Brink fps very unstable > Ati? (.nl)
Already read some forums about this, and I read that ati wasn't good for brink or something.
My fps is jumping from 30 > 120, and I already use the most shittiest config there is.
my config:
brinkcfg // Brink FPS CFG, by syncore in #brink on irc.gamesurge.net (steam: triqedout)
// Constantly updated & available at: http:///www.syncore.org/brink_fps_cfg.zip
// Official PasteBin URL: http://pastebin.com/WiNJxYqe
// *LAST UPDATED* on 05/24/2011, 03:50 AM EST
// com_
// ----------------------
seta com_allowConsole "1" // allow toggling console with the tilde key
seta com_machineSpec "0" // hardware classification, -1 = not detected, 0 = low quality, 1 = medium quality, 2 = high quality
seta com_showFPS "1" // show frames rendered per second
seta com_useFastVidRestart "1" // allow use of fast vid restarts
seta con_speed "0" // speed at which the console moves up and down
seta com_skipWarnings "1" // skip all warnings
// g_
// ----------------------
seta g_enemyTintEnabled "1" // enables/disables enemy color tinting, client side.
seta g_loadScreenWait "0" // 0 = finish early. 1 = wait for all composites loaded. 2 = wait for user input or sound finished. 3 = always wait for user input. 4 = wait for user input or sound finished
seta g_showPlayerShadow "0" // enables shadow of player model
seta g_friendlycolor "0 1 0 .25" // color of friendly units (green)
// image_
// ----------------------
seta image_lodbias "1" // change lod bias on mipmapped images
seta image_anisotropy "1" // set the maximum texture anisotropy if available
seta image_filter "GL_NEAREST" // changes texture filtering on mipmapped images -- examples below:
//GL_NEAREST_MIPMAP_NEAREST: No interpolation at all. Very ugly, very fast.
//GL_LINEAR_MIPMAP_NEAREST: Bilinear interpolation. Makes the textures looks smoother. Best compromise for speed and visuals.
//GL_LINEAR_MIPMAP_LINEAR: Trilinear interpolation (i.e. it interpolates into the 3rd dimension, too). Less flicker on the screen.
// in_
// ----------------------
seta in_toggleSprint "1" // pressing _sprint button toggles run on/off
// m_
// ----------------------
seta m_rawInput "1" // use Raw Input API for mouse input
seta m_smooth "1" // number of samples blended for mouse viewing
// net_
// ----------------------
seta net_clientMaxRate "35000" // maximum rate requested by client from server in bytes/sec
seta net_clientPrediction "30" // additional client side prediction in milliseconds
seta net_serverListMaxResults "1500" // number of results returned to the server browser -- lower this if you lag out
seta net_serverVoipEnabled "1" // enable/disable VoIP
seta net_serverVoipQuality "6" // voIP quality level, from 1 to 10
// pm_
// ----------------------
seta pm_bobFixation "0" // turn on/off fixation compensation for eye bob (may fix some motion sickness)
seta pm_bobSkip "1" // disable all bobbing
// r_
// ----------------------
seta r_brightness ".7" // changes gamma tables, from 0.5 to 2
seta r_ccfAllowLATCCompression "1" // enables/disables LATC support for ccf images
//seta r_customaspectratioH "16" // horizontal custom aspect ratio (only applies if r_aspectratio is -1)
//seta r_customaspectratioV "9" // vertical custom aspect ratio (only applies if r_aspectratio is -1)
//seta r_aspectratio "-1" // aspect ratio. 0 is 4:3, 1 is 16:9, 2 is 16:10, 3 is 5:4. -1 uses r_customAspectRatioH and r_customAspectRatioV
//seta r_customheight "1080" // custom screen height (only applies if r_mode is -1)
//seta r_customwidth "1920" // custom screen width (only applies if r_mode is -1)
seta r_debugArrowStep "120" // step size of arrow cone line rotation in degrees
seta r_debugLineDepthTest "0" // perform depth test on debug lines
seta r_debugLineWidth "1" // width of debug lines
//seta r_displayrefresh "60" // optional display refresh rate option for vid mode
seta r_fullscreen "1" // fullscreen mode (1) or windowed mode (0)
seta r_gamma "1.4" // changes gamma tables, from 0.1 to 1.9
seta r_inhibitEXTGPP "0" // disable the GPU program params extension
//seta r_mode "-1" // video mode number (resolution). -1 is custom, as defined by r_customheight/r_customwidth
seta r_multiSamples "0" // number of anti-aliasing samples
seta r_normalizeNormalMaps "1" // Normalize normalmaps after lookup.
