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ATi drivers suck now!

S

SirKenin

Guest
I don't know what happened. It used to be the nVIDIA kits that blew the big one. Now it's the latest Radeon drivers. They are garbage! I have had several problems with this new kit and finally had to roll back after my Joint Ops game kept crashing and I was getting failed to create errors with my login screen and stuff like that.

What on earth happened?
 
Skrying said:
You're the only one? I've had no problems with them at all.
I don't know? Let's find out. I have the Asus AX800 Pro.
 
SirKenin said:
I don't know? Let's find out. I have the Asus AX800 Pro.

did you download the drivers of the net? or from the box?

and this could be a problem with the actual card
 
Use driver cleaner?
Since some drivers work and some don't, having a defective card is highly unlikely.
 
SirKenin said:
....after my Joint Ops game kept crashing and I was getting failed to create errors with my login screen and stuff like that.

Failed to create what? A server... check your internet connection.

I am using the 5.4 Catalysts and they are much better than the 5.1 Omega drivers I was using, My Fraps records very good now compared to before where it wasn't playable.
 
MeanieMan said:
Use driver cleaner?
Since some drivers work and some don't, having a defective card is highly unlikely.
No, there's no way it's the card.

I downloaded the drivers from ATi actually. I've had the card since they came out. Do you have a link for driver cleaner?
 
SirKenin said:
No, there's no way it's the card.

I downloaded the drivers from ATi actually. I've had the card since they came out. Do you have a link for driver cleaner?

You dont really need to use driver cleaner. And you should never be simply rolling over drivers or you will eventually get problems and decreased performance. Just use ATI's program. Download the top one (Cat uninstaller), run, reboot, install drivers. Cant be more simple.

https://support.ati.com/ics/support...+487+457+416+415+413+412+402+401+359+315+6+4+
 
Acutally the add/remove programs would be more "simple"....if both NVIDIA and ATi could get their driver-implimitation up to standard...
Or make sure the driver-installer had a proper uninstaller...

Terra...
 
I do use the catalyst removal tool between any driver changes if that helps any.
 
Drivercleanr is super simple to use and helps a lot. I dont understand why you wouldnt use it.
 
i simply uninstall 1st the control panel , no reboot , then the display drivers , no reboot ,
THEN delete the ati folder , then reboot .
this routine has never failed me in ATI driver swaps..
 
Dude... I was getting pauses and AA tearing with multiple Detonator drivers... but I have never had a problem with CATS. You are so wrong. I was actually thinking of going with a GT when I switch to PCI-E, because SM3.0 looked pretty cool in Far Cry, but they're pricey and I remembered all of those issues I kept having with those stupid drivers. Seems things have reversed...
 
I've had no problems with any of my games yet with the Cat 5.4 drivers...

And looking at sleepeeg3's post...umm, someone correct me if I'm wrong but everything you can do with SM3 you can do with SM2.0b right? It just helps it run slightly faster in 3...
 
Technical Rundown by microsoft.

sm30specs5fq.jpg


One major feature of both Shader 3.0 models (vertex and pixel) is Dynamic Branching. Put simply, this allows a shader author to create true loops and conditionals in their shader programs. For instance, one could write a shader that looped through a certain number of vertex lights, determine which ones might influence a particular vertex, and then pass down the index of each relevant light to the pixel shader. The pixel shader could then use this ‘light index’ to determine which light parameters to apply. The pixel shader would then loop over the active lights, then use dynamic branching to exit the shader early once all lights are processed.

Most light types only apply to the front side of an object—the side facing the light. Therefore, you can use both vertex and pixel branching to skip processing for lights that the shader detects as facing away from the light. This can save significant processing time, and speed up the shader. Similar speedups can be used to skip processing of character bone animation as well as many similar algorithms.

As game engines become more and more complex, they often create many different versions of each shader in order to fit them all in to the Pixel Shader 2.0 program length limitations. This can add to code maintenance, as well as take up valuable system memory at runtime. Shader Model 3.0 eliminates this issue, through its comprehensive looping and branching, allowing the engine to write a single vertex and single pixel shader containing appropriate static and dynamic branching in order to select the correct execution path at runtime, thus greatly simplifying the shader combinatorial explosion issue.

