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#1 |
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Professor
Join Date: Apr 2006
Location: Sidon, Lebanon
Posts: 2,570
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Is it possible to force the Game's engine to load entirely on memory cache?
Granted there will be an initial long loading time (7900GT 256mb) but I was kind of hoping that it would increase the performance. For you see, the Game runs smoothly, on 1280x1024x32@75 with everything on, textures set to high, and 2xAA and 2xAnistropic, but it suffers slowdowns and temporary freezes whenever I'm about to enter (Huge)Areas. Any form of help would be greatly appreciated. ![]() Oh and these problems don't occur when I tone down the graphics a bit. Last edited by Muhammad; 21-11-08 at 22:02. |
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#2 |
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Moderator
Join Date: Jan 2005
Location: Russia
Posts: 48,449
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Well...
1. Increasing the amount of physical RAM and turning off OS swapping may help a little. 2. More powerful video board. 3. IMO that's morte a question to CD, but total RAM load is not good as different PCs have different amount of RAM available and this is the question of not engine but game data loading - the higher graphical settings are, the more time to load.
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#3 |
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Professor
Join Date: Apr 2006
Location: Sidon, Lebanon
Posts: 2,570
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Hey Alex, how are you doing? And thanks for the reply.
![]() I should have mentioned that I have two gigs of RAM, and I'm running Windows XP at the moment. Also I can't afford a new video card which is why I'm trying to find a workaround. So do you know of any way to force the game to pre-load all the data at launch? (Like Devil May Cry 4 for the PC does automatically when it detects that the Video Card has only 256mb of video ram). Please, you gotta help me with this one, dude! Imagine playing through this visually appealing game without shadows at least! It's a static light nightmare!
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#4 |
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Moderator
Join Date: Jan 2005
Location: Russia
Posts: 48,449
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OK. I'll point Jason to that thread specially
We'll think what can be done, if anything can be done.
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The Truth Is Out There... |
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#5 |
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Hobbyist
Join Date: Nov 2008
Posts: 10
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Hi !
![]() "Jaywalker" from Eidos answered to me than NVidia serie 6 & 7 have a problem about the way video driver compute pixel shaders and that's the problem you meet here (and me too, and tons of others guys on forum worldwide). Check other post here talking about performance or sluttering and you'll find is answer. Eidos try to find a workaround and also talk with NVidia to eventually have some new fixed drivers. Be patient! Loran_69 |
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#6 |
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Moderator
Join Date: Jun 2003
Location: Wimbledon
Posts: 10,086
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The 6/7 series cards dont like precaching much, as in altho they will precache they still then insist on loading the shaders in again on first use.. which basically makes precaching pointless. We're looking to nVidia for a driver fix for the precaching problem, but we're also looking at improvements we can make on those cards specifically..
will let u all know asap
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@jaywalker2309. Mastering Manager & Licensing Coordinator :) today is day 0 |
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#8 |
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Hobbyist
Join Date: Nov 2008
Posts: 9
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so for those who have 6/7 series precaching is pointless and eats up loading time:P
So do this: In the registry: Code:
HCU/Software/Crystal Dynamics/Tomb Raider: Underworld/Graphics Witch stops the engine from precaching in theory:P and speed up loading times atleast in my pc |
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#9 |
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Moderator
Join Date: Jan 2005
Location: Russia
Posts: 48,449
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^ Yup, can do... But this won't solve in game stuttering unfortunately
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The Truth Is Out There... |
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#10 |
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Hobbyist
Join Date: Nov 2008
Posts: 10
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Great Lambão! I can't test right now (my boss is around
) I will tonight! If at least that resolve the level/savegame loading time it's a first big step! ![]() By the way, putting my noise in the registry, I found DisableDynamicTextures set to 1, and EnableDepthOField set to 0. I though my game had all options at maximum (but resolution to 1140x900) Do you think those entries are managed, interesting, tested? Loran_69 |
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