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Topic Title: Doom 3
Topic Summary: Max Settings Problem
Created On: 09/06/2007 12:07 PM
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 09/06/2007 12:07 PM
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Linux Ninja

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Joined: 11/24/2003

Hey, I play Doom 3 on full settings but for some reason when I try to bump up AA to 16* it will reset to like 640(480) with all goodies turned off.

Why is it that a 320Mb 8800GTS @ stock cannot seem to handle that.

I have a feeling that it is more software related to be frank, seeing as though last time I ran 3dMark06 I got 9k (full stock settings).
 09/06/2007 04:47 PM
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Senior Member

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This happens to me too - just stopped trying in the end - all i could suggest is that you download the latest patch and hope for the best...


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 09/09/2007 07:42 PM
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Linux Ninja

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Apparently, to run 16* you need over 500Mb in your video card.

Also, a quote from the replyee:

"One thing that may be a factor is that when running the game in "ultra" you need a video card with 512 MB of on board video memory and you only have 320 MB. For something like this where the game is running and you are just trying to maximize the settings you should try a tweak guide. Go to and read through that to see if that can help. Also your video card did not even exist when the game was created so there was no way to optimize the game to run on the Geforce 8 series with all the setting set to the maximum allowable position. Honestly with this game I can't tell the difference between x8 and x16 AA. I think you can see the difference better on a Direct 3D game than on Open GL games."
 09/11/2007 06:15 AM
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Obsolete unoptimized engine.
Use the latest patch the high-res rexture patch and the PhxnVidia-fairTexturing mod.


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 09/11/2007 10:58 AM
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Linux Ninja

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I think I will give that a try, Overmind. You can confirm that this works first-hand, of course?
 09/11/2007 05:42 PM
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Linux Ninja

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Overmind, could you link me to the latter two suggested patches please?
 09/12/2007 07:23 AM
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1. Patch:
2. Textures:;72779
3. Optimize:

[Cache Tweaks]

The following commands control the image cache, which if enabled and set correctly can help smooth FPS and may also boost performance:

image_useCache [0,1] - If set to 1, uses background loading to cache image information. This may not necessarily improve framerate performance, but it does assist in smoothing out frame rates and reducing loading pauses. Note that the image_cacheMinK (see below) size must be raised from its default otherwise the game will crash when using this setting. Once this setting is enabled, the actual cache value is set in the image_cacheMegs setting below.

image_cacheMegs [Megabytes] - Determines the maximum amount of system memory to allocate to temporary loading of full-sized precompressed images if the cache is enabled by setting image_useCache to 1. Note that since this caching only applies to precompressed images, using the Ultra Quality setting will render this setting useless, since at Ultra quality no texture compression is used. Since a cache is only a temporary holding area, and not the place where the entire game is meant to reside, do not raise this value to something extremely high as that will simply reduce the available memory for the rest of Doom 3. Try a value of 128MB for those with 512MB of system RAM, and if you have 1GB or more of RAM, you can try a higher value like 196MB or 256MB for example. Do not automatically set this to half your system RAM or some monstrous amount.

image_cacheMinK [KiloBytes] - This setting determines the minimum size in KB for precompressed image files to be loaded into the cache. To make sure most image files can be loaded, and to also prevent a system crash when enabling caching, select a value like 3072 to start with. Raising this setting may improve caching, but it may also hinder caching if most textures are below the size you specify, so don't just raise this value for the ***** of it.

[Graphics Tweaks]

r_brightness [value] - Determines the overall brightness for the game. You can adjust this using the slider in the main options menu (See In-Game settings), however if you want to fine tune it you can do so here. Has no performance impact.

r_gamma [value] - Determines the gamma level (essentially a form of brightness) for the game. Raising this value too high can make the game image appear washed out. Has no performance impact.

r_displayRefresh [Hz] - Determines the refresh rate used when Doom 3 is launched. You should already be getting the maximum refresh rate possible on your monitor when playing Doom 3 through the use of a refresh rate fix (See my ATI Catalyst Tweak Guide for a link and instructions for both Nvidia and ATI users), however if you want to set this manually, determine the supported maximum refresh rate on your monitor for the resolution you've chosen for Doom 3 (e.g. I run Doom 3 at 1280x1024, and my monitor can do 85Hz maximum at this resolution), and set this variable to that value.

