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View Full Version : Everquest 2. I think I may have a partial solution to stuttering.


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MikeC
01-16-05, 08:57 PM
Hey Mike, What is your system again?

I slipped in a CPU/MB upgrade during the holiday season :)

Processor - AMD Athlon 64 4000+
Motherboard - MSI NEO2 Platinum (nForce 3 Ultra)
Memory - 1GB Corsair 400MHz Dual Channel with activity LEDs :)
Hard Drive - (2) 80GB Western Western Digital, 7200RPM, ATA-100, 8MB Buffer
Sound Card - Sound Blaster Audigy 2 ZS
Sound - EAX 4.1
Graphics Card - NVIDIA GeForce 6800 Ultra @ 400MHz/1.10GHz
Graphics Driver - ForceWare Beta Version 67.03

I've been testing this evening with a 256MB AGP Aperature (w/FastWrites off) and performance seems to have improved. I am rebooting the system in between tests as I change AA/AF settings and noticed that the stuttering effect sometimes increases with lower graphics settings (4X AA vs 2X AA).

Hmm. Now I am thinking this may also be related to the quality of the network connection. It would be interesting if I could run my tests without being connected to a server.

ChrisRay
01-16-05, 10:05 PM
I slipped in a CPU/MB upgrade during the holiday season :)

Processor - AMD Athlon 64 4000+
Motherboard - MSI NEO2 Platinum (nForce 3 Ultra)
Memory - 1GB Corsair 400MHz Dual Channel with activity LEDs :)
Hard Drive - (2) 80GB Western Western Digital, 7200RPM, ATA-100, 8MB Buffer
Sound Card - Sound Blaster Audigy 2 ZS
Sound - EAX 4.1
Graphics Card - NVIDIA GeForce 6800 Ultra @ 400MHz/1.10GHz
Graphics Driver - ForceWare Beta Version 67.03

I've been testing this evening with a 256MB AGP Aperature (w/FastWrites off) and performance seems to have improved. I am rebooting the system in between tests as I change AA/AF settings and noticed that the stuttering effect sometimes increases with lower graphics settings (4X AA vs 2X AA).

Hmm. Now I am thinking this may also be related to the quality of the network connection. It would be interesting if I could run my tests without being connected to a server.



I have been running some very interesting tests with the 9800 Pro and 6800GT right now.

Sgt_Pitt
01-16-05, 11:01 PM
oooh do tell chris


Cmon you 2 boffins get to work fixing EQ2, out of all the games ive ever played this one has the most options, and the most interesting engine ive seen. theres lots to tweak and the boys here should love having a play, the only prob is its pay to play and not all the tweakers are prepared to pay. its a shame really that no one has dissected the engine sooner.

I dont know what all those numbers mean Mike but it looks good :D lmao

ChrisRay
01-16-05, 11:02 PM
Well I did some comparison testings between my 9800 Pro and my 6800GT in EQ 2. The results taken in N Freeport. My results are pretty inconclusive though... But I assure you they are accurate.

There definately appears to be GPU limitation. But under the same conclusion its got to be a remarkably CPU limited game as well. One thing that is notable is the 6800GT's minimum framerate seems rather consistent while the ATI minimum framerate goes up as settings are lowered.

http://members.cox.net/omega1979/eq/eq2max.png


http://members.cox.net/omega1979/eq/eq2average.png


http://members.cox.net/omega1979/eq/eq2minimum.png

Sgt_Pitt
01-16-05, 11:21 PM
hmmm very disturbing, how is the 9800 pro so close to the GT ? is it because the 9800pro is running in a lower detail mode, if so in theory wouldnt the GT be able to run in the same mode but at least twice as fast ?


On a side note, there was a term i heard about that caps the fps in certain games to keep them in sync with the server, do you know what the term is ?

ChrisRay
01-16-05, 11:24 PM
I saw no difference in IQ.. and I had the exact same settings enabled..

