Download: AMD Radeon Software Crimson ReLive 17.3.3

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I *think* Bioware is going to release a patch soon that adds that "RenderDevice.AmdCrossfireenable 1" option to the game engine, because as of now, that particular command does not exist in the console command list. Odd that AMD would release the drivers before anybody could actually use the CF profile, but I guess something is to be said for them being early rather than months late. OTOH, my Nvidia 1080 box has had a SLI profile since launch.
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I *think* Bioware is going to release a patch soon that adds that "RenderDevice.AmdCrossfireenable 1" option to the game engine, because as of now, that particular command does not exist in the console command list. Odd that AMD would release the drivers before anybody could actually use the CF profile, but I guess something is to be said for them being early rather than months late. OTOH, my Nvidia 1080 box has had a SLI profile since launch.
Yeah, I was thinking the same, that Bioware needs to activate that crossfire but I also read about a guy who played Battlefield 1 trial and didn't support crossfire, it worked after he bought the full game and the game did an update..so maybe it's that, when the full game releases there will be an update with it to activate that crossfire. Is the SLI working with Andromeda trial? are you playing the trial? I agree, is good for AMD to release early anyway than what they did with witcher 3, releasing after 2 weeks or so....
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You can add commands that are not part of the default console settings, those only include a (very, very.) small list of whitelisted cvars. πŸ™‚ If one dumps the text strings of the game you'll find several hundred more cvars. πŸ™‚ Small example taking a few of the ones around the Crossfire cvar AMD listed: DebugInfoEnable WarpDriverEnable DebugBreakOnErrorEnable DebugInfoOutputEnable DebugBreakOnInfoEnable DebugBreakOnWarningEnable MultiGpuValidationEnable DebugBreakIgnoredIDs NvApiEnable DxDiagDriverDetectionEnable AmdRectPrimitiveEnable AmdQuadPrimitiveEnable AmdCrossfireEnable DepthBoundsExtensionEnable NvidiaMinDriverVersion MinDriverRequired AmdMinDriverPackagingVersion AmdMinDriverVersion PixProfilingEnable IntelMinDriverVersion DxDisplaySettings DxDisplaySettings-Array DriverInternalThreadingEnable RefDriverEnable DrawMemoryGraph GetDeviceRemovedReasonEnable NvPerfHudEnable MemoryPoolsEnable Which can either be used via user.cfg but if the cvar needs to be loaded earlier than user.cfg is initialized then a direct command as shown in the 17.3.3 release notes will work. πŸ™‚ (Pretty similar to Unreal Engine and Cry Engine I believe.) EDIT: And yeah it doesn't list the group they're under so that could be some guesswork. They are for the most part grouped in the dumped strings though so if you find one for RenderDevice you can find the others near it, same for Render or WorldRender to name a few. πŸ™‚ And for dumping text strings I use this: https://technet.microsoft.com/en-us/sysinternals/processexplorer Right click on a process, go to strings and just save the results. (Some games might load them into memory so you might need to switch from image to memory and then dump that, or just dump both image and memory strings.) EDIT: [spoiler] DebugInfoEnable WarpDriverEnable DebugBreakOnErrorEnable DebugInfoOutputEnable DebugBreakOnInfoEnable DebugBreakOnWarningEnable MultiGpuValidationEnable DebugBreakIgnoredIDs NvApiEnable DxDiagDriverDetectionEnable AmdRectPrimitiveEnable AmdQuadPrimitiveEnable AmdCrossfireEnable DepthBoundsExtensionEnable NvidiaMinDriverVersion MinDriverRequired AmdMinDriverPackagingVersion AmdMinDriverVersion PixProfilingEnable IntelMinDriverVersion DxDisplaySettings DxDisplaySettings-Array DriverInternalThreadingEnable RefDriverEnable DrawMemoryGraph GetDeviceRemovedReasonEnable NvPerfHudEnable MemoryPoolsEnable GBufferPoolEsramBudget DepthBufferPoolEsramBudget NormalBasisPoolEsramBudget OATSPoolEsramBudget HDRTarget0EsramBudget LinearDepthBufferPoolEsramBudget DistortionPoolEsramBudget HDRTarget1EsramBudget ShadowAccPoolEsramBudget ShadowSlicePoolEsramBudget HalfDepthBufferPoolEsramBudget TracePoolEsramBudget HalfResColorPoolEsramBudget HalfLinearDepthBufferPoolEsramBudget HalfResColor2PoolEsramBudget HalfResColor1PoolEsramBudget VelocityBufferPoolEsramBudget ShadowArrayPoolEsramBudget BlurPyramidPoolEsramBudget RenderTargetPoolEsramBudget BaseDisplaySettings-Array SSREsramBudget RenderFormat_Unknown BaseDisplaySettings RenderFormat_R4G4B4A4_UNORM RenderFormat_R4G4_UNORM RenderFormat_B5G6R5_UNORM RenderFormat_R5G6B5_UNORM RenderFormat_R8_UNORM RenderFormat_R5G5B5A1_UNORM RenderFormat_R8_SRGB RenderFormat_R8_SNORM RenderFormat_R8_SINT RenderFormat_R8_UINT RenderFormat_R8G8_SNORM RenderFormat_R8G8_UNORM RenderFormat_R8G8_UINT RenderFormat_R8G8_SRGB RenderFormat_R8G8B8_UNORM RenderFormat_R8G8_SINT RenderFormat_R8G8B8A8_UNORM RenderFormat_R8G8B8_SRGB RenderFormat_R8G8B8A8_SRGB RenderFormat_R8G8B8A8_SNORM RenderFormat_R8G8B8A8_SINT RenderFormat_R8G8B8A8_UINT RenderFormat_B8G8R8A8_SRGB RenderFormat_B8G8R8A8_UNORM RenderFormat_R11G11B10_FLOAT RenderFormat_R10G11B11_FLOAT RenderFormat_R10G10B10A2_UINT RenderFormat_R10G10B10A2_UNORM RenderFormat_R16_FLOAT RenderFormat_R9G9B9E5_FLOAT RenderFormat_R16_SNORM RenderFormat_R16_UNORM RenderFormat_R16_SINT RenderFormat_R16_UINT RenderFormat_R16G16_UNORM RenderFormat_R16G16_FLOAT RenderFormat_R16G16_UINT RenderFormat_R16G16_SNORM RenderFormat_R16G16B16A16_FLOAT RenderFormat_R16G16_SINT TimerQueueEnable DmaQueueEnable FmaskEnable AdvancedMsaaEnable FramePacingMethod