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ATI Cat 4.1 Drivers Out

Casval Epoch
Wandering Samurai
Join date: 17 Dec 2002
Posts: 83
01-20-2004 08:50
Want something to do while SL is down? Go download the new Catalyst 4.1 drivers.
Maxx Monde
Registered User
Join date: 14 Nov 2003
Posts: 1,848
01-20-2004 10:01
**deleted**
Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
01-20-2004 10:15
I'll try em out later today and give a report :)
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Dave Zeeman
Master Procrastinator
Join date: 28 Jan 2003
Posts: 1,025
01-20-2004 10:49
I went and tested the Cat 4.1 drivers, being completely optimistic as I always am. I spend about 20 minutes in-world without any texture corruption in either the particles or the usual textures. I tried my hardest to get as many stuffed into view as possible, but nothing happened!

"This must be the end of an era!" I thought. Could it be possible that ATi actually went back and fixed their retarded little problem they created back in 3.2? Could it be that all those e-mails we sent had finally been read and replied to?

Then 30 seconds later everything broke down. I got the usual texture glitches (striped wood, black animation, square particle blurs) and held back crying...

Alas, the new drivers do jack squat as far as I can see. Maybe they hold the corruption back, but in the end, the corruption wins. :(
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eltee Statosky
Luskie
Join date: 23 Sep 2003
Posts: 1,258
01-20-2004 13:39
From: someone
Originally posted by Dave Zeeman
I went and tested the Cat 4.1 drivers, being completely optimistic as I always am. I spend about 20 minutes in-world without any texture corruption in either the particles or the usual textures. I tried my hardest to get as many stuffed into view as possible, but nothing happened!

"This must be the end of an era!" I thought. Could it be possible that ATi actually went back and fixed their retarded little problem they created back in 3.2? Could it be that all those e-mails we sent had finally been read and replied to?

Then 30 seconds later everything broke down. I got the usual texture glitches (striped wood, black animation, square particle blurs) and held back crying...

Alas, the new drivers do jack squat as far as I can see. Maybe they hold the corruption back, but in the end, the corruption wins. :(


of course they don't fix SL silly, thats LL's job, more than 75% of the bugs 'common' to ATI in SL are in the SL codebase, not ati's, believe me
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Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
01-20-2004 14:52
Something seems to have broken my shiny, shiny only appears on parts of the object closest to the camera, leaving the rest only greyed a little, anyone else having this?

Oh btw I did install the drivers, no major improvements, only thing different seems to be shiny.
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Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
01-20-2004 17:59
::CRY!!!:: :(

C'mon LL, this is an entirely new Driver version, something is definately wrong with the picture you guys are painting of ATI. I wanna play SL 'like it's meant to be played' :(

==A saddened Chris
Doug Linden
Linden Lab Developer
Join date: 27 Nov 2002
Posts: 179
01-20-2004 18:42
OK, based on my 5 minutes of testing, it appears that the Catalyst 4.1 drivers have fixed at least one fairly major bug.

In particular, it fixes issues with avatar vertex programs causing serious problems in the UI and sky (white triangle flashing everywhere). Turning on avatar vertex programs should dramatically increase your frame rate. I'd suggest trying to turn them on - if you see any problems, please file a bug report, noting that you're using the Catalyst 4.1 drivers.

Neither I or ATI currently have any concrete idea as to what's causing the texture corruption, yet - it has been very difficult for both us and them to reproduce, unfortunately - our dynamic texture allocation never does the same thing twice. It also appears to be VERY hardware and software configuration dependent - I haven't seen it on my development system in the last couple of months.

We're still looking into the full screen anti-aliasing issue (screen turning black) - at this point, it hasn't been determined yet if that's the result of us or the drivers that are doing something bad.

- Doug
eltee Statosky
Luskie
Join date: 23 Sep 2003
Posts: 1,258
01-20-2004 19:34
well first off i do thank you guys alot for tryin with this.. i know i can get a lil bitter sometime but its outta frustration that i (as an openGL developer in the first life dealy) can't really help enough to make it go away...

now as to the stuff here... i've spent pretty much all night going over some of these issues and i found out alot more about them (specifically the texture corruption and the fsaa blackout)

From: someone
Originally posted by Doug Linden
Neither I or ATI currently have any concrete idea as to what's causing the texture corruption, yet - it has been very difficult for both us and them to reproduce, unfortunately - our dynamic texture allocation never does the same thing twice. It also appears to be VERY hardware and software configuration dependent - I haven't seen it on my development system in the last couple of months.



okay well i've found out a few things about it in what ways i can. First of all it seems to happen only to source textures... it doesn't ever percolate down the mipmap chain.. in that a 1024x1024 texture that gets corrput, the 512x512 first level mipmap of it manages to stay pristine.