r_multiSamples [0,2,4,8,16] - This setting determines the level of Antialiasing samples used. This can be set using the in-game menus (See In-Game Settings section). The numerical values here are 0 which is no antialiasing, 2, 4, 8 and 16.

com_videoRam [MB] - Shows the detected amount of video memory on your graphics card in MB. If this value is incorrect, set it to the correct value to improve performance.

cm_backFaceCull [0,1] - If set to 1, removes all polygons behind the direction the player is facing - that is, all the things the player cannot see. This can improve performance, but if you experience any visual anomalies set this back to 0. Note it's cm_backFaceCull, not com_backFaceCull.

com_purgeAll [0,1] - If set to 1, discards all data between level loads. Can increase loading times noticeably but may help reduce in-game pauses.

com_machineSpec [-1,0,1,2,3] - Shows the currently detected machine specification level, with the choices being -1 - Not detected, 0 - Low quality, 1 - Medium quality, 2 - High quality, and 3 - Ultra quality.

com_fixedTic [-1,0,1] - If set to 0 (the default) Doom 3's ticrate is capped at 60FPS, meaning the game framerate cannot exceed this, except when running a timedemo. If you want to remove this cap, set com_fixedTic to -1. Setting it to 1 removes the cap, but causes the game physics to go out of sync. Removing the FPS cap doesn't necessarily improve performance, and can lead to more variable framerates. Note that com_fixedTic -1 doesn't work as of the latest patch.

setMachineSpec - Detects your system hardware and sets the value for com_machineSpec (See above).

execMachineSpec - Executes all the relevant config files and sets variables based on the machine specifications provided by the com_machinespec variable. For example, if you raise your machine spec to 3 using "com_machinespec 3", then running the command "execMachineSpec" will change all your settings and config variables to the ones appropriate to a machine suited for Ultra quality performance (i.e very high end).

r_vertexBufferMegs [Megabytes] - This setting controls how many MB are allocated to the vertex buffer. Increasing this value will see a performance improvement on most systems, so try increasing it to 48MB or 64MB.

r_orderIndexes [0,1] - If set to 1, reorganises indexes to optimize vertex use. This improves rendering performance.

r_usePortals [0,1] - If set to 1, uses portals to perform area culling, otherwise everything is drawn. Setting this to 1 provides the best performance.

r_useOptimizedShadows [0,1] - When set to 1, uses the dmap generated static shadow volumes, which provides optimal performance.

r_lightScale [value] - All light sources are multiplied by this value. Increasing this value increases the intensity of all visible light sources. Basically it makes light sources brighter the higher the value.

r_skipParticles [0,1] - If set to 1, this disables all particle effects, including smoke, fog, steam etc. This can dramatically improve performance in areas with these effects, however it can reduce realism greatly as well.

r_skipDiffuse [0,1] - If set to 1, disables diffuse lighting. This improves performance, but also darkens areas where such lighting is used since no lighting is used to replace the removed diffuse lighting.

r_skipUpdates [0,1] - If set to 1, lighting is not updated, meaning all lighting will become static (fixed direction and intensity). This can improve performance significantly, but reduces realism.

r_skipDeforms [0,1] - If set to 1, any material which can be deformed will remain in its original state.

r_skipFogLights [0,1] - If set to 1, disables all fog lights which can improve performance.

r_skipTranslucent [0,1] - If set to 1, disables translucent rendering, which can improve performance (but reduce realism) in such areas.

r_skipInteractions [0,1] - If set to 1, disables all light interactions with surfaces, effectively making almost all surfaces black.

r_skipMegaTexture [0,1] - If set to 1, uses only the lowest level images. This improves performance at the cost of lower image quality for some surfaces.

r_skipGuiShaders [0,1,2,3] - If set to 1, this removes all Graphical User Interfaces (GUIs) in the game (i.e. computer terminals, security screens etc.), if set to 2, GUIs aren't drawn but they can still be interacted with, if set to 3 they will be drawn, but cannot be interacted with. These settings can improve performance but obviously reduce playability.

r_useShadowCulling [0,1] - If set to 1, tries to remove shadows from partially visible lights. This provides optimal performance.