OcclusionQueryCopyEnable FramePacingSpikeFilterThreshold FramePacingDampeningFactor TimestampQueriesEnable FramePacingHistorySize QuadListEnable DepthBoundsEnable CmdBufferOptimizePipelineSwitch RectListEnable CmdBufferOptimizeGpuSmallBatch CmdBufferOptimizeDescriptorSetSwitch RenderAccessOptimalEnable CmdBufferOptimizeOneTimeEnable VideoSharedAsSystemSharedOnIntegrated ForceDriverPreferredMemoryLocations MaxFrameDescriptorSetSlotCount AsyncResourceManagerEnable AppVersion AppName MantleDisplaySettings-Array AmdMinCatalystVersion RenderDevice MantleDisplaySettings CreateMinimalWindow NullDriverEnable Fullscreen FullscreenModeEnable FullscreenWidth FullscreenHeight FullscreenOutputIndex PreferredAdapterIndex PresentEnable PresentInterval WindowBordersEnable PresentImmediateThreshold VSyncEnable HdrDisplayEnabled GpuTimeoutTime RenderAheadLimit FrameResourceSegmentSize AutomaticComputeSyncEnable FrameResourceFreeEnable FrameResourceNonSegmentSize FrameResourceFreeFactor FrameResourceFreeFrameCount StereoSplitScreenEnable StereoEnable StereoDepth StereoVrEnable StereoSeparationScale StereoConvergenceScale Framebuffer10BitEnable StereoSoldierZoomConvergenceScale RenderTargetPoolBytes DisplayDynamicRange RenderTargetPoolDebug RenderTargetPoolEnable RenderTargetPoolDebugY RenderTargetPoolDebugX RenderFormat_ASTC_8x8_UNORM RenderFormat_ASTC_8x6_SRGB RenderFormat_ASTC_10x5_UNORM RenderFormat_ASTC_8x8_SRGB RenderFormat_ASTC_10x6_UNORM RenderFormat_ASTC_10x5_SRGB RenderFormat_ASTC_10x8_UNORM RenderFormat_ASTC_10x6_SRGB RenderFormat_ASTC_10x10_UNORM RenderFormat_ASTC_10x8_SRGB RenderFormat_ASTC_12x10_UNORM RenderFormat_ASTC_10x10_SRGB RenderFormat_ASTC_12x12_UNORM RenderFormat_ASTC_12x10_SRGB RenderFormat_D24_UNORM_S8_UINT RenderFormat_ASTC_12x12_SRGB RenderFormat_D32_FLOAT_S8_UINT RenderFormat_D24_FLOAT_S8_UINT RenderFormat_D24_UNORM RenderFormat_D16_UNORM RenderFormatCount RenderFormat_D32_FLOAT RenderFormat RenderFormat-Array RenderNumericFormat_SRGB RenderNumericFormat_FLOAT RenderNumericFormat_SNORM RenderNumericFormat_UNORM RenderNumericFormat_SINT RenderNumericFormat_UINT RenderNumericFormat RenderNumericFormat-Array RenderChannelFormat_R4G4B4A4 RenderChannelFormat_R4G4 RenderChannelFormat_B5G6R5 RenderChannelFormat_R5G6B5 RenderChannelFormat_R8 RenderChannelFormat_R5G5B5A1 RenderChannelFormat_R8G8B8 RenderChannelFormat_R8G8 RenderChannelFormat_B8G8R8A8 RenderChannelFormat_R8G8B8A8 RenderChannelFormat_R11G11B10 RenderChannelFormat_R10G11B11 RenderChannelFormat_R9G9B9E5 RenderChannelFormat_R10G10B10A2 RenderChannelFormat_R16G16 RenderChannelFormat_R16 RenderChannelFormat_R32 RenderChannelFormat_R16G16B16A16 RenderChannelFormat_R32G32B32A32 RenderChannelFormat_R32G32 RenderChannelFormat_BC1A RenderChannelFormat_BC1 RenderChannelFormat_BC3 RenderChannelFormat_BC2 RenderChannelFormat_BC5 RenderChannelFormat_BC4 RenderChannelFormat_BC6S RenderChannelFormat_BC6U RenderChannelFormat_ETC1 RenderChannelFormat_BC7 RenderChannelFormat_ETC2RGBA RenderChannelFormat_ETC2RGB RenderFormat_R16G16B16A16_SNORM RenderFormat_R16G16B16A16_UNORM RenderFormat_R16G16B16A16_SINT RenderFormat_R16G16B16A16_UINT RenderFormat_R32_UINT RenderFormat_R32_FLOAT RenderFormat_R32G32_FLOAT RenderFormat_R32_SINT RenderFormat_R32G32_SINT RenderFormat_R32G32_UINT RenderFormat_R32G32B32A32_UINT RenderFormat_R32G32B32A32_FLOAT RenderFormat_BC1_UNORM RenderFormat_R32G32B32A32_SINT RenderFormat_BC1A_UNORM RenderFormat_BC1_SRGB RenderFormat_BC2_UNORM RenderFormat_BC1A_SRGB RenderFormat_BC3_UNORM RenderFormat_BC2_SRGB RenderFormat_BC4_UNORM RenderFormat_BC3_SRGB RenderFormat_BC6U_FLOAT RenderFormat_BC5_UNORM RenderFormat_BC7_UNORM RenderFormat_BC6S_FLOAT RenderFormat_ETC1_UNORM RenderFormat_BC7_SRGB RenderFormat_ETC2RGB_UNORM RenderFormat_ETC1_SRGB RenderFormat_ETC2RGBA_UNORM RenderFormat_ETC2RGB_SRGB RenderFormat_ETC2RGBA1_UNORM RenderFormat_ETC2RGBA_SRGB RenderFormat_EAC_R11_UNORM RenderFormat_ETC2RGBA1_SRGB RenderFormat_EAC_RG11_UNORM RenderFormat_EAC_R11_SNORM RenderFormat_PVRTC1_4BPP_RGBA_UNORM RenderFormat_EAC_RG11_SNORM RenderFormat_PVRTC1_4BPP_RGB_UNORM RenderFormat_PVRTC1_4BPP_RGBA_SRGB RenderFormat_PVRTC1_2BPP_RGBA_UNORM RenderFormat_PVRTC1_4BPP_RGB_SRGB RenderFormat_PVRTC1_2BPP_RGB_UNORM RenderFormat_PVRTC1_2BPP_RGBA_SRGB RenderFormat_PVRTC2_4BPP_UNORM RenderFormat_PVRTC1_2BPP_RGB_SRGB RenderFormat_PVRTC2_2BPP_UNORM RenderFormat_PVRTC2_4BPP_SRGB RenderFormat_ASTC_4x4_UNORM RenderFormat_PVRTC2_2BPP_SRGB RenderFormat_ASTC_5x4_UNORM RenderFormat_ASTC_4x4_SRGB RenderFormat_ASTC_5x5_UNORM RenderFormat_ASTC_5x4_SRGB RenderFormat_ASTC_6x5_UNORM RenderFormat_ASTC_5x5_SRGB RenderFormat_ASTC_6x6_UNORM RenderFormat_ASTC_6x5_SRGB RenderFormat_ASTC_8x5_UNORM RenderFormat_ASTC_6x6_SRGB RenderFormat_ASTC_8x6_UNORM RenderFormat_ASTC_8x5_SRGB RenderBlendMode_Constant RenderBlendMode_SourceAlphaSaturate RenderBlendMode_Source1Color RenderBlendMode_InvConstant RenderBlendMode_Source1Alpha RenderBlendMode_InvSource1Color RenderBlendModeCount RenderBlendMode_InvSource1Alpha RenderBlendMode RenderBlendMode-Array RenderBlendOp_Subtract RenderBlendOp_Add RenderBlendOp_Min RenderBlendOp_RevSubtract RenderBlendOpCount RenderBlendOp_Max RenderBlendOp RenderBlendOp-Array RenderWriteMask_Green RenderWriteMask_Red RenderWriteMask_Alpha RenderWriteMask_Blue RenderWriteMask_Color RenderWriteMask_None RenderWriteMask-Array WriteMask_All RenderClearMask_Color0 RenderWriteMask RenderClearMask_Color2 RenderClearMask_Color1 RenderClearMask_Color4 RenderClearMask_Color3 RenderClearMask_Color6 RenderClearMask_Color5 RenderClearMask_Depth RenderClearMask_Color7 RenderClearMask_Color RenderClearMask_Stencil RenderClearMask_None RenderClearMask_All RenderClearMask RenderClearMask-Array RenderDepthMode_ReadOnly RenderDepthMode_Disabled