Graphic Cards MW on 6600GT

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why dont u try it out? use the settling that u like and u feel is fine
 
run fraps in b/g. then start with the lowest & keep going up a notch, make sure you get the balance between fps & eye candy :)

techboy, you had posted this in some other thread too. there is no one setting which fits all. that's why this is something you must do on your own :(

if you insist then set all to medium@1024*768 ;)
 
Installing it tomorrow, will let you know.
Plan to get it running smooth at 1280x960 2xQ with a few details turn down.
 
i do it the other way round..

start with high settings on 1024x768 no AA/AF (my mx440 doesn't support)

go on decreasing the effects if needed...

or up the AA/AF incase tha gameplay is smooth enuf

until you get your perfect settings (playable frame rate).

depends on ur CPU/RAM/GFX card...its better to try out ur own settings. ;)
 
On my Athlon 2600+ with 6600GT and 1GB RAM , works fine @ 1024 on most settings high with World detail, road reflection, shadows turned down a notch.

Would work fine on your system, as i see with a faster proc.

Btw, if you reduce the resolution to 800x600, then u can play with AA on and everthing high.. Smoother that way imo, particularly in those long lap races where things kinda get a little slow and heavy on the system towards the end of the races..
 
do NOT go below 1024, everything loks like crap below it, irespective of how much aa/af you use.
 
My comp doesn't handle it even playable
at 1024*768,maxed ,no aa/af,shadow - med

But COD 2 demo i can play at 1024*768,max settigns supported in demo,normal detail for something coz that was highest available,anistropic filtrering,2x aa
with 4x aa it isn't that good
but with 1280,no aa it is still slower
 
Got it running smooth at 1280x960 2xaa (that's 1 notch in ingame aa).

antialiasing - 1 notch
texture filtering - max
world lod - 1 notch (turn it off if you want, won't be noticeable unless you compare screenshots)
road reflection - 2 notches
shadows - lowest
car geometry - low (high makes no difference either to the framerate or model quality, weird)
car reflection - low
car reflection update rate - 1 notch (don't turn it off, looks ugly and don't turn it up either as long as car reflections are set to low)
rain effect - on
overbright - off
visual treatment - high

Stays between 40-60fps, lowest I saw was 35 when going through lots of smoke.
Enabling v-sync locks the framerate at 30fps and feels much much better (to me atleast).

Shadows and overbrights are the biggest performance hits after visual treatment (which is completely worth it). The nice sunburst effect through trees is still there if you turn off overbrights.

Dropping to 640x480 made no difference at all ingame, cpu bound I guess.
The menu screens get a nice 15-20fps boost though (50 > 65-70)
 
here my settings at 1024x768

AA: 1 notch
Texture filtering: 1 notch
World detail: Full
road reflection: Full
shadow details : 1 notch
reflection update rate: 2 notches
rest all settings on high/on

never below 36fps....constant variations b/w 45 n 55 fps

edit: corrected that....shadow was showing half the moeter...so thought 2 notches lol
 
techboy said:
@Argus
what system?
also,shadow is max of 2 notches.

rig specs:

AMD64 3000+ venice @2.64Ghz
256MB x 4 Twinmos DDR400 @ 241 Mhz @ 2.5-4-3-6
BIG 6600gt PCIe @ 555/1150
 
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Texture filtering needs to be at max unless you don't mind that hideous mip line leading you everywhere.

World detail is useless to me, I needed screenshots to notice the difference (which was nothing more than slightly more trees).

Shadow detail makes some difference but takes away 10fps like that. Not worth it specially when a simple blob shadow can portray that illusion of depth just as well.

Higher car geometry and reflections aren't needed unless you use chasecam or hoodcam.
Opponents look just as good with low reflection detail and 1 notch in reflection update rate.

Overbrights did nothing much and I noticed a good 10fps difference parked on a pavement.
The only difference in display quality was a slightly lesser overexposure of the pavement texture, the sunburt effect remained intact.

Do all the above and bump it upto 1280 2xaa, it's worth every last bit at the cost of near zero loss in graphics quality (which gets made up for in bucketloads by the higher resolution and aa).
It will be faster than my setup too; I have a slower cpu, half the ram and nothings even overclocked.

Funny how GTR requires no tweaking to run at 1280 4xaa with 39 opponents using a brain instead of 3 using catchup (each with twice the polyrate and 1024x1024 liveries), a vertex damage model capable of some really subtle dents and scratches, an intricate physics model with realtime weather that can have showers in one part of the track and sunshine in another.
Sorry for the rave but GTR2 is officially announced :D
 
i tried the game
at
1280*1024,max,max aa/af (ingame)-(only ingame settings)
(driver-max performance)

was somewhat slow
reflections etc make huge diff in image quality
shadow quality makes a diff to bloom
 
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