r_useLightCulling [0,1,2,3] - Determines the light culling method. 0 is no culling, 1 is box culling, 2 is the exact clip of polyhedron faces, and 3 also includes areas. This should be set to 3 for optimal performance. Other methods can reduce visual anomalies with lighting but will reduce performance.

r_useCulling [0,1,2] - Determines the object culling method. 0 is no culling, 1 is sphere culling and 2 is sphere and box culling. Setting this to 2 provides optimal performance, but other methods can be tried to reduce visual anomalies.

r_renderer [best, arb, arb2, cg, exp, nv10, nv20, r200] - Determines the rendering path to use. Some renderers can't run on certain hardware - for example cg is an Nvidia rendering language and can't run on ATI cards. You can experiment with these to see which is best on your system, as I haven't had the chance to test these on various hardware.

r_ignoreGLErrors [0,1] - This setting should be set to 1, to ignore OpenGL errors. Most people will have one or two OpenGL errors throughout the game, and these don't seem to affect gameplay.

r_znear [value] - This setting determines the distance at which z-buffer clipping occurs. The default value is 3, and lower values can result in graphical anomalies for distant objects but improve performance, while higher values may help reduce any z-buffer graphical anomalies, but may reduce performance.

r_useInfiniteFarZ [0,1] - If set to 1, this uses the no-far-clip-plane trick which provides optimal performance.

r_useStateCaching [0,1] - This option should be set to 1 for optimal performance, as it caches OpenGL state changes.

r_useIndexBuffers [0,1] - If set to 1, uses ARB_vertex_buffer_object for indexes. This can actually reduce performance, so set to 0.

r_useVertexBuffers [0,1] - If set to 1, uses ARB_vertex_buffer_object for vertexes, which improves performance.

r_useCachedDynamicModels [0,1] - If set to 1, uses cache snapshots of dynamic models which improves performance.

r_useTwoSidedStencil [0,1] - If set to 1, optimizes the processing of stencil shadows.

r_useTurboShadow [0,1] - If set to 1, uses the infinite projection with W technique for dynamic shadows which improves performance without a noticeable drop in image quality.

r_useShadowVertexProgram [0,1] - If set to 1, does the shadow projection in the vertex program on graphics cards with this capability. If you set this to 1 and experience problems or a crash, it is because your graphics card does not support this functionality.

r_useShadowProjectedCull [0,1] - If set to 1, removes polygons which would fall completely inside shadows, optimizing performance.

r_useTripleTextureARB [0,1] - If set to 1, this allows graphics cards with 3+ texture units do a two pass instead of three pass which improves performance. Set this to 1 and if you experience problems, your graphics card does not support this function.

r_useConstantMaterials [0,1] - If set to 1, this setting uses pre-calculated material registers if possible, improving performance.

r_useNV20MonoLights [0,1] - If set to 1, this option uses optimized rendering for mono lights.

r_mode [-1,3,4,5,6,7,8] - This setting determines the resolution, as set in the in-game menus under Screen Size (See In-Game Settings section). The mode values are 3 = 640x480, 4 = 800x600, 5 = 1024x768, 6 = 1152x864, 7 = 1280x1024 and 8 = 1600x1200. Note, you can use -1 for r_mode, and this tells the game to use the values for r_customHeight and r_customWidth to set screen width and height - this is useful for allowing things like widescreen mode.

r_aspectratio [0,1,2] - This setting allows you to set the aspect ratio of the image, which is mainly used for displaying on TVs. The options are 0 = 4:3 (normal), 1 = 16:9 (standard widescreen), and 2 = 16:10 (nonstandard).

r_useLightPortalFlow [0,1] - If set to 1, this uses a use a more precise area reference determination for lighting. Setting this to 0 improves performance but may result in graphical anomalies.

g_projectileLights [0,1] - If set to 1, allows dynamic lights for projectiles. Setting this to 0 can improve performance in combat.

g_doubleVision [0,1] - If set to 1, shows a blurry "double vision" effect when taking damage. Setting this to 0 removes this effect and can improve performance when taking damage.

g_muzzleFlash [0,1] - If set to 1, shows a flash from the muzzle of weapons that are firing. If set to 0, this effect is disabled, which can improve performance.

g_showBrass [0,1] - If set to 1, visible shells will be ejected from weapons. If set to 0, no visible shells will be ejected, and performance may be improved in heavy combat.