Sgt_Pitt
01-16-05, 11:28 PM
i edited my previous post about frame capping in certain FPS games to keep them in sync with the server, do you recall the term ?

Maybe there is something like this in effect, then again i doubt it.

Elderblaze
01-17-05, 01:35 AM
Ghost hunter, i did cancel my account in total disgust, because I was having a good time, but the stuttering was to much. I don't pay to tweak for hours on end, and get crap performance. I cancelled my account the day before I got charged for a second month. The comparison between 9800 and the GT just go's to show eq's engine very poorly optimized for new cards. I suspect you'd see similiar numbers with a X800. It's just ridiculous. I dident see much of a boost when I went from an Athlon xp 3200 to my Overclocked A64 3500 (@2.5 Ghz, performs about like an A64 4000)

Regards,
Mike

ChrisRay
01-17-05, 01:41 AM
Well IMO the game is showing stronger CPU bottlenecking than I originally foresaw.Paticularly in the minimum framerate department.

ChrisRay
01-17-05, 04:36 AM
So I just saved the shaders to shader.out for EQ 2. I am curious if anyone is seeing what I am seeing. it should be blatantly obvious. And point noted. This goes on and on and on.

///////////////Pixel Shader - start//////////////
ps_1_1
def c7 , 0.000000, 1.000000, 0.000000, 1.000000
mov r0 , c7
///////////////Pixel Shader - end//////////////
///////////////Vertex Shader - start//////////////
vs_1_1
dcl_position0 v0
mov r0 , v0
mov r1 , r0
mov r1.w , c1.wwww
m4x4 r2 , r1 , c7
m4x4 r1 , r0 , c3
mov r3 , c13
add r3 , r2 , -r3
mov r3.w , c0.wwww
m4x4 r4 , r3 , c52
add r5 , c1.wwww , -r0.wwww
mul r4 , r5 , r4
mad oPos , r1 , r0.wwww , r4
///////////////Vertex Shader - end//////////////
///////////////Vertex Shader - start//////////////
vs_1_1
dcl_position0 v0
mov oD0 , c2.wwww
mov oD0.xy , c0.xyyy
mov r0 , v0
mov r1 , r0
mov r1.w , c1.wwww
m4x4 r2 , r1 , c7
m4x4 r1 , r0 , c3
mov r3 , c13
add r3 , r2 , -r3
mov r3.w , c0.wwww
m4x4 r4 , r3 , c52
add r5 , c1.wwww , -r0.wwww
mul r4 , r5 , r4
mad oPos , r1 , r0.wwww , r4
///////////////Vertex Shader - end//////////////
///////////////Pixel Shader - start//////////////
ps_1_1
def c7 , 1.000000, 1.000000, 1.000000, 1.000000
mov r0 , v0
///////////////Pixel Shader - end//////////////
///////////////Vertex Shader - start//////////////
vs_1_1
dcl_position0 v0
mov oD0 , c2.wwww
mov oD0.yz , c0.yzzz
mov r0 , v0
mov r1 , r0
mov r1.w , c1.wwww
m4x4 r2 , r1 , c7
m4x4 r1 , r0 , c3
mov r3 , c13
add r3 , r2 , -r3
mov r3.w , c0.wwww
m4x4 r4 , r3 , c52
add r5 , c1.wwww , -r0.wwww
mul r4 , r5 , r4
mad oPos , r1 , r0.wwww , r4
///////////////Vertex Shader - end//////////////
///////////////Vertex Shader - start//////////////
vs_1_1
dcl_position0 v0
mov r0 , v0
m4x4 r1 , r0 , c3
mov r3 , -c13
m4x4 r4 , r3 , c52
add r5 , c1.wwww , -r0.wwww
mul r4 , r5 , r4
mad oPos , r1 , r0.wwww , r4
///////////////Vertex Shader - end//////////////
///////////////Vertex Shader - start//////////////
vs_1_1
dcl_position0 v0
mov oD0 , c2.wwww
mov oD0.xy , c0.xyyy
mov r0 , v0
m4x4 r1 , r0 , c3
mov r3 , -c13
m4x4 r4 , r3 , c52
add r5 , c1.wwww , -r0.wwww
mul r4 , r5 , r4
mad oPos , r1 , r0.wwww , r4
///////////////Vertex Shader - end//////////////
///////////////Vertex Shader - start//////////////
vs_1_1
dcl_position0 v0
mov oD0 , c2.wwww
mov oD0.yz , c0.yzzz
mov r0 , v0
m4x4 r1 , r0 , c3
mov r3 , -c13
m4x4 r4 , r3 , c52
add r5 , c1.wwww , -r0.wwww
mul r4 , r5 , r4
mad oPos , r1 , r0.wwww , r4
///////////////Vertex Shader - end//////////////
///////////////Vertex Shader - start//////////////
vs_1_1
dcl_position0 v0
m4x4 oPos , v0 , c3
///////////////Vertex Shader - end//////////////
///////////////Vertex Shader - start//////////////
vs_1_1
dcl_position0 v0
mov r0 , v0
m4x4 r2 , r0 , c7
mov r3 , c13
add r3 , r2 , -r3
mov r3.w , c0.wwww
m4x4 oPos , r3 , c52
///////////////Vertex Shader - end//////////////
///////////////Vertex Shader - start//////////////
vs_1_1
mov r3 , c13
m4x4 oPos , r3 , c52
///////////////Vertex Shader - end//////////////
///////////////Vertex Shader - start//////////////
vs_1_1
dcl_position0 v0
mov oD0 , c2.wwww
mov oD0.xy , c0.xyyy
mov r0 , v0
m4x4 oPos , r0 , c3
///////////////Vertex Shader - end//////////////
///////////////Vertex Shader - start//////////////
vs_1_1
dcl_position0 v0
mov oD0 , c2.wwww
mov oD0.yz , c0.yzzz
mov r0 , v0
m4x4 oPos , r0 , c3
///////////////Vertex Shader - end//////////////
///////////////Vertex Shader - start//////////////
vs_1_1

