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#5841 |
Senior Member
Iscritto dal: Feb 2006
Città: Casale Monferrato,San Lucido,Gignod
Messaggi: 10932
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vanno meglio perché diminuiscono la qualità dei riflessi, quindi credo dell'illuminazione globale,, si vede bene guardando il riflesso delle montagne sull'acqua; queli non moddati andavano benissimo appena acceso il pc, man mano che si giocava si andava sempre più piano.
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ASRock 939 Dual-SATA2 + AM2 Board + Athlon X2 5000+ @3000, ATI 5770, PSU SilentMaxx 400W |
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#5842 |
Senior Member
Iscritto dal: Sep 2006
Messaggi: 27832
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io prima di fare altri test approfonditi voglio dei bei driver whql nuovi dalla nvidia, no alcuni presi da chissà dove, che vannoe nn vanno e danno risultati altalenanti...
farò qualche prova preliminare ma giusto questo
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CPU: Ryzen 5700x COOLER: Noctua NH-D15S MOBO: Gigabyte b550 Professional RAM: 4x8 @3600 GPU: XfX Qick319 Rx6700XT ![]() |
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#5843 |
Senior Member
Iscritto dal: Sep 2006
Messaggi: 27832
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ah e cmq giusto per informazione, la patch è comulativa, installabile quindi sulla versione 1.0 o 1.1 del gioco
__________________
CPU: Ryzen 5700x COOLER: Noctua NH-D15S MOBO: Gigabyte b550 Professional RAM: 4x8 @3600 GPU: XfX Qick319 Rx6700XT ![]() |
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#5844 |
Bannato
Iscritto dal: Dec 2007
Città: MyLand
Messaggi: 1114
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Patch 1.2 Changelog
Patch 1.2 Changelog:
Optimizations and Stability *Corrected a number of memory leaks with FSAA modes. *Optimized Object Motion Blur for DX10 Very High Spec *Destroying objects will now properly remove their decals from the world under DX10. *Fixed a number of memory leaks with some procedural vegetation and destroyable objects physicalization. *Fixed issue in windowed mode where the map or weapon attachment UI cursor can leave the game window. *Fixed potential server exploit that could cause servers to crash *Fixed crash with AI triangulation in the editor General Fixes/tweaks *Added new effects for vehicle shattering after being frozen *Player movement will now be cancelled if the player is shooting while moving in prone mode. *Fixed issue where player will exit VTOL from closed rear hatch irrespective of seat. *Continuously firing the VTOL machine gun in 3rd person mode no longer causes the VTOL to descend. *Fixed an issue where vehicle 3rd person camera could break when switching the player “ControlledTurret” flag while using the gun. *Fixed identical swimming sounds being used on surface, underwater and swimming in different directions. *Frogs will no longer block the player’s view after being picked up *Fixed an issue where in unarmed mode, the character's arms will suddenly reappear and disappear when picking up and dropping an object. *Fixed health recharge rate when computing drowning damage. *If climbing a ladder while cloaked, energy no longer depletes at the same rate as if player were standing still. *Mouse cursor will no longer be permanently removed on attaching gamepad. *Fixed issue where resetting gamepad control with Default button doesn't enable Force Feedback. *Fixed issue where the Clear All and Back Keys do not function properly when creating a profile on the gamepad. *Fixed the "Back" key in the on-screen keypad not deleting the first character in the keypad text box. *Fixed the "Clear All" key not functioning for text input in the on-screen Keypad. *Waterfalls can now be viewed from underwater. *Virtual keyboard now functions correctly when a game pad is connected *Fixed an issue where users can lose the ability to look around with the Right Stick. *Player no longer continues to move forward when prone on roof of bunker after letting go of button. *Mouse cursor now hidden when virtual keyboard is enabled *Fixed an issue where key bindings were not saved until the player resumed the game *Fixed a number of chainlink fences/barbwire that could not be shot through. *Fixed a broken LOD1 on electricity pylon object *Fixed player receiving damage from ragdolls. *Decoupled basic speed-mode movement speed from current suit energy level. Sprinting still takes up energy. *Fixed bolting/pumping sound not playing when firing shotgun, precision rifle and gauss rifle in scope view. *Fixed issue with vehicle mounted MOAR reload sound being audible for all players. *Added mouse wheel scrolling support for server browser