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Thread: AeroFly 5 und 3D-Grafikkarten

  1. #111
    Join Date
    Oct 2006
    Posts
    398

    Default

    Quote Originally Posted by Georgx View Post
    Hallo Jürgen,

    Im Wikipedia habe ich folgendes zur Einteilung der Serien gefunden:

    # HD 42x0: IGP
    # HD 43x0: Low-End
    # HD 45x0/46x0: Mainstream
    # HD 47x0/48x0: Performance
    # HD 48x0 X2: High-End (Modelle mit zwei GPUs auf einer Karte)

    # HD 5450 und 5550: Low-End
    # HD 5570 und 5670: Mainstream
    # HD 57xx und 5830: Performance
    # HD 5850/70 und 5970: High-End

    # HD 68xx: Performance
    # HD 69xx: High-End
    .........
    Gruss Georg
    Ich möchte nochmals auf das Thema zurückkommen.
    Grund: ich musste meinen PC als Garantiefall ersetzen.
    Nu habe ich eine "ATI ASUS 6850" Karte drin. Und bin begeistert!
    Frage:
    was bedeuten eigentlich diese "4xxx" "5xxx" "6xxx" Gruppen?
    Sind das "Preisklassen"? "Leistungsklassen" oder?
    Wozu dieser (unübersichtliche) Aufwand?
    Mit Dank und Gruss
    Jürgen

  2. #112
    Join Date
    Nov 2009
    Location
    Brandenburg
    Posts
    682

    Default

    Hallo Jürgen

    Das sind die Verschiedenen Grafikkarten Generationen.
    Wie bei Nvidia (Geforce 7,8,9 Serie usw.)
    Die zweite stelle (HD68xx) gibt die Leistungsklasse an.

    Im Falle der HD6800 Serie kann man aber von einem Rebranding sprechen.Da die Leistung teils auf höhe der HD5800 Serie liegt.



    Mfg
    Sven

  3. #113
    Join Date
    Oct 2006
    Posts
    398

    Default

    Danke!
    Also der Unterschied von früher "5700" zu neu "6850" ist deutlich.
    Gruss Jürgen

  4. #114
    Join Date
    Nov 2009
    Posts
    4

    Default Programm-Absturz mit Radeon 6870 Karte

    Hallo,

    ich habe meinem Rechner gerade eine neue Radeon HD 6870 Grafikkarte spendiert, nun funktioniert Aerofly jedoch überhaupt nicht mehr! Mit meiner alten GeForce GT 220 lief selbst die neue Version 5.7 einwandfrei, nur halt eben leider etwas ruckelig. Nach dem Upgrade auf die Radeon Karte mit neuester Catalyst Treiberversion 11.11 stürzt das Programm regelmäßig nach dem Laden der Szenerie ab. Manchmal dauert es 5 Sekunden, in der Regel friert Aerofly jedoch sofort ein.

    Hier meine tm.log Datei:

    tmmodule: (7 modules) (tmatmosphere,1) (tmsystimer,1) (tmrandom,2) (tmfile,4) (tmwinjoystick,10) (tmwinogl,10) (tmopenal,20)
    tmmodule: init modules=(tmsystimer=ok) (tmrandom=(seed=409349417) ok) done
    tmsyswin: Program version 5.7.1.1
    tmsyswin: Library Version 5.6, Copyright (C) 1999-2011, IPACS
    tmsyswin: http://www.ipacs.de
    tmsyswin: memory=(physical=8119MB, avail=0MB) (virtual=6469MB, avail=0MB) (16236 in use)
    tmsyswin: operating system=Microsoft Windows 7 Version 6.1 Service Pack 1 (Build 7601) Service Pack: Service Pack 1 (Build 7601)
    tmfile: loading tmfile 'config/main.mcf' = (4967 bytes) done
    tmsyswin: fullscreen modes=(1152x864x16x60) (1152x864x16x75) (1280x768x16x60) (1280x768x16x75) (1280x800x16x60) (1280x800x16x75) (1280x960x16x60) (1280x960x16x75) (1280x1024x16x60) (1280x1024x16x75) (1360x768x16x59) (rj-1360x1024x16x60) (rj-1360x1024x16x60) (rj-1360x1024x16x60) (rj-1360x1024x16x75) (rj-1360x1024x32x60) (rj-1360x1024x32x60) (rj-1360x1024x32x60) (rj-1360x1024x32x75) (1366x768x16x60) (1400x1050x16x59) (1440x900x16x59) (1440x900x16x75) (1600x900x16x59) (1600x1200x16x60) (1680x1050x16x60) (1920x1080x16x60) (1920x1080x16x29)
    tmsyswin: init window=(mdf=60Hz) (window=0x0x1920x1080) (client=1920x1080) (screen=1920x1080) (32bpp) (60Hz) (fullscreen)
    tmwinogl: initializing opengl= (samplebuffers=0) (colorbits=32) (stencilbits=8) (depthbits=24)
    tmwinogl: (compiling test shader= ok) (version=4.1) (compatibility profile) (vendor=ATI Technologies Inc.) (renderer=AMD Radeon HD 6800 Series ) (version=4.1.11251 Compatibility Profile Context)
    tmwinogl: opengl caps=(viewport=16384x16384) (texsize=16384) (texsize3d=8) (stencil=32) (texunits=16) (ps-texunits=0) (shading_language=4.10) (shader_max_vertex=16384) (shader_max_fragment=16384)
    tmwinogl: gl extensions=GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_tessellator GL_ARB_ES2_compatibility GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
    tmwinogl: wgl extensions=WGL_ARB_extensions_string WGL_ARB_pixel_format WGL_ATI_pixel_format_float WGL_ARB_pixel_format_float WGL_ARB_multisample WGL_EXT_swap_control WGL_ARB_pbuffer WGL_ARB_render_texture WGL_ARB_make_current_read WGL_EXT_extensions_string WGL_ARB_buffer_region WGL_EXT_framebuffer_sRGB WGL_ATI_render_texture_rectangle WGL_EXT_pixel_format_packed_float WGL_I3D_genlock WGL_NV_swap_group WGL_ARB_create_context WGL_AMD_gpu_association WGL_AMDX_gpu_association WGL_ARB_create_context_profile WGL_NV_float_buffer
    tmwinogl: extensions used=(anisotropic filter of 16.00) (texture array) (gpu shader4) (texture rgtc compression) (directstateaccess) (uniform_buffer_object) (drawelementsinstanced) (drawelementsbasevertex) (texturebufferobject) (occlusionquery) (tessellation) (swapcontrol)
    tmwinogl: gl: reducing max texture size from 16384 to 8192
    tmwinogl: gl: using depthmap texture array
    tmwinogl:
    tmopenal: init= (default=Generic Software) (0:Generic Software) (version=1.1) (1.1) ok
    sim:
    sim: FUNC RenderOpen BEGIN
    sim:
    tmxgltext: loading font (0) 'texture/fontbig.tff'=(512x256) (h=26) (nc=256) ok
    tmxgltext: loading font (1) 'texture/fontbig.tff'=(512x256) (h=26) (nc=256) ok
    tmxgltext: loading font (2) 'texture/console.tff'=(256x128) (h=15) (nc=256) ok
    tmxgltext: loading font (3) 'texture/font.tff'=(2048x2048) (h=17) (nc=65535) ok
    tminput: searching for input devices...(3)
    win32usbinput: searching usb interface (0,0)=(radiointerface) 6f986960
    tmwinjoystick: searching joysticks=(skipping IKARUS input)none
    tminput: 1 devices found= (USB Interface #1) (6f986960)
    tmmusic: (6 mp3 files found) (playlist = 0 songs)off
    sim: loading scenery 'scenery//augsburg'...