seta r_offsetfactor "1" // polygon offset parameter
seta r_offsetunits "-600" // polygon offset parameter, from -2000 to 2000
seta r_renderProgramLodDistance "-1" // sets global render program lod distance, from -1 to 1000
seta r_renderProgramLodFade "50" // sets global render program fade distance, from 1 to 2000
seta r_shaderPreferALU "1" // Use ALU instructions instead of textures in shaders.
seta r_shaderSkipSpecCubeMaps "1" // Use specular cube maps.
seta r_shadowPolygonFactor "0.3" // scale value for stencil shadow drawing
seta r_shadowPolygonFactorMT "0" // scale value for stencil shadow drawing (megadraw method 3)
seta r_shadowPolygonOffset "-5" // bias value added to depth test for stencil shadow drawing
seta r_shadowPolygonOffsetMT "-1" // bias value added to depth test for stencil shadow drawing (megadraw method 3)
seta r_shadows "0" // enable/disable shadows. large performance boost with shadows disabled
seta r_shadowsHighQuality "0" // enable high-quality shadows
seta r_skipAtmosInteractions "1" // skip all light/surface interaction drawing
seta r_skipPrePass "1" // skip pre-pass (and all the effects that depends on it, such as depth of field)
seta r_softParticles "0" // enable soft particles
seta r_swapInterval "0" // vertical sync -- lock fps to r_displayrefresh. 0=disabled, 1=enabled
seta r_trisColor "1.0 1.0 1.0 1.0" // sets color of wireframe rendering in RGBA float format or in 0xRRGGBBAA hex format
seta r_useAlphaToCoverage "0" // Use alpha to coverage.
seta r_useAntiAliasing "0" // use FXAA Anti-aliasing
seta r_useDitherMask "0" // Dither out fading geometry
seta r_useHBAO "0" // use HBAO drawing
seta r_useHighQualityPostProcess "0" // enable high-quality post-processing
seta r_useMotionBlur "0" // use motion blur
seta r_useShadowFastParallel "1" // use optimized shadow rendering for parallel light sources (doesn’t make a speed difference and gives render errors)
seta r_useShadowInfinite "0" // use infinite shadows
seta r_useShadowMaps "0" // enable shadow mapped shadows (will fall back to stencil shadows, reloadDecls + map restart needed)
seta r_useThreadedRenderer "0" // Enabled multi-threaded renderer. (0 = off. 2 on. 1 debugging. In Brink, leave this at 0 for best performance. lolwut.)
seta r_visDistMult "1.2" // Pushes detail distance back a bit, from 0.8 to 1.2
// s_
// ----------------------
seta s_forceNumberOfSpeakers "2" // forces the number of speakers, even if hardware detection says that number is unavailable
seta s_globalFraction "1.0" // volume to all speakers when not spatialized
seta s_maxSoundsPerShader "3" // max sounds per shader, from 0 to 32
seta s_numberOfSpeakers "2" // number of speakers
seta s_subFraction "0.75" // volume to subwoofer in 5.1
seta s_volume_VoIPActive_dB "-20.0" // if game and VoIP using the same audio output device, duck the game audio by this amount in dB when the VoIP is active
seta s_volume_dB "0.0" // volume in dB
// ui_
// ----------------------
seta ui_autoreload "1" // if true, weapon is automatically reloaded when the clip is empty.
seta ui_crouchtoggle "0" // if true, the player toggle between crouching and standing, otherwise the player must hold to crouch.
seta ui_fov "95" // FOV: 70 is default, 110 is maximum
seta ui_ironSightToggle "1" // if true, the player toggle between iron-sighting, otherwise the player must hold to iron-sight.
seta ui_showgun "1" // 1 = show gun model on screen, 0 = hide gun model on screen
bind "5" "toggle ui_showgun; addchatline '^5toggling weapon model'" // bind to toggle weapon model
// vt_
// ----------------------
seta vt_lodBias "4" // virtual texture bias. this is basically the picmip cmd (seems to reset to 2 after 05/23/11 patch?)
