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I only see stuttering after doing a quick save or quick load and it is really minimal, like a split second. Than all is back to normal. Do not see stuttering in the normal course of play.

Just making sure did you change the size of the "vt_pageimagesizeuniquediffuseonly" to your card memory, here's mine cfg file and the game runs nice without tiering.


com_AllowConsole 1
com_SkipIntroVideo 1
image_usecompression 0
g_showplayershadow 1
r_displayRefresh 60
vt_qualityhdplossless 1
vt_qualityhdppower 0
vt_qualityhdpspecular 0
vt_qualityhdpnormal 0
vt_qualityhdpdiffuse 0
vt_qualitydctpower 100
vt_qualitydctspecular 100
vt_qualitydctnormal 100
vt_qualitydctchroma 100
vt_qualitydctluma 100
vt_usecudatranscode 2
vt_maxppf 1024
vt_maxlockedpages 256
vt_pageimagesizeuniquediffuseonly2 1280
vt_pageimagesizeuniquediffuseonly 1280
vt_pageimagesizeunique 1280
vt_pageimagesizevmtr 1280
vt_minlod -1
vt_uncompressedvmtr 1
vt_uncompressedphysicalimages 1
vt_vmtrcompression none
vt_maxaniso 16
vt_restart
[/CODE]

The card I have is GTX 470. :( No money for upgrade :cry: :cry:

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Here's one for you guys, I am left handed, trying to bind the Keypad 5 key to move forward, but it wont let me, anyone know how to do it from the .cfg file instead of from within the game?

Any help is appreciated!

Thank you!

you can try opening default.cfg , change the bind "w" "_moveforward" to bind "KP_5" _moveforward and see if that helps

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For the record, iD has never really had extensive video setting options via the gui. Plus, the new engine should remove any need for such options as its supposed to be dynamic. As soon as you start hardcoding them you might actually make your gameplay and visuals worse. You shouldn't need to tweak anything once your video driver is optimized, which is not on iD.

What do you want, the screen size scaling back? ;)

you know the more I think about it, the more you are absolutely right. Sure as PC gamers, we expect to be able to mess with settings, but over the years, almost like a ritual at this point, I spend at least my first hour with a new PC game tweaking graphics setttings, making sure it can run and look as good as it possibly can. It is almost like an obsession now that I step back and think about it. Especially now that my time is much more limited these days, I would much rather just start a game, and have it do all of that for me. And I am, minus the tearing, one of the fortunate people who the game has done a great job of auto detecting, looking good, and still getting 60 FPS. So I am no doubt all for games doing this if they do it properly.

Just making sure did you change the size of the "vt_pageimagesizeuniquediffuseonly" to your card memory, here's mine cfg file and the game runs nice without tiering.


com_AllowConsole 1
com_SkipIntroVideo 1
image_usecompression 0
g_showplayershadow 1
r_displayRefresh 60
vt_qualityhdplossless 1
vt_qualityhdppower 0
vt_qualityhdpspecular 0
vt_qualityhdpnormal 0
vt_qualityhdpdiffuse 0
vt_qualitydctpower 100
vt_qualitydctspecular 100
vt_qualitydctnormal 100
vt_qualitydctchroma 100
vt_qualitydctluma 100
vt_usecudatranscode 2
vt_maxppf 1024
vt_maxlockedpages 256
vt_pageimagesizeuniquediffuseonly2 [b]1280[/b]
vt_pageimagesizeuniquediffuseonly[b] 1280[/b]
vt_pageimagesizeunique 1280
vt_pageimagesizevmtr 1280
vt_minlod -1
vt_uncompressedvmtr 1
vt_uncompressedphysicalimages 1
vt_vmtrcompression none
vt_maxaniso 16
vt_restart
[/CODE]

The card I have is GTX 470. :( No money for upgrade :cry: :cry:

Cool, I have yet to try playing with the settings, but am going to give it a whirl tonight. I am guessing I should only put the memory for one of my cards since SLi is technically not working yet.

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For the record, iD has never really had extensive video setting options via the gui. Plus, the new engine should remove any need for such options as its supposed to be dynamic. As soon as you start hardcoding them you might actually make your gameplay and visuals worse. You shouldn't need to tweak anything once your video driver is optimized, which is not on iD.

What do you want, the screen size scaling back? ;)

You're saying their game can account for the hundreds of thousands of different types of hardware combinations out there and accurately set the graphics options accordingly?

