I think they will release the driver today.On the AMD Game Forums is posted the Catalyst 7.12 Windows Release Notes : http://forums.amd.com/game/messagevi...&enterthread=y
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7.12 - speculation time...
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looks like windows users aren't happy with their ati drivers as well.
now that's pretty surprising for a change. here i was thinking that ati simply doesn't care about linux. but it turns out that windows team has its own share of problems.
edit. just looking at the amount of fixes in windows release made me feel kinda jealous. i wonder when will fglrx have that much attention [never?]Last edited by yoshi314; 20 December 2007, 09:32 AM.
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Yeah, that is the most evil thing about fglrx, when radeon driver refused to build with pageflipping support, I forced it to do that and it's working...
I just want less b0rken AIGLX support... but as long as compositing in KDE4 sucks lemons, I don't care that much.
My Compiz is also badly screwed up
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Originally posted by ferreira View PostHaha, they got a bunch of crappy fixes, just like us xD
And keep in mind, yoshi314, that most of their fixes are for particular games, while our problems are more general and probebly can't be fixed by some ugly hack...
Combine this with any issues alluded to from the thread over there, it's a mess for anyone using AMD parts right now, I suspect.
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Originally posted by yoshi314 View Postwell, taking games aside there's still about 20-something fixes, i guess. i don't know if they're very complex or simple one-liners, for obvious reasons :]
Flickering or corrupted rendering of textures is typically due to an "incorrectly" specified shader or similar problem. NVidia's shader compiler on GLSL is a little more tolerant of some things being wrong in your shader specification and will correct your shader code on the GPU machine code side of things. AMD's will do whatever you ask of it in many cases- and if you fail to supply some critical values for some of your calculations, you can end up with their GPU rendering things goofy. There's instances of NVidia's shader compiler doing the same thing and AMD's doing the right things, but it's my understanding that they're fewer and farther between. The end result is that you end up with games going out with busted shaders (they ARE busted...) and the studios not knowing that they have a bug in their game code because they developed on NVidia and didn't ever really test against AMD, or vice versa.
Corruption in a Crossfire mode is usually due to a mis-management of resources (memory contention, etc. within effectively an SMP GPU configuration...).
AA setting problems are usually due to a card not having the resources to attempt the setting, the driver advertising that it can do it (when it obviously can't), and then doing all the wrong things including locking up the title when they ask for the mode it can't do. Sometimes, it's due to the game just bulling ahead with a setting even though it KNOWS that the card can't do it.
Heh... The shader type issues I can forgive- the studios need to a better job of checking their stuff against multiple hardware brands capable of handling the task of playing their game. The Crossfire and AA issues are less forgiveable, with the AA issues being moreso than the Crossfire ones.
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NVidia's shader compiler on GLSL is a little more tolerant of some things being wrong in your shader specification and will correct your shader code on the GPU machine code side of things.
ati's shader compiler strictness is inhuman :]
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