// misc
// ----------------------
seta win_xpos "3" // horizontal position of window
seta win_ypos "22" // vertical position of window
seta testLightColor "1.0 1.0 1.0" // the light color to be used for a ‘testlight’
// clear the caches
// ----------------------
clearCCFModelCache //removes any old entries from the ccf model cache, so systems that don't use the cache can make use of them
clearGlyphCache //clears the glyph cache
clearLights //clears all lights
clearVirtualCache //clears physical cache, requiring all pages to be reloaded
// locked/protected commands
// will SD enable these in the future? regardless, optimal values are below. just in case.
// ----------------------
seta g_preloaddata "1" // enables/disables preloading data at startup -- *LOCKED/PROTECTED*
seta g_skipvieweffects "1" // skip damage and other view effects -- *LOCKED/PROTECTED*
seta r_ambientScale "2" // ambient cube mapping brightness -- *LOCKED/PROTECTED*
seta r_HBAONumDir "0" // HBAO num directions -- *LOCKED/PROTECTED*
seta r_HBAONumSteps "0" // HBAO num steps -- *LOCKED/PROTECTED*
seta r_screenFraction "2" // used for testing fill rate, the resolution of the entire screen can be changed -- *LOCKED/PROTECTED*
seta r_showAmbientLights "0" // show ambient light sources -- *LOCKED/PROTECTED*
seta r_skipAmbient "1" // bypasses all non-interaction drawing -- *LOCKED/PROTECTED*
seta r_skipAmbientLighting "1" // skip ambient lighting pass drawing -- * LOCKED/CHEAT PROTECTED*
seta r_skipAtmosphere "1" // skips atmosphere pass -- *LOCKED/PROTECTED*
seta r_skipBump "1" // uses a flat surface instead of the bump map -- *LOCKED/PROTECTED*
seta r_skipDeforms "1" // leave all deform materials in their original state -- *LOCKED/PROTECTED*
seta r_skipPostProcess "1" // skip post-process drawing -- *LOCKED/PROTECTED*
seta r_skipTranslucent "1" // skip the translucent interaction rendering -- *LOCKED/PROTECTED*
seta r_skipUpdates "1" // skip updates: 1 = don’t accept any entity or light updates, making everything static -- *LOCKED/PROTECTED*
seta r_skipparticles "1" // skip all particle systems -- *LOCKED/PROTECTED*
seta r_stateCache "0" // check state before upload to driver -- *LOCKED/PROTECTED*
seta r_testImageScale "1" // vertical scale of the testimage (screenspace normalized) -- *LOCKED/PROTECTED*
seta r_useDepthBoundsTest "0" // use depth bounds test to reduce shadow fill -- *LOCKED/PROTECTED*
seta r_useFrustumFarDistance "1" // if != 0 force the view frustum far distance to this distance -- *LOCKED/PROTECTED*
seta r_usePortals "0" // Use portals -- 1 = use portals to perform area culling, otherwise draw everything -- *LOCKED/PROTECTED*
seta s_shakeScale "0.0" // scales the camera shake -- *LOCKED/PROTECTED*
seta s_useOcclusion "0" // use sound occlusion -- *LOCKED/PROTECTED*
seta vt_anisotropy "1" // virtual texture max anisotropy -- *LOCKED/PROTECTED*
seta vt_lodClamp "0" // clamp newly loaded tiles to a maximum virtual level, from 0 to 15. -- *LOCKED/PROTECTED*
My system:
Systeemassemblage
Cooler Master Gladiator 600
Antec EarthWatts EA500 voeding
Asus P7H55D-M PRO s1156
Intel Quad Core i5 750 s1156
Kingston VR DDR3 1333 4GB Kit
Samsung HD F3 1TB 32MB SATAII
Asus EAH5770 CuCore/2DI/1GD5
Samsung SH-S223C DVD rewr zw SATA
Installatie OS icm assemblage
And Nohead told me there was already a journal about it, and there is a tool for ati cards to give fps boost at brink.
Thnx in advance!