Just going by the posts in this thread alone it doesn't seem to be working very well.

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You're saying their game can account for the hundreds of thousands of different types of hardware combinations out there and accurately set the graphics options accordingly?

Just going by the posts in this thread alone it doesn't seem to be working very well.

Agreed. "Auto configuration" is something that can never be 100% reliable especially on pc's with tons of different configs. Anyone who thinks this is a good idea for a pc game is out of their mind.

As long as its optional its fine, but there should ALWAYS ALWAYS ALWAYS be plenty of in game video settings in case the auto stuff doesn't work.

it sounds good in theory, but in practice this will never be a good idea for pc games.

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So I tried out the posted cfg settings, and for whatever reason it did not work for me. I originally tried just copying and pasting the original text file posted, game would not even start. I then remembered Neo said had to change the memory to match my card, so I took his cfg file and did just that, and the game runs, but I have No Textures at all. Literally everything is just flat colors, like that one joke image posted about the difference between the console and PC versions. So is it how much memory my cards have, or is it total graphics memory according to the Nvidia Control Panel. My cards each have 1024 of onboard memory, but the total memory is 3835 IIRC (downstairs on my laptop now). I guess I will try the 3835 regardless of if I get a response, but changing that one setting to 1024, like I said, no textures at all coming in. :s

I may be one of the rare people that are better off letting the game do all of the detection on its own.

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DL, I'm with you, the settings screen is always the first stop when loading up a new game and testing out different configs to get the optimal balance. I'm just reminding many that historically, iD unlike other games has never had a huge selection of settings in the gui. In regard to Viper and trag's point though, the main push of the new engine is that it never tries to auto-detect a certain set configuration profile like most other engines do. In my limited understanding (and huge respect for Carmack's genius), its the real time calculations of the video stream (because of the texturing method) that bypasses the very limitations you are talking bout. Thats why it can also handle such gigantic textures, something no current engine could even attempt. What is the biggest issue for many? The textures - which generally look fine on the console). Its all about how it approaches the problem of scalability. Look at how well the console version holds up to the PC visually.

Think about it this way, in an MMO, you generally run a 'set' configuration that doesn't take into account location, player count, or environment details. You have to switch to a lower profile (like the RAID setting for example) to gurantee your minimum framerate won't tank in a tough battle. By allowing these settings to be fluid, you chance of ever feeling the fps drop is greatly removed. As long as power users can set the range it operates in (ie chose a lower ceiling) I have no issue. Take that away and yes, I'll be screaming murder too.

While I'm sure there will be a patch for the bugs and crashes, I'm firmly convinced that most of the performance issues are purely driver related cause it happens every time iD releases a new engine. They are one of the last bastions of OGL so nVidia/AMD are always lax to maintain it in comparisoin to DX. That RAGE's wizardry uses the very latest OGL I'll bet is a large part of the 'issues' people are seeing.

I don't know how else to explain the night and day difference the new AMD driver brought. Hell, D3 ran like relative crap on my old ATI for 2 months because they couldn't nail it down in the driver. I'm just thankful this time it took 6 hours instead of 8 weeks. Also to iDs credit, the conf file is still available for power user tweaking but I don't think it is the pancea for the current ills.

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Just making sure did you change the size of the "vt_pageimagesizeuniquediffuseonly" to your card memory, here's mine cfg file and the game runs nice without tiering.

Um that changes the texture dimensions lol. 1280 means you're using 1280x1280 textures, aka pretty **** lol.

So I tried out the posted cfg settings, and for whatever reason it did not work for me. I originally tried just copying and pasting the original text file posted, game would not even start. I then remembered Neo said had to change the memory to match my card, so I took his cfg file and did just that, and the game runs, but I have No Textures at all. Literally everything is just flat colors, like that one joke image posted about the difference between the console and PC versions. So is it how much memory my cards have, or is it total graphics memory according to the Nvidia Control Panel. My cards each have 1024 of onboard memory, but the total memory is 3835 IIRC (downstairs on my laptop now). I guess I will try the 3835 regardless of if I get a response, but changing that one setting to 1024, like I said, no textures at all coming in.

I may be one of the rare people that are better off letting the game do all of the detection on its own.

Thats the dimensions of the texture image. Set it to 8192 for the best quality textures. Some sites say the game does have 16K textures but if I change that value to 16384, I just get blue textures everywhere so 8192 works for me.