RenderDepthMode_WriteOnly RenderDepthMode_ReadAndWrite RenderDepthMode_WriteOnlyAlways RenderDepthMode_ReadOnlyInverted RenderDepthMode RenderDepthMode-Array RenderFillMode_Wireframe RenderFillMode_Solid RenderFillMode RenderFillMode-Array DepthStencilCompareFunc_Less DepthStencilCompareFunc_Never DepthStencilCompareFunc_LessEqual DepthStencilCompareFunc_Equal DepthStencilCompareFunc_NotEqual DepthStencilCompareFunc_Greater DepthStencilCompareFunc_Always DepthStencilCompareFunc_GreaterEqual DepthStencilCompareFunc DepthStencilCompareFunc-Array RenderChannelFormat_EAC_R11 RenderChannelFormat_ETC2RGBA1 RenderChannelFormat_PVRTC1_4BPP_RGBA RenderChannelFormat_EAC_RG11 RenderChannelFormat_PVRTC1_2BPP_RGBA RenderChannelFormat_PVRTC1_4BPP_RGB RenderChannelFormat_PVRTC2_4BPP RenderChannelFormat_PVRTC1_2BPP_RGB RenderChannelFormat_ASTC_4x4 RenderChannelFormat_PVRTC2_2BPP RenderChannelFormat_ASTC_5x5 RenderChannelFormat_ASTC_5x4 RenderChannelFormat_ASTC_6x6 RenderChannelFormat_ASTC_6x5 RenderChannelFormat_ASTC_8x6 RenderChannelFormat_ASTC_8x5 RenderChannelFormat_ASTC_10x5 RenderChannelFormat_ASTC_8x8 RenderChannelFormat_ASTC_10x8 RenderChannelFormat_ASTC_10x6 RenderChannelFormat_ASTC_12x10 RenderChannelFormat_ASTC_10x10 RenderChannelFormat_D24S8 RenderChannelFormat_ASTC_12x12 RenderChannelFormat_D16 RenderChannelFormat_D32S8 RenderChannelFormat_D32 RenderChannelFormat_D24 RenderChannelFormat-Array RenderChannelFormatCount RenderBorderColor_BlackA0 RenderChannelFormat RenderBorderColor_WhiteA1 RenderBorderColor_BlackA1 RenderBorderColor_RedA1 RenderBorderColor_RedA0 RenderBorderColor-Array RenderBorderColorCount PrimitiveType_PointList RenderBorderColor PrimitiveType_LineStrip PrimitiveType_LineList PrimitiveType_TriangleStrip PrimitiveType_TriangleList PrimitiveType_RectList PrimitiveType_QuadList PrimitiveTypeCount PrimitiveType_TrianglePatch RenderCullMode_None PrimitiveType-Array RenderCullMode_Back RenderCullMode_Front RenderCullMode RenderCullMode-Array RenderBlendMode_One RenderBlendMode_Zero RenderBlendMode_InvSourceColor RenderBlendMode_SourceColor RenderBlendMode_InvSourceAlpha RenderBlendMode_SourceAlpha RenderBlendMode_InvDestColor RenderBlendMode_DestColor RenderBlendMode_InvDestAlpha RenderBlendMode_DestAlpha ForceMipmap MipmapsEnable MaxMipmapCount MinMipmapCount MaxTextureSizeKb MipmapBias FadeMipmapTime FadeMipmapsEnable ForceNonStreamableTextureInStreamablePool MinTextureSize PoolSize OverridePoolSize PoolMaxAllocCount PoolHeadroomSize OnDemandMaxAllocCount OnDemandPoolSize DefragEnable PoolEnable DefragFrameTransferLimit DefragTransfersEnable DefragJobCount DefragFrameSearchLimit MaxPendingUnloadCount MaxPendingLoadCount MaxFrameTextureCreateCount MaxFrameTextureCreateSize DrawStatsOffsetX PriorityThreshold DrawTextureGroupStatsEnable DrawStatsOffsetY DrawLoadingListEnable DrawTextureFormatStatsEnable ListViewPageIndex DrawPriorityListEnable DumpLoadedListFileName DumpLoadedList TextureStreamingSettings-Array DumpPoolAllocations SkipMipmapCount TextureStreamingSettings RenderTexturesEnabled LoadingEnabled TextureSettings-Array StreamableMipmapsEnable EmitterBaseWidth TextureSettings EmitterBaseMipmapCount EmitterBaseHeight EmitterNormalWidth EmitterBaseSkipmipsCount EmitterNormalMipmapCount EmitterNormalHeight EmitterBasePixelBorder EmitterNormalSkipmipsCount DynamicTextureAtlasSettings DynamicTextureAtlasSettings-Array IesTextureArraySize IesTextureSize DynamicTextureArraySettings DynamicTextureArraySettings-Array ShaderProgram_DebugRender_Color2d ShaderProgram_DebugRender_Font2d ShaderProgram_DebugRender_Lit3d ShaderProgram_DebugRender_Color3d StencilOperation_Zero StencilOperation_Keep StencilOperation_IncrementSaturate StencilOperation_Replace StencilOperation_Invert StencilOperation_DecrementSaturate StencilOperation_DecrementWrap StencilOperation_IncrementWrap StencilOperation StencilOperation-Array ShaderStageType_Pixel ShaderStageType_Vertex ShaderStageType_Domain ShaderStageType_Hull ShaderStageType_Compute ShaderStageType_Geometry ShaderStageType-Array ShaderStageTypeCount StateObjectShaderStageType_Pixel ShaderStageType StateObjectShaderStageType_Geometry StateObjectShaderStageType_Vertex StateObjectShaderStageType_Hull StateObjectShaderStageType_Export StateObjectShaderStageTypeCount StateObjectShaderStageType_Load StateObjectShaderStageType StateObjectShaderStageType-Array ShaderRenderPath_Dx10Plus ShaderRenderPath_Dx10 ShaderRenderPath_Dx11 ShaderRenderPath_Dx10_1 ShaderRenderPath_Dx12 ShaderRenderPath_Dx11_1 ShaderRenderPath_Gen4a ShaderRenderPath_GLSL_410 ShaderRenderPath_Gen4b ShaderRenderPath_Gen4aDx12 ShaderRenderPath_GLSL_ES_300 ShaderRenderPath_GLSL_ES_100 ShaderRenderPath_BLSL_1_0 ShaderRenderPath_GLSL_ES_310 ShaderRenderPath-Array ShaderRenderPathCount DisplayDynamicRange_SDR ShaderRenderPath DisplayDynamicRange_DolbyVision DisplayDynamicRange_DolbyMaui DisplayDynamicRange_HDR10 DisplayDynamicRange_LiveGrading DisplayDynamicRange_Auto DisplayDynamicRange_HDR10_Float TextureStreaming-%s.xml DisplayDynamicRange-Array InstantUnloadingEnable ChunkLoadEnable ForceWantedEnable OnlyWantedInPool UploadMipmapsEnable LoadMipmapsEnable TextureUpdateEnable UnloadInPlaceEnable MipQualityLevel ImmutableUsageEnable ShaderProgram_Color ShaderProgram_TexCubeAlphaOverlayLerp ShaderProgram_Tonemap ShaderProgram_ConvertHdrToPq ShaderProgram_Dof ShaderProgram_ColorGrade ShaderProgram_UnprojectDepthBufferHalf ShaderProgram_UnprojectDepthBuffer ShaderProgram_SingleDepthSampleMsaa ShaderProgram_UnprojectDepthBufferMsaa ShaderProgram_TexYCrCb ShaderProgram_MaxDepthSampleMsaa ShaderProgram_CombineTextures3 ShaderProgram_CombineTextures2 ShaderProgram_CombineTextures5 ShaderProgram_CombineTextures4 ShaderProgram_CombineTextures2Bilinear