My fps is jumping from 30 > 120, and I already use the most shittiest config there is.
my config:
brinkcfg // Brink FPS CFG, by syncore in #brink on irc.gamesurge.net (steam: triqedout)
// Constantly updated & available at: http:///www.syncore.org/brink_fps_cfg.zip
// Official PasteBin URL: http://pastebin.com/WiNJxYqe
// *LAST UPDATED* on 05/24/2011, 03:50 AM EST
// com_
// ----------------------
seta com_allowConsole "1" // allow toggling console with the tilde key
seta com_machineSpec "0" // hardware classification, -1 = not detected, 0 = low quality, 1 = medium quality, 2 = high quality
seta com_showFPS "1" // show frames rendered per second
seta com_useFastVidRestart "1" // allow use of fast vid restarts
seta con_speed "0" // speed at which the console moves up and down
seta com_skipWarnings "1" // skip all warnings
// g_
// ----------------------
seta g_enemyTintEnabled "1" // enables/disables enemy color tinting, client side.
seta g_loadScreenWait "0" // 0 = finish early. 1 = wait for all composites loaded. 2 = wait for user input or sound finished. 3 = always wait for user input. 4 = wait for user input or sound finished
seta g_showPlayerShadow "0" // enables shadow of player model
seta g_friendlycolor "0 1 0 .25" // color of friendly units (green)
// image_
// ----------------------
seta image_lodbias "1" // change lod bias on mipmapped images
seta image_anisotropy "1" // set the maximum texture anisotropy if available
seta image_filter "GL_NEAREST" // changes texture filtering on mipmapped images -- examples below:
//GL_NEAREST_MIPMAP_NEAREST: No interpolation at all. Very ugly, very fast.
//GL_LINEAR_MIPMAP_NEAREST: Bilinear interpolation. Makes the textures looks smoother. Best compromise for speed and visuals.
//GL_LINEAR_MIPMAP_LINEAR: Trilinear interpolation (i.e. it interpolates into the 3rd dimension, too). Less flicker on the screen.
// in_
// ----------------------
seta in_toggleSprint "1" // pressing _sprint button toggles run on/off
// m_
// ----------------------
seta m_rawInput "1" // use Raw Input API for mouse input
seta m_smooth "1" // number of samples blended for mouse viewing
// net_
// ----------------------
seta net_clientMaxRate "35000" // maximum rate requested by client from server in bytes/sec
seta net_clientPrediction "30" // additional client side prediction in milliseconds
seta net_serverListMaxResults "1500" // number of results returned to the server browser -- lower this if you lag out
seta net_serverVoipEnabled "1" // enable/disable VoIP
seta net_serverVoipQuality "6" // voIP quality level, from 1 to 10
// pm_
// ----------------------
seta pm_bobFixation "0" // turn on/off fixation compensation for eye bob (may fix some motion sickness)
seta pm_bobSkip "1" // disable all bobbing
// r_
// ----------------------
seta r_brightness ".7" // changes gamma tables, from 0.5 to 2
seta r_ccfAllowLATCCompression "1" // enables/disables LATC support for ccf images
//seta r_customaspectratioH "16" // horizontal custom aspect ratio (only applies if r_aspectratio is -1)
//seta r_customaspectratioV "9" // vertical custom aspect ratio (only applies if r_aspectratio is -1)
//seta r_aspectratio "-1" // aspect ratio. 0 is 4:3, 1 is 16:9, 2 is 16:10, 3 is 5:4. -1 uses r_customAspectRatioH and r_customAspectRatioV
//seta r_customheight "1080" // custom screen height (only applies if r_mode is -1)
//seta r_customwidth "1920" // custom screen width (only applies if r_mode is -1)
seta r_debugArrowStep "120" // step size of arrow cone line rotation in degrees
seta r_debugLineDepthTest "0" // perform depth test on debug lines
seta r_debugLineWidth "1" // width of debug lines
//seta r_displayrefresh "60" // optional display refresh rate option for vid mode
seta r_fullscreen "1" // fullscreen mode (1) or windowed mode (0)
seta r_gamma "1.4" // changes gamma tables, from 0.1 to 1.9
seta r_inhibitEXTGPP "0" // disable the GPU program params extension
//seta r_mode "-1" // video mode number (resolution). -1 is custom, as defined by r_customheight/r_customwidth
seta r_multiSamples "0" // number of anti-aliasing samples
seta r_normalizeNormalMaps "1" // Normalize normalmaps after lookup.
