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Old Sep 23, 2009, 05:26 AM   #1
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rflair
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Default 8.660 RC7 (Catalyst 9.10 Beta)

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Old Sep 23, 2009, 05:54 AM   #2
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Is this the press 8.66 driver for Cypress?
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Old Sep 23, 2009, 05:56 AM   #3
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Quote:
Originally Posted by badsykes View Post
Is this the press 8.66 driver for Cypress?
No, it's newer.
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Old Sep 23, 2009, 06:11 AM   #4
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hah the download links are so slow, official release will probably be out by the time it finishes :P
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Old Sep 23, 2009, 07:12 AM   #5
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This driver fixes the OGL memory leak with VBO's just in case anyone is interested since that affects quite a few OGL apps / games.
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Old Sep 23, 2009, 08:57 AM   #6
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Quote:
Originally Posted by spyre View Post
This driver fixes the OGL memory leak with VBO's just in case anyone is interested since that affects quite a few OGL apps / games.
Oh god yes! Hopefully this will fix the opengl crashes I constantly get in dolphin emulator (uses open gl).
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Old Sep 23, 2009, 09:02 AM   #7
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Is there any iprovments in NFS-Shifft and is fixed RE5 and AA8x animatios black screan.
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Old Sep 23, 2009, 09:18 AM   #8
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i was always wondering why these (or some of the betas) drivers aren't on AMD developer site ...
on other hand i could be blind and just missed the section
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Old Sep 23, 2009, 09:44 AM   #9
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TY for the heads up rFlair
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Old Sep 23, 2009, 09:45 AM   #10
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No Super-AA equivalent? This sucks.
(And no SSAA for older Radeons, this sucks much more).
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Old Sep 23, 2009, 11:39 AM   #11
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Quote:
Originally Posted by Binux View Post
Is there any iprovments in NFS-Shifft and is fixed RE5 and AA8x animatios black screan.
it improves the SHIFT performance on my 4850CF
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Old Sep 23, 2009, 12:15 PM   #12
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Old Sep 23, 2009, 04:37 PM   #13
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9.0
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Old Sep 23, 2009, 06:12 PM   #14
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on wXP 32bit the CCC is not working ...
not even after uninstall and reinstall ...

well after reinstall the CCC is not anymore present in Add/Remove Programs application list
it's visible only for MSI cleanup tool

also reinstalling AVIVO after uninstall fails ...
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Old Sep 23, 2009, 07:54 PM   #15
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Quote:
Originally Posted by spyre View Post
This driver fixes the OGL memory leak with VBO's just in case anyone is interested since that affects quite a few OGL apps / games.
affects mine :-\

Quote:
Originally Posted by rpg.c
#include<stdio.h>
#include<stdlib.h>
#include<GL/gl.h>
#include<GL/glu.h>
#include<SDL.h>

#define GL_ARRAY_BUFFER_ARB 0x8892
#define GL_STATIC_DRAW_ARB 0x88E4

typedef void (APIENTRY * PFNGLBINDBUFFERARBPROC) (GLenum target, GLuint buffer);
typedef void (APIENTRY * PFNGLDELETEBUFFERSARBPROC) (GLsizei n, const GLuint *buffers);
typedef void (APIENTRY * PFNGLGENBUFFERSARBPROC) (GLsizei n, GLuint *buffers);
typedef void (APIENTRY * PFNGLBUFFERDATAARBPROC) (GLenum target, int size, const GLvoid *data, GLenum usage);

PFNGLGENBUFFERSARBPROC glGenBuffersARB = NULL;
PFNGLBINDBUFFERARBPROC glBindBufferARB = NULL;
PFNGLBUFFERDATAARBPROC glBufferDataARB = NULL;
PFNGLDELETEBUFFERSARBPROC glDeleteBuffersARB = NULL;

typedef struct { float x,y,z; } quad_vert;
typedef struct { float x,y,z; } quad_norm;
typedef struct { float x,y,z; } tri_vert;
typedef struct { float x,y,z; } tri_norm;

struct { int tri_verts, tri_norms, quad_verts, quad_norms, models;
unsigned int tri_vbo, quad_vbo, quad_vbon, tri_vbon;} number;

struct window{
int width;
int height;
int bpps;
int flags;
};

int mousex;
int mousey;
char *key;
SDL_Event event;
GLfloat i;
GLfloat n;

void input(struct window *win){

SDL_Event event;

while ( SDL_PollEvent(&event) ) {
switch (event.type) {
case SDL_MOUSEMOTION:

mousex=event.motion.x;
mousey=event.motion.y;
break;
case SDL_MOUSEBUTTONDOWN:

glDeleteBuffersARB(1, &number.tri_vbon);
glDeleteBuffersARB(1, &number.tri_vbo);
glDeleteBuffersARB(1, &number.quad_vbo);
glDeleteBuffersARB(1, &number.quad_vbon);
SDL_Quit();
exit(0);

break;
case SDL_KEYDOWN:

key=SDL_GetKeyName(event.key.keysym.sym);

switch( event.key.keysym.sym ){
case SDLK_LEFT:
i--;
break;
case SDLK_RIGHT:
i++;
break;
case SDLK_UP:
n++;
break;
case SDLK_DOWN:
n--;
break;
default:
break;}


}
}

}



/* Arrays for Quads/Triangles */
quad_vert **quad_v;
quad_norm **quad_n;
tri_vert **tri_v;
tri_norm **tri_n;

int LoadModel(){

#define FILE_NAME "object1.c"
FILE *fp=fopen(FILE_NAME, "r");
char *txt = malloc(1024);
number.models=2;
int counter;

tri_n = malloc(number.models * sizeof *tri_n);
tri_v = malloc(number.models * sizeof *tri_v);
quad_v = malloc(number.models * sizeof *quad_v);
quad_n = malloc(number.models * sizeof *quad_n);

/* TRIANGLES */
while(!feof(fp)){
fscanf(fp, "%s",txt);

if(strcmp(txt,"TRI")==0){

//printf("\nTriangles %d:\n",t);
for(counter=0; counter!=3;counter++)
{

/* Normal 1 */
fscanf(fp, "%s",txt);
if(strcmp(txt,"n")==0){

number.tri_norms++;

tri_n[number.models-1] = realloc(tri_n[number.models-1], (number.tri_norms * sizeof *tri_n[number.models-1]));
fscanf(fp, "%f %f %f",&tri_n[number.models-1][number.tri_norms-1].x,&tri_n[number.models-1][number.tri_norms-1].y,&tri_n[number.models-1][number.tri_norms-1].z);

//printf("Normal %d: %.10f %.10f %.10f\n",number.tri_norms-1,tri_n[number.models-1][number.tri_norms-1].x,tri_n[number.models-1][number.tri_norms-1].y,tri_n[number.models-1][number.tri_norms-1].z);

}


/* Vertex 1 */
fscanf(fp, "%s",txt);
if(strcmp(txt,"v")==0){

number.tri_verts++;

tri_v[number.models-1] = realloc(tri_v[number.models-1], (number.tri_verts * sizeof *tri_v[number.models-1]));
fscanf(fp, "%f %f %f",&tri_v[number.models-1][number.tri_verts-1].x,&tri_v[number.models-1][number.tri_verts-1].y ,&tri_v[number.models-1][number.tri_verts-1].z);
// printf("Vertex %d: %.10f %.10f %.10f\n",number.tri_verts-1,tri_v[number.models-1][number.tri_verts-1].x,tri_v[number.models-1][number.tri_verts-1].y,tri_v[number.models-1][number.tri_verts-1].z);
}

}}

}

fclose(fp);
fopen(FILE_NAME, "r");

/* QUAD */
while(!feof(fp)){
fscanf(fp, "%s",txt);

if(strcmp(txt,"QUAD")==0){

//printf("\nQuads:\n");
for(counter=0; counter!=4;counter++)
{

/* Normal 1 */
fscanf(fp, "%s",txt);
if(strcmp(txt,"n")==0){

number.quad_norms++;

quad_n[number.models-1] = realloc(quad_n[number.models-1], (number.quad_norms * sizeof *quad_n[number.models-1]));
fscanf(fp, "%f %f %f\n", &quad_n[number.models-1][number.quad_norms-1].x, &quad_n[number.models-1][number.quad_norms-1].y, &quad_n[number.models-1][number.quad_norms-1].z);

//printf("Normal %d: %.10f %.10f %.10f\n",number.quad_norms-1, quad_n[number.models-1][number.quad_norms-1].x, quad_n[number.models-1][number.quad_norms-1].y, quad_n[number.models-1][number.quad_norms-1].z);
}

/* Vertex 1 */
fscanf(fp, "%s",txt);
if(strcmp(txt,"v")==0){

number.quad_verts++;

quad_v[number.models-1] = realloc(quad_v[number.models-1], (number.quad_verts * sizeof *quad_v[number.models-1]));
fscanf(fp, "%f %f %f\n", &quad_v[number.models-1][number.quad_verts-1].x, &quad_v[number.models-1][number.quad_verts-1].y, &quad_v[number.models-1][number.quad_verts-1].z);