The game's auto detect general sets this to 4-5k. If you notice lag, change it in game but be sure to use vt_restart after.

At that setting this is what GPU-Z reports:

f7h.png

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Ok after 8 billion rage restarts, I have found what causes the blue screen when I enable 16384 textures and its:

vt_uncompressedphysicalimages 1

Gonna assume that if you want to enable the 16k textures, and have them uncompressed with all the other settings at max even a 3gb video card isn't enough lol. Though to be brutally honest, I cannot notice a difference between the 8192 and 16384 textures. I'll leave it to you guys to see if you can find any differences:

Settings as per my config file posted earlier apart from texture size and compressed images. Anti-aliasing is 8x.

8192 textures uncompressed: http://imgf.tw/413625210.png

8192 textures compressed: http://imgf.tw/517682155.png

16384 textures compressed: http://imgf.tw/131573894.png

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Was reading this article over at Geforce.com and they seem to indicate that vt_useCudaTranscode 2 should be used sparingly and only on 500 series GPUs. It also indicates that the vt_maxPPF value maxes out at 128 and you should be using lower values, not higher, for streaming issues. Lastly, has anyone tried the vt_cudaBudget setting? Anyone have a link to the comperable AMD commands?

So, silly question. Is there a built in benchmark?

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Was reading this article over at Geforce.com and they seem to indicate that vt_useCudaTranscode 2 should be used sparingly and only on 500 series GPUs. It also indicates that the vt_maxPPF value maxes out at 128 and you should be using lower values, not higher, for streaming issues. Lastly, has anyone tried the vt_cudaBudget setting? Anyone have a link to the comperable AMD commands?

Hm didn't know about the vt_maxPPF, thanks for that.

As for CudaTranscode 2, I have a 445M gt card (ie a mid range laptop gpu) and I rarely see my fps drop below 60. If I'm in a really crowded place with a lot going on, then the lowest I've seen it drop to is 53. I can however keep it at 60 fps 100% of the time if I drop my AA to 4x but it doesn't really matter lol.

Your mileage may vary of course, so the only thing you can really do is mess around with the settings and see what works out best. It's annoying but nothing you can really do about it lol.

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For me when I first start up a game i spend AGES playing with all the gfx settings. I like to see how it looks and how each setting and technique affects the performance and looks, it's stupid to not have advanced settings.

What if you want to have higher quality visuals at 30fps instead of 60fps?

What if you want to crank it up to the highest possible to see how your system performs to gauge a new upgrade?

What if you want to trade say post processing effects for 8x AA?

What if you want to benchmark different gpu's?

What if you want CHOICE because you've grown up a PC gamer, its one of the reasons you enjoy it more than console gaming?

What if you just wanna see what the engines capable of looking like on next gen hardware?

Mark my words, they will include gfx options in one of the first patches.

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Alrite more graphical settings for those of you who are bored like me:

com_videoRam "3072" //sets the Video Card memory Set this to the amount you have in MB
com_maxfps "60" //limits the frames to 60 can be changed to what you desire
image_anisotropy "16" //Using the highest setting here but you can set as 2, 4 or 8
image_usecompression 0
image_filter "GL_LINEAR_MIPMAP_LINEAR" //filtering for light maps
image_preload "1" //Use preload images when ever possible
image_lodbias "-1" //LoD settings
image_ignoreHighQuality "0" //Sets up for using HQ gfx
image_ignoreLowQuality "1" //ignores the low textures
image_useCache "1" //Enabled Cache to allow the textures to load properly without popping
image_cacheMegs "125" //Cache size in Megabytes
image_cacheMinK "50" //Cache minimum size in kilobytes
r_swapInterval 1 //VSYNC 1 enabled, 0 diabled
r_useHighQualityPostProcess "1" //Fore High Quality post proccessing
r_shadowsHighQuality "1" //Fore High Quality shadows
r_displayRefresh "0" //keep it so the engine doesn't double render a frame
r_renderer "best" //highest rendering options
r_multiSamples "16" //Set this to 16 or 8 if you're having low-fps as 32 is the Max Multi-sampling
r_useHBAO "1" //Ambient occlusion
r_useRenderThread "1" // 0 Disable or 1 Enable threaded rendering useful for newer cards to increase performance.
r_visDistMult "1"
r_useMotionBlur "1" //use blur
r_skipBump "0"
r_skipSpecular "0"
r_skipNewAmbient "0"
r_shadows "1"
r_cgFragmentProfile "best"
r_cgVertexProfile "best"
vt_lodBias "-1" //LoD settings

Found via: http://www.evga.com/...1255064&mpage=2

Keep in mind, those settings might incur a massive performance hit. For me, my FPS drops to 30-40.

