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Overclocked AGP bus speed & games = flicker textures?

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  • Overclocked AGP bus speed & games = flicker textures?

    I am curious. When one overclocks his/her AGP bus speed with a Matrox G400 32 MB non-MAX, does flickering textures in Half-Life and Unreal Tournament count as one of the symptoms?

    Thanks.
    Ant @ The Ant Farm (http://antfarm.ma.cx)

  • #2
    No, since if textures gets corrupted when passed over the bus so would also the vertex data and instructions. That would most likely mean a total crasch within a second.
    Flickering textures is more likely to come when you overclock the card itself or if there's a driver problem.

    Comment


    • #3
      Hmm, I am using second beta v6.0 drivers. Is this a known problem with this version? Yes, I uninstalled the previous driver before installing the new version.

      I also noticed sometimes you can see through wall or edges not straight, especially in Unreal Tournament. I don't really notice any of these in Quake 3 Arena.

      I have the lastest versions for all games and hardware devices. I run these games in 16-bit depth colors with a 32-bit depth colors. I am not sure if this is an issue. I doubt it.

      [This message has been edited by antdude (edited 29 August 2000).]
      Ant @ The Ant Farm (http://antfarm.ma.cx)

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      • #4
        antdude, for UT, enable 32 bit Z buffer in the PowerDesk, and enable 32 bit Z buffer in UT and you ought to see the flickering reduce significantly.

        It helped my UT flickering, and I am using the PD 6.00 beta drivers with UT patched to 4.28.

        It does take a hit on performance.

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        • #5
          Thundrchez: I tried 32-bit z-buffer and 32-bit color depth for UT. No flickers, but dang choppy! If I use 16-bit colors mode, I can see them. Usually the flickers are at a distance. I have a screen shot as an example:
          http://home.apu.edu/~philpi/temp/UT-Flickers.jpg

          See how you can see through one ceiling and the other doesn't corner correctly? Things like those. I am using v428 as well.

          In HL, decals and some walls flicker.
          Ant @ The Ant Farm (http://antfarm.ma.cx)

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          • #6
            Antdude, under display properties, advanced, options, make sure that use 32bit Z is checked.

            Rags

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            • #7
              Let's see if I understand this correctly:
              Based on your other thread, you expended GREAT EFFORT to upgrade your system to an overclocked PIII 600 with 256MB RAM ..... and you still can't play games in 32 bit color?!

              Sad.
              My rig: P4 3.0GHz; Asus P4C800E; 1GB DDR 3200; AIW Radeon 9800 Pro; WD 120GB SATA; Plextor DVD burner; Liteon DVD reader; Audigy 2ZS; Logitech Z560 4.1; NEC FE991SB

              Kid's rig: AMD XP 1600+; 512MB ram; GF4 Ti4600; Maxtor 60GB; Plextor CD burner; Sony DVD reader; SB Live; Cambridge 4.1 speakers; NEC FE991SB

              Other kid's rig: Athlon 2700+; ASUS A7N8X mobo; 512MB PC3200 ram; GF4 Ti4600; Maxtor 80GB; SB Live; Cambridge 2.1; NEC FE991SB; Liteon DVD-ROM

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              • #8
                Beezer: NO! Remember that computer is unstable at 600 Mhz (100 Mhz; default speed). I have to underclock to 500 Mhz (83 Mhz) to be stable. 600 Mhz is smooth at 32-bit, everything cranked before the games/Windows bomb out.

                Since I am at 500 Mhz speed, things are choppier especially in UT and Q3A so I am forced to go to 16bit color depth mode until I find a new motherboard or a fix (yeah right).

                Understand now?
                Ant @ The Ant Farm (http://antfarm.ma.cx)

                Comment


                • #9
                  I've just discovered that, by lowering the agp appature from 256M to 128M , it fixes most (but not all) of the texture corruption in SoF. Maybe you would like to give it a try?

                  PeteV
                  Celermine 875, 1.9v
                  BH6, Abit Slocket!!!
                  256 Megs of PC133 SDRAM
                  Vanilla G400 32Meg
                  Powerdesk Beta 6.01

                  Note: One of the other things I did was remove all PD*.*, Gxx.dll, and "Matrox" registry settings between upgrading from PD 5.52 to 6.01beta.
                  ECS K7S5A Pro, Athlon XP 2100+, 512 Megs PC-3200 CAS2.5, HIS Radeon 9550/VIVO 256Meg DDR

                  Asus A7N8X-E Deluxe C Mobile Athlon 2500+ @ 2.2GHz, 1GB PC-3200 CAS2.5, Hauppauge MCE 150, Nvidia 6600 256DDR

                  Asus A8R32 MVP, Sempron 1600+ @ 2.23GHz, 1 Gig DDR2 RAM, ATI 1900GT

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                  • #10
                    2Whyzzi: I just tried your idea. No changes. I don't understand why 32-bit works perfectly. Shouldn't 16-bit work if 32-bit works?
                    Ant @ The Ant Farm (http://antfarm.ma.cx)

                    Comment


                    • #11
                      I figured out something!

                      If I uninstall the second beta 6 drivers and downgrade to v5.52.015, then I get no more flickers in HL! If I repeat but upgrade to second beta 6 drivers, flickers come back.

                      What the heck? For now, I will stick with the non-beta drivers. Any ideas what is going on? Yes, I know they are beta drivers :P.
                      Ant @ The Ant Farm (http://antfarm.ma.cx)

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