Doom3 MEGA boost for ATI...40%!!!

  • John Carmack har åbenbart programeret spillet ret dårligt for ATI... Ellers er det måske med vilje???


    Men der er ihvertfald en SYG bonus at hente... UDEN at miste IQ...


    here is o­ne example of the results people have with this tweak:


    Before the Tweak:


    1024x768 High NoAA/8XAF = 73.3fps
    1024x768 High 2XAA/8XAF = 62.7fps


    After the Tweak:


    1024x768 High NoAA/8XAF = 88fps
    1024x768 High NoAA/8XAF = 76.7fps



    System Specs:


    AMD FX-53 @ stock speed
    ASUS A8V Motherboard
    ATi x800 Pro @ 588(core)/558(mem) w/vmod
    Corsair TwinX1024 3200XLPRO Before Humus:


    Læs om det:
    http://www.beyond3d.com/forum/viewtopic.php?t=14874


    Download filen:


    http://esprit.campus.luth.se/~…doom3PerformanceTweak.rar

  • Lyder dælme rart :D

    CPU i5-6600
    MB Asus H110M-Plus
    GFX Asus GTX770
    RAM Kingston HyperX Fury 16GB
    SSD Samsung 850 EVO 250GB / Samsung 840 EVO 250GB
    PSU EVGA GQ 750
    Dual Boot Windows 10 Pro & macOS Sierra

  • Jeg har lige testet det...


    Jeg røg fra ca. 37-40 FPS... Op på en 45-46 FPS :D


    Jeg tror jeg kører en timeDemo... Men timedemo'en skulle vist ikke give ret meget pga den ikke bruger ret mange lyseffekter...


    Men er der en der ved hvordan man laver sin egen demo???

  • flot nok de kan se de for flere fps når de alligevel ligger over 60... doom3 ignorer det jo alligevel bare så... hvis i kan ramme 60 konstant så er det jo fino

    | asus maximus VI Hero | i7 4770K | 2 x 8gb G.skill | Asus GTX 750 Ti OC |
    Common sense is creativities biggest enemy

  • Quote

    Oprindeligt indlæg af _WHAT_
    flot nok de kan se de for flere fps når de alligevel ligger over 60... doom3 ignorer det jo alligevel bare så... hvis i kan ramme 60 konstant så er det jo fino


    Det kan ATI kort jo ikke(1600x1200 med GUFGUF)... Og hvis man kan droppe til 30 FPS istedet for 25 er det da FINT...

  • Det her tweak skulle meget gerne booste de fleste ATI kort. Jeg selv fik 10 fps, ca med de nye ATI drivere og det her tweak =)

    Rig:
    CPU: Intel E8500 @ 3.50
    RAM: Mushkin Redline 2 x 2 GB
    MOBO: Maximus Formula II
    GFX: ATI Radeon HD 4870 X2

  • Er det bare mig der ikke kan komme inde på beyond3d's forum via linket ?


    Jeg kan godt hente filen, men hvor skal den hen ?



    Juvic

    Barebone + CPU og Ram sælges - PM MIG!
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    Logitech DiNivo Laser

  • Ja, det er bare dig ... ;)


    Edit:


    Quick guide for those who don't want to read the full thread.


    Download this file:
    http://esprit.campus.luth.se/~…doom3PerformanceTweak.rar


    Extract so that the shader file goes under doom3\base\glprogs. This replaces a dependent texture read with equivalent math, which runs better on ATI cards, but seems to run slower on NV boards, so only apply this if you got an ATI card.



    ------------------------------------------------------------------------------------




    I picked up Doom3 today and let be begin by saying it's a kickass game so far. A few minuses like weapon reload (which I find add nothing to a game, except annoyance, so I don't know why many devs keep adding it to their games), but overall much above my expectations.


    Anyway, to the fun part, exploring the technology.
    I think I've found the source of why this game runs comparably slow on ATI hardware vs. nVidia at the moment, and found a solution to the problem.


    First, open your doom3\base folder. Doubleclick on the pak000.pk4 file. In the "window can't open this file .. .bla bla" dialog, go on and associate the file with an app like WinRar. With this file open in WinRar, go to the glprogs directory in the file. In there you'll find the shaders. The interaction.vfp file seems to be the main rendering shader. Altering this shader to output a constant color turns most objects into that constant color, except for stuff like computer screens etc.