dcl_position0 v0
dcl_normal0 v3
dcl_texcoord0 v7
dcl_texcoord1 v8
dcl_texcoord2 v9
dcl_texcoord3 v10
mov r0 , v0
m4x4 r1 , r0 , c3
mov oPos , r1
m3x3 r3.xyz , v3 , c7
dp3 r4 , r3 , r3
rsq r5 , r4.wwww
mul r3.xyz , r5.xxxx , r3.xyzz
dp3 r4 , r3 , c13
max r4 , r4 , c0
min r4 , r4 , c1
mul r5 , r4 , c12
dp3 r4 , r3 , c18
add r4 , r4 , c1
mul r4 , r4 , c2.wwww
max r4 , r4 , c0
min r4 , r4 , c1
mad r5 , r4 , c17 , r5
add r5 , r5 , c11
mul oD0 , c2.wwww , r5
mov oD0.w , c1.wwww
mov oD1 , c1.xxxx
mov oT0 , v7
mov oT1 , v8
m4x4 oT2 , v9 , c28
m4x4 oT3 , v10 , c32
add r4.x , r1.wwww , -c14.xxxx
mul r4.x , r4.xxxx , c14.wwww
min r4.x , r4.xxxx , c1.xxxx
max r4.x , r4.xxxx , c0.xxxx
mul r4.x , r4.xxxx , r4.xxxx
exp r4.x , r4.xxxx
rcp r4.x , r4.xxxx
add r5.x , c1.xxxx , c1.xxxx
mad r4.x , r4.xxxx , r5.xxxx , -r5.xxxx
mad r4.x , r4.xxxx , c14.zzzz , -c14.yyyy
add r4.x , r4.xxxx , c1.xxxx
mov oFog , r4.xxxx
///////////////Vertex Shader - end//////////////
///////////////Vertex Shader - start//////////////
vs_1_1

