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Darren555
03-10-03, 02:14 AM
Just bought it.
Top game but disapointed with frame rates. I have an Athlon XP2400+, 512mb 333 Ram, 80gb 7200rpm ATA133 Hard Drive & a Radeon 9700Pro with cats 3.1 running XP Pro. At 1024 x 768 I get 25-30 fps and if I put night vision on it gets very choppy.
Doesn't matter whether AA enabled or not.
Is this the norm?

Darren

5150 Joker
03-10-03, 03:52 AM
Originally posted by Darren555
Just bought it.
Top game but disapointed with frame rates. I have an Athlon XP2400+, 512mb 333 Ram, 80gb 7200rpm ATA133 Hard Drive & a Radeon 9700Pro with cats 3.1 running XP Pro. At 1024 x 768 I get 25-30 fps and if I put night vision on it gets very choppy.
Doesn't matter whether AA enabled or not.
Is this the norm?

Darren

That is definitely not the norm! I avg 40-60 fps with 1600x1200 max details and 8X AF. Check to make sure that vsync is set to application settings in the control panel and that your AGP is at 4X. If you have a VIA board, make sure you have the latest AGP drivers for it installed. Here's my splinter cell.ini file, give it a try:

[URL]
Protocol=unreal
ProtocolDescription=Unreal Protocol
Name=Player
Map=Index.scl
LocalMap=menu\menu.scl
MapExt=scl
EXEName=SplinterCell.exe
SaveExt=sav
Port=7777
Class=EchelonCharacter.ESam

[FirstRun]
FirstRun=829

[Init]
LogFlags=LNONE
;LogFlags=LPLAYERCONTROLLER | LLEVEL2
UseDIMouse=False

[Engine.Engine]
RenderDevice=D3DDrv.D3DRenderDevice
GameRenderDevice=D3DDrv.D3DRenderDevice
AudioDevice=DareAudio.DareAudioSubsystem
Console=Engine.Console
DefaultPlayerMenu=None
EchelonPCConsole=EchelonMenus.EPCConsole
Language=int
GameEngine=Engine.GameEngine
EditorEngine=Editor.EditorEngine
WindowedRenderDevice=D3DDrv.D3DRenderDevice
DefaultGame=Echelon.EchelonGameInfo
DefaultServerGame=Engine.GameInfo
ViewportManager=WinDrv.WindowsClient
Render=Render.Render
Input=Engine.Input
Canvas=Echelon.ECanvas
Editor3DRenderDevice=D3DDrv.D3DRenderDevice

[Core.System]
PurgeCacheDays=30
SavePath=..\Save
CachePath=..\Cache
CacheExt=.uxx
Paths=..\System\*.u
Paths=..\Maps\*.scl
Paths=..\Maps\prog\*.scl
Paths=..\Textures\*.utx
Paths=..\Textures\prog\*.utx
Paths=..\Sounds\*.uax
Paths=..\Sounds\prog\*.uax
Paths=..\Music\*.umx
Paths=..\StaticMeshes\*.usx
Paths=..\StaticMeshes\prog\*.usx
Paths=..\Animations\*.ukx
Suppress=DevLoad
Suppress=DevSave
Suppress=DevNetTraffic
Suppress=DevGarbage
Suppress=DevKill
Suppress=DevReplace
Suppress=DevCompile
Suppress=DevBind
Suppress=DevBsp

[Engine.GameEngine]
CacheSizeMegs=4
UseSound=true

[WinDrv.WindowsClient]
TextureDetail=High
SkinDetail=High
Brightness=0.500000
Contrast=0.500000
Gamma=1.000000
MipFactor=1.000000
UseJoystick=True
CaptureMouse=True
StartupFullscreen=True
ScreenFlashes=True
NoLighting=False
DeadZoneXYZ=True
DeadZoneRUV=False
InvertVertical=False
ScaleXYZ=1.000000
ScaleRUV=1.000000
MinDesiredFrameRate=10.000000
Decals=True
NoDynamicLights=False
SkinDetail=High
TextureDetail=High
NoFractalAnim=False


[D3DDrv.D3DRenderDevice]
Translucency=True
VolumetricLighting=False
ShinySurfaces=True
HighDetailActors=True
UsePrecaching=True
UseMipmapping=True
UseTrilinear=False
UseMultitexture=True
UsePageFlipping=True
UseFullscreen=False
UseGammaCorrection=True
DetailTextures=True
UseTripleBuffering=True
UsePrecache=True
Use32BitTextures=True
HardwareSkinning=True
AdapterNumber=-1
ReduceMouseLag=False
; ForceShadowMode flag : 0==projector, 1==buffer, unspecified==auto-detect
;ForceShadowMode=0
EmulateGF2Mode=0
FullScreenVideo=True