Edit: Forget what I said, it seems to be a bug with the vsync (or maybe the way fraps reports fps when vsync is turned on) since it limits it to 30 fps. Removing r_swapinterval from my config file, and fraps goes back to reporting 50-60fps

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Ok after 8 billion rage restarts, I have found what causes the blue screen when I enable 16384 textures and its:

vt_uncompressedphysicalimages 1

Gonna assume that if you want to enable the 16k textures, and have them uncompressed with all the other settings at max even a 3gb video card isn't enough lol. Though to be brutally honest, I cannot notice a difference between the 8192 and 16384 textures. I'll leave it to you guys to see if you can find any differences:

Settings as per my config file posted earlier apart from texture size and compressed images. Anti-aliasing is 8x.

8192 textures uncompressed: http://imgf.tw/413625210.png

8192 textures compressed: http://imgf.tw/517682155.png

16384 textures compressed: http://imgf.tw/131573894.png

I will have to look at it, but I am pretty sure the 8k textures are the highest actually available in the game. From what I read in an article, there is no difference at all between 16k and 8k, because 16k are not actually there. Will have to look it up again so give me a few minutes but I'll try to find it.

Was reading this article over at Geforce.com and they seem to indicate that vt_useCudaTranscode 2 should be used sparingly and only on 500 series GPUs. It also indicates that the vt_maxPPF value maxes out at 128 and you should be using lower values, not higher, for streaming issues. Lastly, has anyone tried the vt_cudaBudget setting? Anyone have a link to the comperable AMD commands?

So, silly question. Is there a built in benchmark?

vt_cudabudget is some sort of value (I believe milliseconds) that tells the game the maximum time between frame rendering it must obtain before using CUDA. If I remember correctly the default is something like 12 ms, which means the GPU must be able to render frames in 12ms or less before the game engine uses cuda. To ensure 60 FPS, this would be set to 16 or lower, I believe 12 is the default so the game engine can account for spikes in FPS and delays between using and not using cuda. That being said, their is no AMD equivalent.....sadly, ID decided to use CUDA and not OpenCL (which is supported by both AMD and nVidia), so AMD users are left out in the rain once again. :/

EDIT: Here we go: http://www.geforce.c...w-simple-tweaks

Apparently the 16k textures only make minor differences at "the very highest resolutions at the most demanding times"...whatever that means....not sure why that would really show a difference better considering higher resolution displays generally have higher DPI, which makes lower res texture look better but physically smaller.

EDIT2: And here's the correct info of vt_cudabudget:

vt_cudaBudget

This is the budget in milliseconds that the CUDA GPU Transcode feature uses to determine when to increase or decrease workload. The default threshold is 14 milliseconds, which is well below the 16.6 needed to maintain sixty frames per second. This is deliberately conservative to err on the side of caution to ensure that even in the most demanding situations the frame rate remains rock-solid. For users seeking the absolute best image quality, the threshold can be raised, and for those seeking a consistent frame rate, lowered.

I was only wrong about the default value though. :p

More info about what the transcoding does though is in that link above, so read it if you want to really figure out exactly what it does and how it works.

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Um that changes the texture dimensions lol. 1280 means you're using 1280x1280 textures, aka pretty **** lol.

Thats the dimensions of the texture image. Set it to 8192 for the best quality textures. Some sites say the game does have 16K textures but if I change that value to 16384, I just get blue textures everywhere so 8192 works for me.

I guess I need to just play around with some things then, as when I had it at 8192, the game never loaded for me. It launched, and then just did nothing but sit there and froze. So not sure what that is about.

If you do not mind, can you just post the straight code for when you got high textures with no real performance hit that I can copy and paste? I know you have already posted it, but since there are a few different versions floating around in this thread, it would be very helpful to have the exact one I should be able to use. I prefer a constant 60 FPS as opposed to super high graphics and 30 FPS if that helps.