seta r_offsetfactor "1" // polygon offset parameter
seta r_offsetunits "-600" // polygon offset parameter, from -2000 to 2000
seta r_renderProgramLodDistance "-1" // sets global render program lod distance, from -1 to 1000
seta r_renderProgramLodFade "50" // sets global render program fade distance, from 1 to 2000
seta r_shaderPreferALU "1" // Use ALU instructions instead of textures in shaders.
seta r_shaderSkipSpecCubeMaps "1" // Use specular cube maps.
seta r_shadowPolygonFactor "0.3" // scale value for stencil shadow drawing
seta r_shadowPolygonFactorMT "0" // scale value for stencil shadow drawing (megadraw method 3)
seta r_shadowPolygonOffset "-5" // bias value added to depth test for stencil shadow drawing
seta r_shadowPolygonOffsetMT "-1" // bias value added to depth test for stencil shadow drawing (megadraw method 3)
seta r_shadows "0" // enable/disable shadows. large performance boost with shadows disabled
seta r_shadowsHighQuality "0" // enable high-quality shadows
seta r_skipAtmosInteractions "1" // skip all light/surface interaction drawing
seta r_skipPrePass "1" // skip pre-pass (and all the effects that depends on it, such as depth of field)
seta r_softParticles "0" // enable soft particles
seta r_swapInterval "0" // vertical sync -- lock fps to r_displayrefresh. 0=disabled, 1=enabled
seta r_trisColor "1.0 1.0 1.0 1.0" // sets color of wireframe rendering in RGBA float format or in 0xRRGGBBAA hex format
seta r_useAlphaToCoverage "0" // Use alpha to coverage.
seta r_useAntiAliasing "0" // use FXAA Anti-aliasing
seta r_useDitherMask "0" // Dither out fading geometry
seta r_useHBAO "0" // use HBAO drawing
seta r_useHighQualityPostProcess "0" // enable high-quality post-processing
seta r_useMotionBlur "0" // use motion blur
seta r_useShadowFastParallel "1" // use optimized shadow rendering for parallel light sources (doesn’t make a speed difference and gives render errors)
seta r_useShadowInfinite "0" // use infinite shadows
seta r_useShadowMaps "0" // enable shadow mapped shadows (will fall back to stencil shadows, reloadDecls + map restart needed)
seta r_useThreadedRenderer "0" // Enabled multi-threaded renderer. (0 = off. 2 on. 1 debugging. In Brink, leave this at 0 for best performance. lolwut.)
seta r_visDistMult "1.2" // Pushes detail distance back a bit, from 0.8 to 1.2
// s_
// ----------------------
seta s_forceNumberOfSpeakers "2" // forces the number of speakers, even if hardware detection says that number is unavailable
seta s_globalFraction "1.0" // volume to all speakers when not spatialized
seta s_maxSoundsPerShader "3" // max sounds per shader, from 0 to 32
seta s_numberOfSpeakers "2" // number of speakers
seta s_subFraction "0.75" // volume to subwoofer in 5.1
seta s_volume_VoIPActive_dB "-20.0" // if game and VoIP using the same audio output device, duck the game audio by this amount in dB when the VoIP is active
seta s_volume_dB "0.0" // volume in dB
// ui_
// ----------------------
seta ui_autoreload "1" // if true, weapon is automatically reloaded when the clip is empty.
seta ui_crouchtoggle "0" // if true, the player toggle between crouching and standing, otherwise the player must hold to crouch.
seta ui_fov "95" // FOV: 70 is default, 110 is maximum
seta ui_ironSightToggle "1" // if true, the player toggle between iron-sighting, otherwise the player must hold to iron-sight.
seta ui_showgun "1" // 1 = show gun model on screen, 0 = hide gun model on screen
bind "5" "toggle ui_showgun; addchatline '^5toggling weapon model'" // bind to toggle weapon model
// vt_
// ----------------------
seta vt_lodBias "4" // virtual texture bias. this is basically the picmip cmd (seems to reset to 2 after 05/23/11 patch?)
