ATI cards
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Re: ATI cards
If AA isn't affecting your FPS then your graphics card isn't the bottleneck, it's the CPU. Which is especially going to be a problem if you have say a quad core that doesn't have particularly fast individual cores.
Re: ATI cards
e7200 2.53ghz, I said it before, I run every other game unbelievably fast, what does this have to do with me not having dynamic water?
Re: ATI cards
Because ATi cards don't support the same shader used to render the dynamic water, and nobody has found the time to rewrite one for ATi? There's the bump mapping shader now anyway.
Re: ATI cards
I forgot which dev said it but simply put none of them have an ati card to test it with.
Re: ATI cards
The problem is more likely that it's formatted incorrectly, or is requiring an extension that nVidia made a part of their implementation.Because ATi cards don't support the same shader used to render the dynamic water, and nobody has found the time to rewrite one for ATi? There's the bump mapping shader now anyway.
From what I've been reading, ATi's OpenGL drivers are very strict, and expect code to adhere closely to the OpenGL standards, more closely than nVidia does. Moreover, ATi is stricter about coding conventions and simply does not support some OpenGL extensions.
For example... IIRC, in GLSL: vec3(1, 0.9, 1.0) works on nVidia, but not on ATi, apparently, because a vec3 must be strictly floats in GLSL, and apparently setting it to 1 results in a problem with casting on ATi. However, vec3(1., 0.9, 1.0) works- adding that period is enough.
There are other issues like that, where if any of the pixel-shader code (pre GLSL, just as the GLSL we're using is really behind the times, we should be using HLSL) isn't formatted perfectly, it may not be compiling correctly, and giving odd results. I think it's very interesting that jK's GLSL implementation of BumpWater seems to work well for everybody, but the older pixel shader water modes are borked- perhaps they should all be ported to GLSL (just removing sections from jK's bumpwater to get simpler and simpler results should work, I would think)?
Re: ATI cards
1. My bad, I meant Cg. Too many acronyms in my head right now
I'm just saying there that if we could use Cg, we'd be able to author shaders in nice interactive ways, as opposed to how we're doing it now. And if we ever decided it'd be nice to have DirectX support... it'd be an option that would be a lot less painful (when certain other things are done).
2. This is one example of what I'm talking about. I'll try to dig up the one talking about the compilation behavior of GLSL with floats if I get bored enough, but meh, I could care less, if you want to troll my point based on whatever technical words I abused.
The simple fact of the matter is that ATi ~= nVidia, in terms of the operation and compilation of GLSL. nVidia cards, for example, can generally support longer instructions per program.
This is somewhat ironic, given that GLSL was proposed by ATi, and that ultimately HLSL and Cg, which was originally proposed to the OpenGL folks as the path forward for shader languages... has been a lot more popular in the commercial world.
At any rate... I hope that makes things clearer. When people are saying, "it's ATi's drivers"... that's not entirely correct. It's more complicated than that. Ultimately, there isn't a lot we can do about this stuff, except try and write GLSL that's compliant and get testing results.

2. This is one example of what I'm talking about. I'll try to dig up the one talking about the compilation behavior of GLSL with floats if I get bored enough, but meh, I could care less, if you want to troll my point based on whatever technical words I abused.
The simple fact of the matter is that ATi ~= nVidia, in terms of the operation and compilation of GLSL. nVidia cards, for example, can generally support longer instructions per program.
This is somewhat ironic, given that GLSL was proposed by ATi, and that ultimately HLSL and Cg, which was originally proposed to the OpenGL folks as the path forward for shader languages... has been a lot more popular in the commercial world.
At any rate... I hope that makes things clearer. When people are saying, "it's ATi's drivers"... that's not entirely correct. It's more complicated than that. Ultimately, there isn't a lot we can do about this stuff, except try and write GLSL that's compliant and get testing results.
Re: ATI cards
I've got a gigabyte 4850 and get 200fps on everything pretty much maxed out, so it's something with your drivers or whatever.
Re: ATI cards
Same here.
I get 300-200 fps everywhere and have everything maxed.
The only thing that doesn't work as far as i can tell are shore waves which is very sad.
I get 300-200 fps everywhere and have everything maxed.
The only thing that doesn't work as far as i can tell are shore waves which is very sad.
- SwiftSpear
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Re: ATI cards
2.53 isn't incredibly fast for spring. As a whole, spring doesn't pressure the graphics card too much, it's much harder on the CPU. It's kind of like complaining that dwarf forts doesn't run well even though your graphics card is a beast.rcdraco wrote:e7200 2.53ghz, I said it before, I run every other game unbelievably fast, what does this have to do with me not having dynamic water?
Re: ATI cards
On a side note, ~= tends to be seen as approximately equals. Screw lua; use != for not equals.
- CarRepairer
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Re: ATI cards
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