ShaderProgram_CombineTextures6 ShaderProgram_CombineTextures4Bilinear ShaderProgram_CombineTextures3Bilinear ShaderProgram_CombineTextures6Bilinear ShaderProgram_CombineTextures5Bilinear ShaderProgram_CombineOpaqueAndTransCube ShaderProgram_CombineOpaqueAndTrans2d ShaderProgram_CombineOpaqueAndTransCubeSpecial ShaderProgram_CombineOpaqueAndTrans2dSpecial ShaderProgram_RadialBlur ShaderProgram_LerpCubesAndScale ShaderProgram_ChromaticAberrationWithRadialBlend ShaderProgram_PoissonRadialBlur ShaderProgram_ColorTint ShaderProgram_FLIR ShaderProgram_WriteHalfResZ ShaderProgram_WriteZ ShaderProgram_WriteHalfResZAverage ShaderProgram_WriteHalfResZFat ShaderProgram_ResolveGeometry ShaderProgram_WriteHalfResZDither ShaderProgram_ResolveCheckerboard ShaderProgram_ResolveEqaaDepth ShaderProgram_CopyExpandedHTile ShaderProgram_CopyCompressedEqaaDepth ShaderProgram_HierarchicalZCs ShaderProgram_HierarchicalZ ShaderProgram_ScreenSpaceRaytraceEliminateCs ShaderProgram_ScreenSpaceRaytraceConvolveCs ShaderProgram_ScreenSpaceRaytraceDispatchArgs1Cs ShaderProgram_ScreenSpaceRaytraceImportonsCs ShaderProgram_ScreenSpaceRaytraceRayClearCs ShaderProgram_ScreenSpaceRaytraceRayallocCs ShaderProgram_ScreenSpaceRaytraceReflectionCs ShaderProgram_ScreenSpaceRaytraceDispatchArgs2Cs ShaderProgram_ScreenSpaceRaytraceFilterCs ShaderProgram_ScreenSpaceRaytraceResolveCs ShaderProgram_ScreenSpaceRaytraceDebugCs ShaderProgram_ScreenSpaceRaytraceUpsampleCs ShaderProgram_ParticleVertexShadowsClearCs ShaderProgram_LinearZ ShaderProgram_ParticleVertexShadowsAccumCs ShaderProgram_ParticleVertexShadowsCs ShaderProgram_HalfResUpsampleCS ShaderProgram_SpotLightRadiosityVisibility ShaderProgram_HalfResUpsampleBilateralTiled ShaderProgram_HalfResUpsampleBilateral ShaderProgram_DebugRender_LinearDepth ShaderProgram_DebugRender_LitGrid3d ShaderProgram_SimpleWhite ShaderProgram_DebugRender_BentCones ShaderProgram_RenderTestAppendBuffers ShaderProgram_RenderTest ShaderProgram_StencilTest ShaderProgram_RenderTestAppendBuffersDraw ShaderProgram_ClothWrapCS ShaderProgram_ComputeClothPointsTransformsCS ShaderProgram_HairInitDynBuffersCS ShaderProgram_HairSimulationCS ShaderProgram_HairTessellatorCS ShaderProgram_HairLengthConstrainCS ShaderProgram_HairCoverageX ShaderProgram_HairTangentShift ShaderProgram_HairVelocity ShaderProgram_HairCoverageY ShaderProgram_HairCoverageBlur ShaderProgram_HairOcclusion ShaderProgram_DownsampleQuarterWithZ ShaderProgram_HairSDFDebug ShaderProgram_DownsampleQuarterZ ShaderProgram_DownsampleQuarter ShaderProgram_DownsampleHalfGrayscaleLog ShaderProgram_DownsampleHalf ShaderProgram_DownsampleCubeHalfPoisson13Clamped ShaderProgram_DownsampleCubeHalfPoisson13 ShaderProgram_SeperableFilter ShaderProgram_DownsampleCubeAverageEdges ShaderProgram_GaussianBlurRgb15VCube ShaderProgram_GaussianBlurRgb15HCube ShaderProgram_FastGaussian9V ShaderProgram_FastGaussian9H ShaderProgram_GreyscaleGaussian9V ShaderProgram_GreyscaleGaussian9H ShaderProgram_CosineBlurRgbVCube ShaderProgram_CosineBlurRgbHCube ShaderProgram_GaussianBlurRgba15VCube ShaderProgram_GaussianBlurRgba15HCube ShaderProgram_CosineBlurRgbaVCube ShaderProgram_CosineBlurRgbaHCube ShaderProgram_Tex2d ShaderProgram_Tex1d ShaderProgram_Tex2dSaturateAlpha ShaderProgram_Tex2dConstantAlpha ShaderProgram_Tex2dAlphaOverlayAdd ShaderProgram_Tex2dAlpha ShaderProgram_Tex2dPow ShaderProgram_Tex2dAlphaOverlayLerp ShaderProgram_Tex2dMrt2 ShaderProgram_Tex2dPowAlpha ShaderProgram_Tex2dMrt4 ShaderProgram_Tex2dMrt3 ShaderProgram_Tex2dDouble ShaderProgram_Tex2dGrayscaleLog ShaderProgram_Tex2dArray ShaderProgram_Tex3d ShaderProgram_TexCube ShaderProgram_Tex2dArrayAlpha ShaderProgram_TexCubeArrayAlpha ShaderProgram_TexCubeArray ShaderProgram_TexCubeAlphaOverlayAdd ShaderProgram_TexCubeAlpha ShaderProgram_DeferredTiledLightingCS_ClearTile ShaderProgram_DeferredTiledLightingPS ShaderProgram_DeferredPointLight ShaderProgram_DeferredLightTileCombine ShaderProgram_DeferredPointLightZ ShaderProgram_DeferredPointLightTile ShaderProgram_DeferredLineLightTile ShaderProgram_DeferredLineLight ShaderProgram_DeferredSpotLightZ ShaderProgram_DeferredSpotLight ShaderProgram_DeferredConeLightTile ShaderProgram_DeferredConeLight ShaderProgram_DeferredIndirectCubeMap ShaderProgram_DeferredOutdoorLightTile ShaderProgram_SimpleGeometryZ ShaderProgram_DeferredShadow ShaderProgram_ProceduralSky ShaderProgram_HdriSky ShaderProgram_SkyPhysicalSunDisk ShaderProgram_SkyPhysical ShaderProgram_SkyPhysicalPrecomputeAPCS ShaderProgram_SkyPhysicalPrecomputeScatteringCS ShaderProgram_ForwardScattering2d ShaderProgram_SkyPhysicalGetHorizonColor ShaderProgram_Ui_Textured ShaderProgram_Ui_TexturedNoPremult ShaderProgram_Ui_Textured3 ShaderProgram_Ui_Textured2 ShaderProgram_Ui_MaskedMonoTextured ShaderProgram_Ui_TexturedBGRA ShaderProgram_Ui_AntialiasedCircle ShaderProgram_Ui_TexturedColorized ShaderProgram_Ui_TexturedDistanceField ShaderProgram_Ui_AntialiasedLine ShaderProgram_Ui_SolidTexturedClip ShaderProgram_Ui_TexturedDistanceFieldClip ShaderProgram_Ui_TexYCrCbAlpha ShaderProgram_Ui_TexYCrCb ShaderProgram_Ui_Solid ShaderProgram_Ui_Textured2GlobalColor ShaderProgram_Ui_Minimap ShaderProgram_Ui_Blur ShaderProgram_TextureCompress_VSPS_BC1 ShaderProgram_Ui_MinimapIcon ShaderProgram_TextureCompress_VSPS_BC2 ShaderProgram_TextureCompress_VSPS_BC1_sRGB ShaderProgram_TextureCompress_VSPS_BC3 ShaderProgram_TextureCompress_VSPS_BC2_sRGB ShaderProgram_TextureCompress_VSPS_BC4 ShaderProgram_TextureCompress_VSPS_BC3_sRGB ShaderProgram_TextureCompress_VSPS_BC6U ShaderProgram_TextureCompress_VSPS_BC5 ShaderProgram_TextureCompress_CS_BC1 ShaderProgram_TextureCompress_VSPS_BC6S ShaderProgram_TextureCompress_CS_BC2 ShaderProgram_TextureCompress_CS_BC1_sRGB