Bioshock on your machines.

FRAPS only way to see FPS?
Would guess that it would be about 60, it's very very smooth :)
There are bugs, it crashed a few times, one was memory limit reached i think, and it crashes if i don't use EAX with my X-Fi.

Very satisfied though, there' nothing that cannot be fixed in a patch or two, and the performane is absolutely awesome :)
 
FRAPS only way to see FPS?
Would guess that it would be about 60, it's very very smooth :)
There are bugs, it crashed a few times, one was memory limit reached i think, and it crashes if i don't use EAX with my X-Fi.

Very satisfied though, there' nothing that cannot be fixed in a patch or two, and the performane is absolutely awesome :)

Not the only way but one of the easiest

Yeah - can't wait for a few patches, namely the fix the problem where it continually looses my settings on restart. The demo didn't do that!
 
Not the only way but one of the easiest

Yeah - can't wait for a few patches, namely the fix the problem where it continually looses my settings on restart. The demo didn't do that!
Ooh, that's annoying then, but possibly it's to make sure that a change in options that makes the game crash won't prevent players from opening the settings later. It's annoying though, lost them 4 times myself, and forgot to set EAX to ON afterwards, which made it crash again :P

Hmm alright, gotta get FRAPS, is it a big performance hit and can it log FPS?
 
1920x1440, every setting in Nvidia driver and game as high as they go (obv some aspects like AA and AF not work by default), 70FPS Min.


Same as above but in Codemasters DiRT, every game setting at Ultra (ones that go there), 35FPS Min :(, is this game DX10 also, I know its a buggy console port anyhow, weord as DiRT dont even look that good IMO.
 
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Same as above but in Codemasters DiRT, every game setting at Ultra (ones that go there), 35FPS Min :(, is this game DX10 also, I know its a buggy console port anyhow, weord as DiRT dont even look that good IMO.

Yes this game does utilise DX10. Buggy console port? No bugs here... :confused:
 
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Almost... using an 8800GTS @ 1600x1200 everything maxed out. Looks lush. No need for AA at that resolution :cool:
Meh we'll see I'm joining the land of 1680x1050 in a day or two hopefully less jaggies than at 1440x900. :p

In all seriousness though the jaggies look so much worse in the screenshots than they do in-game. :)
 
It's not a limitation of the engine, UE3 supports AA just BioShock only supports it in Dx9.

As far as I was aware it was an UE3 limitation due to the choice of a shader model that doesn't support AA in DX9, and its only DX10 it should work in...

EDIT ::

PCGH: You are using deferred shading. Will there be any chance to get FSAA working with DX9-Level-cards? What about DX10-cards?

Tim Sweeney: Unreal Engine 3 uses deferred shading to accelerate dynamic lighting and shadowing. Integrating this feature with multisampling requires lower-level control over FSAA than the DirectX9 API provides. In Gears of War on Xbox 360, we implemented multisampling using the platform's extended MSAA features. On PC, the solution is to support multisampling only on DirectX 10.

SOURCE

I know thats GoW they are talking about, but its the same engine, and its UE3 as a whole that uses deferred shading, so the same should apply to other games created on it.
 
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Well, I have never been that obsessed with jaggies anyways, which is probably why I don't notice them that much... I prefer that to developing an expensive obsession! :D
 
It's not a limitation of the engine, UE3 supports AA just BioShock only supports it in Dx9.

It's a limitation AFAIK. The game does not support it officially the only way is too hard force it but then you get lighting errors like these..

http://img413.imageshack.us/img413/6923/bioshocklighting2007082nw7.jpg

This is down to AA being forced and as the engine doesn't support or or is not supposed to support it, it messes up the deferred shading, which is the lighting/shadows etc, just as sweeny mentioned.
 
As far as I was aware it was an UE3 limitation due to the choice of a shader model that doesn't support AA in DX9, and its only DX10 it should work in...
BioShock is a heavily modifed version of UE3 and AA works in Dx9 as I'm using it myself. :)


Edit: Tom I get none of them lighting errors and only had 1 crash but I found out that wasn't due to the AA.

For me AA works fine with no errors or dodgy textures/lighting and it has been fine since I started using it at the Medical Pavillon.
 
Ooh, that's annoying then, but possibly it's to make sure that a change in options that makes the game crash won't prevent players from opening the settings later. It's annoying though, lost them 4 times myself, and forgot to set EAX to ON afterwards, which made it crash again :P

Hmm alright, gotta get FRAPS, is it a big performance hit and can it log FPS?

I didn't notice much of a performance hit if any with FRAPS. Not sure if it can log FPS though
 
BioShock is a heavily modifed version of UE3 and AA works in Dx9 as I'm using it myself. :)

So I was right then... no AA is an UE3 limitation, they have heavily modified the engine to alow it to do several things it couldn't do; one of which the possibility of getting AA working in DX9...

However...

The fact that lots of people still have AA issues with the game, to the point that unless you mess around forcing specific settings etc. it doesn't work, most people wouldn't know how to get AA on.

Thus it is an inherent design choice of the engine that limits the use of AA on it.
 
Running 1920*1080 on my 512Mb 1900XTX and my 3000+ @ 2.8Ghz.
No AF or AA yet but all max details apart from Global Shadows thing.
WIll enable some AF tonight and see what the performance is like then.

This is playing through my 50" Sony 3LCD DLP
 
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