[Editor.EditorEngine]
UseSound=true
CacheSizeMegs=6
GridEnabled=True
SnapVertices=False
SnapDistance=10.000000
GridSize=(X=16.000000,Y=16.000000,Z=16.000000)
RotGridEnabled=True
RotGridSize=(Pitch=1024,Yaw=1024,Roll=1024)
GameCommandLine=-log
FovAngleDegrees=90.000000
GodMode=True
AutoSave=True
AutoSaveTimeMinutes=5
AutoSaveIndex=4
UseAxisIndicator=True
MatineeCurveDetail=0.100000
UseSizingBox=True
UseTagDisplay=True
AlwaysShowTerrain=False
UseActorRotationGizmo=False
AudioDevice=None
Console=Class'Engine.Console'
DefaultMenu=None
DefaultPlayerMenu=None
NetworkDevice=None
Language=None
C_WorldBox=(B=107,G=0,R=0,A=255)
C_GroundPlane=(B=63,G=0,R=0,A=255)
C_GroundHighlight=(B=127,G=0,R=0,A=255)
C_BrushWire=(B=63,G=63,R=255,A=255)
C_Pivot=(B=0,G=255,R=0,A=255)
C_Select=(B=127,G=0,R=0,A=255)
C_Current=(B=0,G=0,R=0,A=255)
C_AddWire=(B=255,G=127,R=127,A=255)
C_SubtractWire=(B=63,G=192,R=255,A=255)
C_GreyWire=(B=163,G=163,R=163,A=255)
C_BrushVertex=(B=0,G=0,R=0,A=255)
C_BrushSnap=(B=0,G=0,R=0,A=255)
C_Invalid=(B=163,G=163,R=163,A=255)
C_ActorWire=(B=0,G=63,R=127,A=255)
C_ActorHiWire=(B=0,G=127,R=255,A=255)
C_Black=(B=0,G=0,R=0,A=255)
C_White=(B=255,G=255,R=255,A=255)
C_Mask=(B=0,G=0,R=0,A=255)
C_SemiSolidWire=(B=0,G=255,R=127,A=255)
C_NonSolidWire=(B=32,G=192,R=63,A=255)
C_WireBackground=(B=0,G=0,R=0,A=255)
C_WireGridAxis=(B=119,G=119,R=119,A=255)
C_ActorArrow=(B=0,G=0,R=163,A=255)
C_ScaleBox=(B=11,G=67,R=151,A=255)
C_ScaleBoxHi=(B=157,G=149,R=223,A=255)
C_ZoneWire=(B=0,G=0,R=0,A=255)
C_Mover=(B=128,G=0,R=128,A=255)
C_OrthoBackground=(B=163,G=163,R=163,A=255)
C_StaticMesh=(B=127,G=127,R=0,A=255)
C_ConstraintLine=(B=0,G=255,R=0,A=255)
C_AnimMesh=(B=28,G=221,R=221,A=255)
ShowNavMarkers=True
C_Volume=(B=225,G=196,R=255,A=255)
C_BlockingVolume=(B=150,G=70,R=150,A=255)
EditPackages=Core
EditPackages=Engine
EditPackages=Editor
EditPackages=EchelonEffect
EditPackages=Echelon
EditPackages=EchelonGameObject
EditPackages=EchelonIngredient
EditPackages=EchelonCharacter
EditPackages=EchelonHUD
EditPackages=EchelonPattern
EditPackages=UWindow
EditPackages=UDebugMenu
EditPackages=EchelonMenus

[UMenu.UnrealConsole]
RootWindow=UMenu.UMenuRootWindow
UWindowKey=IK_Esc
ShowDesktop=True

[UMenu.UMenuMenuBar]
ShowHelp=True
GameUMenuDefault=UTMenu.UTGameMenu
MultiplayerUMenuDefault=UTMenu.UTMultiplayerMenu
OptionsUMenuDefault=UTMenu.UTOptionsMenu

[Engine.GameInfo]
VisFullyThreshold=120.000000
VisMostlyThreshold=78.000000
VisPartiallyThreshold=42.000000
VisBarelyThreshold=15.000000
VisSpeedGain=10.000000
VisCrouchMul=0.90000
VisBackToWallMul=0.90000
UseRumble=False