ShaderProgram_TextureCompress_CS_BC3 ShaderProgram_TextureCompress_CS_BC2_sRGB ShaderProgram_TextureCompress_CS_BC4 ShaderProgram_TextureCompress_CS_BC3_sRGB ShaderProgram_TextureCompress_CS_BC6U ShaderProgram_TextureCompress_CS_BC5 ShaderProgram_TerrainEncodeSurface_A ShaderProgram_TextureCompress_CS_BC6S ShaderProgram_HalfResCategorize ShaderProgram_HalfResUpsampleBilinearTiled ShaderProgram_DigitalDistortion ShaderProgram_HalfResCategorizeDownsample ShaderProgram_TiledMotionBlur ShaderProgram_MotionBlur ShaderProgram_MotionBlurPack ShaderProgram_CalcVelocityFromZBufferFastStable ShaderProgram_FXAA ShaderProgram_CalcTileVelocity ShaderProgram_FXAAComputePass2 ShaderProgram_FXAAComputePass1 ShaderProgram_SMAAEdgeDetection ShaderProgram_FXAAComputeWorkQueue ShaderProgram_SMAANeighborhoodBlending ShaderProgram_SMAABlendingWeights ShaderProgram_TemporalAAResolve ShaderProgram_SMAATemporalReprojection ShaderProgram_RenderScaleResampleLanczos ShaderProgram_RenderScaleResample ShaderProgram_RenderScaleResampleLanczosVertical ShaderProgram_RenderScaleResampleLanczosHorizontal ShaderProgram_RenderScaleResampleBicubicSharpHorizontal ShaderProgram_RenderScaleResampleBicubicSharp ShaderProgram_GenerateDolbyVisionMetadata ShaderProgram_RenderScaleResampleBicubicSharpVertical ShaderProgram_MergeRenderPlanes ShaderProgram_DolbyVisionDebugOverlay ShaderProgram_GenerateResampleWeightsCs ShaderProgram_MergeRenderPlanesCs ShaderProgram_GenerateMergePlanesCmask ShaderProgram_GenerateMergePlanesLut ShaderProgram_FinalIronsightsDofWithCircle ShaderProgram_FinalIronsightsDof ShaderProgram_DynamicAO_Decompose ShaderProgram_CopyWithCoC ShaderProgram_DynamicAO_BlurCS ShaderProgram_DynamicAO_Filter ShaderProgram_EdgeDetectBlur ShaderProgram_AdvancedAO ShaderProgram_FilmicEffectsStage1 ShaderProgram_EdgeBufferTexture ShaderProgram_FilmicEffectsStage3 ShaderProgram_FilmicEffectsStage2 ShaderProgram_SSAO_DilateDraw ShaderProgram_SSAO ShaderProgram_LightTileDownsampleHalfStage2 ShaderProgram_LightTileDownsampleHalf ShaderProgram_TiledLightVisibility_Point ShaderProgram_LightTileDownsampleHalfStage3 ShaderProgram_TiledLightVisibility_Line ShaderProgram_TiledLightVisibility_Spot ShaderProgram_DeferredGBufferSimpleFixupFatPack ShaderProgram_TiledLightVisibility_CalcTileFrustaData ShaderProgram_ColorCubeInterpolate ShaderProgram_ColorCubeInterpolateCS ShaderProgram_TileAttributeRangesCS ShaderProgram_ColorCubeInterpolateDebug ShaderProgram_DeferredLightTileDebug ShaderProgram_DepthMinMaxHTileCS ShaderProgram_DeferredLightTile_Cull_BuildAppendBuffersCS ShaderProgram_DeferredLightTile_CullCS ShaderProgram_DeferredTiledLightingCS ShaderProgram_DeferredLightTile_Cull_BuildIndirectHdrClearBuffersCS ShaderProgram_PBRConvolveSpecularCubeMap ShaderProgram_PBRConvolveDiffuseCubeMap ShaderProgram_PBRConvertLatLongToCube ShaderProgram_PBRConvolveSpecularCubeMapCompute ShaderProgram_PBRRotateLatLong ShaderProgram_PBRConvertCubeToLatLong ShaderProgram_PBRStaticIBLPostProcess ShaderProgram_PBRComputePreIntegratedFG ShaderProgram_ConvolvePlanar ShaderProgram_PBRStaticIBLPass ShaderProgram_GpuHistogramCS ShaderProgram_MsaaResolve ShaderProgram_DebugShadow ShaderProgram_GpuHistogramRender ShaderProgram_DebugColorGraph ShaderProgram_DebugViewMode ShaderProgram_VolumetricVoxeliseParticlesCS ShaderProgram_VolumetricClearCS ShaderProgram_VolumetricDataDebug ShaderProgram_VolumetricGenerateDensityVolumeCS ShaderProgram_VolumetricShadowCS ShaderProgram_VolumetricLightVoxelCS ShaderProgram_GenerateScatteringTransmittanceCameraVolumeCS ShaderProgram_GenerateParticipatingMediaPropertiesCameraVolumeCS ShaderProgram_LensFlareOcclusion ShaderProgram_AccumScatteringTransmittanceCameraVolumeCS ShaderProgram_GaussianPyramidCs ShaderProgram_LensFlarePostOcclusion ShaderProgram_DrawStorageAggregate ShaderProgram_GaussianPyramidTwoPassCs ShaderProgram_DrawProcessorSetup ShaderProgram_DrawProcessorDepth ShaderProgram_DrawProcessorCompact ShaderProgram_DrawProcessorCull ShaderProgram_Invalid ShaderProgram_DebugVertexBufferFloat4 GenerateMipmapsFilter_BoxRgbSharpenAlpha GenerateMipmapsFilter_Box GenerateMipmapsFilter_AlphaWeightedBox GenerateMipmapsFilter_BoxRgbKeepAlphaTestCoverage GenerateMipmapsFilterType GenerateMipmapsFilterType-Array TextureAsset-Array GenerateMipmapsFilter TextureArrayAsset-Array TextureAsset AnimationColumnCount TextureArrayAsset AtlasTextureAsset AtlasTextureAsset-Array GradingLutAsset GradingLutAsset-Array RenderTextureAsset RenderTextureAsset-Array ShaderTextureDecompression_NormalAG ShaderTextureDecompression_None ShaderTextureDecompression_NormalRGA ShaderTextureDecompression_NormalRG ShaderTextureDecompression-Array ShaderTextureDecompression_NormalRGorAG RenderTargetTextureUsage_Default ShaderTextureDecompression RenderTargetTextureUsage_SpaceTier2 RenderTargetTextureUsage_SpaceTier1 ShaderProgram_TerrainPatchVertexYFetch ShaderProgram_TerrainEncodeSurface_B ShaderProgram_TexYCrCbA ShaderProgram_TerrainMeshScatteringYFetch ShaderProgram_Distort ShaderProgram_RgbSeparation ShaderProgram_SpriteDofGatherSimple ShaderProgram_SpriteDofComputeCoC ShaderProgram_SpriteDofSplat ShaderProgram_SpriteDofDetect ShaderProgram_SpriteDofCombine ShaderProgram_SpriteDofDebug ShaderProgram_SpriteDofSortForegroungBokehs ShaderProgram_SpriteDofComputeEnergy ShaderProgram_TransparentDofBlitDepth ShaderProgram_SpriteDofCopyCount ShaderProgram_ClearCs ShaderProgram_Clear ShaderProgram_CopyBufferCs ShaderProgram_FastClearCs ShaderProgram_CopyTexture2dCs ShaderProgram_CopyTexture1dCs ShaderProgram_CopyRawTexture1dCs ShaderProgram_CopyTexture3dCs ShaderProgram_CopyRawTexture3dCs ShaderProgram_CopyRawTexture2dCs ShaderProgram_DecalCopyBufferCs ShaderProgram_CopyScalingTexture2dCs ShaderProgram_NormalBasisCopyCs