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EDIT: Here we go: http://www.geforce.c...w-simple-tweaks

Apparently the 16k textures only make minor differences at "the very highest resolutions at the most demanding times"...whatever that means....not sure why that would really show a difference better considering higher resolution displays generally have higher DPI, which makes lower res texture look better but physically smaller

Yeah I saw that article and I have to agree with it. I tried the 16k textures and at my resolution I saw absolutely no difference.

I guess I need to just play around with some things then, as when I had it at 8192, the game never loaded for me. It launched, and then just did nothing but sit there and froze. So not sure what that is about.

If you do not mind, can you just post the straight code for when you got high textures with no real performance hit that I can copy and paste? I know you have already posted it, but since there are a few different versions floating around in this thread, it would be very helpful to have the exact one I should be able to use. I prefer a constant 60 FPS as opposed to super high graphics and 30 FPS if that helps.

Sure here it is:

com_AllowConsole 1
com_SkipIntroVideo 1
image_usecompression 0
image_anisotropy 16
g_showplayershadow 1
r_displayRefresh 60
vt_qualityhdplossless 1
vt_qualityhdppower 0
vt_qualityhdpspecular 0
vt_qualityhdpnormal 0
vt_qualityhdpdiffuse 0
vt_qualitydctpower 100
vt_qualitydctspecular 100
vt_qualitydctnormal 100
vt_qualitydctchroma 100
vt_qualitydctluma 100
vt_usecudatranscode 2
vt_maxppf 128
vt_maxlockedpages 256
vt_pageimagesizeuniquediffuseonly2 8192
vt_pageimagesizeuniquediffuseonly 8192
vt_pageimagesizeunique 8192
vt_pageimagesizevmtr 8192
vt_minlod -1
vt_uncompressedvmtr 1
vt_uncompressedphysicalimages 1
vt_vmtrcompression none
vt_maxaniso 16
vt_restart

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Yeah I saw that article and I have to agree with it. I tried the 16k textures and at my resolution I saw absolutely no difference.

Sure here it is:

com_AllowConsole 1
com_SkipIntroVideo 1
image_usecompression 0
image_anisotropy 16
g_showplayershadow 1
r_displayRefresh 60
vt_qualityhdplossless 1
vt_qualityhdppower 0
vt_qualityhdpspecular 0
vt_qualityhdpnormal 0
vt_qualityhdpdiffuse 0
vt_qualitydctpower 100
vt_qualitydctspecular 100
vt_qualitydctnormal 100
vt_qualitydctchroma 100
vt_qualitydctluma 100
vt_usecudatranscode 2
vt_maxppf 128
vt_maxlockedpages 256
vt_pageimagesizeuniquediffuseonly2 8192
vt_pageimagesizeuniquediffuseonly 8192
vt_pageimagesizeunique 8192
vt_pageimagesizevmtr 8192
vt_minlod -1
vt_uncompressedvmtr 1
vt_uncompressedphysicalimages 1
vt_vmtrcompression none
vt_maxaniso 16
vt_restart

Did not have any time since you posted this, so just wanted to say thanks for doing it.

Last night I saw a link on Kotaku to Besthesda's forums with suggestions on them what to try out, so I forced V Sync through the Nvidia Control panel for the first time and honestly that has pretty much made the game run perfect for me. No more screen tearing and a constant 60 FPS, and I think it looks damn good. I also enabled Triple Buffering as from my understanding that helps when you enable V Sync and a game is also Open GL. I imagine since most games are DX nowaadays the Triple Buffering is not used much, but it definitely seemed to also help me get a performance, or something, gain. It with VSync really looks great.

So from this point out it is attempting to get it to look even better but still run good. But if my current settings now with the VSync enabled are the best they are going to get for me, I am very happy. it runs great and looks fantastic. I can only imagine if and when they release their first patch, things will get even better. At least I hope so. I know it is broken for so many people right now, so hopefully it stays working for me once they fix it for them. :rofl:

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Did not have any time since you posted this, so just wanted to say thanks for doing it.

Last night I saw a link on Kotaku to Besthesda's forums with suggestions on them what to try out, so I forced V Sync through the Nvidia Control panel for the first time and honestly that has pretty much made the game run perfect for me. No more screen tearing and a constant 60 FPS, and I think it looks damn good. I also enabled Triple Buffering as from my understanding that helps when you enable V Sync and a game is also Open GL. I imagine since most games are DX nowaadays the Triple Buffering is not used much, but it definitely seemed to also help me get a performance, or something, gain. It with VSync really looks great.