dcl_position0 v0
dcl_texcoord0 v7
dcl_texcoord1 v8
dcl_texcoord2 v9
mov r0 , v0
m4x4 r1 , r0 , c3
mov oPos , r1
mov oD0 , c11
mov oD1 , c1.xxxx
mov oT0 , v7
m4x4 oT1 , v8 , c24
m4x4 oT2 , v9 , c28
add r4.x , r1.wwww , -c14.xxxx
mul r4.x , r4.xxxx , c14.wwww
min r4.x , r4.xxxx , c1.xxxx
max r4.x , r4.xxxx , c0.xxxx
mul r4.x , r4.xxxx , r4.xxxx
exp r4.x , r4.xxxx
rcp r4.x , r4.xxxx
add r5.x , c1.xxxx , c1.xxxx
mad r4.x , r4.xxxx , r5.xxxx , -r5.xxxx
mad r4.x , r4.xxxx , c14.zzzz , -c14.yyyy
add r4.x , r4.xxxx , c1.xxxx
mov oFog , r4.xxxx
///////////////Vertex Shader - end//////////////
///////////////Pixel Shader - start//////////////
ps_1_1

def c7 , 0.500000, 1.000000, 0.500000, 0.000000

def c6 , 0.750000, 0.750000, 0.750000, 0.750000

def c5 , 0.500000, 0.500000, 0.500000, 0.500000

def c4 , 1.000000, 1.000000, 1.000000, 1.000000

tex t0
tex t1
tex t2
lrp r0.xyz , c0.wwww , t0 , c7
dp3_sat r0 , r0_bx2 , t2_bx2
sub_x4_sat r1 , r0 , c6
mul r1.w , r1 , r1
mul r0.w , r0 , t1
add_d2_sat r0.w , r0.wwww , r1.wwww
+mov r0.xyz , v0
///////////////Pixel Shader - end//////////////
///////////////Pixel Shader - start//////////////
ps_1_1

def c7 , 0.500000, 1.000000, 0.500000, 0.000000

def c6 , 0.750000, 0.750000, 0.750000, 0.750000

def c5 , 0.500000, 0.500000, 0.500000, 0.500000

def c4 , 1.000000, 1.000000, 1.000000, 1.000000

tex t0
tex t1
tex t2
lrp r0.xyz , c0.wwww , t0 , c7
dp3_sat r0 , r0_bx2 , t2_bx2
mov r1 , r0
mul r1.w , r1 , r1
mul r0.w , r0 , t1
add_d2_sat r0.w , r0.wwww , r1.wwww
+mov r0.xyz , v0
///////////////Pixel Shader - end//////////////
///////////////Pixel Shader - start//////////////
ps_1_1

def c7 , 1.000000, 1.000000, 1.000000, 1.000000

tex t0
tex t1
tex t2
tex t3
mul r0.xyz , t0 , v0
+mul r0.w , t0.wwww , v0.wwww
lrp r0.xyz , t1.wwww , t1 , r0
mul r0.xyz , t2 , r0
mul_x2_sat r0.xyz , t3 , r0
///////////////Pixel Shader - end//////////////

MikeC
01-17-05, 08:13 AM
the only prob is its pay to play and not all the tweakers are prepared to pay.

Sony provided me with a review copy that came with a free three month subscription. But I haven't been playing the game like most people would since I am concentrating on the graphics engine.

I have progressed to a level 4 mage, but I really need to get past the Isle of Refuge :)

Socos
01-17-05, 08:49 AM
Heheh I just find it funny that everyone blames SOE... You know it could be a probablem on Nvidia's driver side you know? Nvidia hasn't been the best at fixing buggy drivers lately...