ShaderProgram_NormalBasisCopy ShaderProgram_CmaskDecodeCs ShaderProgram_NormalBasisDecode ShaderProgram_SubSurfaceScatteringGenerateClearTilesCS ShaderProgram_SubSurfaceScatteringGenerateTilesCS ShaderProgram_SubSurfaceScatteringTiledBlur ShaderProgram_SubSurfaceScatteringBlur ShaderProgram_SubSurfaceScatteringLightMerge ShaderProgram_SubSurfaceScatteringTiledBlurCS ShaderProgram_FFTBloomFilter ShaderProgram_SubSurfaceScatteringTileClear ShaderProgram_FFTScatter ShaderProgram_FFTFilterKernel ShaderProgram_FFTMultiplyComplex ShaderProgram_FFTGather ShaderProgram_FFTTransformStepRad4 ShaderProgram_FFTTransformStepRad2 ShaderProgram_FFTVerticalFwdSplit ShaderProgram_FFTHorizFwdSplit ShaderProgram_Ui_DetailTexturedMinimap ShaderProgram_FFTVerticalInvSplit ShaderProgram_ScreenSpaceLensFlare ShaderProgram_KinectCameraTrackingView ShaderProgram_HmdDistortionOculus ShaderProgram_HmdReprojectLatency ShaderProgram_CopyRToA ShaderProgram_HmdDistortionMorpheus ShaderProgram_Celestial ShaderProgram_RemoveNanInfValues ShaderProgram_NormalMsaa ShaderProgram_CelestialMulti ShaderProgram_CopyAFromRGB ShaderProgram_CopyA ShaderProgram_ConvolveCubeMap ShaderProgram_SplatDepthBuffer VertexElementFormat_Comp3_11_11_10 VertexElementFormat_UComp3N_10_10_10 VertexElementFormat_UComp3_11_11_10 VertexElementFormat_Comp3N_11_11_10 VertexElementFormat_Comp4_10_10_10_2 VertexElementFormat_UComp3N_11_11_10 VertexElementFormat_UComp4_10_10_10_2 VertexElementFormat_Comp4N_10_10_10_2 VertexElementFormat-Array VertexElementFormat_UComp4N_10_10_10_2 VertexElementUsage_Unknown VertexElementFormat VertexElementUsage_BoneIndices VertexElementUsage_Pos VertexElementUsage_BoneWeights VertexElementUsage_BoneIndices2 VertexElementUsage_Normal VertexElementUsage_BoneWeights2 VertexElementUsage_Binormal VertexElementUsage_Tangent VertexElementUsage_WorldTrans1 VertexElementUsage_BinormalSign VertexElementUsage_WorldTrans3 VertexElementUsage_WorldTrans2 VertexElementUsage_InstanceUserData0 VertexElementUsage_InstanceId VertexElementUsage_InstanceUserData1 VertexElementUsage_PrevInstanceUserData0 VertexElementUsage_PrevWorldTrans2 VertexElementUsage_PrevWorldTrans1 VertexElementUsage_XenonIndex VertexElementUsage_PrevWorldTrans3 VertexElementUsage_XenonQuadID VertexElementUsage_XenonBarycentric VertexElementUsage_ViewIndex VertexElementUsage_Index VertexElementUsage_Color1 VertexElementUsage_Color0 VertexElementUsage_TexCoord1 VertexElementUsage_TexCoord0 VertexElementUsage_TexCoord3 VertexElementUsage_TexCoord2 VertexElementUsage_TexCoord5 VertexElementUsage_TexCoord4 VertexElementUsage_TexCoord7 VertexElementUsage_TexCoord6 VertexElementUsage_RadiosityTexCoord VertexElementUsage_DisplacementMapTexCoord VertexElementUsage_SpriteSize VertexElementUsage_VisInfo VertexElementUsage_PackedTexCoord1 VertexElementUsage_PackedTexCoord0 VertexElementUsage_PackedTexCoord3 VertexElementUsage_PackedTexCoord2 VertexElementUsage_ClipDistance1 VertexElementUsage_ClipDistance0 VertexElementUsage_TangentSpace VertexElementUsage_SubMaterialIndex VertexElementUsage_PosAndScale VertexElementUsage_BranchInfo VertexElementUsage_SpriteSizeAndUv VertexElementUsage_Rotation VertexElementUsage_SpawnTime VertexElementUsage_FadePos RenderTargetTextureUsage RenderTargetTextureUsage-Array TextureAtlasAsset TextureAtlasAsset-Array TextureType_1dArray TextureType_1d TextureType_2dArray TextureType_2d TextureType_3d TextureType_Cube TextureTypeCount TextureType_CubeArray TextureType TextureType-Array TfPoint TfNone TfAnisotropic TfLinear TextureFilter-Array TfDefault VertexElementFormat_None TextureFilter VertexElementFormat_Float2 VertexElementFormat_Float VertexElementFormat_Float4 VertexElementFormat_Float3 VertexElementFormat_Half2 VertexElementFormat_Half VertexElementFormat_Half4 VertexElementFormat_Half3 VertexElementFormat_Byte4 VertexElementFormat_UByteN VertexElementFormat_UByte4 VertexElementFormat_Byte4N VertexElementFormat_Short VertexElementFormat_UByte4N VertexElementFormat_Short3 VertexElementFormat_Short2 VertexElementFormat_ShortN VertexElementFormat_Short4 VertexElementFormat_Short3N VertexElementFormat_Short2N VertexElementFormat_UShort2 VertexElementFormat_Short4N VertexElementFormat_UShort2N VertexElementFormat_UShort4 VertexElementFormat_Int VertexElementFormat_UShort4N VertexElementFormat_Int3 VertexElementFormat_Int2 VertexElementFormat_IntN VertexElementFormat_Int4 VertexElementFormat_Int4N VertexElementFormat_Int2N VertexElementFormat_UInt2 VertexElementFormat_UInt VertexElementFormat_UInt4 VertexElementFormat_UInt3 VertexElementFormat_UInt2N VertexElementFormat_UIntN VertexElementFormat_Comp3_10_10_10 VertexElementFormat_UInt4N VertexElementFormat_UComp3_10_10_10 VertexElementFormat_Comp3N_10_10_10 SupportedLightMapModes_RgbDirection SupportedLightMapModes_SingleDirection SupportedLightMapModes-Array SupportedLightMapModes_SingleAndRgb EnlightenLightProbeMode_ShL1 SupportedLightMapModes EnlightenLightProbeMode_ShL2 EnlightenLightProbeMode_DoubleShL1 EnlightenLightProbeMode EnlightenLightProbeMode-Array LoadDebugData DynamicEnable DynamicGen4bEnable DynamicGen4aEnable DynamicAndroidEnable DynamicWin32Enable DynamicOSXEnable DynamiciOSEnable DebugBackFaceTexture DebugChartTexture OutputFormat SkyVisibilityTexture DistantLightprobePosition DirectionalIrradianceRgbEnable SystemGridSize GridBasedSystemGeneration MaxSystemLightmapSize SystemLightmapSize SystemInfluenceRadius MaxLightmapSize IrBudget ClusterSize VoxelBasedLeafClustering IrradianceQualityMultiplier EdgeStitchingEnable PixelStitchingEnable MaxPixelStitchingAngle StitchingDistanceMultiplier ForceIncludeLocalSystemDependencies DependencyVisibilityThreshold SamplesPerCluster AlignResolutionToPow2Enable TerrainEnable MaxCpuThreadCount