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Old 01-17-05, 01:41 AM   #109
ChrisRay
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Default Re: Everquest 2. I think I may have a partial solution to stuttering.

Well IMO the game is showing stronger CPU bottlenecking than I originally foresaw.Paticularly in the minimum framerate department.
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Old 01-17-05, 04:36 AM   #110
ChrisRay
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Default Re: Everquest 2. I think I may have a partial solution to stuttering.

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.

Code:
///////////////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//////////////
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Old 01-17-05, 08:13 AM   #111
MikeC
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Default Re: Everquest 2. I think I may have a partial solution to stuttering.

Quote:
Originally Posted by Sgt_Pitt
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
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Old 01-17-05, 08:49 AM   #112
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Default Re: Everquest 2. I think I may have a partial solution to stuttering.

Quote:
Originally Posted by egbtmagus
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.
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Old 01-17-05, 11:02 AM   #113
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Default Re: Everquest 2. I think I may have a partial solution to stuttering.

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.
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Old 01-17-05, 03:14 PM   #114
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Default Re: Everquest 2. I think I may have a partial solution to stuttering.

Quote:
Originally Posted by Elderblaze
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.
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Old 01-17-05, 06:50 PM   #115
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Default Re: Everquest 2. I think I may have a partial solution to stuttering.

Quote:
Originally Posted by ChrisRay
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.

Code:
///////////////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 ?
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Old 01-17-05, 07:05 PM   #116
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Default Re: Everquest 2. I think I may have a partial solution to stuttering.

Quote:
Originally Posted by Sgt_Pitt
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.
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Old 01-17-05, 07:31 PM   #117
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Default Re: Everquest 2. I think I may have a partial solution to stuttering.

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.
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Old 01-17-05, 07:40 PM   #118
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Default Re: Everquest 2. I think I may have a partial solution to stuttering.

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 even the devs were saying that in interviews.
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Old 01-17-05, 07:49 PM   #119
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Default Re: Everquest 2. I think I may have a partial solution to stuttering.

I think someone already has... Probably Chalnoth. We've been in PM about this since last night.


http://eqiiforums.station.sony.com/e...ssage.id=53029
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Old 01-17-05, 09:01 PM   #120
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Default Re: Everquest 2. I think I may have a partial solution to stuttering.

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

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
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