RAGE 1.2 Patch Release Notes

Post » Wed May 16, 2012 10:05 am

RAGE 1.2 Patch Release Notes
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This RAGE patch adds some new features and addresses various compatibility and performance issues.

New Functionality
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Texture Detail: Enabling Texture Detail will improve up-close texture quality by performing upsampling with adaptive sharpening. This does not update or increase the resolution of the base textures included with the game but improves the perceived resolution and crispness of textures. This is an intensive operation and is only recommended if you have a quad-core CPU or higher. Please disable this feature if you encounter poor performance, stability issues or are given a notification that the game has run out of memory after loading a map. The Texture Detail option can be found in the Settings -> Video Menu.

Transcode Benchmark: A new benchmark has been added that determines how quickly texture data can be translated from the compressed format on your hard drive to a format that can be used by your video card. The higher your score, the faster your PC is able to make higher detail texture data available. This is not a traditional benchmark that runs through a scene of the game and returns a min/max/average framerate based on hardware and video settings. Other than the GPU Transcode option, the score will not be affected by changing any video settings. The Transcode Benchmark option can be found in the Settings -> Video Menu.

Error Messaging: If you attempt to apply video settings on a system that is not capable of handling them, an error may come up stating that your system ran out of memory. You will be allowed to continue, however, it is recommended that you either reduce your video settings until this message no longer occurs or you will be asked to restart the game with lower video settings. If you ignore this error and continue playing without altering your settings you will likely encounter texture corruption and/or system instability.

Automatic Video Settings Fallbacks: When an advanced video setting fails to apply, the setting may be set back to a safe default. Anti-aliasing will fall back to NONE if the allocation of a multi-sampled FBO fails. Texture Cache will fall back to SMALL when the allocation of a large texture cache fails. Texture Detail will fall back to OFF when large page table allocations fail. On failure, these settings will automatically fall back to safe values without the need for user input.

Patch Changes / Fixes
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- Fixed crash from potentially having stale transcode jobs in flight when switching between texture cache sizes.
- Fixed crash from using SIMD optimized memcpy with a PBO pointer that is not 16-byte aligned.
- Fixed GPU transcode option always turning off when restarting the game.
- Fixed progression in Dead City where player could not advance through sliding door en route to the defibrillator upgrade.
- Fixed CPU feature detection.
- Fixed issues with launching MP by using double quotes around path name.
- Fixed lack of texture detail on parts of the screen at high resolutions due to limited feedback anolysis buffer.
- Fixed thread stack space usage and freed up 700 MB of virtual address space.
- Re-enabled UBOs.
- Adjustments to default VDM values for balance.
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Jennifer Munroe
 
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Post » Tue May 15, 2012 9:19 pm

[censored] it, how to start this game? I have black screen always=((((
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Michelle Chau
 
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Post » Wed May 16, 2012 4:09 am

I can't believe it took them that long to add a sharpening filter to the game. Game still looks like [censored], and always will. I bet their uncompressed textures probably don't even look that great.
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BrEezy Baby
 
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Post » Wed May 16, 2012 4:47 am

I can't believe it took them that long to add a sharpening filter to the game. Game still looks like [censored], and always will. I bet their uncompressed textures probably don't even look that great.

They all ready said they don't look much better.

I don't know why they did not add more effects.

1 Full screen mostion blur
2 Object based mostion blur
3 HDR lighting
4 Eye adaptation
5 Boke depth of field
6 uncap 60 frames per second
7 Dynamic http://en.wikipedia.org/wiki/Volumetric_lighting effects

I don't understand why they don't add these features.

Unreal engine 3 has these effects.
Cry engine 3 has these effects.
Frost byte 2 engine has these effects.

Id software is failing to live up to the standerds of the industry.
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Queen of Spades
 
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Post » Wed May 16, 2012 7:55 am

uncap 60 frames per second

As for this point, it wouldn't work out so well (and be rather pointless unless your monitors refresh rate is 120 Hz) as that's the CPU sync time, so if you had 120 fps, the actual game speed would be twice as fast as it's supposed to (fast-forwarding if you will).
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Sophie Louise Edge
 
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Post » Wed May 16, 2012 12:02 pm

As for this point, it wouldn't work out so well (and be rather pointless unless your monitors refresh rate is 120 Hz) as that's the CPU sync time, so if you had 120 fps, the actual game speed would be twice as fast as it's supposed to (fast-forwarding if you will).
That's not really true. The reason the game is capped at 60 FPS is because higher FPS counts can cause miscalculations in time critical functions and events. In Quake III, for example, if you uncapped the framerate and allowed it to sour to, say, 500 FPS, then you could jump higher than players that are running the game at 30 FPS or 60 FPS.

This problem, by the way, is not limited only to id's games. It lies in the way the computer itself stores information; the floating point unit, for example, can only keep a record of the first dozen digits or so of a 32-bit number, so the more your game depends on the accuracy of the processor, the flakier things can get.

By the way, the same thing goes for extremely low FPS counts.

EDIT: As for the other features quake0 mentioned, these aren't engine features. You are describing shaders, and shaders are game-specific code, not engine code. That is to say that id Tech 5 is capable of doing these things, they just chose not to include them in Rage because they were trying to achieve a constant framerate of 60 FPS on all platforms. In otherwords: this was an educated trade-off, not a lack of ability on id's part.
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Paula Ramos
 
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Post » Wed May 16, 2012 9:52 am

That's not really true. The reason the game is capped at 60 FPS is because higher FPS counts can cause miscalculations in time critical functions and events. In Quake III, for example, if you uncapped the framerate and allowed it to sour to, say, 500 FPS, then you could jump higher than players that are running the game at 30 FPS or 60 FPS.

This problem, by the way, is not limited only to id's games. It lies in the way the computer itself stores information; the floating point unit, for example, can only keep a record of the first dozen digits or so of a 32-bit number, so the more your game depends on the accuracy of the processor, the flakier things can get.

By the way, the same thing goes for extremely low FPS counts.

EDIT: As for the other features quake0 mentioned, these aren't engine features. You are describing shaders, and shaders are game-specific code, not engine code. That is to say that id Tech 5 is capable of doing these things, they just chose not to include them in Rage because they were trying to achieve a constant framerate of 60 FPS on all platforms. In otherwords: this was an educated trade-off, not a lack of ability on id's part.

Thoese other effects did not have to be on the the consoles. Thet cound have been options for the pc like most games.
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biiibi
 
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Post » Wed May 16, 2012 10:35 am

If the PC version had looked too much better than the console versions (and it would've if they had focused on it like they probably should've), the console versions would have been snubbed by the consumers and would therefore have been a wasted effort on the part of the developers.

The "60 FPS on all platforms" stipulation required more than just technical optimization to achieve.

EDIT: By the way, please don't quote entire walls of text like that. If you want to respond to a particular statement of mine, just quote the related sentence(s).
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Vicki Gunn
 
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Post » Wed May 16, 2012 4:15 am

I can't believe it took them that long to add a sharpening filter to the game. Game still looks like [censored], and always will. I bet their uncompressed textures probably don't even look that great.

Oh, leave it.

That got old so long ago.
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Tha King o Geekz
 
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