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Author Topic: looking for good AMD conf.ini and Adrenalin settings  (Read 388 times)

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Vampire_pilot

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looking for good AMD conf.ini and Adrenalin settings
« on: May 04, 2024, 06:21:37 AM »

I am giving Il-2 a cautious try again after a really really long time.   :)

I have it running and loading but so far am unsatisfied with the graphics I am able to produce. I used to run the game on the exact same hardware very nicely so I know it should be possible. However, all my confi.ini twists or any setting I may have made in the Radeon adrenalin software are gone by now and I ho idea where to start and how. (Most of the basic knowledge I used to have is also lost to time and darkness sadly ...)

So, since apparently AMD has fixed the drivers for OpenGL by now there should be others who run the game in such an environment.

I am looking for a confi.ini and suggested Adrenaline settings I could try (or avoid)  too make the game look nice again. Can anyone help me out?

RX 6700 XT, Driver 24.4.1

Vampire_pilot

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Re: looking for good AMD conf.ini and Adrenalin settings
« Reply #1 on: May 04, 2024, 08:57:53 AM »

While I am getting a better look now with some OpenGL settings I found on here, I do get severe stutter events in a mission and the log shows "Time overflow" events. I have no idea what causes that kind of thing:

Code: [Select]
Loading mission QuickQMBPro/BAT_Balaton_S/BAT_Balaton_Srednoned00.mis...
Y=1940 / M=6 / H= 14 , Temperature - 0m = 24.0 .
Loading map.ini defined airfields:
PBuffer: suitable formats: 40

Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 40

Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *705768560*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast]
*** Loading: [fpWaterSunLight]
*** Loading: [fpWaterSunLightBest]
*** Loading: [fpCoastBump]
*** Loading: [fpCoastFoam]
*** Loading: [fpCoastFoamFast]
*** Loading: [fpCoastFoamFarFogTex]
*** Loading: [fpCausticSimple]
*** Loading: [fpCaustic]
*** Loading: [fpSprites]
*** Loading: [fpObjectsL0]
*** Loading: [fpObjectsL0_2L]
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog]
*** Loading: [fpFarLandFog]
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterDM_CPU]
*** Loading: [fpWaterDM_CPULo]
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater]
*** Loading: [fpNearNoBlend]
*** Loading: [fpNearNoBlendNoise]
*** Loading: [fpNearBlend]
*** Loading: [fpNearBlendNoise]
*** Loading: [fpFarBlend]
*** Loading: [fpForestPlane]
*** Loading: [fpForestPlaneNoise]
*** Loading: [fpForestPlaneEdges]
*** Loading: [fpForestPlaneEdgesNoise]
Load bridges
Load static objects
##### House without collision (3do/Trains/PRVZb_B/body.sim)
##### House without collision (3do/Buildings/England/jetty1/live.sim)
##### House without collision (3do/Buildings/Furniture/Sandbag_Wall/live.sim)
##### House without collision (3do/Buildings/England/memorial/live.sim)
##### House without collision (3do/Buildings/Industrial/Chiatta/chiatta_piena/live.sim)
##### House without collision (3do/Buildings/Industrial/Chiatta/rimorchiatoreP/live.sim)
##### House without collision (3do/Buildings/Industrial/Chiatta/Chiatta_cava/live.sim)
INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/Default'
##### House without collision (3do/Buildings/Furniture/Sandbags_Round/live.sim)
##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
1>mp_dotrange FRIENDLY DOT 15.0 COLOR 10.0 RANGE 10.0 TYPE 6.0 ID 0.0050 NAME 0.0050 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
1>mp_dotrange FOE DOT 15.0 COLOR 10.0 RANGE 10.0 TYPE 6.0 ID 0.0050 NAME 0.0050 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
Mission: QuickQMBPro/BAT_Balaton_S/BAT_Balaton_Srednoned00.mis is Playing
INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/Default'
Time overflow (838): speed 0.11263375
Time overflow (1020): speed 0.10231923
Time overflow (1482): speed 0.11923689
1>mp_dotrange FRIENDLY DOT 15.000 COLOR 10.000 RANGE 10.000 TYPE 6.000 ID 0.005 NAME 0.005
1>mp_dotrange FOE DOT 15.000 COLOR 10.000 RANGE 10.000 TYPE 6.000 ID 0.005 NAME 0.005
1>timeout 60000 file il2stab.rcu
Time overflow (1651): speed 0.101044126
1>mp_dotrange FRIENDLY DOT 15.000 COLOR 10.000 RANGE 10.000 TYPE 6.000 ID 0.005 NAME 0.005
1>mp_dotrange FOE DOT 15.000 COLOR 10.000 RANGE 10.000 TYPE 6.000 ID 0.005 NAME 0.005
1>timeout 60000 file il2stab.rcu
1>mp_dotrange FRIENDLY DOT 15.000 COLOR 10.000 RANGE 10.000 TYPE 6.000 ID 0.005 NAME 0.005
1>mp_dotrange FOE DOT 15.000 COLOR 10.000 RANGE 10.000 TYPE 6.000 ID 0.005 NAME 0.005
1>timeout 60000 file il2stab.rcu