[Engine.Console]
ConsoleKey=113

[WindowPositions]
Material Properties=(X=-341,Y=-139,XL=692,YL=606)
VFToolbar=(X=3,Y=3,XL=418,YL=24)
PictureButton=(X=692,Y=8,XL=22,YL=20)
Surface Properties=(X=-5,Y=-43,XL=437,YL=267)
WPropertyPage=(X=0,Y=0,XL=336,YL=348)
Terrain Editing=(X=-5,Y=-43,XL=577,YL=426)
SubTools=(X=15,Y=200,XL=542,YL=211)
Matinee=(X=-5,Y=-43,XL=394,YL=426)
Build Options=(X=-5,Y=-43,XL=368,YL=412)
BottomBar=(X=0,Y=0,XL=1212,YL=36)
BottomBarStandard=(X=74,Y=963,XL=719,YL=35)
TopBar=(X=0,Y=0,XL=1280,YL=32)
ThinScrollBar=(X=64,Y=0,XL=4,YL=924)
EditorToolbar=(X=0,Y=0,XL=68,YL=924)
Sound Browser=(X=4,Y=32,XL=843,YL=608)
Music Browser=(X=4,Y=32,XL=843,YL=608)
Group Browser=(X=4,Y=32,XL=843,YL=608)
New Material=(X=-296,Y=-92,XL=594,YL=449)
Master Browser=(X=-5,Y=-43,XL=861,YL=692)
Texture Browser=(X=9,Y=75,XL=843,YL=608)
Static Mesh Browser=(X=9,Y=75,XL=843,YL=608)
Actor Browser=(X=9,Y=75,XL=843,YL=608)
Prefab Browser=(X=9,Y=75,XL=843,YL=608)
InAnimWindowProperties=(X=632,Y=100,XL=204,YL=520)
Animation Browser=(X=9,Y=75,XL=843,YL=608)
Mesh Browser=(X=9,Y=75,XL=843,YL=608)
Load Errors=(X=389,Y=275,XL=491,YL=358)
Check Map=(X=389,Y=280,XL=491,YL=348)
Scale Lights=(X=489,Y=403,XL=291,YL=102)
Progress=(X=454,Y=411,XL=362,YL=85)
Search for Actors=(X=382,Y=314,XL=506,YL=280)
Replace Textures=(X=373,Y=293,XL=524,YL=322)
Find/Replace=(X=361,Y=248,XL=458,YL=193)
CodeFrame=(X=40,Y=66,XL=811,YL=738)
EditorLog=(X=95,Y=57,XL=450,YL=450)
MdiFrameBottom=(X=73,Y=963,XL=1212,YL=36)
MdiFrameLeft=(X=5,Y=75,XL=68,YL=924)
MdiFrameTop=(X=5,Y=43,XL=1280,YL=32)
Brush Builder=(X=23,Y=35,XL=345,YL=280)
ActorProperties=(X=671,Y=41,XL=546,YL=929)
Viewport Config=(X=632,Y=472,XL=335,YL=126)
GameLog=(X=165,Y=304,XL=969,YL=659)
Import Texture=(X=-462,Y=-245,XL=366,YL=249)
Import Static Mesh=(X=-160,Y=42,XL=366,YL=153)
ActorProperties.Split=196
Patrol Tool=(X=-5,Y=-43,XL=319,YL=534)
CrashBox=(X=529,Y=444,XL=542,YL=281)
LevelProperties=(X=266,Y=101,XL=526,YL=484)
New Notify=(X=-4,Y=-32,XL=522,YL=191)
New Mesh/Animation=(X=-4,Y=-32,XL=366,YL=288)
EditActor=(X=956,Y=168,XL=640,YL=931)
Add Special=(X=478,Y=366,XL=324,YL=181)
PatternED=(X=77,Y=-10,XL=1097,YL=860)
Convert=(X=0,Y=0,XL=285,YL=179)

[UDebugMenu.UDebugMapListCW]
LastGameType=Engine.GameInfo

[EchelonMenus.EPCConsole]
RootWindow=EchelonMenus.EPCMainMenuRootWindow
;RootWindow=UDebugMenu.UDebugRootWindow
StartMenus=true
HideMenusAtStart=false

[EchelonMenus.EPCMainMenuRootWindow]
TitleFont=0

tamattack
03-10-03, 12:17 PM
Anyone care to share with me how to get fps in splinter cell? :confused:

Darren555
03-10-03, 01:19 PM
You get fps using FRAPS

tamattack
03-10-03, 01:26 PM
Oh, I thought there might be a console command (like in Unreal). Thx.

nin_fragile14
03-10-03, 02:24 PM
I get about 25-50 fps at 1280x1024 with max shadows, no aniso. It's the most demanding game I've played.

Darren555
03-10-03, 02:34 PM
All sorted now! All I did was change the vertical sync from always off to application preference. Thanks Joker! Now get 55-70 fps with 6x AA & 16x AF.

Dazz
03-10-03, 02:52 PM
Hmm could it be the Radeon doesn't like Vsync off?

Luminescent
03-10-03, 03:00 PM
Type "stat fps" (without quotations) in the console for it to display the instantaneous fps readings.

MuFu
03-10-03, 03:30 PM
Originally posted by Darren555
All sorted now! All I did was change the vertical sync from always off to application preference. Thanks Joker! Now get 55-70 fps with 6x AA & 16x AF.