So from this point out it is attempting to get it to look even better but still run good. But if my current settings now with the VSync enabled are the best they are going to get for me, I am very happy. it runs great and looks fantastic. I can only imagine if and when they release their first patch, things will get even better. At least I hope so. I know it is broken for so many people right now, so hopefully it stays working for me once they fix it for them. :rofl:

Anytime. At the top of page 17, I listed a bunch of additional options you can throw into the .cfg file that improve graphics.

You might, however, run into performance issues. Those settings, 8192 textures, 8x AA and 1600x900 resolution use up about 2.3-2.4gb of vram.

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Finally got the game running. Took me two hours to diagnose the crashing and to get it to boot. Turned out to be catalyst control centre.

Was really excited and was first treated to the intro video which sounded like it was being streamed from a low bitrate shoutcast station. Then finally got in game and walked out and was getting well below 30fps and this was on the default settings the game gave me and had the texture streaming bug which supposedly the latest rage AMD drivers fixed (they didn't). So i tried a custom config and modified it to my needs and while it kind of fixed the texture streaming (still was really buggy). The game still ran well below 30fps.

Really annoyed because my PC is no slouch and should handle this game no hassle. Instead i'm treated to this mess... really happy after having to wait for 25GB to download. A couple of bugs like crashes now and then or a bit of slowdown in heavy areas, fair enough i can live with that. This is so unplayable... for once in my gaming life, i'm considering a refund and i've never done that in my 20 years of gaming. I hope for a patch very quickly.

Here are my specs for anyone who is interested.

Intel i7 920 @ 2.66ghz

6GB DDR3

Radeon HD 5870 1GB - i believe this is what is giving me most of the hassle, not cause it is old... just the card and rage dislike eachother.

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How is the language in the game? I'm thinking of picking it up this weekend but the kiddos will be around. The violence doesn't bother me as much as the language... because they won't be paying attention to it but if there is a lot of cussing it makes me feel uncomfortable when they are about :p.