    tmscene: (8x8) (29x14) (r=5000.00) (sp=-0.16 -0.40 -29.37) (vp=-0.16 -0.40 1.63) (ambient=0.07 0.10 0.11) (diffuse=1.00 1.00 0.99) (sphereambient=0.19 0.20 0.20)
    tmscene: (8x8) (29x14) (r=5000.00) (sp=-16.18 69.21 -23.14) (vp=-16.18 69.21 1.86) (ambient=0.07 0.10 0.11) (diffuse=1.00 1.00 0.99) (sphereambient=0.19 0.20 0.20)
    tm_scenery_extras: found runway Asphalt
    tm_scenery_extras: found corners: -24.83 -10.30 0.08, -21.99 -19.23 0.08, 53.83 4.86 0.13, 50.99 13.79 0.10,
    tm_scenery_extras: found pivots: -15.60 -12.29 0.16, 41.52 5.86 0.16,
    tm_scenery_extras: found directions: 0.95 0.32 0.00, -0.95 -0.32 0.00,
    tm_scenery_extras: found runway Grass
    tm_scenery_extras: found corners: -100.00 75.00 0.03, -88.00 45.00 0.22, 45.00 90.00 0.04, 32.00 119.00 -0.33,
    tm_scenery_extras: found pivots: -74.00 67.00 0.20, 12.00 96.00 0.16,
    tm_scenery_extras: found directions: 0.95 0.32 0.00, -0.95 -0.32 0.00,
    tmxgltext: 146 textures using 124 MB
    tmcollision: init = (tris=46675, 9708400 bytes) (-1292.71 -3385.56 -44.22 - 2274.59 1849.41 77.52) (time=0.15s)
    tmcollision: (321 input objects) (1 base objects) (1 instance objects) (0 dynamic objects) (time=0.00s)
    tmfile: loading tmfile 'config/scenery-augsburg.tmc' = (857 bytes) done
    tmcollision: creating static collisionobjects quadtree = (objects=1) (-1292.72 -3385.57 -44.23) - (2274.60 1849.42 77.53)
    tm_scenery_extras: Loading Spot Landing Geometry 'scenery/augsburg/spot_landing01.tgb'
    tm_scenery_extras: Loading Spot Landing Geometry 'scenery/augsburg/spot_landing_heli.tgb'
    tmscene: scene bounding box = (-91.05 -3385.56 -3.19) (2274.59 1849.41 13.84)
    tmscene: max objects per cell = 253
    tmscene: shadowmap = 2048x2048 sp=4 (10.00 43.00 185.50 800.00 0.00 0.00 0.00)
    sim: done loading scenery (t=1.22s objects=315)
    sim:
    sim: windfieldinfo 0: resolution=1.00 min=(-500.00 -500.00 0.00) max=(500.00 500.00 100.00)
    tmwindfield: Setup Windfield with origin = (-500.0, -500.0, 0.0), size_xy = (1000.0m, 1000.0m), Grid relation (x:y): 1:1, MipMapLevels: 10, Resolution: (1.0m, 1.0m)
    tmwindfield: Windfield Map Load from file 'scenery/augsburg/windfield0.twd' successful
    tmscene: statistics = (objects=334) (transparent=4) (graphics=15) (graphicsbb=0) (dynamic=0) (decals=0) (water=0) (tris=100) (shadow faces=0) (btrees=0) (trees=0)
    tmfile: loading tmfile 'config/player0.mcf' = (2354 bytes) done
    sim: loading model 'sbach342'...
    sim: path='aircraft/sbach342' geometry='sbach342' physics='sbach342' paintscheme='' ...
    tmmodelmanager: assigning controller to receiver
    tmmodelmanager: model input channel Throttle Aileron Elevator Rudder Smoke
    sim: done loading model (t=0.51s, n=64, id=15)
    sim:
    tmfile: loading tmfile 'config/player1.mcf' = (2306 bytes) done
    tmfile: loading tmfile 'menu/settings.mcf' = (97683 bytes) done
    tmmodelmanager: (0:airfoil) (1:airfoil) (2:airfoil) (3:airfoil) (4:airfoil) (5:airfoil)
    tmmodelmanager: (6:airfoil) (7:airfoil) (8:airfoil) (9:airfoil) (10:airfoil) (11:airfoil) (12:airfoil) loading tmfile 'config/rc0-6f986960.tmc' = (73464 bytes) done
    tmmodelmanager: assigning controller to receiver
    tmmodelmanager: model input channel Throttle Aileron Elevator Rudder Smoke
    tmmodelmanager: assigning controller to receiver
    tmmodelmanager: model input channel Throttle Aileron Elevator Rudder Smoke
    sim_update: connecting to server www.aerofly.com= FAIL(-13,39)
    trackir: initializing trackir...
    trackir: DLL Location key not presentTrackIR dll not found (dll location: 'Error')
    tmxgltext: 484 textures using 223 MB
    sim:
    sim: FUNC RenderOpen END = 5.478503 sec
    sim:
    tm: calibrating radio deviations= 0 3 6 9 -16 25 -36 88
    license: license: tml file 'af5-c010.tml' = C010 0000 0507 0101 'aerofly5' 'C010-6F986960.lic' (activated=1)