Another key feature of Shader Model 3.0 is the support for the Microsoft DirectX® Instancing API. Currently, games face limits on the number of unique objects they can display in the scene, not because of graphics horsepower, but often the CPU-side overhead of either storing or submitting many slightly different variations of the same object. For instance, a forest is made up of trees that are often similar to each other, but each would be in a different position, have differing height, branch length, leaf color, and so on. In order to add the desired variation, developers have to choose between storing many separate copies of the tree, each slightly different, or making expensive render state changes in order to rotate, scale, color and place each tree.


Instancing allows the programmer to store a single tree, and then several other vertex data streams to specify the per-instance color, height, branch size and so on. For instance, a single 1000-vertex tree model would contain the vertex positions and normals, and a 200-element vertex streams would contain positions, colors, heights, and branch length values. Instancing allows the programmer to submit a single draw call, which renders each of the 200 trees, using the same data for the basic tree shape, but then vary it through the per-instance streams.

In summary, DirectX 9.0 Shader Model 3.0 is a significant step forward in terms of ease of use, performance, and shader complexity. Dynamic branching brings speed-ups to many algorithms which contain early-out opportunities, while also simplifying shader code paths in graphics engines and tools. Lastly, instancing allows extreme complexity for very low CPU and memory overhead.
 
Anyone who tries to upgrade drivers without using drivercleaner is just asking for problems. Maybe people should do it right before saying something sucks.

Proper way to upgrade drivers.

1. Uninstall all ATI/Nvidia drivers via control panel
2. Reboot into safe mode
3. Run driver cleaner for which ever card you have
4. Reboot and load new drivers

Some people say to disconnect your internet connection between step 3 and 4, but I have never had a problem.
 
Gatsu said:
I've had no problems with any of my games yet with the Cat 5.4 drivers...

And looking at sleepeeg3's post...umm, someone correct me if I'm wrong but everything you can do with SM3 you can do with SM2.0b right? It just helps it run slightly faster in 3...
Don't say that too loud as all the f@nboys will go crazy. It is a dead issue that SM3 is pretty much worthless with this generation cards since they lack the processing power to exploit it (speaking too the NV40 of course).
 
R1ckCa1n said:
Don't say that too loud as all the f@nboys will go crazy. It is a dead issue that SM3 is pretty much worthless with this generation cards since they lack the processing power to exploit it (speaking too the NV40 of course).

Nah not really true. Its a combination of a few things. Nvidia has no FP24 support which is a major mistake. Instead they run in FP16 and 32. Most of the time they're running in FP32 which is only supported under SM3.0 and must be used, but having no FP24 to drop back on also means that they are running in that for SM2.0 as well. So they do more work for the same quality and image. Its quite possible Nvidia would of beaten the R420 right off the bat if they had included support for it. But they didnt so, oh well. The next problem is that no games are taking full advantage of SM3.0 yet. I posted all the things it can do, but really no title as employed much of it beyond simply running the 2.0 basic shaders in 3.0. Not to mention the most complex shader strings of even todays hottest titles havent broken 100. Games under 2.0b can take up to 768. So thats not being taxed and their doing less work per string since its in FP24. That gives you you're results in a game like farcry. The only level in that where the 3.0 seriously benefits all the time is the Volcano one.

Then lastly, as games get more and more complex the R420 will hold its own against the NV40 no matter what simply because of the FP it uses. ATI cards will revert to faster paced shader while also doing less work while also missing out on some minor details should the game support them, while Nvidia cards wont be skimping on anything but rather doing the full work so they'll get hit harder in benchmarks. This makes the R520 so much better because it will have support for both FP24 for 2.0/b apps and FP32 for 3.X apps.

The NV40 is more then powerful in its own right, but lacking that FP24 wont allow it to win any benchmarks anytime soon.
 
^^ Better watch out, Rollo and terra are about to post all the wonders of SM3.0 and OpenEXR HDR support...
 
Nice run down on the true facts about SM3.0 there.


But anyway, any luck with the drivers? If it doesnt work for you just go back. Nothing really improved but for a few things, like they always say dont update unless you need too.
 
The Cats have never failed me. Come to think of it no drivers from either company has failed me. All have worked flawlessly. I think you should change the topic title to Having ATI Driver troubles. Since most people here dont have a problem with the Cats. Also the SM3.0 article on this site is very informative I feel more people should read it.
 
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