[May 4, 2024 4:52:34 PM UTC +2] -------------- END log session -------------

SAS~Storebror

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Re: looking for good AMD conf.ini and Adrenalin settings
« Reply #2 on: May 04, 2024, 10:09:52 AM »

Perfect mode conf.ini settings can be found here: https://www.sas1946.com/main/index.php/topic,9756.msg185327.html#msg185327

As for Adrenaline settings, I'm a bit lost since the last time I've peeked at AMD settings was back in 2020 and I doubt the hints given here... https://www.sas1946.com/main/index.php?topic=69961.0 ...are still valid.
A few more recent settings in general (not IL-2 1946 related) have been commented here: https://www.reddit.com/r/Amd/comments/1676xo2/what_are_your_goto_or_must_avoid_adrenalin_gfx/
Maybe skylla can share his current settings?

]cheers[
Mike
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Vampire_pilot

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Re: looking for good AMD conf.ini and Adrenalin settings
« Reply #3 on: May 06, 2024, 06:42:07 AM »

Unfortunately no joy so far. I have tried all kinds of settings (including skylla's) and "not settings". The "Time overflow" freezes remain and have no trigger I can identify. The timing is random but it does not take long, less than a minute. Sometimes they are stutter, most of the times call for ctrl+alt+del to exit and kill the game.

I am running on Win11 by now, is there something to be aware of on that front?

Here's a complete log until a freeze. No idea if there's anything of value in it.

Code: [Select]
[May 6, 2024 2:34:36 PM UTC +2] ------------ BEGIN log session -------------