You can run with FSAA and no visual anomalies? Hmm... weird.

I get lighting/Z errors and was under the impression that the problem with FSAA wouldn't be resolved until the next patch. Pretty fluid @1280x1024 w/8xAF so I'd like to push it a little further if possible.

MuFu.

kyleb
03-10-03, 06:31 PM
Originally posted by Luminescent
Type "stat fps" (without quotations) in the console for it to display the instantaneous fps readings.

and f2 opens a command line to do it as well, at least it did in the demo. but the performace does suck, i didn't buy the game for exactly this issue when played the second demo, not to mention the broken aa just plan sucks. i will buy it eventually when computers are fast enough and it is sitting in the bargin bin. but i will try the vsync thing on the demo and see if that works for the hell of it.


oh and i can't see why it would have an issue with vsync off Dazz, i have never seen any problems benchmarking anyway. however i can't really say about playing a game with it off as i abhor broken images.


*edit* not only did it still suck but vsync was most definatly off as it looked like crap.:mad:

Rogozhin
03-11-03, 07:45 PM
Splinter cell doesn't support AA at the moment, if you are running AA then you are lying about it working. No one i've talked to can enable AA without lights shinning through walls.

rogo

kyleb
03-11-03, 09:29 PM
well you might not be lying, rather just not paying attetion enough to care about all the weird glowing things that shouldn't be there. :D

Darren555
03-17-03, 01:41 PM
Yeah sorry my mistake. No AA.
Can't wait to see what it looks like with it though.

Darren555
03-24-03, 09:04 PM
Since I updated my drivers to Catalyst 3.2 my frame rate has dropped from 55-70 down to around 25. It is half of that when I put NV Goggles on. Anyone else noticed the difference??

Darren555
03-25-03, 05:08 AM
Or could it be the fact that I have upgraded DirectX 9 to the latest 9a:confused:

Max Payne
03-26-03, 03:44 AM
Has anybody tried it on an 8500 yet?
I just want to know how it would do on this card along with an XP2000+ cpu? I'm only interested in 1024*768 without AA and AF.
Hopefully with max settings.

Thanx.

Darren555
03-26-03, 03:04 PM
It was a fault with DX9a!!!
It has been reported that the new DirectX had issues with Catalyst 3.1 (although mine are 3.2's!) so they pulled them off the DirectX homepage. They are back up now, slightly modified so I reinstalled them and Splinter Cell is running fine again.
I suggest that anyone who downloaded them does it again.

Darren

Clockwork
03-27-03, 12:52 AM
Originally posted by Darren555
It was a fault with DX9a!!!
It has been reported that the new DirectX had issues with Catalyst 3.1 (although mine are 3.2's!) so they pulled them off the DirectX homepage. They are back up now, slightly modified so I reinstalled them and Splinter Cell is running fine again.
I suggest that anyone who downloaded them does it again.

Darren

That is just a rumor. A rumor that was actually debunked by an ATi employee over at the rage3d forums.

It simply isn't true.

Darren555
03-28-03, 04:11 AM
The fact is though that performance had dropped after I installed DirectX 9a & improved substantially when I installed the updated DirectX 9a version

Clockwork
03-28-03, 08:26 PM
Originally posted by Darren555
The fact is though that performance had dropped after I installed DirectX 9a & improved substantially when I installed the updated DirectX 9a version

I forgot what site it was , but upon examination of the original DX9a and then the Dx9a that was put back up, there was no change in the files..lol

Maybe it was jsut a placebo effect (all in your head). Could have been a bad original install though....

Chiles4
04-07-03, 03:39 PM
Has anybody tried it on an 8500 yet?
I just want to know how it would do on this card along with an XP2000+ cpu? I'm only interested in 1024*768 without AA and AF.
Hopefully with max settings.

I tried SC on a retail 8500LE with an XP2100+ and had to play at 800x600 in the demo with everything set to low. Don't know if its just the demo but this game seems to eat people's lunches. I don't think the game will do as well as you hope.

Luckily, SC is a pretty dark game and the jaggies aren't as noticeable. Try NOLF2 with all its light colors everywhere and the jaggies are overwhelming!

Max Payne
04-08-03, 01:14 AM
Thanx for the reply, I have been waiting for ages.;)

Mike89
04-20-03, 03:34 PM
Splinter cell doesn't support AA at the moment, if you are running AA then you are lying about it working. No one i've talked to can enable AA without lights shinning through walls.


This is absolutely not true. I am indeed running FSAA 4X in Splinter Cell (9800 Pro) and it's working very fine. I tried a tip someone posted on a forum about turning on and off Nightvision to stop the light shining through walls. I'll be damned if it didn't work. Anyone having this problem, try this!

kyleb
04-22-03, 03:42 AM
when you turn the nv on and off then it stopes the lights from shineing period. ;)