    So doubleclick the interaction.vfp file to open it (you may have to associate the .vfp extension with a text editor like notepad or wordpad first since we're going to edit the file). Scroll down to the fragment shader. You'll find these rows:


    Code:


    PARAM subOne = { -1, -1, -1, -1 };
    PARAM scaleTwo = { 2, 2, 2, 2 };



    Add this right below them:


    Code:


    PARAM specExp = { 16, 0, 0, 0 };



    Now scroll down to this:


    Code:


    # perform a dependent table read for the specular falloff
    TEX R1, specular, texture[6], 2D;



    Comment out that line by adding a "#" to it, and add another line that will do the same thing with math instead, so it should look like this:


    Code:


    # perform a dependent table read for the specular falloff
    # TEX R1, specular, texture[6], 2D;
    POW R1, specular.x, specExp.x;



    Save the file and close your text editor. WinRar will ask if you want to update the file in the archive, select yes. Close WinRar and enjoy about 40% higher performance in Doom3. Haven't done extensive testing yet, but my performance went from 34fps in 1280x1024 to 48fps.


    Conclusion and discussion:
    I don't want to complain about Carmack's work, I still consider him to be the industry leader in graphics engines. Though when I read the shader it striked me how many texture accesses it did compared to the relatively short shader, even for stuff that could just as well be done with math for a small cost in instructions. Using a dependent texture lookup for POW evaluation makes a lot of sense for R200 level hardware due to instruction set limits, but for R300 and up it's much better to just spend the three cycles it takes to evaluate POW with math instead of risking texture cache trashing with a dependent texture read, which may be much more costly, especially since the access pattern in this case will be far from linear. Also, using math improves the quality too, even though it may not be very noticable in this game.


    I should point out though that I'm not sure if the constant specular factor 16 that I chose is the one that the game uses, so output may be slightly different, but if this solution will be worked into the game in a future patch, then this is easily configurable by the game so that there won't be a difference, except a lot faster.


    An interesting follow-up discussion may be why this dependent texture lookup is much slower on our hardware than on nVidia. Maybe there's an architectural difference that's to blame, or maybe something else? The main point here though is that this should be good enough proof that ATI hardware can run Doom3 just as good if not better than nVidia, and that we can pass on all the "ATI suck in OpenGL", "ATI's drivers suck" etc. into the trashcan where it belongs.

  • Quote

    Oprindeligt indlæg af Wacked


    hvordan måler i jeres FPS??


    ctrl + alt ~ bringer konsollen ned...
    hvis du vil se dine fps så skriv com_showfps 1
    hvis du vil køre en time demo så skriv: timedemo demo1.



    her er et par andre tin man kan gøre:
    God Mode: god
    All Weapons, Full Health, Full Armor: give all
    Walk through walls: noclip
    Saves a demo game to an .AVI movie file: aviDemo
    Game Benchmark: benchmark
    Skip to last level: doomhell
    Freeze all on screen: freeze
    Graphics card information: gfxinfo
    Invisibility to most enemies: notarget
    Acquire all keys: give keys
    Your game status: status
    Quit or Exit: quit
    Weapons
    Restock Ammo: give ammo
    Machinegun: give weapon_machinegun
    Shotgun: give weapon_shotgun
    Plasmagun: give weapon_plasmagun
    BFG: give weapon_bfg
    Chainsaw: give weapon_chainsaw
    Rocket Launcher: give weapon_rocketlauncher
    Levels
    Mars City 1: map game/mars_city1
    Mars City Underground: map game/mc_underground
    Mars City 2: map game/mars_city2
    Administration: map game/admin
    Alpha Labs Sector 1: map game/alpha1
    Alpha Labs Sector 2: map game/alpha2
    Alpha Labs Sector 3: map game/alpha3
    Alpha Labs Sector 4: map game/alpha4
    EnPro Plant: map game/enpro
    Communications Outside: map game/commout
    Communications: map game/communications
    Monorail Skybridge: map game/recycling1
    Recycling Sector 2: map game/recycling2
    Monorail: map game/monorail
    Delta Labs Level 1: map game/delta1
    Delta Labs Level 2A: map game/delta2a
    Delta Labs Level 2B: map game/delta2b
    Delta Labs Level 3: map game/delta3
    Delta Labs Level 4: map game/delta4
    Hell: map game/hell
    CPU Complex: map game/cpu1
    CPU Boss: map game/cpuboss
    Site 3: map game/site3.map
    Caverns Area 1: map game/caverns1
    Caverns Area 2: map game/caverns2
    Primary Excavation: map game/hellhole
    Multiplayer Map 1: map game/mp/d3dm1
    Multiplayer Map 2: map game/mp/d3dm2
    Multiplayer Map 3: map game/mp/d3dm3
    Multiplayer Map 4: map game/mp/d3dm4
    Multiplayer Map 5: map game/mp/d3dm5
    Characters Type “spawn” and the name of the character to spawn them.
    Flaming Zombie: monster_zombie_bernie
    Chainsaw Zombie: monster_zombie_sawyer
    Z-sec Zombie with machine gun: monster_zombie_zsec_machinegun
    Z-sec Zombie with pistol: monster_zombie_zsec_pistol
    Z-sec Zombie with shield: monster_zombie_zsec_shield
    Z-sec Zombie with shotgun: monster_zombie_zsec_shotgun
    Commando Zombie: monster_zombie_commando
    Commando Zombie with Chaingun: monster_zombie_commando_cgun
    Fat Zombie: monster_zombie_fat2
    Fat Zombie with wrench: monster_zombie_fat_wrench
    Bald Zombie: monster_zombie_maint_bald
    Zombie with no jaw: monster_zombie_maint_nojaw
    Zombie with Wrench: monster_zombie_maint_wrench
    Skinny Zombie: monster_zombie_maint_skinny
    Zombie: monster_zombie_maint
    Zombie: monster_zombie_maint2
    Zombie wth Flashlight: monster_zombie_ maint_flashlight
    Headless Zombie: monster_zombie_suit_neckstump
    Zombie: monster_zombie_suit_bloodymouth
    Skinny Zombie: monster_zombie_suit_skinny
    Zombie in Labcoat: monster_zombie_labcoat
    Zombie Missing Limb: monster_zombie_limb
    Zombie: monster_zombie_skinny
    Zombie with a pipe: monster_zombie_pipe
    Zombie in T-shirt: monster_zombie_tshirt_bald
    Zombie: monster_zombie_tshirt_blown
    Zombie in Jumpsuit: monster_zombie_jumpsuit
    Zombie Eating: monster_zombie_jumpsuit_eating
    Archvile: monster_demon_archvile
    Cherub: monster_demon_cherub
    Hellknight: monster_demon_hellknight
    Imp: monster_demon_imp
    Maggot: monster_demon_maggot
    Mancubus: monster_demon_mancubus
    Pinky: monster_demon_pinky
    Revenant: monster_demon_revenant
    Tick: monster_demon_tick
    Trite: monster_demon_trite
    Wraith: monster_demon_wraith
    Cyberdemon: monster_boss_cyberdemon
    Gaurdian: monster_boss_guardian
    Guardian’s Seeker: monster_boss_guardian_seeker
    Sabaoth: monster_boss_sabaoth
    Vagary: monster_boss_Vagary