[May 6, 2024 2:34:36 PM UTC +2] ----------- Switched to pipe mode ----------
OpenGL provider: Opengl32.dll
OpenGL library:
  Vendor: ATI Technologies Inc.
  Render: AMD Radeon RX 6700 XT
  Version: 4.6.0 Compatibility Profile Context 24.4.1.240409
  Extensions: GL_ATI_fragment_shader GL_EXT_abgr GL_EXT_blend_color GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_copy_texture GL_EXT_texture GL_EXT_texture_object GL_EXT_vertex_array GL_EXT_compiled_vertex_array GL_EXT_subtexture GL_EXT_texture3D GL_EXT_bgra GL_EXT_draw_range_elements GL_EXT_packed_pixels GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_separate_specular_color GL_EXT_texture_edge_clamp GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_ARB_multitexture GL_IBM_texture_mirrored_repeat GL_AMD_debug_output GL_ARB_multisample GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_transpose_matrix GL_EXT_blend_func_separate GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_secondary_color GL_EXT_texture_cube_map GL_EXT_texture_env_add GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_NV_blend_square GL_NV_texgen_reflection GL_SUN_multi_draw_arrays WGL_EXT_swap_control GL_ARB_point_parameters GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_NV_half_float GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_vertex_program GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_texture_rectangle GL_NV_primitive_restart GL_S3_s3tc GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_occlusion_query GL_ARB_point_sprite GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_buffer_object GL_ARB_vertex_shader GL_EXT_blend_equation_separate GL_EXT_depth_bounds_test GL_ARB_color_buffer_float GL_ARB_draw_buffers GL_ARB_half_float_pixel GL_ARB_pixel_buffer_object GL_ARB_texture_float GL_ARB_texture_rectangle GL_EXT_framebuffer_object GL_EXT_pixel_buffer_object GL_EXT_texture_mirror_clamp GL_NV_float_buffer GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_packed_depth_stencil GL_ATI_separate_stencil GL_ATI_shader_texture_lod GL_ATI_texture_mirror_once GL_EXT_bindable_uniform GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_packed_float GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_integer GL_EXT_transform_feedback GL_NV_depth_buffer_float GL_OES_EGL_image GL_EXT_provoking_vertex GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_vertex_array_bgra GL_NV_conditional_render GL_ARB_depth_buffer_float GL_ARB_draw_instanced GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_half_float_vertex GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_texture_buffer_object GL_ARB_texture_compression_rgtc GL_ARB_texture_rg GL_ARB_transform_feedback GL_ARB_vertex_array_object GL_EXT_direct_state_access GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_AMD_conservative_depth GL_AMD_seamless_cubemap_per_texture GL_AMD_texture_cube_map_array GL_ARB_compatibility GL_ARB_copy_buffer GL_ARB_depth_clamp GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_fragment_coord_conventions GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_seamless_cube_map GL_ARB_shader_texture_lod GL_ARB_sync GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_cube_map_array GL_ARB_texture_gather GL_ARB_texture_multisample GL_ARB_texture_multisample_no_array GL_ARB_texture_query_lod GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ATI_meminfo GL_EXT_texture_storage GL_NV_copy_image GL_NV_texture_barrier GL_AMD_blend_minmax_factor GL_AMD_depth_clamp_separate GL_AMD_sample_positions GL_ARB_ES2_compatibility GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_compressed_texture_pixel_storage GL_ARB_debug_output GL_ARB_draw_indirect GL_ARB_explicit_attrib_location GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_occlusion_query2 GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_subroutine GL_ARB_shading_language_packing GL_ARB_tessellation_shader GL_ARB_texture_compression_bptc GL_ARB_texture_rgb10_a2ui GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_vertex_attrib_64bit GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_EXT_shader_image_load_store GL_EXT_texture_sRGB_decode GL_EXT_vertex_attrib_64bit GL_AMD_multi_draw_indirect GL_AMD_pinned_memory GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_viewport_index GL_ARB_conservative_depth GL_ARB_internalformat_query GL_ARB_shader_atomic_counters GL_ARB_shader_image_load_store GL_ARB_shading_language_420pack GL_ARB_texture_storage GL_ARB_transform_feedback_instanced GL_EXT_debug_label GL_AMD_query_buffer_object GL_AMD_shader_trinary_minmax GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_clear_buffer_object GL_ARB_compute_shader GL_ARB_copy_image GL_ARB_explicit_uniform_location GL_ARB_fragment_layer_viewport GL_ARB_framebuffer_no_attachments GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_multi_draw_indirect GL_ARB_program_interface_query GL_ARB_shader_image_size GL_ARB_shader_storage_buffer_object GL_ARB_stencil_texturing GL_ARB_texture_buffer_range GL_ARB_texture_query_levels GL_ARB_texture_storage_multisample GL_ARB_texture_view GL_ARB_vertex_attrib_binding GL_EXT_copy_buffer GL_KHR_debug GL_KHR_texture_compression_astc_ldr GL_AMD_gpu_shader_half_float GL_AMD_gpu_shader_int64 GL_ARB_ES3_1_compatibility GL_ARB_bindless_texture GL_ARB_buffer_storage GL_ARB_clear_texture GL_ARB_enhanced_layouts GL_ARB_indirect_parameters GL_ARB_multi_bind GL_ARB_query_buffer_object GL_ARB_seamless_cubemap_per_texture GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_sparse_texture GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_stencil8 GL_ARB_vertex_type_10f_11f_11f_rev GL_EXT_shader_integer_mix GL_EXT_timer_query GL_KHR_blend_equation_advanced GL_KHR_blend_equation_advanced_coherent GL_NV_shader_atomic_int64 GL_ARB_clip_control GL_ARB_conditional_render_inverted GL_ARB_cull_distance GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_get_texture_sub_image GL_ARB_pipeline_statistics_query GL_ARB_shader_texture_image_samples GL_ARB_sparse_buffer GL_ARB_texture_barrier GL_ARB_transform_feedback_overflow_query GL_EXT_polygon_offset_clamp GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_OVR_multiview GL_ARB_ES3_2_compatibility GL_ARB_gpu_shader_int64 GL_ARB_parallel_shader_compile GL_ARB_post_depth_coverage GL_ARB_sample_locations GL_ARB_shader_atomic_counter_ops GL_ARB_shader_ballot GL_ARB_shader_clock GL_ARB_shader_viewport_layer_array GL_ARB_texture_filter_minmax GL_EXT_texture_sRGB_R8 GL_EXT_texture_sRGB_RG8 GL_KHR_no_error GL_OVR_multiview2 GL_ARB_gl_spirv GL_EXT_memory_object GL_EXT_memory_object_win32 GL_EXT_semaphore GL_EXT_semaphore_win32 GL_AMD_gpu_shader_int16 GL_ARB_polygon_offset_clamp GL_ARB_spirv_extensions GL_ARB_texture_filter_anisotropic GL_EXT_texture_compression_bptc GL_KHR_parallel_shader_compile GL_KHR_shader_subgroup GL_EXT_nonuniform_qualifier GL_NV_timeline_semaphore
Size: 1920x1080
ColorBits: 32
DepthBits: 24
StencilBits: 8
isDoubleBuffered: true

*** Looking for Advanced CPU Instructions...
[x] PentiumPro
[x] Multimedia (MMX)
[x] 3D (SSE)
[x] 3D (SSE2)
[-] 3D (3DNow)
ColourBits 32, ABits 8, ZBits 24