Hehehe I was thinking the same thing.. I know if this was happening on ATI hardware everyone would blame the drivers.. But because it's NV I guess everyone gives them the benefit of the doubt...
The fact this is a TWIMTPB title makes me laugh a bit... On a lighter note, it sure does run nice on my X800 pro.... Mmmmmmm goood.
:eek:

Downside
01-17-05, 11:02 AM
Chrisray, hats off and thanks for all the work put in to finally show how little difference there is between the 6800 series and 2 year old hardware.

If you had both systems running side by side, then it wouldn't take long to relize your 400+ dollar card was performing almost the same as a card you can get now for 150 and has been out for over 2 years.

Ghosthunter
01-17-05, 03:14 PM
Ghost hunter, i did cancel my account in total disgust, because I was having a good time, but the stuttering was to much. I don't pay to tweak for hours on end, and get crap performance. I cancelled my account the day before I got charged for a second month. The comparison between 9800 and the GT just go's to show eq's engine very poorly optimized for new cards. I suspect you'd see similiar numbers with a X800. It's just ridiculous. I dident see much of a boost when I went from an Athlon xp 3200 to my Overclocked A64 3500 (@2.5 Ghz, performs about like an A64 4000)

Regards,
Mike


Well I got no clue..my system is running superb..so no complaints here. I have no stutter at all(even have fast writes on and I know that causes lots of issues)..my friend came over who plays EQ2 on a much lower end system..and he said OMG...I need to buy a new system now..he was total shock since he has to play in extreme performance.

Don't know what to tell you..sorry having problems.

My guess is there must be some setting in some hardware that people have one that is causing an issue..what it is I got no clue


Maybe I can make a video of my gameplay and you can check it out...to see if it similar..and maybe i am just not as sensitive..

though i have no clue how to make a video.

Sgt_Pitt
01-17-05, 06:50 PM
So I just saved the shaders to shader.out for EQ 2. I am curious if anyone is seeing what I am seeing. it should be blatantly obvious. And point noted. This goes on and on and on.

