- Jul 9, 2008
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http://support.amd.com/us/kbar.../Hotfixfor3DGames.aspx
http://game.amd.com/us-en/drivers_catalyst.aspxHotfix for 3D Games
This articles provides a hotfix solution for game applications, (Resident Evil 5, Company of Heroes, Ghostbusters & Sims 3) that experience graphics corruption during game play.
It also provides a resolution to intermittent crashes that may occur when graphics settings are set to Ultra while playing a skirmish game versus the computer in the ?Angonville map?.
http://www2.ati.com/relnotes/C...t_98_release_notes.pdfPerformance Improvements
The following performance gains are noticed with this release of Catalyst? 9.8:
? Battleforge DirectX 10/DirectX 10.1 - performance improves up to 15-50% in CPU limited settings with the largest gains in CrossfireX configurations
? Company of Heroes DirectX 10 - performance improves by up to 10-77% in CPU limited settings
? Crysis DirectX 10 - Dual CrossfireX performance improves as much as 10% and Quad CrossfireX performance improves as much as 34% in CPU limited settings
? Crysis Warhead DirectX 10 - Dual CrossfireX performance improves as much as 7% and Quad CrossfireX performance improves as much as 69% in CPU limited settings
? Far Cry 2 DirectX 10 - Dual CrossfireX performance improves as much as 50% and Quad CrossfireX performance improves as much as 88% in CPU limited settings
? Tom Clancy?s H.A.W.X. DirectX 10/DirectX 10.1 - Dual CrossfireX performance improves up to 40% in CPU limited settings with Quad CrossfireX performance improving up to 60% in CPU limited settings
? UnigineTropics OpenGL - performance improves 5-20%
? UnigineTropics DirectX 10 - Quad CrossfireX performance improves 5-20% in CPU limited settings
? World in Conflict DirectX 10 - performance improves by 5-10%
OpenGL? 3.1 extension support
This release of ATI Catalyst? provides OpenGL? 3.1 extension support. The following is a list of OpenGL? 3.1 features and extensions added in Catalyst 9.8:
? Support for OpenGL Shading Language 1.30 and 1.40
? Instanced rendering with a per-instance counter accessible to vertex shaders (GL ARB draw instanced)
? Data copying between buffer objects (GL EXT copy buffer)
? Primitive restart (NV primitive restart). Because client enable/disable no longer exists in OpenGL 3.1, the PRIMITIVE RESTART state has become server state, unlike the NV extension where it is client state. As a result, the numeric values assigned to PRIMITIVE RESTART and PRIMITIVE RESTART INDEX differ from the NV versions of those tokens
? At least 16 texture image units must be accessible to vertex shaders, in addition to the 16 already guaranteed to be accessible to fragment shaders
? Texture buffer objects (GL ARB texture buffer object)
? Rectangular textures (GL ARB texture rectangle)
? Uniform buffer objects (GL ARB uniform buffer object)
? SNORM texture component formats