ATI 11.11B is again, not stable

Post » Tue May 15, 2012 6:27 pm

OK i updated the 11.11a to 11.1b and now i experience serious BSOD's, even right after startup.

Rage stalls after about 3 minutes gameplay (Rage.exe has stopped working)

Skyrim doesnt even start anymore (BSOD)

Decided to revert back to 11.11a which performed quite well.

Unbelievable.
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Irmacuba
 
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Post » Wed May 16, 2012 7:47 am

System specs?
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GPMG
 
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Post » Tue May 15, 2012 8:32 pm

I Believe

Having same issues 1 FPS Win7 Ultimate 64, AMD mobo, AMD chipset, AMD Radeon 5830

In 30 years of gaming, Rage takes the cake for all around engineering incompetence.
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Miranda Taylor
 
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Post » Tue May 15, 2012 9:45 pm

System specs?

intel 3 ghz quad core
xfx 5870 1gb vram xxx edition
4 gb ram
ssd hdrive 128 mb
1 tb hdrive
windows 7 ultimate 32 bit
dual monitor setup
zboard gaming keyboard
wireless mouse
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Roberta Obrien
 
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Post » Tue May 15, 2012 9:56 pm

I'd assume you're getting memory problems - 32-bit can addres a total of 4 GB memory, which includes memory on the video card.

Try setting texture cache size to "Low" - if the memory is truly the issue, this should hopefully prevent it. The "catch" (ba?dum 'tish) is more frequent texture popin,but I guess it's better than crashing.

Note: if you installed Rage to the SSD, it's likely there wouldn't be any texture pop-in at all - although I'd assume you didn't install such a large game to the relatively small SSD.
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Sarah Evason
 
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Post » Wed May 16, 2012 6:13 am

I'd assume you're getting memory problems - 32-bit can addres a total of 4 GB memory, which includes memory on the video card.
It's actually worse than that, as only 2gb is available in user address space and the other 2gb in kernel address space. Each texture is mirrored in system memory so using 8k textures will wipe out 1gb of that straight off (Rage will allocate 4 8k textures), other mirrored VRAM objects - like vertex buffers - will take more, the OS takes off some more and suddenly you're looking extremely tight. This limitation doesn't exist on a 64-bit OS; you get the full addressable 4gb in both user-land and kernel-land, even with a 32-bit program.
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Bethany Short
 
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Post » Tue May 15, 2012 10:52 pm

could somebody help me? while in-game, I get these lines accross the floor in a square form (as if the image was cut), and when I turn around to fast footage losses focus for an instant then it gets clear again. I own a Phenom II x4 840, 4 GB ram (2x2) 1333, sapphire ati 6870 1GB, 1360x768, HD 1TB, windows 7 32, catalyst 11.11b, no CAP and RAGE with update 1 config on full everything but texture chache (low), and tesselation in amd catalyst (AMD optimized). that's the only issue, game runs 60 FPS all the time, no crashes. should I move on to Wind 7 64? or is there a fix to my problem? thanks in advance :thumbsup:
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kasia
 
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Post » Tue May 15, 2012 6:09 pm

well i found something really interesting.

I allocated new virtual memory to windows 7, since then no more crashes in rage and in bf3.
Strange but it works.
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Kelli Wolfe
 
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Post » Wed May 16, 2012 12:04 am

could somebody help me? while in-game, I get these lines accross the floor in a square form (as if the image was cut), and when I turn around to fast footage losses focus for an instant then it gets clear again. I own a Phenom II x4 840, 4 GB ram (2x2) 1333, sapphire ati 6870 1GB, 1360x768, HD 1TB, windows 7 32, catalyst 11.11b, no CAP and RAGE with update 1 config on full everything but texture chache (low), and tesselation in amd catalyst (AMD optimized). that's the only issue, game runs 60 FPS all the time, no crashes. should I move on to Wind 7 64? or is there a fix to my problem? thanks in advance :thumbsup:


Your using and out dated driver. Try 11.11 c in stead of 11.11 b
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jessica Villacis
 
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Post » Wed May 16, 2012 9:54 am

It's actually worse than that, as only 2gb is available in user address space and the other 2gb in kernel address space. Each texture is mirrored in system memory so using 8k textures will wipe out 1gb of that straight off (Rage will allocate 4 8k textures), other mirrored VRAM objects - like vertex buffers - will take more, the OS takes off some more and suddenly you're looking extremely tight. This limitation doesn't exist on a 64-bit OS; you get the full addressable 4gb in both user-land and kernel-land, even with a 32-bit program.

Wouldn't 4x 8192x8192 textures only take up 1 GB if it were 32-bit color instead of being compressed with eg. DXT1 or DXT5?
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Nicole Kraus
 
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Post » Tue May 15, 2012 11:06 pm

Depends on the user setting really. If someone is starting out by trying to max out the game and/or are using a custom rageconfig acquired from elsewhere, it's quite probable that they have texture compression switched off (most of these configs contain some quite dangerous options). That's why it's important when troubleshooting things to revert back to a default config with lower settings, then gradually take them up.

I more than half suspect that id may be using the alpha channel for stashing some extra info in, so that restricts the options to DXT3 or DXT5; which would be one quarter of the size of 32-bit uncompressed. Still 256 MB for 8k textures, which, when added to framebuffer memory (including probably multiple FBOs for post proc effects), vertex buffers, index buffers, and all the rest, mounts up quite heavily.
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Laura-Jayne Lee
 
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