///////////////Pixel Shader - start//////////////
ps_1_1
def c7 , 0.000000, 1.000000, 0.000000, 1.000000
mov r0 , c7
///////////////Pixel Shader - end//////////////
///////////////Vertex Shader - start//////////////
vs_1_1
dcl_position0 v0
mov r0 , v0
mov r1 , r0
mov r1.w , c1.wwww
m4x4 r2 , r1 , c7
m4x4 r1 , r0 , c3
mov r3 , c13
add r3 , r2 , -r3
mov r3.w , c0.wwww
m4x4 r4 , r3 , c52
add r5 , c1.wwww , -r0.wwww
mul r4 , r5 , r4
mad oPos , r1 , r0.wwww , r4
///////////////Vertex Shader - end//////////////
///////////////Vertex Shader - start//////////////
vs_1_1
dcl_position0 v0
mov oD0 , c2.wwww
mov oD0.xy , c0.xyyy
mov r0 , v0
mov r1 , r0
mov r1.w , c1.wwww
m4x4 r2 , r1 , c7
m4x4 r1 , r0 , c3
mov r3 , c13
add r3 , r2 , -r3
mov r3.w , c0.wwww
m4x4 r4 , r3 , c52
add r5 , c1.wwww , -r0.wwww
mul r4 , r5 , r4
mad oPos , r1 , r0.wwww , r4
///////////////Vertex Shader - end//////////////
///////////////Pixel Shader - start//////////////
ps_1_1
def c7 , 1.000000, 1.000000, 1.000000, 1.000000
mov r0 , v0
///////////////Pixel Shader - end//////////////
///////////////Vertex Shader - start//////////////
vs_1_1
dcl_position0 v0
mov oD0 , c2.wwww
mov oD0.yz , c0.yzzz
mov r0 , v0
mov r1 , r0
mov r1.w , c1.wwww
m4x4 r2 , r1 , c7
m4x4 r1 , r0 , c3
mov r3 , c13
add r3 , r2 , -r3
mov r3.w , c0.wwww
m4x4 r4 , r3 , c52
add r5 , c1.wwww , -r0.wwww
mul r4 , r5 , r4
mad oPos , r1 , r0.wwww , r4
///////////////Vertex Shader - end//////////////
///////////////Vertex Shader - start//////////////
vs_1_1
dcl_position0 v0
mov r0 , v0
m4x4 r1 , r0 , c3
mov r3 , -c13
m4x4 r4 , r3 , c52
add r5 , c1.wwww , -r0.wwww
mul r4 , r5 , r4
mad oPos , r1 , r0.wwww , r4
///////////////Vertex Shader - end//////////////
///////////////Vertex Shader - start//////////////
vs_1_1
dcl_position0 v0
mov oD0 , c2.wwww
mov oD0.xy , c0.xyyy
mov r0 , v0
m4x4 r1 , r0 , c3
mov r3 , -c13
m4x4 r4 , r3 , c52
add r5 , c1.wwww , -r0.wwww
mul r4 , r5 , r4
mad oPos , r1 , r0.wwww , r4
///////////////Vertex Shader - end//////////////
///////////////Vertex Shader - start//////////////
vs_1_1
dcl_position0 v0
mov oD0 , c2.wwww
mov oD0.yz , c0.yzzz
mov r0 , v0
m4x4 r1 , r0 , c3
mov r3 , -c13
m4x4 r4 , r3 , c52
add r5 , c1.wwww , -r0.wwww
mul r4 , r5 , r4
mad oPos , r1 , r0.wwww , r4
///////////////Vertex Shader - end//////////////
///////////////Vertex Shader - start//////////////
vs_1_1
dcl_position0 v0
m4x4 oPos , v0 , c3
///////////////Vertex Shader - end//////////////
///////////////Vertex Shader - start//////////////
vs_1_1
dcl_position0 v0
mov r0 , v0
m4x4 r2 , r0 , c7
mov r3 , c13
add r3 , r2 , -r3
mov r3.w , c0.wwww
m4x4 oPos , r3 , c52
///////////////Vertex Shader - end//////////////
///////////////Vertex Shader - start//////////////
vs_1_1
mov r3 , c13
m4x4 oPos , r3 , c52
///////////////Vertex Shader - end//////////////
///////////////Vertex Shader - start//////////////
vs_1_1
dcl_position0 v0
mov oD0 , c2.wwww
mov oD0.xy , c0.xyyy
mov r0 , v0
m4x4 oPos , r0 , c3
///////////////Vertex Shader - end//////////////
///////////////Vertex Shader - start//////////////
vs_1_1
dcl_position0 v0
mov oD0 , c2.wwww
mov oD0.yz , c0.yzzz
mov r0 , v0
m4x4 oPos , r0 , c3
///////////////Vertex Shader - end//////////////
///////////////Vertex Shader - start//////////////
vs_1_1

dcl_position0 v0
dcl_normal0 v3
dcl_texcoord0 v7
dcl_texcoord1 v8
dcl_texcoord2 v9
dcl_texcoord3 v10
mov r0 , v0
m4x4 r1 , r0 , c3
mov oPos , r1
m3x3 r3.xyz , v3 , c7
dp3 r4 , r3 , r3
rsq r5 , r4.wwww
mul r3.xyz , r5.xxxx , r3.xyzz
dp3 r4 , r3 , c13
max r4 , r4 , c0
min r4 , r4 , c1
mul r5 , r4 , c12
dp3 r4 , r3 , c18
add r4 , r4 , c1
mul r4 , r4 , c2.wwww
max r4 , r4 , c0
min r4 , r4 , c1
mad r5 , r4 , c17 , r5
add r5 , r5 , c11
mul oD0 , c2.wwww , r5
mov oD0.w , c1.wwww
mov oD1 , c1.xxxx
mov oT0 , v7
mov oT1 , v8
m4x4 oT2 , v9 , c28
m4x4 oT3 , v10 , c32
add r4.x , r1.wwww , -c14.xxxx
mul r4.x , r4.xxxx , c14.wwww
min r4.x , r4.xxxx , c1.xxxx
max r4.x , r4.xxxx , c0.xxxx
mul r4.x , r4.xxxx , r4.xxxx
exp r4.x , r4.xxxx
rcp r4.x , r4.xxxx
add r5.x , c1.xxxx , c1.xxxx
mad r4.x , r4.xxxx , r5.xxxx , -r5.xxxx
mad r4.x , r4.xxxx , c14.zzzz , -c14.yyyy
add r4.x , r4.xxxx , c1.xxxx
mov oFog , r4.xxxx
///////////////Vertex Shader - end//////////////
///////////////Vertex Shader - start//////////////
vs_1_1