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    • AMD RX 9070 GRE AI, Blender benchmarks vs 9070 XT, 7800XT, Nvidia RTX 5070, 4070 by Sayan Sen Earlier this week, we shared the first part of our review of AMD's new RX 9070 GRE. It was about the gaming performance of the GPU, and we gave it an 8 out of 10. As a follow-up, similar to how we did with the 9070 XT and non-XT, we are doing a dedicated productivity review for the RX 9070 GRE as well, where we compare it against the 9070 XT, 9070, 7800 XT, as well as Nvidia's 5070 and 4070. This will include AI, rendering, compute, and more benchmarks. AI performance, especially, is a very important metric in today's world, and AMD also promised big improvements thanks to its underlying architectural improvements. We will be pitching it against the data we already have for the RX 9070, and RX 9070 XT, but also the Nvidia 5070 FE, MSI GeForce RTX 4070 VENTUS 2X 12G, and Gigabyte Radeon RX 7800 XT GAMING OC 16G as they are in a similar price class, but also because we do not have a comparable 5060 Ti card lying around here that we can compare it against. Before we get underway, this is a collaboration between Sayan Sen and Steven Parker, who lent me his test bed. Also, there was no editorial input from AMD. First up, the specs of the RX 9070, 9070 XT, and 9070 GRE, which were given to us by AMD: Radeon RX 9070 GRE Radeon RX 9070 Radeon RX 9070 XT Boost Clock: Game Clock: up to 2.79GHz up to 2.20GHz up to 2.52GHz up to 2.07GHz up to 2.97GHz up to 2.40GHz Stream Processors 3,072 (48 CU) 3,584 (56 CU) 4,096 (64 CU) Ray Accelerator 48 56 64 AI Accelerator 96 112 128 ROPs 96 128 Texture Mapping Units 192 224 256 Memory 12 GB GDDR6, 18Gbps Clock, 192-bit Bus 432 GB/s 16 GB GDDR6, 20Gbps Clock, 256-bit Bus Effective Memory Bandwidth: 640 GB/s Infinity Cache 48 MB (3rd Gen) 64 MB (3rd Gen) Card Bus PCI-E 5.0 X16 Output 2x HDMI 2.1b 2x DisplayPort 2.1a Power consumption 220W 304W Recommended PSU 650W 750W Slot width 2x 3x Price (SEP) $549 $599 As you can see from the specs above, it is less than the standard RX 9070 in every way that counts, except for slightly higher Boost and Game clock speed. Design Moving on, the RX 9070 GRE we were given is an XFX Swift triple-fan, dual-slot design with two 8-pin connectors. At 30cm (self-measured), it will fit in most systems easily. There is no RGB either. The AMD Radeon RX 9070 GRE by XFX from all angles. Test system Our test system consists of the following: Lian Li O11 Dynamic Mini V2 Flow (Amazon|Newegg) ASUS Z890 ProArt Creator WiFi (Amazon|Newegg) Intel Core Ultra 7 270K Plus (Amazon|Newegg) Thermal Grizzly KryoSheet - 44x37 (Amazon|Newegg) 2x 16GB G.Skill Trident Z5 RGB (7200 MT/s in XMP) (Amazon|Newegg) Sabrent Rocket4 Plus 2TB SSD (Amazon) Windows 11 25H2 (Build 26200.8246) AMD shared a press driver based on the recently released Adrenaline 26.5.2 that we were required to use. We now move on to our benchmarks. First up, we have Geekbench AI running on ONNX. For some reason, the 9070 GRE does exceptionally well here in both half-precision (FP16) and single-precision (FP32). It manages to beat the RTX 5070 and RX 9070 non-XT, and is only behind the 9070 XT. Since Geekbench runs in short bursts instead of continuously hammering the graphics card, it seems the GRE's faster boost clocks are helping here. Next up, we move to the UL Procyon AI test suite, starting with the image generation benchmark. We chose the Stable Diffusion XL FP16 test since it is the most intense workload available on Procyon. The Nvidia cards do very well here, as even the 4070 out-muscles AMD's best fairy easily. The positive thing about the GRE is that it gets quite close to the 9070 non-XT in this test; this indicates that the VRAM does not play a very big role here, as SD XL relies on float16 (FP16). So this is something to keep in mind again. If you wish to work with float32 AI workloads, graphics cards with larger than 12 GB buffers would likely emerge as victors. Regardless, the gains are still massive on AMD's 9000 series compared to the 7000 series. Following image generation, we move to the text generation benchmark. This is one test where the 9070 GRE struggled, quite a lot. It seems that the 12 GB VRAM and lower memory bandwidth of the new Radeon 9070 GRE are hurting it quite a bit; the split is massive, especially in a test like Llama2, which packs 13 billion parameters. As such, in all the tests, the 9070 GRE is the slowest of the lot. Next, we tried Blender, and here the AMD GPUs were beaten by Nvidia. Rendering is something the Green team has always had a lead over the Red side, and it has not changed so far. On the positive side, though, the 9070 GRE shows significantly better results than the 7800 XT, which means AMD is on the right path. Catching up to Nvidia, though, will require a lot more effort. And we hope HIP and ROCm can keep improving. Wrapping up AI testing, we measured OpenCL throughput in the Geekbench compute benchmark. The RX 9070 GRE alongside the 9070 did not fare well here at all, even falling behind the 7800 XT. Interestingly, even the RTX 5070 could not beat the 4070 on OpenCL, so perhaps this suggests that OpenCL optimization may not have been a priority for either AMD or Nvidia in the modern era. Conclusion We reached the end of our productivity performance review of the 9070 GRE, and we have to say it's a mixed bag. Unlike the 9070 and 9070 XT, the GRE excels in some areas while losing ground fairly easily in others. Similar to how it happened in gaming, any time the card's memory subsystem gets hammered, it tends to fall behind the others. This was the case with text generation, wherein we saw the VRAM sometimes hit its maximum available 12 GB of usage with larger model sizes. So what do we make of the RX 9070 as a productivity hardware? It can certainly be used, but you have to know it has its limitations. For those looking for a GPU that can deal with more, AMD recently unveiled the Radeon AI PRO R9700, which is essentially a 32 GB refresh of the 9070 XT with some additional workstation-based optimizations. On a similar note, the new Ryzen AI Halo platform is something you can consider if you want to set up a local AI processing station. Considering everything, we rate AMD's Radeon RX 9070 GRE a 7.5 out of 10 for its productivity performance. Price is less of a factor for those looking at productivity cases compared to those considering the GPU for gaming, and as such, we felt it did quite decently on many occasions and can be handy if you need a 12 GB GPU and, for some reason, don't want to get Nvidia. Purchase links: RX 9070 / XT / GRE (Amazon US) As an Amazon Associate, we earn from qualifying purchases.