Weapons *Added “overfreezing” sounds to handheld and vehicle mounted MOAR/MOAC *C4 will now stick to doors correctly *C4 can no longer stick to the surface of water *Fixed an issue where the player could shorten the shot duration of the MOAR near the edges of a map. *Fixed an issue when using dual handguns and switching to 3rd person view, a pair of arms will remain when running devmode or in editor *Fixed an issue where the player could force firing after reloading if player clicks and keeps pressing fire button while reloading. *Explosive charges no longer clip through the top of the NK tanks located in the munitions dump in mission tank. *The ice beam animation from the moar gun no longer clips through the walls of tunnels. *Grenade Launcher projectile is no longer invisible. *When freezing a dual-SOCOM player, the second pistol will now be properly frozen. *Freezing a player that is shooting a MOAR will now properly stop the MOAR's beam. *Nano-Disruptor grenade will no longer disrupt the revive invulnerability effect. *Fixed claymore/mine limit not being applied properly. *Added an empty landmine animation. *Players are no longer revealed to enemy on enemy minimap when using silencers on weapons unless they are within 5 meters of another player. *When prone with a sniper rifle, the attachments menu should no longer be cut off. *Fixed issue where dual wielding SOCOMs the pistol equipped in main hand doesnt automatically reload if weapon switched whilst empty. *The crosshair for the TAC no longer disappears after the player zooms in and out of ironsight mode. *Added missing animations for FY71 and SMG when holding an enemy and using the melee attack. *Fixed issue when the player dropped last picked up SOCOM, even if that is the pistol with the most ammo. *Scaled grenade launcher projectile for better visibility. *Added smoke trail to grenade launcher shell for better visibility. *Adjusted odd looking random rotation values for grenade launcher projectile *Adjusted explosion radius of grenade launcher to be more efficient vs players *Decreased air speed of grenade launcher projectile for better readability. *Reduced initial visibility time of grenade launcher shell very slightly *Improved the behavior of guided rockets, when aiming through player collision proxies. This should reduce instances of rockets flicking away from targets occasionally. *Improved the HUD Grenade Indicator - Players will now be able to track one enemy and one friendly grenade. Enemy grenades show up as red, friendly as blue. *Fixed a number of issues where the grenade indicator was not showing up on multiplayer clients. *Added new grenade indicator icon. *Improved the behavior of the Repair Kit, when repairing rotating turrets. *Update singularity explosion effect. *Fixed an issue with some weapon effects that would cause explosions not to be rendered. * Moved assault scope further away from the camera to allow for a better peripheral view while zoomed Vehicles *Added first person view limits for helicopter, VTOL and APC rear seats. *Fixed an issue with incorrect "friendly fire" icon in multiplayer VTOLs *Helicopter wind effect no longer plays after vehicle is destroyed. *Fixed a number of issues where players getting out of vehicles would get stuck in walls. *Fixed issue where the AA cannon only produces tracers from the left side barrels *Fixed issue with friendly fire setting not affecting vehicle-actor collisions *Components can no longer be more than 100% damaged. *Correct firemode now displayed when switching seats in Gauss Tank in Multiplayer. *Improved vehicle handling under braking and boosting *Tweaked damage for players hit by vehicles at lower speeds *Reduced collision damage multiplier for actor-vehicle collisions in MP. *Smooth out change between vehicle views when changing seats. *Adjusted wall collision damage for civilian car. *Reduced damage to trucks during slow collisions. *Added new shell ejection effect for air vehicles. *Vehicle lights will now turn off vehicle lights after player leaves vehicle. *Vtol cannon now has correct spin up or spin down sounds *Fixed issue with the amphibious apc taking far longer to repair than any other vehicle *Fixed potential issue with tank turret rotation when a second player takes control of vehicle, the turret could be unsync’d between server and clients. *Increased VTOL vulnerability to being hit by other aircraft cannons *Added seat entry point for gunner position from roof of cab of Truck *Fixed an issue where vehicle ammo could become greyed out when in a vehicle in a valid buyzone. *Increased visibility of friendly player name tags by 3 times when in vehicles *Fixed issue where players hands were not touching the hovercraft steering bars correctly *Disabled vehicle