*** Looking for Render API Extensions ...
[-] 'GL_EXT_paletted_texture' extension - Palettized textures (8 bit RGBA palette).
[-] 'GL_EXT_compiled_vertex_array' extension - Compiled Vertex arrays.
[-] 'GL_EXT_clip_volume_hint' extension - Frustum clipping optimization.
[x] 'GL_EXT_secondary_color' extension - Secondary Color for 3D fog & specular optimization.
[x] 'GL_EXT_separate_specular_color' extension - SeparateSpecular for 3D fog & specular optimization.
[x] 'GL_ARB_multitexture' extension - Multitexturing.
[x] 'GL_EXT_texture_env_combine' extension - Multitextures advanced combining for special effects.
[-] 'GL_NV_texture_env_combine4' extension - Multitextures advanced combining for special effects.
[x] 'GL_EXT_texture_env_dot3' extension - Dot3 Bump advanced combining.
[-] 'GL_NV_depth_clamp' extension - Corrects Shadows rendering
[-] 'GL_NV_texture_shader' extension - NV Pixel Shaders
[x] 'GL_ARB_texture_compression' extension - Saves texture memory by 400
[x] 'GL_EXT_texture_filter_anisotropic' extension - Anisotropic texture filtering.

Maximum texture size : 16384
Maximum simultaneous textures :8
MaxAnisotropic (1.0 = none) : 16.000000
15 Splashscreens available.
ScreenMode Library Version 0.01 loaded successfully.
Initializing DirectSound playback device...
Primary buffer created.
Playback format is set : sampling rate = 22050, num channels = 2.
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.
Default speaker config is : 1310724.
Direct sound audio device initialized successfully :
DX Version : 7
Hardware    - disabled [buffers : 0]
Extensions  - enabled :
  EAX ver. 1 [ ]  - disabled
  EAX ver. 2 [ ]  - disabled
  EAX ver. 3 [ ]  - disabled
  I3D ver. 2 [ ]  - disabled
  ZoomFX     [ ]  - disabled
  MacroFX    [ ]  - disabled
SIMD render [X]
num channels 32
Cannot open audio file samples/infinite 1

1>mp_dotrange FRIENDLY DOT 15.000 COLOR 10.000 RANGE 10.000 TYPE 6.000 ID 0.005 NAME 0.005
Friendly Dot Ranges:
  DOT 14.0 km
  COLOR 6.0 km
  TYPE 6.0 km
  NAME 6.0 km
  ID 6.0 km
  RANGE 6.0 km
  ALTICON 0.1 km
  ALTCOLOR None
  ALTSYMBOL +
1>mp_dotrange FOE DOT 15.000 COLOR 10.000 RANGE 10.000 TYPE 6.000 ID 0.005 NAME 0.005
Foe Dot Ranges:
  DOT 14.0 km
  COLOR 6.0 km
  TYPE 6.0 km
  NAME 6.0 km
  ID 6.0 km
  RANGE 6.0 km
  ALTICON 0.1 km
  ALTCOLOR None
  ALTSYMBOL +
1>timeout 60000 file il2stab.rcu
Loading mission QuickQMBPro/BAT_Balaton_S/BAT_Balaton_Srednoned00.mis...
Y=1940 / M=6 / H= 14 , Temperature - 0m = 24.0 .
Loading map.ini defined airfields:
PBuffer: suitable formats: 40

Created a 256x256 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
PBuffer: suitable formats: 40