    Wo liegt der Fehler?

  5. #115
    Join Date
    Dec 2009
    Posts
    40

    Default

    Ich habe die selbe Karte, aber keine Probleme mit Abstürzen. Trotzdem bin ich enttäuscht, weil ich mit dieser Karte und mit dem dazupassenden i7 Proizessor noch immer nicht die höchsten Grafikeinstellungen vornehmen kann. Bei Ultra ruckelt es gewaltig und die Frames liegen zwischen 15 und 30. Catalyst ist auf dem neuesten Stand. Übertakten habe ich versucht - hat nichts gebracht.

    Vielleicht muss man an der Karte direkt Einstellungen vornehmen.

  6. #116
    Join Date
    Oct 2009
    Location
    Berlin
    Posts
    547

    Default

    Quote Originally Posted by güpfl View Post
    Catalyst ist auf dem neuesten Stand.
    Welche Version hast du genau?
    Viele hier im Forum haben das behauptet und es hat sich herausgestellt, dass Windows nicht die neuesten Treiber vorgeschlagen hat.

    Grüße
    Jan

  7. #117
    Join Date
    Oct 2006
    Posts
    398

    Default

    Von blossem Auge ist zwischen "Ultra" und "Hoch" kein Unterschied festzustellen.
    Am meisten bringt die Qualität bei "Bäume" etwas mehr Speed. Auch "Schatten" bringt etwas.
    Am meisten "Wolken aus".
    "4D" ist und bleibt "grenzwertig". ATI 6850
    Untenstehende Version habe ich vor 2 Wochen installiert.
    Gruss Jürgen
    Attached Images Attached Images

  8. #118
    Join Date
    Nov 2009
    Location
    Brandenburg
    Posts
    682

    Default

    @güpfl

    Wie Jan schon schrieb,Treiber nicht per Windows suchen lassen.Immer direkt beim Hersteller schauen.

    Aktuel ist es der Catalyst 11.12

    AMD OpenGL 4.2 production support

    · AMD Catalyst 11.12 delivers official support for the OpenGL 4.2 specification

    AMD Eyefinity technology enhancements

    · Enables support for AMD HD3D technology when using a 3x1 Landscape Eyefinity display group, on supported DisplayPort 3D monitors.


    AMD Vision Engine Control Center enhancements for Dual Graphics

    · Improvements have been implemented to better facilitate the enabling and control of the Dual Graphics within the Vision Engine Control Center

    RESOLVED ISSUES

    Resolved Issues for the Windows 7 Operating System:

    This section provides information on resolved known issues in this release of the AMD Catalyst™ 11.12 software suite for Windows 7. These include:

    All required PAL formats are now correctly listed in the Vision Control Center on the HDTV support page.
    Playing Dirt2, Dirt3 and Portal2 in DirectX 9 mode no longer causes a random system hang.
    Portal 2 no longer displays random screen tearing when run in DirectX 9.
    Total War Shogun 2 no longer displays random corruption when played at low in game settings and 2x1 and 3x1 Eyefinity modes.
    Playing Lost Planet 2 in Eyefinity mode and Crossfire enable no longer randomly crashes.
    Portal 2 will no longer randomly crash when the GPU is switched to Low Power mode.
    Running Stalker Clear Sky in DirectX 10 mode in a Tri-Crossfire configuration no longer randomly hangs when in-game settings are set to high.
    Tom Clancy Endwar no longer randomly hangs with a pinstripe display.
    Playing Enemy Territory Quake Wars no longer generates a random system hang.
    Graphics corruption is no longer randomly exhibited while playing video clips using Windows Media Center.
    Doom 3 no longer experiences random corruption when Anti Aliasing is enabled.
    Crysis 2 no longer displays random flickering when run in DirectX9 mode.
    Far Cry2, Dragon 2, Homefront, Stalker: Metro 2033 and Bioshock 2 no longer display random flashing textures.
    Left 4 Dead 2 no longer experiences random hangs.
    HAWX2 no longer experiences random hangs when navigating in game menus.
    Lost Planet 2 and Dragon Age 2 no longer display random flickering when run in DirectX 9 mode.


    Resolved Issues for the Windows Vista Operating System:

    This section provides information on resolved known issues in this release of the AMD Catalyst™ 11.12 software suite for Windows Vista. These include:

    Random ghosting is no longer observed while playing Dragon Age 2 in Crossfire mode.
    Character Avatars no longer flash in Dragon Age 2 in Crossfire mode.
    Stalker – Clear Sky no longer displays random black horizontal lines on initial startup.
    Playing Tom Clancy HAWX 2 in Eyefinity mode no longer generates a random system reboot.
    Random choppy Flash playback is no longer experienced.
    Running Civilization V in DirectX 11 mode no longer crashes randomly when run at medium and high in-game settings.
    F1 2010 no longer hangs intermittently on launch.
    Flashing textures are no longer randomly observed while playing Bulletstorm.
    Dead Space 2 no longer hangs randomly.


    mfg
    Sven

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