    • Does anyone here know if these updates are integrated into the UUP dump isos?
    • Motrix Next 3.9.4 by Razvan Serea Motrix Next is a modern, open-source cross-platform download manager built as the official next-generation successor to the original Motrix project. It has been completely rewritten using Tauri 2, Vue 3, TypeScript, and Rust, while still relying on the powerful Aria2 download engine for high-speed multi-protocol transfers. The app supports HTTP, HTTPS, FTP, BitTorrent, ED2K and magnet links, offering advanced features like multi-connection acceleration, task scheduling, bandwidth control, and batch download management. With a significantly reduced install size (around 20MB), it focuses on being lightweight, fast, and resource-efficient compared to traditional Electron-based download tools. Designed for Windows, macOS, and Linux, Motrix Next delivers a clean, modern UI inspired by Material Design 3 principles, with smooth animations and a minimal workflow. It improves usability through better download organization, system tray integration, and enhanced torrent handling including selective file downloads and tracker management. Motrix Next features: Multi-protocol downloads — HTTP, FTP, BitTorrent, Magnet, .torrent, ED2K, and Metalink tasks BitTorrent — Selective file download, DHT, peer exchange, encryption controls, metadata caching, GeoIP peer flags, and tracker probing Browser extension integration — Embedded Extension API with independent authentication, download confirmation, smart auto-submit, filename hints, referer/cookie forwarding, and real-time controls (Chrome Web Store · Edge Add-ons) Safe filename handling — Content-Disposition, RFC 2047, non-UTF-8, percent-encoded, and extensionless URL resolution with path traversal sanitization Download organization — Favorite and recent folders, optional file-type categorization, stale-record cleanup, and completed history backed by SQLite Concurrent downloads — Independent controls for active tasks, HTTP connections per server, segments per file, and BT peer limits Speed control — Global and per-task upload/download limits with day-of-week and time-of-day scheduling System integration — Tray operation, optional tray speed display, macOS Dock badge/progress, protocol handlers for magnet://, thunder://, and motrixnext:// Lightweight mode — Destroys the WebView on minimize-to-tray while Rust keeps the engine, task monitor, notifications, history, and extension routing alive Notifications and power options — Native task start/complete/failure notifications, keep-awake during downloads, and optional shutdown after completion Network controls — Scoped proxy support for downloads, app updates, and tracker updates, plus system proxy detection Auto-update channels — Stable, Beta, and Latest Across Channels policies with separate download and install phases Diagnostics — Structured logs, exportable diagnostic ZIPs, database integrity checks, automatic DB rebuild, and Linux GPU rendering fallback Personalization — Light/dark/system theme, 10 color schemes, 26 languages, and first-launch system language detection Motrix Next 3.9.4 changelog: Motrix Next 3.9.4 promotes the 3.9.4 beta cycle to stable. This release refreshes bundled engine binaries, improves task detail readability and copy actions, expands link handling for magnet and ED2K workflows, polishes responsive navigation and text wrapping, updates browser extension documentation, and refines network preference controls. New Features Task Detail copy actions — Added copyable values for task metadata and reusable render functions for long text fields. Magnet and ED2K lifecycle support — Added task lifecycle handling for magnet and ED2K links. History cleanup for deleted tasks — Deleted tasks can now remove matching history records. User-Agent management — Added user-agent management and improved related network preference controls. Browser extension documentation — Added the Firefox Add-ons link for the Motrix Next extension. Improvements Engine binaries — Updated bundled binaries for supported architectures. Task Detail readability — Long task names, URLs, tracker values, and copyable metadata now render more clearly. Deletion messaging — Refined localized task deletion text for clarity and consistency. Text wrapping — Improved URI input wrapping and task name multiline display. Navigation layout — Improved sub-navigation responsiveness. Disk allocation default — Changed the default file allocation method to trunc. Proxy controls — Improved proxy button styling in network preferences. Download: Motrix Next 64-bit | ARM64 | macOS ~20.0 MB (Open Source) Links: Website | macOS / Linux | Screenshot Get alerted to all of our Software updates on Twitter at @NeowinSoftware
    • NVIDIA officially supports Ubuntu, as linked above with the GeForce NOW Hands on I did in collaboration with Paul Hill.
    • TO be clear I am not running linux today, however I keep thinking about it. And I want to make sure there are minimal obstacles if I decide to make that switch in the coming months.
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