Created a 512x512 RenderTexture with BPP(8, 8, 8, 8)
 Depth = 24, stencil = 8
Loading vertex/fragment programs: *706948744*
*** Loading: [vpFogFar2Tex2D]
*** Loading: [vpFog2Tex2DBlend]
*** Loading: [vpFogFar4Tex2D]
*** Loading: [vpFogFar8Tex2D]
*** Loading: [vpFogNoTex]
*** Loading: [vpFog4Tex2D]
*** Loading: [vpFog4Tex2D_UV2]
*** Loading: [vp4Tex2D]
*** Loading: [vp6Tex2D]
*** Loading: [vpTexUVTex2D]
*** Loading: [vpWaterGrid_NV]
*** Loading: [vpWaterSunLight_NV]
*** Loading: [vpWaterSunLight_ATI]
*** Loading: [vpWaterSunLight_FP]
*** Loading: [vpTreeSprite]
*** Loading: [vpTreeTrunk]
*** Loading: [vpVAObjectsN]
*** Loading: [vpVAObjectsL0]
*** Loading: [vpSprites]
*** Loading: [vpSimpleGL]
*** Loading: [fpWaterSunLightFast]
*** Loading: [fpWaterSunLight]
*** Loading: [fpWaterSunLightBest]
*** Loading: [fpCoastBump]
*** Loading: [fpCoastFoam]
*** Loading: [fpCoastFoamFast]
*** Loading: [fpCoastFoamFarFogTex]
*** Loading: [fpCausticSimple]
*** Loading: [fpCaustic]
*** Loading: [fpSprites]
*** Loading: [fpObjectsL0]
*** Loading: [fpObjectsL0_2L]
*** Loading: [fpSimpleGL]
*** Loading: [fpNearLandFog]
*** Loading: [fpFarLandFog]
*** Loading: [fpRiverCoastAA]
*** Loading: [vpWaterDM_CPU]
*** Loading: [fpWaterDM_CPU]
*** Loading: [fpWaterDM_CPULo]
*** Loading: [fpWaterLFogDM]
*** Loading: [fpIceWater]
*** Loading: [fpNearNoBlend]
*** Loading: [fpNearNoBlendNoise]
*** Loading: [fpNearBlend]
*** Loading: [fpNearBlendNoise]
*** Loading: [fpFarBlend]
*** Loading: [fpForestPlane]
*** Loading: [fpForestPlaneNoise]
*** Loading: [fpForestPlaneEdges]
*** Loading: [fpForestPlaneEdgesNoise]
Load bridges
Load static objects
##### House without collision (3do/Trains/PRVZb_B/body.sim)
##### House without collision (3do/Buildings/England/jetty1/live.sim)
##### House without collision (3do/Buildings/Furniture/Sandbag_Wall/live.sim)
##### House without collision (3do/Buildings/England/memorial/live.sim)
##### House without collision (3do/Buildings/Industrial/Chiatta/chiatta_piena/live.sim)
##### House without collision (3do/Buildings/Industrial/Chiatta/rimorchiatoreP/live.sim)
##### House without collision (3do/Buildings/Industrial/Chiatta/Chiatta_cava/live.sim)
INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/Default'
##### House without collision (3do/Buildings/Furniture/Sandbags_Round/live.sim)
##### House without collision (3do/Buildings/Port/BaseSegment/live.sim)
##### House without collision (3do/Buildings/Port/BaseSmallSegment/live.sim)
##### House without collision (3do/Buildings/Port/Floor/live.sim)
1>mp_dotrange FRIENDLY DOT 15.0 COLOR 10.0 RANGE 10.0 TYPE 6.0 ID 0.0050 NAME 0.0050 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
1>mp_dotrange FOE DOT 15.0 COLOR 10.0 RANGE 10.0 TYPE 6.0 ID 0.0050 NAME 0.0050 ALTICON 0.1 ALTSYMBOL + ALTCOLOR 0
Mission: QuickQMBPro/BAT_Balaton_S/BAT_Balaton_Srednoned00.mis is Playing
INTERNAL ERROR: Can't open file 'PaintSchemes/Pilots/Default'
Time overflow (79): speed 0.09453285

I notice this one at the beginning - but I have no idea if it even means something...

Code: [Select]
Not enought hardware buffers (0), hardware disabled
Buffer caps : Transfer rate = 0, CPU overhead = 0.

SAS~Storebror

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Re: looking for good AMD conf.ini and Adrenalin settings
« Reply #4 on: May 06, 2024, 09:12:50 AM »

Can we get your conf.ini please?
Did you compare your Adrenaline settings with skylla?

]cheers[
Mike
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Vampire_pilot

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Re: looking for good AMD conf.ini and Adrenalin settings
« Reply #5 on: May 06, 2024, 10:26:20 AM »

Yes, and it wasn't something I hadn't tried before, it's even more simplistic than I used to run in the past. It had no effect.

conf.ini  - it is based on backed up one that used to run back in the day. It contains your suggested OpenGL
Code: [Select]
[il2]
title=Il2-Sturmovik Forgotten Battles
hotkeys=HotKey game

[HotKey Console]
Shift Tab=Activate

[Console]
HISTORY=128
HISTORYCMD=128
LOGFILE=log.txt
LOG=1
LOGKEEP=0
LOGTIME=0

[HotKey gui]
Escape=activate

[window]
width=1920
height=1080
ColourBits=32
DepthBits=24
StencilBits=8
ChangeScreenRes=1
FullScreen=1
DrawIfNotFocused=0
EnableResize=0
EnableClose=1
SaveAspect=0
Use3Renders=0
WideScreenFoV=1
UIColor=0
UIDetail=0
UIBackground=rnd

[GLPROVIDER]
GL=Opengl32.dll

[GLPROVIDERS]
Open GL=Opengl32.dll
DirectX=dx8wrap.dll

[NET]
speed=5000
routeChannels=0
serverChannels=31
localPort=21000
remotePort=21000
SkinDownload=1
serverName=No Name
serverDescription=
remoteHost=
localHost=
socksHost=
checkServerTimeSpeed=1
checkClientTimeSpeed=0
disableNetStatStatistics=0
showPilotNumber=1
showPilotPing=1
showPilotName=1
showPilotScore=1
showTeamScore=0
cumulativeTeamScore=0
showPilotArmy=1
showPilotACDesignation=1
showPilotACType=1
filterUserNames=0
reflyKIADelay=0
maxAllowedKIA=-1
reflyKIADelayMultiplier=0.0
reflyDisabled=0
allowMorseAsText=1
allowCustomSounds=1