    P4 2800mhz 800fsb På intel D865GLC.
    Sapphire X800GT
    4 X 512 mb DDR400
    Øvrigt: nec 2510, 19" 970p, zippy tastatur, antec 1000 amg kabinet

    Rettet en gang, sidst af sol_jakobsen ().


  • man bør bruge filen som der her linkes til, da denne tekst er gammel og nyere ting står længere inde tråden

    CPU: Pentium4 Northwood-C 2.6GHz
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  • Er der andre der har prøvet det???


    Hvis ja fik i så noget ud af det??? Og gjorde i det nu rigtigt?? Der er bare 80% af dem der prøver som ikke fatter de skal bruge den fil det er man henter i det link han gir... Hhe... Og så får de 1-2 FPS bonus MAX...

  • Quote

    Oprindeligt indlæg af spaceman
    man bør bruge filen som der her linkes til, da denne tekst er gammel og nyere ting står længere inde tråden


    Tja ... Han kan jo bare selv glo på siden eller finde en computer der virker ... Skrev bare det første der stod. Vil han læse mere, så må han sgu selv glo ... ;)

  • Quote

    Oprindeligt indlæg af købkøb
    Er der andre der har prøvet det???


    Hvis ja fik i så noget ud af det??? Og gjorde i det nu rigtigt?? Der er bare 80% af dem der prøver som ikke fatter de skal bruge den fil det er man henter i det link han gir... Hhe... Og så får de 1-2 FPS bonus MAX...


    fik spillet igår :)... jeg har måske fået lidt ud af det.. 1-2 fps...... catalyst 4.9 giver meget mere...
    det efter hvad jeg kan se hvad de skriver lower man shader pression, hvilket i bund og grund er en "snyde" optimering ligesom nvidia gjorde med patch 1.1 i farcry for at afhjælpe den dårlige preformance... det kan dog ikke ses, og jeg tvivler derfor på det, har taget screenshots og kan ikke se nogen for for forskell.....
    på mit 9600xt køre spillet mellem 17-55 fps ligger mest omkring 32fps i 1024X768 i hq
    timedemoen giver et gennemsnitlig 27fps....
    det kan sagtens spilles i hq på et 9600xt :)

    P4 2800mhz 800fsb På intel D865GLC.
    Sapphire X800GT
    4 X 512 mb DDR400
    Øvrigt: nec 2510, 19" 970p, zippy tastatur, antec 1000 amg kabinet