// misc
// ----------------------
seta win_xpos "3" // horizontal position of window
seta win_ypos "22" // vertical position of window
seta testLightColor "1.0 1.0 1.0" // the light color to be used for a ‘testlight’
// clear the caches
// ----------------------
clearCCFModelCache //removes any old entries from the ccf model cache, so systems that don't use the cache can make use of them
clearGlyphCache //clears the glyph cache
clearLights //clears all lights
clearVirtualCache //clears physical cache, requiring all pages to be reloaded
// locked/protected commands
// will SD enable these in the future? regardless, optimal values are below. just in case.
// ----------------------
seta g_preloaddata "1" // enables/disables preloading data at startup -- *LOCKED/PROTECTED*
seta g_skipvieweffects "1" // skip damage and other view effects -- *LOCKED/PROTECTED*
seta r_ambientScale "2" // ambient cube mapping brightness -- *LOCKED/PROTECTED*
seta r_HBAONumDir "0" // HBAO num directions -- *LOCKED/PROTECTED*
seta r_HBAONumSteps "0" // HBAO num steps -- *LOCKED/PROTECTED*
seta r_screenFraction "2" // used for testing fill rate, the resolution of the entire screen can be changed -- *LOCKED/PROTECTED*
seta r_showAmbientLights "0" // show ambient light sources -- *LOCKED/PROTECTED*
seta r_skipAmbient "1" // bypasses all non-interaction drawing -- *LOCKED/PROTECTED*
seta r_skipAmbientLighting "1" // skip ambient lighting pass drawing -- * LOCKED/CHEAT PROTECTED*
seta r_skipAtmosphere "1" // skips atmosphere pass -- *LOCKED/PROTECTED*
seta r_skipBump "1" // uses a flat surface instead of the bump map -- *LOCKED/PROTECTED*
seta r_skipDeforms "1" // leave all deform materials in their original state -- *LOCKED/PROTECTED*
seta r_skipPostProcess "1" // skip post-process drawing -- *LOCKED/PROTECTED*
seta r_skipTranslucent "1" // skip the translucent interaction rendering -- *LOCKED/PROTECTED*
seta r_skipUpdates "1" // skip updates: 1 = don’t accept any entity or light updates, making everything static -- *LOCKED/PROTECTED*
seta r_skipparticles "1" // skip all particle systems -- *LOCKED/PROTECTED*
seta r_stateCache "0" // check state before upload to driver -- *LOCKED/PROTECTED*
seta r_testImageScale "1" // vertical scale of the testimage (screenspace normalized) -- *LOCKED/PROTECTED*
seta r_useDepthBoundsTest "0" // use depth bounds test to reduce shadow fill -- *LOCKED/PROTECTED*
seta r_useFrustumFarDistance "1" // if != 0 force the view frustum far distance to this distance -- *LOCKED/PROTECTED*
seta r_usePortals "0" // Use portals -- 1 = use portals to perform area culling, otherwise draw everything -- *LOCKED/PROTECTED*
seta s_shakeScale "0.0" // scales the camera shake -- *LOCKED/PROTECTED*
seta s_useOcclusion "0" // use sound occlusion -- *LOCKED/PROTECTED*
seta vt_anisotropy "1" // virtual texture max anisotropy -- *LOCKED/PROTECTED*
seta vt_lodClamp "0" // clamp newly loaded tiles to a maximum virtual level, from 0 to 15. -- *LOCKED/PROTECTED*
My system:
Systeemassemblage
Cooler Master Gladiator 600
Antec EarthWatts EA500 voeding
Asus P7H55D-M PRO s1156
Intel Quad Core i5 750 s1156
Kingston VR DDR3 1333 4GB Kit
Samsung HD F3 1TB 32MB SATAII
Asus EAH5770 CuCore/2DI/1GD5
Samsung SH-S223C DVD rewr zw SATA
Installatie OS icm assemblage
And Nohead told me there was already a journal about it, and there is a tool for ati cards to give fps boost at brink.
Thnx in advance!
deze gebruik ik, aspect ratio 16:10.
ik heb stable 50-60 fps. ligt aan de map etc.
gz, u are there!
It should be better with it, i'm installing it now.
http://support.amd.com/us/kbarticles/Pages/AMDCatalyst115ahotfix.aspx
This is a release of 11.5 a, developpers worked on it for games like Brink.
Edit: Tell me if u see any difference for your FPS.
he has better fps now, trying it also atm
problem?