[MaxLag]
farMaxLagTime=10.0
nearMaxLagTime=2.0
cheaterWarningDelay=5.0
cheaterWarningNum=-1

[chat]
region=(dx=0.6925,dy=0.071666665,x=0.0,y=0.0)

[game]
Arcade=0
HighGore=1
mapPadX=0.9868058
mapPadY=-0.0055555557
viewSet=57
Intro=0
NoSubTitles=0
NoChatter=0
NoHudLog=0
NoLensFlare=0
iconTypes=1
eventlog=eventlog.lst
eventlogkeep=0
3dgunners=1
mapPadMode=1
SubTitlesLines=2
ClearCache=0
TypeClouds=1
FogLow=2
FogHaze=3
mapZoomMode=0
mapWheelMode=-1
ScreenshotType=1
RecordingIndicator=0
MapAlpha=0.99
SaveTrk=1
IconUnits=0
SkipParatrooperViews=0
NoMissionInfoHud=0
noKillInfoHud=0
BlockMorseChat=0
SmallMapWPLabels=1
ShowMorseAsText=1
mapPadMode=1
mapPadSmall=0
mapPadXLicon=0
mapAlpha=0.99
mapPadAlpha=0.8
MapPadSmall=0
MapIconLarge=1
MapPadAlpha=0.6
CustomDiff=282679767232
hudMode=1

[HotKey game]
PrintScreen=ScreenShot
P=pause
Pause=pause

[HookViewFly Config]
timeFirstStep=2.0
deltaZ=10.0

[HookView]
MouseLeft=Len

[HookView Config]
AzimutSpeed=0.1
TangageSpeed=0.1
LenSpeed=1.0
MinLen=1.0
DefaultLen=20.0
MaxLen=3000.0
Speed=6
LeanF=0.39
LeanS=0.39
Raise=0.2
RubberBand=0.01

[HotKey builder]
MouseLeft=objectMove
MouseRight=popupmenu
Enter=freeView
Shift MouseLeft=worldZoom
Alt MouseLeft=select+
Alt MouseRight=select-
Alt Ctrl=unselect
PageDown=change+
PageUp=change-
End=change++
Home=change--
Ctrl MouseLeft=insert+
Insert=insert+
NumPad-0=insert+
F=fill
Ctrl MouseRight=delete+
NumPad.=delete+
Delete=delete+
Backspace=cursor
Tab=cursor
F10=land
F11=onLand
NumPad-=normalLand
NumPad+=toLand
NumPad-5=resetAngles
NumPad-8=resetTangage90
NumPad-7=stepAzimut-5
NumPad-4=stepAzimut-15
NumPad-1=stepAzimut-30
NumPad-9=stepAzimut5
NumPad-6=stepAzimut15
NumPad-3=stepAzimut30
Ctrl C=copy
Ctrl X=cut
Ctrl V=paste
Ctrl Q=incHeight
Ctrl A=DecHeight

[MouseXYZ]
F1=SpeedSlow
F2=SpeedNormal
F3=SpeedFast
MouseRight=XYmove
F4 MouseRight=Zmove
MouseMiddle=Amove
F5 MouseRight=Amove
F6 MouseRight=Tmove
F7 MouseRight=Kmove

[MouseXYZ Config]
RealTime=1

[sound]
SoundUse=1
SoundEngine=1
Speakers=0
Placement=0
SoundFlags.reversestereo=0
RadioFlags.Enabled=1
RadioEngine=2
MusicVolume=8
ObjectVolume=12
MusState.takeoff=0
MusState.inflight=0
MusState.crash=0
MusFlags.play=0
MasterVolume=11
Attenuation=7
SoundMode=1
SamplingRate=1
NumChannels=3
SoundExt.occlusions=0
SoundFlags.hardware=1
SoundFlags.streams=1
SoundFlags.duplex=1
SoundExt.acoustics=0
SoundExt.volumefx=0
SoundFlags.voicemgr=0
SoundFlags.static=1
VoiceVolume=3
Channels=2
SoundExt.extrender=0
SoundFlags.bugscorrect=0
SoundSetupId=8
ActivationLevel=0.02
Preemphasis=0.85
RadioLatency=0.5
AGC=1
PTTMode=1
SoundFlags.UseRadioChatter=0
SoundFlags.AutoActivation=0
RadioFlags.PTTMode=0
RadioFlags.PlayClicks=0
ActLevel=0
MicLevel=0
SoundFlags.forceEAX1=0

[rts]
ProcessAffinityMask=1
mouseUse=2
joyUse=1
trackIRUse=0
DisableIME=0
locale=us
UseSmartAxis=0
JoyProfile=0

