AMD has just released a new driver, the name is Crimson and that replaces the old Catalyst driver, AMD actually designing Crimson different from Catalyst. Some differences can be met such as when opening an application Crimson is noticeably faster than the catalyst, wherein the catalyst will require a longer time to be used fully, some other differences such as performance optimization. Crimson fully supports all graphics cards AMD GCN architecture (Graphics Core Next) for 64bit and 32bit.

Almost no difference in terms encountered between AMD and AMD Catalyst Crimson, Crimson's just come up with a new look, here is the layout confusing if your users are familiar with Catalyst. Need to note that a Crimson More On Optimize For GPU Architecture of the GCN (Graphics Core Next) Not TerraScale. If you use a scale terra architecture should install the catalyst.

How To Setup Games And 3D (Global Graphic)
Just open the game with a logo tab sticks & gt; Global Settings & gt; There you will see Global Graphic and Global Overdrive. Global Graphics to set the 3D graphics such as anti-aliasing, texture and others. If you do not like a long description that I will explain, you can emulate the graphics settings on the tabs below. But if you still have problems in the performance of the game, you can read the content of this article so that it becomes a little more understand how to adjust your VGA card capabilities with graphics settings. Here's a brief setting in the driver Crimson.

Features
Optimal
Low 
Medium
High
Anti-Aliasing Mode
Off
Off
On
On
Anti-Aliasing Level
-
-
4x
8xEQ
Anti-Aliasing Filter
-
-
Box/ Standard
Wide Tend/ Edge
Anti-Aliasing Method
Multisampling
Multisampling
Multisampling
Supersampling
Morphological Filtering
Off
Off
Off
On
Anisotrophic Filtering Mode
On
On
On
On
Anisotrophic Filtering Level
4x
2x
8x
16x
Texture Filtering Quality
High
Standard
High
High
Surface Format Optimization
On
On
On
Off
Wait For Vertical Refresh
On
Off
On
On
OpenGL Triple Buffer
On
On
On
On
Shader Chace
On
On
On
On
Tessellation Mode
Overide App Setting
Overide App Setting
App Optimized
Overide App Setting
Maximum Tessellation Level
Off
Off
-
64x
Framerate Control
Off
Off
Off
60fps
It should be noted that not at all features will be available on all AMD GPU Chip, some of the features presented of above may not be found on your Global Graphic Radieon settings. Just example Shader Chace will only be available on the GPU AMD GCN architecture.

Anti Aliasing
Anti Aliasing is feature to smoothing the edges of the polygon so that it looks fine. the higher the level of anti-aliasing is increasingly smooth on the edges and the greater the computational load performance. there are 3 options settings. Than I had felt, Anti Aliasing is suck up a lot of performance.

1. Use Application Settings & gt; means the graphics settings is follow the game settings instead of crimson.
2. Enhance Application Settings & gt; will be active if the antialiasing feature settings in the game are disabled, perhaps more accurately coat the setting is not active.
3. Override Application Settings & gt; that means is all graphics settings of the game will follow the graphic settings on Crimson.

Anisotropic Filtering
This feature increases the focus on surface texture of graphic that are oblique viewing angle (the angle is tilted like the floor of the picture above), as if viewed from the perspective of the camera that is usually experienced image patches of neat. It's like a camera lens that focuses on only a certain distance.

If enabled, the picture will be more orderly and smooth, the level of focus depending on the setting level, the higher the further the distance the camera is focused, but it increasingly consuming GPU performance.

1. Use Application Settings & gt; means the graphics settings is follow the game settings instead of crimson.
2. Override Application Settings & gt; that means is all graphics settings of the game will follow the graphic settings on Crimson.

Texture Filter
This feature is similar to antialiasing, the difference is the texture filter smoothing image textures on the surface of the 3d object, while antilalias for smoothing the edges of the 3d object. Texture filter does not drain GPU performance and it is suitable for high-bandwidth memory VRAM, so set on the highest level for this feature.

1. High & gt; it means improved texture quality and supports the shadow effect.
2. Standard & gt; it means that support the shadow effect but the texture becomes blur.
3. Performance & gt; it means the texture does not support the shadow effect and quality of becomes blur.

Surface Format Optimization
It is a demotion effects that change the graphic 64 bit to 32 bit for easier processing, but reduces the quality of graphics. This feature can improve performance by up to 30%, so activate it.

Surface Format Optimization is a trick from AMD to speed up the process of calculation framebuffer, by reducing the binary calculations on the value of the color framebuffer. This feature is available in the Catalyst Control Center driver v10.10e and upward, likely available for all series Crimson. This feature brings 32bit not 64bit mode, and the digital color imaging that I know at this time there are Red, Green, Blue, and Alpha or better known as RGBA. each carrying the 16bit value means like Red = 16bit, Green = 16bit, Blue = 16bit, 16bit Alpha =. so the result 16 + 16 + 16 + 16 = 64, general game graphics fully use 64bit for one pixel.

To reduce memory and speed up the process, Surface Format Optimization feature will change a bit value of each color on Red = 11bit, Green = 11bit, Blue = 10bit and Alpha = None. In order to get the value 11 + 11 + 10 = 32, this feature will make the calculated values ​​into 32bit for each texel, so the calculation becomes simple and fast course.

vSync
vSync is an extension of Vertical Synchronization. Monitor will produce the entire color on the screen by changing the color of pixels in sequence, starting from rows of pixels top left corner and to the right, then rows of pixels to the bottom (Vertical), and it was done quickly and repeatedly.

because of a frame to be displayed with the schedule that has been set, there may be several rows of pixels that have not changed color. example on the scene 60 fps, that means in a GPU should be able to produce 60 frame in once second, but because the process for drawing a frame has heavy process finally there is a delay depiction. if this happens, the GPU will go through the process and continue to draw the frame, this makes torn pictures look like the picture above. Another thing also can cause tearing image is Refresh Rate, wherein between the monitor and graphics processing engine has a deifferent Refresh Rate.

Vsync is useful to set a GPU to draw the scene with a full frame and will not draw the next frame. This makes the picture will not look torn, so that the image scene looks synchronous, but usually will give effect to the GPU computing resource.

Related Posts:

0 Response to " "

Post a Comment