exploding above a certain speed threshold in MP and SP when there isn’t a player in the vehicle. *Locked camera in 3rd person view when player is using a vehicle mounted weapon in difficulty settings that allow driver controlled mounted weapons on vehicles. *Fixed issue where explosions had no sound when hitting VTOL or helicopter *Added overheat sounds for VTOL and helicopter guns *Fixed issue with VTOL weapons not overheating correctly *Greatly increased AAA damage vs VTOL and Helicopter *Adjusted damage of rockets vs. AAA *Fixed a number of issues where players would not get the correctly awarded/deducted amount of prestige points for team kills or enemy kills SinglePlayer *Fixed an issue with "Escort Prophet out of sphere" objective failure causing reloading issues. *Player will now be prone if loading a level that was saved while they were prone. *Fixed an issue with troopers missing shield fx if the player was holding them when the level was saved and loaded. *Fixed issue where after saving the game manually while in the shell, the save will not immediately appear in the save list. *Player no longer has grenade controls during cutscenes *Player is no longer able to carry enemies into cut scenes. *Fixed issue where player weapon loses shadow on loading save game. *Fixed player view aligning to horizon on loading. *Helmets on the Navy personnel on the flight deck now fit their heads. *Added a missing texture at the base of doorway leading to schoolhouse roof from staircase in village. *The paper on all of the clipboards through out fleet no longer appears to be upside down. *Improved AI machinegun handling (both stationary and mounted machineguns on vehicles.) *Increased player melee damage and decreased AI melee damage *Increased damage of most player-fired weapons and decreased damage of most AI-fired weapons. *Helmets will never deflect shots when the player hits them while using weapon sights. *Halved suit energy required for punching in strength mode. *Adjusted AI vehicle coax gun pitch limits MultiPlayer *Fixed issue where death effects were only showing on remote players. *Server admins can now remove the server password with 'sv_password 0'. *Clients with a password set can now correctly connect to unpassworded servers. *Fixed some game states not properly resetting after game restart. *Fixed an issue where factory vehicle marker was not showing up for clients. The vehicle you purchased is now visible with a blue icon. *Fixed an issue where scores could change after the game has ended. *Fixed issue where sometimes demotions would not be properly announced. *Radio commands will now be properly played as a voice sound. *Fixed an issue in spectator mode where the player's view could clip through the top of objects *Fixed an issue where vehicle shattering effects were not playing on clients *Fixed an issue where standing on a crouched squadmate would cause model clipping. *Fixed an issue where the player was unable to purchase additional mines or claymores through load out menu if one already in inventory. *Fixed issue with missing subtitles in French version of PowerStruggle tutorial. *Player can now no longer create and save unpurchasable custom loadouts by including multiple pieces of kit equipment. *Player can now no longer create custom loadouts with more weapons than the player can carry. *Fixed issue where player was automatically assigned armor mode when switching to spectator team. *Fixed issue where tutorial message warning player of an enemy base is played too late. *Fixed issue where tutorial message starts too soon when player gets to the aviation factory. *Player no longer gains 1 free grenade when he uses up all ammo in a grenade launcher and purchases a different weapon. *Fixed a potential negative ammo hurricane issue. *Fixed an issue where if the player picks up a claymore after placing two claymores, player's weapon will not switch to claymore upon pick up. *Player can no longer suicide when already dead. *The loadout menu no longer changes to the weapons menu when an alert event occurs in the game. *When using PDA, if any player captures a location it will no longer revert to the first page of the PDA. *Players will no longer be banned for team killing while in pre-game period. *Players will now be able to pick up a respawned MOAR attachment. *Fixed not being able to scroll player names on end of game scoreboard. *Fixed an issue where the character's hands immediately disappears when attempting to throw a grenade with dual socoms equipped. *When grabbing an enemy while Dual SOCOMs are equipped the right hand SOCOM will no longer disappear. *Fixed an issue where the parachute is not seen by players when deployed in Powerstruggle. *Fixed issue where VOIP doesn't work