//printf("Normal %d: %.10f %.10f %.10f\n",number.quad_verts-1, quad_v[number.models-1][number.quad_verts-1].x, quad_v[number.models-1][number.quad_verts-1].y, quad_v[number.models-1][number.quad_verts-1].z);

}

}}

}

free(txt);
fclose(fp);

}

int VBO(){

glGenBuffersARB = (PFNGLGENBUFFERSARBPROC) SDL_GL_GetProcAddress("glGenBuffersARB");
glBindBufferARB = (PFNGLBINDBUFFERARBPROC) SDL_GL_GetProcAddress("glBindBufferARB");
glBufferDataARB = (PFNGLBUFFERDATAARBPROC) SDL_GL_GetProcAddress("glBufferDataARB");
glDeleteBuffersARB = (PFNGLDELETEBUFFERSARBPROC) SDL_GL_GetProcAddress("glDeleteBuffersARB");

/* Triangles Normals */
glGenBuffersARB(1,&number.tri_vbon);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, number.tri_vbon);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, number.tri_norms*3*sizeof(tri_vert), (void *)tri_n[1] , GL_STATIC_DRAW_ARB );

/* Triangles Vertices */
glGenBuffersARB(1,&number.tri_vbo);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, number.tri_vbo);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, number.tri_verts*3*sizeof(tri_vert), (void *)tri_v[1] , GL_STATIC_DRAW_ARB );

/* Quads Normals */
glGenBuffersARB(1,&number.quad_vbon);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, number.quad_vbon);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, number.quad_norms*4*sizeof(quad_norm),(void *)quad_n[1] , GL_STATIC_DRAW_ARB);

/* Quads Vertices */
glGenBuffersARB(1,&number.quad_vbo);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, number.quad_vbo);
glBufferDataARB(GL_ARRAY_BUFFER_ARB, number.quad_verts*4*sizeof(quad_vert),(void *)quad_v[1] , GL_STATIC_DRAW_ARB );

}

void GenWindow(struct window *win){

win->width=1024;
win->height=768;
win->bpps=24;

SDL_Init(SDL_INIT_VIDEO);

SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER,1);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE,24);

SDL_SetVideoMode(win->width,win->height,win->bpps,SDL_OPENGL|SDL_FULLSCREEN);

glClearColor( 0, 0, 0, 0 );

glViewport(0,0,win->width,win->height);

glMatrixMode( GL_PROJECTION );

glLoadIdentity( );

printf("\n%dx%d@%d Window Created.\n", win->width, win->height, win->bpps);

}

void scene(struct window *win){

register float ratio = (float) win->width / (float) win->height;



glClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
glMatrixMode( GL_MODELVIEW );
glLoadIdentity( );


gluPerspective(50.0, ratio, 1.0, 10000);


GLfloat lightAmbient[] = {1.0f, 0.0f, 0.0f, 1.0f} ;

glEnable(GL_LIGHTING) ;
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lightAmbient) ;
GLfloat lightPosition[] = {9.7f, 9.0f, 0.0f, 0.0f} ;
GLfloat lightDiffuse[] = {1.0f, 1.0f, 1.0f, 1.0f} ;
GLfloat lightSpecular[] = {1.0f, 1.0f, 1.0f, 1.0f} ;

glEnable(GL_LIGHT0) ;
glLightfv(GL_LIGHT0, GL_POSITION,lightPosition) ;
glLightfv(GL_LIGHT0, GL_AMBIENT,lightAmbient) ;
glLightfv(GL_LIGHT0, GL_DIFFUSE,lightDiffuse) ;
glLightfv(GL_LIGHT0, GL_SPECULAR,lightSpecular) ;

glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_LINE_SMOOTH);
glShadeModel(GL_SMOOTH);
glDisable(GL_CULL_FACE);
glEnable(GL_DEPTH_TEST);
glHint(GL_PERSPECTIVE_CORRECTION_HINT,GL_NICEST);
glHint(GL_POINT_SMOOTH_HINT,GL_NICEST);


glTranslatef(i,n,-3.0f);

glRotatef(1.0f+mousex,0.0f,1.0f,0.0f);
glRotatef(1.0f+mousey,1.0f,0.0f,0.0f);