[rts_mouse]
SensitivityX=1.5
SensitivityY=1.5
Invert=0
SensitivityZ=1.0

[rts_joystick]
X=0 1 4 9 16 25 36 49 64 81 100 0
Y=0 1 4 9 16 25 36 49 64 81 100 0
Z=0 10 20 30 40 50 60 70 80 90 100
RZ=0 10 20 30 40 50 60 70 80 90 100 0
FF=0
U=0 10 20 30 40 50 60 70 80 90 100 0
V=0 10 20 30 40 50 60 70 80 90 100 0
1X=0 10 20 30 40 50 60 70 80 90 100 0 0
1Y=0 10 20 30 40 50 60 70 80 90 100 0 0
1Z=0 10 20 30 40 50 60 70 80 90 100 0 0
1RZ=0 10 20 30 40 50 60 70 80 90 100 0 0
1U=0 10 20 30 40 50 60 70 80 90 100 0 0
1V=0 10 20 30 40 50 60 70 80 90 100 0 0
1X1=0 10 20 30 40 50 60 70 80 90 100 0 0
1Y1=0 10 20 30 40 50 60 70 80 90 100 0 0
1Z1=0 10 20 30 40 50 60 70 80 90 100 0 0
1RX1=0 10 20 30 40 50 60 70 80 90 100 0 0
1RY1=0 10 20 30 40 50 60 70 80 90 100 0 0
1RZ1=4 10 20 30 40 50 60 70 80 90 100 30 0
1U1=0 10 20 30 40 50 60 70 80 90 100 0 0
1V1=0 10 20 30 40 50 60 70 80 90 100 0 0
1RX=0 100 100 100 100 100 100 100 100 100 100 0 0
1RY=0 100 100 100 100 100 100 100 100 100 100 0 0

[Render_DirectX]
TexQual=3
TexMipFilter=2
TexCompress=0
TexFlags.UseDither=1
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=1
TexFlags.DrawLandByTriangles=1
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=1
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=0
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=0

HardwareShaders=0

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=4
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

Ext=1
TexFlags.VertexArrayExt=0
TexFlags.ClipHintExt=0
TexFlags.UsePaletteExt=0
TexFlags.TexAnisotropicExt=0
TexFlags.TexCompressARBExt=1
TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=0
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=0
TexFlags.TextureShaderNV=0

HardwareShaders=0

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=2
LandShading=3
LandDetails=2

LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=4
ForceShaders1x=0
PolygonOffsetFactor=-0.15
PolygonOffsetUnits=-3.0

[Render_OpenGL]
TexQual=3
TexMipFilter=3
TexCompress=0
TexFlags.UseDither=0
TexFlags.UseAlpha=0
TexFlags.UseIndex=0
TexFlags.PolygonStipple=1
TexFlags.UseClampedSprites=0
TexFlags.DrawLandByTriangles=0
TexFlags.UseVertexArrays=1
TexFlags.DisableAPIExtensions=0
TexFlags.ARBMultitextureExt=1
TexFlags.TexEnvCombineExt=1
TexFlags.SecondaryColorExt=1
TexFlags.VertexArrayExt=0
TexFlags.ClipHintExt=1
TexFlags.UsePaletteExt=1
TexFlags.TexAnisotropicExt=1
TexFlags.TexCompressARBExt=0

TexFlags.TexEnvCombine4NV=0
TexFlags.TexEnvCombineDot3=1
TexFlags.DepthClampNV=0
TexFlags.SeparateSpecular=1
TexFlags.TextureShaderNV=0

HardwareShaders=1

Shadows=2
Specular=2
SpecularLight=2
DiffuseLight=2
DynamicalLights=1
MeshDetail=2
VisibilityDistance=3

Sky=2
Forest=3
LandShading=3
LandDetails=2

LandGeom=3
TexLarge=1
TexLandQual=3
TexLandLarge=1

VideoSetupId=17
Water=2
Effects=1
ForceShaders1x=0
PolygonOffsetFactor=-0.0625
PolygonOffsetUnits=-1.0

[DGen]
MaxBomberSkill=0
CampaignLength=Long
RandomFlights=0
CampaignAI=Easy
NoBadWeather
GroundIntensity=Low