EnvironmentQuality TerrainProbeRes FluxAmbientOcclusionEnable FluxLightmapScale FluxAmbientOcclusionRays FluxAmbientOcclusionRadius RuntimePriorityOverride AmbientOcclusionTextureCompressionEnable EnlightenDataAsset-Array DatabaseResource StaticIrradianceTexture EnlightenDataAsset StaticDirectionTextureG StaticDirectionTexture StaticSkyVisibilityTexture StaticDirectionTextureB DirectionTextureCompressionEnable StaticGen4Enable StaticEnlightenData-Array IrradianceTextureCompressionEnable VertexElementUsage_BlendWeights VertexElementUsage_RegionIds VertexElementUsage_Alpha VertexElementUsage_PosAndSoftMul VertexElementUsage_Misc1 VertexElementUsage_Misc0 VertexElementUsage_Misc3 VertexElementUsage_Misc2 VertexElementUsage_UpAndNormalBlend VertexElementUsage_LeftAndRotation VertexElementUsage_Hl2BasisL1 VertexElementUsage_Hl2BasisL0 VertexElementUsage_PosAndRejectCulling VertexElementUsage_Hl2BasisL2 VertexElementUsage_CustomParams VertexElementUsage_Shadow VertexElementUsage_Height VertexElementUsage_PatchUv VertexElementUsage_MaskUVs1 VertexElementUsage_MaskUVs0 VertexElementUsage_MaskUVs3 VertexElementUsage_MaskUVs2 VertexElementUsage_HeightfieldUv VertexElementUsage_UserMasks VertexElementUsage_GlobalColorUv VertexElementUsage_MaskUv VertexElementUsage_WorldPositionXz VertexElementUsage_HeightfieldPixelSizeAndAspect VertexElementUsage_ParentTerrainTextureNodeUv VertexElementUsage_TerrainTextureNodeUv VertexElementUsage_DeformationWeight VertexElementUsage_DeformationIndex VertexElementUsage_Delta VertexElementUsage_DeformationPosition VertexElementUsage_Uv01 VertexElementUsage_ElementIndex VertexElementUsage_EyeVector VertexElementUsage_WorldPos VertexElementUsage_LightParams2 VertexElementUsage_LightParams1 VertexElementUsage_LightSideVector VertexElementUsage_LightSubParams VertexElementUsage_LightDir VertexElementUsage_LightInnerAndOuterAngle VertexElementUsage_LightMatrix2 VertexElementUsage_LightMatrix1 VertexElementUsage_LightMatrix4 VertexElementUsage_LightMatrix3 VertexElementUsage_DestructionMaskDistance VertexElementUsage_Custom VertexElementUsage_VertIndex VertexElementUsage_DestructionMaskTexCoord VertexElementUsage VertexElementUsage-Array VertexElementClassification_PerInstance VertexElementClassification_PerVertex VertexElementClassification VertexElementClassification-Array EnlightenOutputFormat_R9G9B9E5 EnlightenOutputFormat_Fp16 EnlightenOutputFormatCount EnlightenOutputFormat_R11G11B10 EnlightenOutputFormat EnlightenOutputFormat-Array EdgeModelViewDistance EdgeModelScreenAreaScale EdgeModelForceLod EdgeModelUseMainLodEnable EdgeModelLodScale EdgeModelUseLodBox EdgeModelFrustumCullEnable EdgeModelCullEnable EdgeModelDrawStats EdgeModelDrawBoxes StaticModelMeshesEnable StaticModelEnable StaticModelPartCullEnable StaticModelZPassEnable StaticModelPartOcclusionCullEnable StaticModelPartFrustumCullEnable StaticModelDrawBoxes StaticModelPartShadowCullEnable StaticModelPartOcclusionMaxScreenArea StaticModelDrawStats StaticModelCullSpuJobEnable StaticModelCullJobCount LockView StaticModelSurfaceShaderTerrainAccessEnable InfiniteProjectionMatrixEnable ResetLockedView SplitScreenTestViewCount SecondaryStreamingViewEnable FadeEnable SplitScreenTestCase ForceBlurAmount FadeWaitingEnable RenderPlanesEnable ForceWorldFadeAmount RenderPlaneOverlayEnable RenderPlaneMainEnable RenderScaleResampleMode RenderPlanesAutoDisable BlurEnable RenderScaleResampleEnable StereoCrosshairRadius StereoCrosshairMaxHitDepth HdrGradingEnable StereoCrosshairDampingFactor DisplayMappingSdrPeakLuma DisplayMappingEnable HdrOutputPreferCs DisplayMappingHdr10PeakLuma DrawHdrCalibrationScreen HdrLiveGradingOverlayOpacity DolbyVisionMetadataL1MaxLuminanceOverride DolbyVisionMetadataL1MinLuminanceOverride DolbyVisionMetadataL2MaxLuminanceOverride DolbyVisionMetadataL2MinLuminanceOverride DolbyVisionMetadataLuminanceOverrideEnable DolbyVisionMetadataL2AvgLuminanceOverride HdrOverlayIntensity DolbyVisionMetadataDebugOverlayEnable OverrideRTTOcclusionWithMainRoot DrawDebugRootViewIndex DebugZCopyEnable FrameSynthesis RTTCameraCutSkipFrames TimeRegulator NumShaders StaticEnlightenData EnlightenShaderDatabaseAsset EnlightenShaderDatabaseAsset-Array ScaleResampleMode_Linear ScaleResampleMode_Point ScaleResampleMode_Lanczos ScaleResampleMode_Bicubic ScaleResampleMode_BicubicSharp ScaleResampleMode_LanczosSeparable ScaleResampleMode-Array ScaleResampleMode_BicubicSharpSeparable DisplayMappingShoulderType_None ScaleResampleMode DisplayMappingShoulderType-Array DisplayMappingShoulderType_Neutral ResolutionScaleMode_Disabled DisplayMappingShoulderType ResolutionScaleMode_Auto900p ResolutionScaleMode_Auto720p ResolutionScaleMode_Custom ResolutionScaleMode_Auto1080p ResolutionScaleMode ResolutionScaleMode-Array InactiveSkipFrameCount NullRendererEnable DrawDebugDynamicTextureArrays BuildJobSyncEnable DrawScreenInfo DrawDebugInfo ResolutionScaleGame UseLowerResolutionForCine ResolutionScaleFactorForLevel ResolutionScaleFactorForCine FrameSynthesisScaleV FrameSynthesisScaleH MovieVSyncEnable ForceVSyncEnable OutputBrightnessTestEnable VSyncFlashTestEnable GlEnable MantleEnable Dx12Enable Dx11Enable Gen4aEsramEnable BalsaEnable GpuTextureCompressorEnable Gen4bColorRemap EmittersEnable MeshWorldEnable DebugRendererEnable EntityRenderEnable InitialClearEnable DebugRenderServiceEnable FovMultiplier ForceFov ForceOrthoViewSize ForceOrthoViewEnable DestructionVolumeDrawEnable ForceSquareOrthoView EdgeModelCastShadowsEnable EdgeModelsEnable EdgeModelShadowDepthBiasEnable EdgeModelDepthBiasEnable GameRenderSettings GameRenderSettings-Array [/spoiler] Most of the RenderDevice. settings, might contain a few others from Render. too. (So yeah a few hundred or so cvars all in all.)
