the impossible time it takes to progress...unless you left it sitting longer than i did and never got any progress.

i left it sitting for the longest time i could manage and finally got some movement but it's immensely slow...there's got to be a better way

especially for us x600 people...

though

Great job with the 9800's
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CptTenalp
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Re: OldFallout3 SM2.0
« Reply #65 on: November 06, 2008, 12:20:40 AM »

By disabling heads I can get into the game and walk around, disabling decals allows be to shoot stuff. The problem I'm having is I still have ridiculous amounts of lag (probably my crappy celeron). Anyone have any suggestions of stuff I could disable to get it to run at a nearly playable speed?
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johanrocks
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Re: OldFallout3 SM2.0
« Reply #66 on: November 06, 2008, 12:24:47 AM »

You need a rather fast Central Processing Unit to be able to handle the tasks giveth to it that would normally be dedicated to the Graphics Processing Unit, this shouldn't be an issue with those that have a Core 2 Duo/Quad and an Intel x3100/965 Integrated Graphics Processor.

Now the Radeon 9xxx/R300 series features the F-Buffer which is a small amount of memory, located in each pixel pipeline, whose target is to override the architectural limit of R300 to handle pixel shader programs with only 64 instructions length per pass, would be nice if we had someone smart enough to take advantage of such a thing, the performance benefit would be very well worth it for the R300 series, however it won't help the Geforce FX or previous generation of cards.

I have a friend checking out Fallout 3 now who is a rather skilled programmer, so once I have the game downloaded I'll be checking it out with him anyway to see what we can do.

And ASP, if you need an "old" card, I'm willing to send you a Radeon 9550 which loves to be overclocked for testing purposes, however it is AGP, so I'm not sure if it will be compatible with your particular system.

Just wondering: How would a 45nm Penryn T9300 2.5Ghz (6MB Cache, 800Mhz FSB) stack up against a desktop Core 2 Duo/Quad? What would be the closest comparable processor?
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asp
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Re: OldFallout3 SM2.0
« Reply #67 on: November 06, 2008, 01:58:07 AM »

A CPU will never be close to a GPU because of how you can parallelize graphics rasterization. Modern architectures have over 200 shader cores. CPUs are designed for a very generic task while GPUs are optimized for a very specific task. The Geforce 280 GTX can do about 930 gigaflops, an ATI Radeon 4870X2 is at 2.4 terraflops, a core 2 duo Q6600 does about 3 gigaflops.
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PogoDaMonkey
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Re: OldFallout3 SM2.0
« Reply #68 on: November 06, 2008, 02:14:51 AM »

Gigaflops... lol

Dunno why, it just sounds funny. Going to try Pipboys .ini, but not just copy it over mine, rather take whats useful (the decal options, apparently). I'm having no problem with running the game other than the random crashing when I shoot something, maybe this will fix it.

For anyone who wants the change the values instead of just copying the .ini, here's what is changed, at least in my file:

Code:
iMaxDecalsPerFrame=1                to 0
bDecalsOnSkinnedGeometry=1    to 0
uMaxDecalCount=100                  to 0
bDecalOcclusionQuery=1              to 0

And some other values I've found that may or may not reduce crashing, and may or may not improve performance (shadows are overrated, these just seem like little things):

Code:
bDoActorShadows=0
iActorShadowCount=0
iActorShadowIntMax=0
iActorShadowIntMin=0
iActorShadowExtMax=0
iActorShadowExtMin=0
bDynamicWindowReflections=0
iShadowFilter=0
iActorShadowCountInt=0
iActorShadowCountExt=0

There are also a few to do with water that I'm kinda interested in looking at, such as reflections and refractions... but I'll just test the extent of whats already been done.
« Last Edit: November 06, 2008, 02:23:23 AM by PogoDaMonkey » Logged

crookedmouth
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Re: OldFallout3 SM2.0
« Reply #69 on: November 06, 2008, 05:14:44 AM »

Watch the Fallback project - Milestone 1

www.youtube.com/watch?v=n0oms92dOfw


And on the pedestal these words appear:
"My name is Ozymandias, king of kings:
Look on my works, ye Mighty, and despair!"
Nothing beside remains: round the decay
Of that colossal wreck, boundless and bare,
The lone and level sands stretch far away.