dcl_position0 v0
dcl_texcoord0 v7
dcl_texcoord1 v8
dcl_texcoord2 v9
mov r0 , v0
m4x4 r1 , r0 , c3
mov oPos , r1
mov oD0 , c11
mov oD1 , c1.xxxx
mov oT0 , v7
m4x4 oT1 , v8 , c24
m4x4 oT2 , v9 , c28
add r4.x , r1.wwww , -c14.xxxx
mul r4.x , r4.xxxx , c14.wwww
min r4.x , r4.xxxx , c1.xxxx
max r4.x , r4.xxxx , c0.xxxx
mul r4.x , r4.xxxx , r4.xxxx
exp r4.x , r4.xxxx
rcp r4.x , r4.xxxx
add r5.x , c1.xxxx , c1.xxxx
mad r4.x , r4.xxxx , r5.xxxx , -r5.xxxx
mad r4.x , r4.xxxx , c14.zzzz , -c14.yyyy
add r4.x , r4.xxxx , c1.xxxx
mov oFog , r4.xxxx
///////////////Vertex Shader - end//////////////
///////////////Pixel Shader - start//////////////
ps_1_1

def c7 , 0.500000, 1.000000, 0.500000, 0.000000

def c6 , 0.750000, 0.750000, 0.750000, 0.750000

def c5 , 0.500000, 0.500000, 0.500000, 0.500000

def c4 , 1.000000, 1.000000, 1.000000, 1.000000

tex t0
tex t1
tex t2
lrp r0.xyz , c0.wwww , t0 , c7
dp3_sat r0 , r0_bx2 , t2_bx2
sub_x4_sat r1 , r0 , c6
mul r1.w , r1 , r1
mul r0.w , r0 , t1
add_d2_sat r0.w , r0.wwww , r1.wwww
+mov r0.xyz , v0
///////////////Pixel Shader - end//////////////
///////////////Pixel Shader - start//////////////
ps_1_1

def c7 , 0.500000, 1.000000, 0.500000, 0.000000

def c6 , 0.750000, 0.750000, 0.750000, 0.750000

def c5 , 0.500000, 0.500000, 0.500000, 0.500000

def c4 , 1.000000, 1.000000, 1.000000, 1.000000

tex t0
tex t1
tex t2
lrp r0.xyz , c0.wwww , t0 , c7
dp3_sat r0 , r0_bx2 , t2_bx2
mov r1 , r0
mul r1.w , r1 , r1
mul r0.w , r0 , t1
add_d2_sat r0.w , r0.wwww , r1.wwww
+mov r0.xyz , v0
///////////////Pixel Shader - end//////////////
///////////////Pixel Shader - start//////////////
ps_1_1

def c7 , 1.000000, 1.000000, 1.000000, 1.000000

tex t0
tex t1
tex t2
tex t3
mul r0.xyz , t0 , v0
+mul r0.w , t0.wwww , v0.wwww
lrp r0.xyz , t1.wwww , t1 , r0
mul r0.xyz , t2 , r0
mul_x2_sat r0.xyz , t3 , r0
///////////////Pixel Shader - end//////////////



What are you seeing ? im seeing alot of vs_1_1 and ps_1_1 in this code does that mean eq2 is using PS1.1 ?