properly on non-dedicated servers. *Tweaked spectator camera so view is more horizontal. *Delayed manual switching to spectator mode right after death. *Fixed issue where spectators don't see player names in IA. *Map filter no longer allows the user to input an infinite amount of characters. *Removed ability to highlight players on instant action scoreboard. *Fixed issue where the player score was not the default view when pressing the 'Tab' button in MP. *Fixed a number of issues where projectiles are not playing explosion effects and sounds on clients. *Added team colors to kill/death messages *Purchasing SMG and SCAR ammo now gives the correct amount of bullets in each clip *Increased FY71 Incendiary ammo damage slightly *Teamkilled players will no longer drop their weapon. *Fixed an issue where enemy HQ flag icon would disappear. *Added some additional clamping and protection to some console variables that could be used to cheat. *Added a number of warnings for incorrect map version and missing maps when connecting to servers. *Added a number of missing additional entities to the network scheduler *Fixed an issue where players could be killed with AV mines placed above vehicles but not in contact with the vehicle. *TAC icon for enemy players will now disappear when the player who is carrying a TAC launcher cloaks. New Features *Added auto team balance. Players will now be moved from full teams to the opposing side when dead if the numbers are unbalanced. *Added multisample shading for shadows. *Added vehicle-specific shatter effects when vehicles have been frozen. *Logitech G15 display now fully supported in MP and SP *Added free-rotation support for spectator camera. *Added zooming support for spectator camera. *Added mod loader to the main menu. User created content can now be loaded and unloaded through this menu. *Added some additional audio hitfeedback functionality to multiplayer and singleplayer bullet impacts. Headshots will include an audible ding in multiplayer games. *Improved red near-death HUD effect and visual feedback for player being hit. *Added additional audio feedback for player hitting enemies. The feedback can be disabled with "g_useHitSoundFeedback 0". *In single player, AI can now be knocked over while running into them in speed mode. *Added numbers to energy bar in PowerStruggle for quicker reference * Allow loading of custom objectives.xml files inside the respective level folder. ..in modo che, più o meno, tutti capiscano di che cosa si parla... mi pare un patch molto consistente.. ![]() ..e adesso via alle prove... ![]() ![]() |
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#5845 | |
Senior Member
Iscritto dal: Sep 2006
Messaggi: 27832
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Quote:
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CPU: Ryzen 5700x COOLER: Noctua NH-D15S MOBO: Gigabyte b550 Professional RAM: 4x8 @3600 GPU: XfX Qick319 Rx6700XT ![]() |
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#5846 |
Senior Member
Iscritto dal: Jun 2005
Messaggi: 12634
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fantastico! ho aggiornato i driver e messo la 1.2 e indovinate il miglioramento in ASSAULT il pezzo iniziale?
E' passato da 23 fps a..... 23 fps! eccezionale, ottimo lavoro! ![]() ![]() ![]()
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#5847 |
Senior Member
Iscritto dal: Jun 2001
Messaggi: 1508
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Ma i 17x.xx non sono, per il momento, per la serie 9?
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CPU: Intel 2011 i7-5820K - Mainboard: ASUS Asus X99-A USB3.1 - Ram: Corsair CMK32GX4M4A2666C16R Vengeance LPX - DDR4 - 32 GB - Hard disk: Samsung 840 EVO SSD 250GB - Scheda Video: Zotac GeForce GTX 1080 Founders Edition - Scheda Audio: Sound Blaster Recon3D PCIe - Alimentatore: LC Power Arkangel v. 2.2 - Monitor: Asus PG278Q - Masterizzatore: Sony Optiarc AD-7241S - Case: Cooler Master Centurion RC-590-KKN1-GP - Dissipatore: ARCTIC Freezer i30 |
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#5848 |
Senior Member
Iscritto dal: Sep 2006
Messaggi: 27832
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esistono quelli modificati che sono anche per le altre serie
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CPU: Ryzen 5700x COOLER: Noctua NH-D15S MOBO: Gigabyte b550 Professional RAM: 4x8 @3600 GPU: XfX Qick319 Rx6700XT ![]() |
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#5849 |
Senior Member
Iscritto dal: Nov 2007
Città: Bari
Messaggi: 5832
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ghiltanas tu che sei esperto, il mio monitor con i driver 169.21 arriva alla ris max di 1440x900....il monitor è quello in firma...faccio bene a giocare a 1280x1024?
