also, nachdem ich den dna driver installiert habe kann ich zumindest wieder zocken ohne das es einfriert(bis jetzt jedenfalls). habe nur hier und da leichte fehler ingame, wie der screenshot oben zeigt.
@bulle, ja das proggi hab ich drauf, komme aber nicht so zurecht wenn ich ehrlich bin. hab das mal da raus kopiert:
Informationsliste Wert
Grafikprozessor Eigenschaften
Grafikkarte Sapphire Radeon X700 SE
GPU Codename RV410
PCI-Geräte 1002 / 5E4F
Transistoren 110 Mio.
Fertigungstechnologie 0.11 um
Bustyp PCI Express x16 @ x16
Speichergröße 256 MB
GPU Takt 398 MHz (Original: 400 MHz)
RAMDAC Takt 400 MHz
Pixel Pipelines 4
Textureinheiten (TMU) / Pipeline 1
Vertex Shaders 6 (v2.0)
Pixel Shaders 1 (v2.0)
DirectX Hardwareunterstützung DirectX v9.0
Pixel Fillrate 1592 MPixel/s
Texel Fillrate [ TRIAL VERSION ]
Speicherbus-Eigenschaften
Bustyp DDR
Busbreite 128 Bit
Tatsächlicher Takt 250 MHz (DDR) (Original: 250 MHz)
Effektiver Takt 500 MHz
Bandbreite [ TRIAL VERSION ]
Speicher Timings
CAS Latency (CL) 4T
RAS To CAS Delay (tRCD) 5T
RAS Precharge (tRP) 5T
RAS Active Time (tRAS) 10T
Row Refresh Cycle Time (tRFC) 18T
RAS To RAS Delay (tRRD) 2T
Write Recovery Time (tWR) 3T
Grafikprozessorhersteller
Firmenname ATI Technologies Inc.
Produktinformation
http://www.ati.com/products/gamer.html
Treiberdownload
http://www.ati.com/support/driver.html
Driver Update
http://driveragent.com?ref=59
dann habe ich ein programm namens "shadermark" laufen lassen, heraus kam das, ich wer da aber nich schlau draus:
ShaderMark v2.1 - DirectX 9 HLSL Pixel Shader Benchmark - ToMMTi-Systems (
http://www.tommti-systems.com)
video mode / device info
(1024x768) X8R8G8B8 (D24X8) vram used 123731968
HAL (pure hw vp): RADEON X700 SE (DNA-ATi 4.4.5.10a-32&64x) (Anti-Detect-Mode: off, gamma correction: DAC)
options
pixel shader version: Pixel Shader 2_b - all fp32
results:
shader 1 ( Pixel Shader Precision Test): pixel shader 1.1 full precision: s16e7
( Pixel Shader Precision Test): pixel shader 1.4 full precision: s16e7
( Pixel Shader Precision Test): pixel shader 2.0 full precision: s16e7
( Pixel Shader Precision Test): pixel shader 2.0 partial precision: s16e7
( Pixel Shader Precision Test): pixel shader 3.0 full precision: s0e0
( Pixel Shader Precision Test): pixel shader 3.0 partial precision: s0e0
shader 2 ( Per Pixel Diffuse Lighting - ps_2_b):; 218;fps; 4;mspf; 1088;rendered frames
shader 3 ( Per Pixel Directional Light Shader (Phong) - ps_2_b):; 148;fps; 6;mspf; 740;rendered frames
shader 4 ( Per Pixel Point Light Shader (Phong) - ps_2_b):; 159;fps; 6;mspf; 796;rendered frames
shader 5 ( Per Pixel Spot Light Shader (Phong) - ps_2_b):; 122;fps; 8;mspf; 609;rendered frames
shader 6 ( Per Pixel Anisotropic Lighting - ps_2_b):; 148;fps; 6;mspf; 739;rendered frames
shader 7 ( Per Pixel Fresnel Reflections - ps_2_b):; 140;fps; 7;mspf; 702;rendered frames
shader 8 ( Per Pixel Car Surface Shader - ps_2_b):; 66;fps; 15;mspf; 332;rendered frames
shader 9 ( Per Pixel Environment Mapping - ps_2_b):; 294;fps; 3;mspf; 1472;rendered frames
shader 10 ( Per Pixel Environment Bump Mapping - ps_2_b):; 167;fps; 5;mspf; 836;rendered frames
shader 11 ( Per Pixel Bump Mapping - ps_2_b):; 138;fps; 7;mspf; 688;rendered frames
shader 12 ( Per Pixel Shadowed Bump Mapping - ps_2_b):; 50;fps; 20;mspf; 249;rendered frames
shader 13 ( Per Pixel Veined Marble Shader - ps_2_b):; 66;fps; 15;mspf; 331;rendered frames
shader 14 ( Per Pixel Wood Shader - ps_2_b):; 83;fps; 12;mspf; 416;rendered frames
shader 15 ( Per Pixel Tile Shader - ps_2_b):; 58;fps; 17;mspf; 292;rendered frames
shader 16 ( Per Pixel Refraction and Reflection Shader with Phong Lighting - ps_2_b):; 47;fps; 21;mspf; 236;rendered frames
shader 17 ( Per Pixel BRDF-Phong/Anisotropic Lighting - ps_2_b):; 87;fps; 11;mspf; 435;rendered frames
performance impact of heavy alpha blending
shader 18 ( Fur Shader With Anisotropic Lighting - ps_2_b):; 10;fps; 100;mspf; 50;rendered frames
performance impact of multiple shaders switches
shader 19 ( Combination Effect - ps_2_b):; 21;fps; 48;mspf; 104;rendered frames
performance impact of dynamic flow control
shader 20 ( Dual Layer 8x8 PCF Shadow Mapping without Flow Control - ps_2_b):; 9;fps; 111;mspf; 45;rendered frames
shader 21 ( not supported)
performance impact of floating point filtering
shader 22 ( High Dynamic Range Shader - low quality version without filtering - ps_2_b):; 44;fps; 22;mspf; 221;rendered frames
shader 23 ( not supported)
shader 24 ( High Dynamic Range Shader - high quality without fp filtering - ps_2_b):; 31;fps; 32;mspf; 153;rendered frames
performance impact of multiple render targets
shader 25 ( Per Pixel Edge Detection And Hatching Shader using 1 RT and 2 Passes - ps_2_b):; 24;fps; 41;mspf; 122;rendered frames
shader 26 ( Per Pixel Edge Detection And Hatching Shader using 2 RTs and 1 Pass - ps_2_b):; 25;fps; 39;mspf; 126;rendered frames