ChrisRay
01-17-05, 07:05 PM
What are you seeing ? im seeing alot of vs_1_1 and ps_1_1 in this code does that mean eq2 is using PS1.1 ?


Pretty much shows that EQ 2 is primarily a shader 1.1 game. Code that is designed for the Geforce 3. It neither optimal nor configured well for either r300 or the NV4x.

Sgt_Pitt
01-17-05, 07:31 PM
wow now isnt that a revelation !!! chris your da man, Nvidia is probably trying to convice SOE to release a ps3.0 patch as we speak.

I bet SOE didn't want this to be known, probably why they are keeping silent about the engine capabilitites and anything to do with the gfx engine.

LOL i feel like making a big PS1_1 post on SOE web site, but ill let you do the honours.

LMAO so many people were convinced the game was using ps3.0 or Ps2 at the very least.

Sgt_Pitt
01-17-05, 07:40 PM
lol im dying to make a post about it, i dont think SOE would be too happy, are you going to let everyone know about this chris ? on the SOE boards i mean

You could title the thread " SOE Stuck in the stone age, EQ2 uses PS1.1"

lol

anyway thats the good thing about a game like EQ2 it is always being updated, wether or not they will update the gfx engine to support ps3.0 remains to be seen though.

LOL i rememeber people saying EQ2 was built for the 6800 :D even the devs were saying that in interviews.

ChrisRay
01-17-05, 07:49 PM
I think someone already has... Probably Chalnoth. We've been in PM about this since last night.


http://eqiiforums.station.sony.com/eq2/board/message?board.id=tech_support&message.id=53029

Sgt_Pitt
01-17-05, 09:01 PM
So the way i see it now is 1 of 3 things can happen,

1. Nvidia can release a 1.1 shader optimized driver for 6800 cards, which is highly unlikely, because it isnt nvidias fault.

2. SOE can release a shader model update for EQ2 like crytek did, which is a possiblity.

3. SOE can do nothing which is most likely :D

i posted the info over on the Nivida forums as well, and one of the Nvidia mods was most interested in your find chris, heheh things are warming up for SOE :D

Ronin
01-17-05, 09:41 PM
Interesting findings, Chris. Might have been better to wait until you got some sort of response before posting this information both here and the EQII boards?

ChrisRay
01-17-05, 10:07 PM
Interesting findings, Chris. Might have been better to wait until you got some sort of response before posting this information both here and the EQII boards?


Responce from who?

Ronin
01-17-05, 10:15 PM
SOE, perhaps? I'm sure there are several avenues that could have been taken, before posting this so that an educated response could have been formulated, either by you or by them (I'm not saying your findings are uneducated, simply one sided at the moment).

ChrisRay
01-17-05, 10:28 PM
SOE, perhaps? I'm sure there are several avenues that could have been taken, before posting this so that an educated response could have been formulated, either by you or by them (I'm not saying your findings are uneducated, simply one sided at the moment).


I'm not sure what you'd expect them to tell me. I have posted my findings on the web. So it's not like they arent up for others to investigate. Using 3danalyze anyone can verify/check my findings.

You make it sound like I have blasted a hole through at sony. All I did was analyze their dumped shader code and show people what it was presenting. As a matter of fact. Alot of people have taken it a bit out of context on the boards in there interpretation of it. I have in no way blamed the performance issues regarding EQ 2 on SM 1.1 implementation.

It was simply an avenue to disprove the belief that EQ 2 has a broken SM 3.0 implementation or the Nv4x cant run Sm 3.0 at acceptable speeds. No more no less. The whole point was to show EQ 2 is not bottlenecked by any implementation of SM 3.0.

Sgt_Pitt
01-17-05, 10:33 PM
yeah well Ronin, this should be a lesson to both SOE and Nvidia to keep the customers informed. this problem has been bugging EQ2 users for 2 months now, and not a word but were looking into it has been the response from both parties.