On that note, it seems to happen all but exclusively to large textures, 1024x1024 and above... due to this to see it you generally have to be running a pretty healthy resolution in SL (and have picked a high texture memory setting, at least 128m) before it rears its ugly head. (this is why pickin a 32m setting seems to 'eliminate it' simply cause it never loads in the full resolution texture, only the lower detailed mipmaps

when it *does* happen.. the pattern i've seen at times seems to indicate that it gets crossed with not jus the weird green/black thing.. but it actually is pointing to an invalid memory location in general and sometimes can 'cross over' another texture (i think i have a screen shot somewhere of the concrete in the welcome area being corrupted, and the 'default' wood texture bein partially visible in the mess, all garbled but still semi-recognizable

on that note... *SOME* textures seem far more prone to it than others, not just because of size, but because of something else potentially that i haven't been able to figure out... the cement walkway in the welcome area seems by far the most corruption prone texture in the game for instance... its *ALWAYS* corrupted for me if i zoom in on it and theres more'n 4-5 people hanging around... and it will never uncorrupt untill i close the game and re open it... on an aside WHEN its corrupt i would really like to have a copy of it that i could open within a texture window and see if that gets corrupted as well, or just the on-polygon implementation and the window would be fine... any chance of that doug?




We're still looking into the full screen anti-aliasing issue (screen turning black) - at this point, it hasn't been determined yet if that's the result of us or the drivers that are doing something bad.

- Doug



okay this one i've *really* nailed down.


in three words...


its the mouse


now i'll explain myself on this... if you enable FSAA through ati's driver controlls... and launch SL... you'll notice its basically black.. but you do occasionally get flickers of a *working* fsaa'ed SL showing through... most sepcifically when clicking a mouse button.

This intrigued me abit and i tried a few different things, starting with launching the game without the mouse pointer at all (aka launching it windowed from the keyboard, and keeping the mouse pointer out of the SL window at all times.

Interestingly.. doing this kept the game viewable, and everything looked great with the smooth fsaa as i moved my avatar around WASD style. intrigued i moved the mouse over to click on something and BAM... instant blackness



now i also noted clicking alot, really rapidly, flickers the game viewable.. and occasionally can even sorta 'stick' it viewable for a second or two... WHILE its viewable... if you move the mouse out of the window.... it will stay viewable, you can go back to moving around, interacting etc... and everythings fine until you move the mouse back and BAM black


really being curious now i managed to do it again.. and this time SLOOOOOWLY moved the mouse around.... as long as the pointer stayed over a 2d screen element, such as the button bar, the menu, an open window touching the edge... everything was cool... the very milisecond that pointer moved out over the 3d world tho BAM back to black again


I thought it might have been the drop shadow behind the cursor (as i know alot of 3d applications disable that, either consciously or unconsciously) but turning them off and repeating my testing yielded the same results...

so it appears to be somehow related to moving the mouse over a 3d screen element... and a mouse click *event* seems to disable or work around whatever is causin the blanking but only for a frame or three.

My advice would be to take a close look at exactly whats going on when a mouse is moved over a 3d screen element (as opposed to a 2d screen element) cause whatevers breakin FSAA seems to be *right* there


i hope this helps doug... i have some of this in a bug report already but obviously the max character limit on bug reports really hurts when ya try an give detailed explanations like this....
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Darque Grimm
Registered User
Join date: 1 May 2003
Posts: 93
01-21-2004 02:55
From: someone
Originally posted by Doug Linden

Neither I or ATI currently have any concrete idea as to what's causing the texture corruption, yet - it has been very difficult for both us and them to reproduce,


buy me Plane tickets to and from there and I'll bring my laptop and show you, no charge, except maybe a soda and some chips :)
Dusty Rhodes
sick up and fed
Join date: 3 Aug 2003
Posts: 147
01-21-2004 05:08
Darque, if you were a software developer, you would know that you can reproduce problems reliably when you are by yourself, but when you try to show it to someone else, it works perfectly.

Unless you are demonstrating software for the boss, in which case it works perfectly when you test it, but fails miserably when you try to demonstrate it.
eltee Statosky
Luskie
Join date: 23 Sep 2003
Posts: 1,258
01-21-2004 06:26
From: someone
Originally posted by Dusty Rhodes
Darque, if you were a software developer, you would know that you can reproduce problems reliably when you are by yourself, but when you try to show it to someone else, it works perfectly.