/* triangles */
glEnableClientState(GL_NORMAL_ARRAY);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, number.tri_vbon);
glNormalPointer(GL_FLOAT, 0, (char *)NULL);

glEnableClientState(GL_VERTEX_ARRAY);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, number.tri_vbo);
glVertexPointer(3, GL_FLOAT,0,(char *)NULL );

glDrawArrays(GL_TRIANGLES,0,number.tri_verts);
glDisableClientState(GL_VERTEX_ARRAY);

/* quads */
glBindBufferARB(GL_ARRAY_BUFFER_ARB, number.quad_vbon);
glNormalPointer(GL_FLOAT, 0, (char *)NULL);

glEnableClientState(GL_VERTEX_ARRAY);
glBindBufferARB(GL_ARRAY_BUFFER_ARB, number.quad_vbo);
glVertexPointer(3, GL_FLOAT,0,(char *)NULL);
glDrawArrays(GL_QUADS,0,number.quad_verts);

glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);

SDL_GL_SwapBuffers();

}

int main(int argc, char* argv[]){


struct window win;


LoadModel();
GenWindow(&win);
VBO();

SDL_EnableKeyRepeat(100,SDL_DEFAULT_REPEAT_INTERVAL);
SDL_ShowCursor(SDL_DISABLE);

do{

input(&win);
scene(&win);

}while(1);

return 0;}
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Old Sep 23, 2009, 09:38 PM   #16
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The RC6 of this driver is on AMD's site.

http://support.amd.com/us/kbarticles...icsdriver.aspx
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Old Sep 24, 2009, 05:06 AM   #17
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Quote:
Originally Posted by rflair View Post
The RC6 of this driver is on AMD's site.

http://support.amd.com/us/kbarticles...icsdriver.aspx
Will it also work with the HD4xxx series of cards?
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Old Sep 24, 2009, 05:17 AM   #18
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are 9.0 or 9.10rc7?
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Old Sep 24, 2009, 05:23 AM   #19
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9.10

@ Arghuin

Should work on 4xxx cards.
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Old Sep 24, 2009, 05:26 AM   #20
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Quote:
Originally Posted by spyre View Post
9.10

@ Arghuin

Should work on 4xxx cards.
i mean in the first post
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Old Sep 24, 2009, 06:13 AM   #21
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Any profile for Aion in those?
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Old Sep 24, 2009, 08:02 AM   #22
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big performance boost in Red Faction Guerilla. Fixed the following for me;

reduced stuttering when blowing buildings up
removed lag from menus
removed random freezing in heavy action
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Old Sep 24, 2009, 10:02 AM   #23
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for ATI. WDDM bug with hd2xxx series is fixed.
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Old Sep 24, 2009, 04:30 PM   #24
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Quote:
Originally Posted by Wagnard View Post
for ATI. WDDM bug with hd2xxx series is fixed.
ooh, i wonder if the early reply of 9.9 on ian's blog boosted the priority
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Old Sep 24, 2009, 05:53 PM   #25
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Quote:
Originally Posted by spyre View Post
9.10

@ Arghuin

Should work on 4xxx cards.
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Old Sep 25, 2009, 02:50 PM   #26
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thank's dude
MSI driver looks great to fixing NFS: shif performance
i've had testing on HD4870, fps increase up to around 40
but still drop around 25 fps some point/track
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Old Sep 25, 2009, 03:56 PM   #27
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Quote:
Originally Posted by titan_gx View Post
thank's dude
MSI driver looks great to fixing NFS: shif performance
i've had testing on HD4870, fps increase up to around 40
but still drop around 25 fps some point/track
SAME HERE, i RENAME EXE TO GRID.exe now my max fps at 1680x1050 4xMSAA 16xAF ALL MAX 4850CF can go 66fps.
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Old Sep 25, 2009, 04:03 PM   #28
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Quote:
Originally Posted by badboy View Post
Any profile for Aion in those?
Just rename aion.bin to aion.exe and run that exe
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Old Sep 25, 2009, 04:26 PM   #29
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My Overdrive tab is screwed up a bit. If i select the 2nd gpu core it shows 0 cpu spee 0 ram. Crossfire works fine despite that. Also if I try to load gpu-z my pc locks up.
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Old Sep 25, 2009, 06:05 PM   #30
the_Vandal+1
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Originally Posted by clerick View Post
My Overdrive tab is screwed up a bit. If i select the 2nd gpu core it shows 0 cpu spee 0 ram. Crossfire works fine despite that. Also if I try to load gpu-z my pc locks up.
It does that until you run a game every time you restart. After opening a game you can exit and it will be working like normal.
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