- Percy Bysshe Shelley



The choppyness is 100% fraps. 9800pro; running noheads, nodecals and shaderpackage7. From CTD to game running in under a week? Good job guys!


For some reason it got really dark and blurry on youtube. I tried keeping the quality at the max through the entire process, but what do I know about video. Nada that's what. If someone else makes a better video, please up it.
To sum up, it looks "good" and runs smooth with very few crashes at the moment. Some visible issues indoors, but not as much as before.


 Looks good.

 Shaderpackage007? I thought it was 8?

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cah51o
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Re: OldFallout3 SM2.0
« Reply #70 on: November 06, 2008, 06:09:57 AM »

that must be a copy 7 renamed to 8
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Pemalite
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Re: OldFallout3 SM2.0
« Reply #71 on: November 06, 2008, 07:12:47 AM »

Just wondering: How would a 45nm Penryn T9300 2.5Ghz (6MB Cache, 800Mhz FSB) stack up against a desktop Core 2 Duo/Quad? What would be the closest comparable processor?

Probably the E7200 or the E7300 or even the E7400 based Core 2 Duo chips, however there isn't much reliable information which can compare a Laptop Processor to a Desktop chip, as they have some different technology's at play in order to decrease power consumption, but really... Any Core 2 Duo processor these days can handle anything you throw at it.

A CPU will never be close to a GPU because of how you can parallelize graphics rasterization. Modern architectures have over 200 shader cores. CPUs are designed for a very generic task while GPUs are optimized for a very specific task. The Geforce 280 GTX can do about 930 gigaflops, an ATI Radeon 4870X2 is at 2.4 terraflops, a core 2 duo Q6600 does about 3 gigaflops.

I wouldn't say "never" Larrabee is going to be a highly complex x86 Processor tweaked for Graphics Processing Tasks, however the idea is that, because Intel has the best compilers it will be able to compile better on-the-fly and thus obtain optimal performance, nVidia tried the same approach on the Geforce FX cards and failed miserably and with lowered image quality, however AMD has had better luck in that department with the Radeon 2xxx, 3xxx and 4xxx series of GPU's. - Also the Shader Pipelines aren't "Cores" they are just "Extra Pipelines" - AMD's "Pipelines" can branch out to 5 or more tasks at a time to increase through-put, and larrabee will take that same approach but on a larger scale.

However, a High-Clocked Core 2 Quad or a Core i7 would leave any Intel IGP lying in the dust performance wise, provided the programmers optimized there code for the chips, plus because a CPU is more programmable than a GPU, you can obtain better image quality on a CPU, but it would require more work in comparison to what you could achieve on a GPU, if Intel actually released it's Terrascale processor with 80 Cores... Image the possibilities!
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PogoDaMonkey
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Re: OldFallout3 SM2.0
« Reply #72 on: November 06, 2008, 08:07:26 AM »

This is freaking awesome! Of course, I didn't expect the fps to be too high (yet) but everything works, even VATS! As a reminder, this is on an Intel 965GM Express chipset (laptop too, with a cooling fan, thats almost a must). Decals must have been the thing that caused VATS to crash, but I played for over four hours straight without a single crash. Yay! So much work in so little time!
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Re: OldFallout3 SM2.0
« Reply #73 on: November 06, 2008, 10:14:08 AM »

This is freaking awesome! Of course, I didn't expect the fps to be too high (yet) but everything works, even VATS! As a reminder, this is on an Intel 965GM Express chipset (laptop too, with a cooling fan, thats almost a must). Decals must have been the thing that caused VATS to crash, but I played for over four hours straight without a single crash. Yay! So much work in so little time!

Have you disabled all smoke, fog, HDR/Bloom and Partical effects in the games .ini file? - Those are the real big performance killers on the x3100 chips.
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Re: OldFallout3 SM2.0
« Reply #74 on: November 06, 2008, 10:37:40 AM »

Without the decals, heads and with the 007 shaderpackage, I've managed to play beautiful 5 hours, no crashes at all, performance is pretty decent, 800x600 resolution and even 2x Antialiasing to avoid those cubic edges Smiley

It's a very enjoyable experience all thanks to your researches.

Just need the heads in order and less texture glitching, but It looks 90% amazing!

Infinite thanks  Grin
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