g_showHud [0,1] - If set to 1, this enables the Heads Up Display (HUD). If set to 0, this removes the HUD from view, which may give a minor performance improvement. This command is most useful for taking "clean" screenshots (i.e. without the HUD).

g_showPlayerShadow [0,1] - If set to 1, the player will cast a shadow when standing near lights. If set to 0, the player casts no shadow, which improves performance.

g_nightmare [0,1] - If set to 1, Nightmare difficulty level can now be selected on the main menu screen. If set to 0, this option is disabled. Normally players must complete the entire game before Nightmare mode is enabled.

g_bloodEffects [0,1] - If set to 1, full blood effects (blood sprays, splattering etc.) is enabled. If set to 0, this is removed, which may yield a small performance improvement in heavy combat.

g_skipViewEffects [0,1] - If set to 1, removes various view-related special effects like the damage effects (double vision). This can improve performance.

g_fov [angle] - Specifies the angle for the Field of View (FOV). The wider the angle, the larger the field of vision for the player, giving a "fish eye" view in effect, however performance will be reduced. The smaller the angle, the higher the performance. The default of 90 is recommended, but players can try 85 which is a value used in some other games and will gain a slight boost in FPS. In multiplayer, g_fov can only be changed between 90 and 110.

g_skipFX [0,1] - If set to 1, disables certain special effects (I'm unclear on which). This can improve performance.

g_skipParticles [0,1] - If set to 1, disables certain particle effects (does not include smoke, dust, fog effects etc). This can improve performance, particularly in areas which use these effects to a large extent, but realism will be reduced.

image_usePrecompressedTextures [0,1] - When set to 1, all textures will be precompressed, resulting in less video memory being used and hence smoother performance on most machines. There may be some minor compression artifacts on textures, but these are hardly noticeable. If set to 0, this setting will force realtime compression on textures which results in reduced image quality and performance. Note that if this setting is set to 0 and the image_useCompression setting is also set to 0, uncompressed textures will be used for highest image quality, but performance will suffer and you will get more small pauses depending on the amount of Video RAM on your graphics card, so on balance this should be set to 1.

image_useNormalCompression [0,1,2] - Specifies the compression method used for textures. 0 disables normal map compression for the highest image quality for textures, 1 is 256 color compression (if available), which gives the best performance but provides the most compression artifacts, while 2 is rxgb compression. When combined with the setting above and below, setting this to 0 provides optimal image quality for minimal performance hit.

image_useCompression [0,1] - When set to 1, compression is used - with the method of compression specified in the image_useNormalCompression variable. Compression provides the fastest performance by reducing the size of all textures and light maps, but there are some (minor) compression artifacts. When set to 0, precompressed textures are still used, but realtime compression is not used if image_useNormalCompression and image_usePrecompressedTexures are activated. This results in better image quality, but slower performance particularly during periods when precompressed textures are not used.

image_preload [0,1] - If set to 1, Doom 3 attempts to preload most images in the background, meaning less loading pauses during the game but longer loading times. If set to 0, images are loaded dynamically as needed, meaning more loading pauses during the game. 1 is the recommended setting.

image_lodbias [value] - Determines the Level of Detail (LOD) bias for mipmapped images. The higher the number, the less detail is visible on surrounding objects. This can improve performance, but reduces image quality. The default is 0, and values above 1 reduce detail quite heavily, so experiment with fractional values such as 0.2 or 0.5.

image_anisotropy [1,2,4,8] - This setting determines the level of Anisotropic Filtering used in Doom 3. Valid values are 1, 2, 4, and 8. The higher the value, the lower your performance, but the crisper textures will appear in the distance. Note that 1 is the lowest you can set for Anisotropic - 0 will simply default back to 1. Also note that if you have forced Anisotropic Filtering in your graphics card's control panel, it will override this setting, so for optimal performance set the Anisotropic Filtering level in your control panel to 'Application Preference', and adjust the level here.

image_filter [GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR_MIPMAP_LINEAR] - Determines the OpenGL texture filtering method to use on textures by default. GL_LINEAR_MIPMAP_LINEAR is Trilinear Filtering, however if you want a performance boost without any noticeable image quality loss, change this setting to GL_LINEAR_MIPMAP_NEAREST which is Bilinear Filtering.

I can send you a pre-optimized file, but I don't remember if I have it any more. Long time no doom for me.


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