Unless you are demonstrating software for the boss, in which case it works perfectly when you test it, but fails miserably when you try to demonstrate it.


so sayeth the coding bible, so sayith thy lord
(j/k)
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Dusty Rhodes
sick up and fed
Join date: 3 Aug 2003
Posts: 147
01-21-2004 06:49
I live by the Tao of Programming.
http://www.canonical.org/~kragen/tao-of-programming.html

-----------------------
Programming is easy: you just type:
void main(void) {
}

then start debugging
Casval Epoch
Wandering Samurai
Join date: 17 Dec 2002
Posts: 83
01-21-2004 09:23
From: someone
Originally posted by Doug Linden
In particular, it fixes issues with avatar vertex programs causing serious problems in the UI and sky (white triangle flashing everywhere). Turning on avatar vertex programs should dramatically increase your frame rate. I'd suggest trying to turn them on - if you see any problems, please file a bug report, noting that you're using the Catalyst 4.1 drivers.


Just tried turning the avatar vertex thing back on. I didn't notice any weird-looking avatars or anything. Everything looked fine... But I DID notice the DECREASE in my framerate of about 5fps.

So, off it shall stay for now.
eltee Statosky
Luskie
Join date: 23 Sep 2003
Posts: 1,258
01-21-2004 11:46
From: someone
Originally posted by Casval Epoch
Just tried turning the avatar vertex thing back on. I didn't notice any weird-looking avatars or anything. Everything looked fine... But I DID notice the DECREASE in my framerate of about 5fps.

So, off it shall stay for now.


i do know it still has issues when running combined with avatar bump/cloth rendering, produces the same old invalid colors on every other vertex weird rainbow effect on everyone.. i didn't get a chance to check if the face blackout at a distance was fixed
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Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
01-21-2004 13:31
Avatar vertex is back to making people look like Ghostbuster slimed extras, neonness all over no matter what the zoom level is. I didn't check out the blackness on faces, I'll do that next time. In the last version I could see avatars looking normal unless I zoomed at certain levels like if I zoomed too close then they'd go into neonness.

I'm going to do some testing and revert the drivers back to the last version, any suggestions on how to do this? I'm thinking downloading them and installing, but if you do it a different way let me know.

What I'm going to test to see if the drivers really changed anything are for shiny which seems to not be working properly, and the avatar vertex. Since I updated both SL and the drivers before testing for any of these things I really don't know which would be to blame. :P

That'll teach me to upgrade everything at once!
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"Don't anticipate outcome," the man said. "Await the unfolding of events. Remain in the moment." - Konrad
eltee Statosky
Luskie
Join date: 23 Sep 2003
Posts: 1,258
01-21-2004 13:44
if you want to do real testing oz, do a blank xp on an old HD and make a restore point before ya install ANY drivers, then install old, test, restore to restore point, install new... test

short of that jus try an set the video adapter back to generic vga between each install, it can be a kinda pain though
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Ama Omega
Lost Wanderer
Join date: 11 Dec 2002
Posts: 1,770
01-21-2004 15:08
From: someone
Originally posted by Dusty Rhodes
I live by the Tao of Programming.
http://www.canonical.org/~kragen/tao-of-programming.html

-----------------------
Programming is easy: you just type:
void main(void) {
}

then start debugging


Scripting is easy you just type:
default
{
state_entry()
{ }
}

then start debugging.

It is scary how similar that is to how I code.
:D
Good quote, good link.
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BlackAdder York
Charter Member
Join date: 22 May 2003
Posts: 283
01-21-2004 16:17
From: someone
Originally posted by Dave Zeeman
Then 30 seconds later everything broke down. I got the usual texture glitches (striped wood, black animation, square particle blurs) and held back crying...

Alas, the new drivers do jack squat as far as I can see. Maybe they hold the corruption back, but in the end, the corruption wins. :(
Crying??? Geez Dave you're the one who's supposed to be telling the rest of us that it'll be OK.

Er, don't worry Dave. It's gonna' be OK. Really. Eventually...

You're a brave man Dave Zeeman. Thank you for being ATI's guinea pig of the month.


Merrily, merrily, merrily, merrily; Second Life is but a dream.
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Oz Spade
ReadsNoPostLongerThanHand
Join date: 23 Sep 2003
Posts: 2,708
01-22-2004 16:52
Ok, downloaded and installed the 3.10 drivers, found the shiny problem went away, however it still does look different from the previous version, but hey atleast it works.

The problem I had was that shiny would only show on the face of an object that was facing the camera, meaning if I looked at one side of a cube only that side would be shiny and the others would show no effect of it at all, the effect on spheres was odd, like a small window of shiny on the surface that only faced the camera.

After installing the 3.10 drivers the shine is how it should be, objects are shiny on all sides regardless of which one faces the camera. However the ones not facing the camera appear to be duller sometimes, this could be a feature though because it seems the ones facing the sun seem more shiny, I dunno.

I didn't uninstall any drivers, just installed the 3.10 ones, if this messes something up, oops, so far I'm running ok though.

So thats one point for LL and minus one for ATi drivers :P
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"Don't anticipate outcome," the man said. "Await the unfolding of events. Remain in the moment." - Konrad