[Mods]
Flyby=1
FlybyFov=60.0
ToggleMusic=1
RandomSplash=1
SpeedbarTAS=1
PALHUDMode=1
SpeedbarSIToo=0
SpeedbarShowExtraInfo=0
netCallsign=
Stab4all=1
PALShowChocks=1
PALShowCatGear=1
DumpFuel=1
SpeedbarUnits=1
PALMODsColor=0
PALGameMenuStatusBar=1
PALGameMenuShowFPS=0
PAL3DStart=0
PAL3DSepAim=0.7
PAL3DSepGun=1.35
PAL3DSepPit=1.5
PAL3DSepExt=25.0
PAL3DConvAimL=-0.01
PAL3DConvAimR=-0.01
PAL3DConvGunL=-0.09
PAL3DConvGunR=-0.09
PAL3DConvPitL=-0.13
PAL3DConvPitR=-0.13
PAL3DConvExtL=-0.55
PAL3DConvExtR=-0.55
PAL3DDOFfNumber=0.0
PAL3DDOFFocus=20.0
PAL3DAdjustVariable=1
PAL3DFullColorFrames=0
PAL3DRenderStereo=1
PAL3DFilterLeft=R___
PAL3DFilterRight=_GB_
PAL3DCockpitSoftViewEnabled=0 //1
PAL3DCockpitSoftView=0.075
PAL3DCockpitTurretInertiaEnabled=1
PAL3DCockpitTurretInertia=0.0010
PAL3DFollowInertiaEnabled=1
PAL3DFollowInertia=0.009999999776482582
PAL3DFollowInertiaAngle=0.01
PAL3DExternalSoftView=0.075
PAL3DExternalTrackIR=0
PAL3DExternalMouseInertia=1
RandomSplash=1
ReticleOnAtMissionStart=0
ReticleBrightness=50
ngMAPfriendly=1
ngMAPhostile=0
ngMAPfilters=0
ngMAPnoise=1
ngHUDposition=0,0,0,0
ngHUDsector=1
ngHUDsubtitles=8
ngHUDmaptime=0
ngHUDpause=0
ngHUDfpsbar=0
ngHUDlogbottom=1
ngHUDloglines=3
ngHUDshiftmsg=5
ngCAMkillswitch=0
ngCAMspeedext=0
ngCAMspeedint=3
ngCAMfovdefault=90
ngCAMfovspeed=3
ngCAMfovlog=0
ngPALkeyboard=0
//MaxVisualDistance=5000 //- effects?
//MaxStaticVisualDistance=4000 //- objects?
//MaxLongVisualDistance=10000 //- big ships?
//MaxPlateVisualDistance=16000 //- runways?
MaxVisualDistance=15000
MaxStaticVisualDistance=10000
MaxLongVisualDistance=20000
MaxPlateVisualDistance=20000

SAS~Storebror

  • Editor
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  • Posts: 23634
  • Taking a timeout
    • STFU
Re: looking for good AMD conf.ini and Adrenalin settings
« Reply #6 on: May 07, 2024, 08:43:32 AM »

Alright.
Now that I have no experience with Adrenaline, I take it that skylla and you have that base covered.
In your conf.ini I see a couple of things I would setup differently, albeit I doubt they could cause what you describe:

This would be my recommended changes, if you need explanations just ask ;)
  • ChangeScreenRes=0
  • DrawIfNotFocused=1
  • speed=1000000
  • SoundMode=3
  • SamplingRate=2
  • ;ProcessAffinityMask=1 << (yes, don't use this setting, put a comment upfront!)
  • Forest=2

Other remark: You might want to try water=0 as I've seen tons of confusion with water settings for AMD users.

]cheers[
Mike
Logged
Don't split your mentality without thinking twice.

Vampire_pilot

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Re: looking for good AMD conf.ini and Adrenalin settings
« Reply #7 on: May 07, 2024, 09:33:31 AM »

Well, what can I say.  It seems to work? The first mission played without hickup, including some ground shooting and effects happening. Fingers crossed it stays that way. But I never got so far before.

I think it's okay to say that one ore more of these changes fixed the issue! :)

Vampire_pilot

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Re: looking for good AMD conf.ini and Adrenalin settings
« Reply #8 on: May 08, 2024, 07:41:33 AM »

I was wondering why anti aliasing was not taking on as I was used to and I just found a thread on the AMD site  about 24.2 driver version, that Radeon forced anti-aliasing does not seem to be working on OpenGl games apparently. Funny enough, the example used was Il-2 1946

I am on 24.4 and apparently this is still a thing.

Toobone

  • Mapper
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  • Posts: 524
Re: looking for good AMD conf.ini and Adrenalin settings
« Reply #9 on: May 08, 2024, 08:54:01 AM »

AMD & Il-2? Its unbeliveble.
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Frankiek

  • SAS Team
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Re: looking for good AMD conf.ini and Adrenalin settings
« Reply #10 on: May 08, 2024, 10:07:07 AM »

If you can find the two year old AMD 22.5.1 everything was working
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Vampire_pilot

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  • Posts: 7999
Re: looking for good AMD conf.ini and Adrenalin settings
« Reply #11 on: May 09, 2024, 02:51:43 AM »

Yeah, I probably will not roll back to a driver 2 years old for general safety reasons.

https://www.sas1946.com/main/index.php/topic,71255.msg788424.html#msg788424

I will rather send Il-2 back to hibernation again. Stupid story but that's that.
Thanks to everyone replying so far.
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