No Sli/crossfire?
#1
Posted 09 October 2013 - 03:55 PM
#2
Posted 10 October 2013 - 03:04 PM
Some people (including myself) have had success getting Crossfire working though. I havn't heard any success stories about SLI though.
#3
Posted 13 October 2013 - 06:21 AM
#4
Posted 13 October 2013 - 10:27 AM
#5
Posted 13 October 2013 - 10:46 AM
Edited by MWn00b, 24 October 2013 - 03:10 PM.
#6
Posted 14 October 2013 - 02:49 AM
#7
Posted 14 October 2013 - 02:57 AM
nexus1g, on 13 October 2013 - 06:21 AM, said:
Hougham, on 13 October 2013 - 10:27 AM, said:
1, In the latest version of Catalyst, force Crossfire in games that don't have a crossfire profile.
2. Then create an application profile for MWO that forces "AFR Friendly" and Anti-Aliasing mode to "Use application settings."
3. Play in "Full Screen" mode, not full-window or windowed.
4. Disable motion blur and Damage Glow.
Edited by The Gunman, 14 October 2013 - 05:49 AM.
#8
Posted 14 October 2013 - 03:51 AM
Here's the skinny of it:
Disable PostAA in the game and motion blur.
In InvidiaInspector choose:
Compatibility bits: 0x42506405
SLI rendering mode: SLI_RENDERING_MODE_FORCE_AFR_OF_SFR__FALLBACK_3AFR
Set your AA to the desired level for performance.
I went from 30-60 FPS to 80-120 FPS.
Edited by nexus1g, 14 October 2013 - 03:51 AM.
#9
Posted 20 October 2013 - 04:42 PM
I've turned off AA and motion blur in MWO. And changed my MWO profile in NVinspector to match nexus1g's. I have forced off AA in the profile to no effect.
#10
Posted 23 October 2013 - 11:19 AM
Mayhap, on 20 October 2013 - 04:42 PM, said:
I've turned off AA and motion blur in MWO. And changed my MWO profile in NVinspector to match nexus1g's. I have forced off AA in the profile to no effect.
Try changing only the comp. bits in the nv inspector leaving everything else at default.
#11
Posted 25 October 2013 - 12:33 AM
#12
Posted 27 November 2013 - 08:04 PM
have tried with every setting listed here plus played around with a few myself with and without vsync... etc etc....
shrug..... guess I will wait for them to implement dx11 and NVidia actually rolls out a supported driver for the game.... shouldn't be much more then year or two more for them to actually release a semi finished game.....(oh wait I forgot it IS supposed to be semi finished and release worthy)
#13
Posted 03 December 2013 - 08:56 AM
That's the: 13-9_win7_win8_64_dd_ccc_whql drivers. Enjoy!
#14
Posted 11 December 2013 - 11:57 AM
WarGruf, on 03 December 2013 - 08:56 AM, said:
What cards? Still have issues with 7970s up to the latest beta (13.11).
#15
Posted 15 December 2013 - 02:54 PM
V-sync on or off and it still works without flicker. Tried the Beta 9.5s an there working fine also.. You could try the AFR-CompatibleD3 profile that helped before with similar performance gains.
#16
Posted 18 February 2014 - 04:48 PM
WarGruf, on 15 December 2013 - 02:54 PM, said:
V-sync on or off and it still works without flicker. Tried the Beta 9.5s an there working fine also.. You could try the AFR-CompatibleD3 profile that helped before with similar performance gains.
I think its an architectural difference, or something specific to the card in the driver. Still haven't been able to get a good working CF solution.
I made a little video showing what the issue is here. Didn't quite turn out how I wanted, you have to watch it at 1080 to see the frame rate and GPU usage counters. I've gone through with the newer drivers (13.9-13.12), and every driver setting/in-game setting trying to find something that works. There' still times where I drop down to 30-35FPS that in CF it stays up at 60-80, but with that flicker its unplayable.
#17
Posted 18 February 2014 - 04:55 PM
#18
Posted 18 February 2014 - 05:11 PM
#19
Posted 19 February 2014 - 05:56 AM
add this line for both sli and crosfire
r_MultiGPU = 1
0=disabled, 1=extra overhead to allow SLI(NVidia) or Crossfire(ATI),
2(default)=automatic detection (currently SLI only, means off for ATI)
should be activated before rendering
add this line for sli cards only (I dont know if it will help I have an amd setup)
r_buffer_sli_workaround = 1
enable SLI workaround for buffer pooling
Edited by Shamous13, 19 February 2014 - 05:58 AM.
#20
Posted 19 February 2014 - 01:14 PM
Will be nice to have proper SLI support for my GTX660 TI's, instead of cooking one card all the time while the other does nothing.
10 user(s) are reading this topic
0 members, 10 guests, 0 anonymous users