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#5850 | |
Senior Member
Iscritto dal: Sep 2006
Messaggi: 27832
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Quote:
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CPU: Ryzen 5700x COOLER: Noctua NH-D15S MOBO: Gigabyte b550 Professional RAM: 4x8 @3600 GPU: XfX Qick319 Rx6700XT ![]() |
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#5851 | |
Senior Member
Iscritto dal: Nov 2007
Città: Bari
Messaggi: 5832
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Quote:
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Trattative concluse positivamente con: RsViper, Clatit, ninfea82, erysed, adarkar, hawaiki58, Bobabassa, Brenta987, kondor32, gospel, falcao3, Jøhñ Ðøë, NicoDDR, cotcam, RubberS, peppinuzo, Markcus e molti altri |
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#5852 |
Senior Member
Iscritto dal: Sep 2006
Messaggi: 27832
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se intendi una ris + bassa 1280*800 che è sempre 16:10, cmq la 1440*900 è leggermente + leggera della 1280*1024
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CPU: Ryzen 5700x COOLER: Noctua NH-D15S MOBO: Gigabyte b550 Professional RAM: 4x8 @3600 GPU: XfX Qick319 Rx6700XT ![]() |
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#5853 | |
Senior Member
Iscritto dal: Nov 2007
Città: Bari
Messaggi: 5832
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Quote:
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Trattative concluse positivamente con: RsViper, Clatit, ninfea82, erysed, adarkar, hawaiki58, Bobabassa, Brenta987, kondor32, gospel, falcao3, Jøhñ Ðøë, NicoDDR, cotcam, RubberS, peppinuzo, Markcus e molti altri |
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#5854 |
Senior Member
Iscritto dal: Apr 2004
Città: Roma
Messaggi: 1606
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Ho provato i 169.44 per xp, vanno piu o meno come i 171.23 ( i più veloci che abbia mai provato fin'ora
![]() Solito testa a 1680x1050@ vsync attivo/ no filtri@high: 35,80 fps
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Nel mio ARMOR BLACK : DFI BLOOD IRON P35++E8400@4000mhz@1,4v dissipated by Zalman 9700led++Team group Extreme pc6400 4-4-4-10@600mz@4-4-4-10@2,2v ++xfx8800GTX @ 660/1550/2040++Zalman ZM600 modulare |
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#5855 |
Senior Member
Iscritto dal: Apr 2002
Città: **ROMA**
Messaggi: 5090
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Finalmente....
Io con questa config:
http://www.crymod.com/filebase.php?fileid=491 e chiaramente applicando la 1.2 NON mi scatta + ho guadagnato 7/8 fps. Prima non potevo giocarci ...bhe si ci giocavo ma scattava troppo nelle fasi + concise. Devo dire .. 169.44 + patch 1.2 = fluidità config in firma a 1440*900 XP ![]() ![]()
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°° Instagram °° Freelance Photographer "La differenza tra un uomo ed un bambino sta nel costo dei suoi giocattoli." |
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#5856 |
Senior Member
Iscritto dal: Jun 2006
Città: Perfection
Messaggi: 4512
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A me facendo il benchmark gpu mi va uguale, anzi ho forse perso qualche fps...
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#5857 |
Senior Member
Iscritto dal: Feb 2007
Città: Verona
Messaggi: 1100
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ma con questi driver beta apposta per crysis 1.2 si hanno reali miglioramenti?
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Silverstone SUGO 14 - AMD Ryzen 5 5600X - AMD RX6900XT - Noctua NH-U12S - 2x NF-A14 PWM + NF-A12x15 - GIGABYTE 550I AORUS Pro AX - Corsair RM750x - SB-ROCKET-2TB + SB-ROCKET-NVMe4-HTSK-2TB - Crucial Ballistix 2x16GB 3600 MHz - Q80T 65" 4K@120Hz Freesync Premium - Oculus Quest 2 |
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#5858 |
Senior Member
Iscritto dal: Oct 2006
Messaggi: 3258
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scusate sono io cieco o non vedo scritto da nessuna parte nelle note
ottimizzazioni per multi-core o multi-gpu... insomma...ma bisogna spendere altre parole?? ![]()
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#5859 | |
Senior Member
Iscritto dal: Jun 2005
Messaggi: 12634
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Quote:
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#5860 |
Senior Member
Iscritto dal: Apr 2004
Città: Roma
Messaggi: 1606
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Tutti gli orari sono GMT +1. Ora sono le: 06:02.