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so what ? they still hide advanced display settings im using digital vibrance (saturation) boost back from FX5200 era and graphic cards from 2016 do not have it because AMD is stupid ?
Vibrance is not saturation πŸ˜€ and kinda understand your frustration 'cause AMD doesn't support vibrance on nvidia cards πŸ™‚ But can you use old CCC with these drivers?
AlleyViper CGN 1.0 UVD bug is still present.
Is it?! it's going to be a year w/o bug fix... πŸ™„
Cave Waverider When will AMD finally fix the Windows 10 reboot/shutdown hangs with ULPS and Crossfire on older cards (GCN1.0 cards like Radeon HD 7970M etc.)? Having to disable ULPS and disable Crossfire before rebooting right after the driver installation is just annoying, and if you forget it it hangs and can cause several issues with Windows. This has been going on since last July's 16.7.3 drivers now (16.7.2 were the last one without the bug). Can't AMD just disable ULPS for these setups by default if it isn't working right or just fix it outright? I wonder if anybody has even read my driver bug report forms the past nine months.
They ended support for GCN 1 with 16.6/16.7 drivers, that was the rx 480 launch, from that point we are f*****. I wrote in that time and I was aware of this(I'm on ATi hardware since R100) kinda knew what's happening. They are pushing us for some time to buy new hw with these cute bugs. I will not ditch my ASUS 7870 :boob: Sorry AMD.
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so what ? they still hide advanced display settings im using digital vibrance (saturation) boost back from FX5200 era and graphic cards from 2016 do not have it because AMD is stupid ?
They really haven't added back in the advanced video setting like saturation? Really what is wrong with them?
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Nope...tried everything...In my Afterburner, second GPU is 0%. I hope someone with a 295x2 or 290x2 can read this and got it working. I ran For Honor in crossfire so my crossfire definitely works but not in Andromeda, I really don't know what AMD tested they andromeda crossfire profile on...but it's not a 295x2....
Create user.cfg file next to .exe and write that command there.
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Create user.cfg file next to .exe and write that command there.
Doesnt work for me πŸ™
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This driver makes my overclock unstable, i have freezes i didn't have with 17.3.2 in ghost recon wildlands. Oher people on amd forum reported the freezes with 17.3.3 they had not with 17.3.2.
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As it has been pointed out...ESO still has the grass flickering...and now to boot the black flickering is the far background is worse. I am kind of a new ESO player so this is what I have done. For the grass I just turned it off in the video option... Since the far background now has black block flickering...I am guessing I will roll back as I do not know of a way to turn this off.
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Overclock stability is a funny thing. New drivers can use your GPU more efficiently, such that when overclocked it is using it in a different way that triggers the instability. It doesn't mean the driver is bad, just the overclock may be slightly too high. I go by the princple for GPU clock of half way between the stock speed and the maximum overclock speed you can get (by the normal overclocking guides) for both GPU and memory. The whole going to 1400 MHz from 1150 MHz (for example), having it being unstable at 1400 so dropping to 1390 MHz, that is still pushing it and you would likely run into issues with heat or driver changes. Under my principle, 1275 MHz would be ideal, and the same for memory. This could actually yield better framerates over extended gaming sessions (maybe to do with heat), and also it seems to be less prone to graphical 'glitches' such as fractional less smoothness.
Y i tried to soften the overclock already, from 1204 core to 1133 and still have issues. Base r9 390 core clock is 1040 factory oced. It is not a heat issue,because my first vrm stay on 75 degrees, the second is 55 and gpu temp is 66Β°c at 1204 core clock. On 1133 first vrm is on 55 degrees and second 35 and gpu temp is 60. But since a new patch is out for wildlands, i will try to keep these drivers and see what happens
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As it has been pointed out...ESO still has the grass flickering...and now to boot the black flickering is the far background is worse. I am kind of a new ESO player so this is what I have done. For the grass I just turned it off in the video option... Since the far background now has black block flickering...I am guessing I will roll back as I do not know of a way to turn this off.
ESO kinda runs smoother with grass disabled anyways, even on my nvidia box. No great loss in immersivity IMO.
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ESO kinda runs smoother with grass disabled anyways, even on my nvidia box. No great loss in immersivity IMO.
I agree and I turn off shadows as well, to me I do not lose the immersion, but I think the shadow thing is just habit from years of HAVING to turn it off. I do not see the lose of the grass as a big issue or me turning it off...however the black flickering in the far back ground is annoying.
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I agree and I turn off shadows as well, to me I do not lose the immersion, but I think the shadow thing is just habit from years of HAVING to turn it off. I do not see the lose of the grass as a big issue or me turning it off...however the black flickering in the far back ground is annoying.
That game looks crap anyway...
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They really haven't added back in the advanced video setting like saturation? Really what is wrong with them?
I do not care about "video", but yes u can set up 3 options for it, not for the entire desktop and most importantly games.
Vibrance is not saturation πŸ˜€ and kinda understand your frustration 'cause AMD doesn't support vibrance on nvidia cards πŸ™‚ But can you use old CCC with these drivers?
Yes it is, depends on where u are looking for it some call it saturation the others digital vibrance, and u totally miss understood what I was saying implying like a troll that there is a connection with AMD and nvidia about a driver not time frame of the existing feature. Nvidia is not saint either they removed full screen sharpening from drivers. No, old CCC is broken even if u try replacing whole folder. The only appropriate solution for now is virus infected Saturation Toggler - thank u AMD - and a vibranceGUI. Yeah and AMD is wondering why do ppl switch to nvidia - tiny things and a lot of it everywhere
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No problem for Witcher 3 + R9 280x + Win 10 x64. Tested for hours yesterday.
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Nope, no luck on the ME:A crossfire front yet. I still think we're waiting for a patch from Bioware to enable that RenderDevice command. Wouldn't surprise me if the AMD driver team was working on a newer build of ME than what the public currently has.
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That game looks crap anyway...
Sometimes it does, but at times it can also be beautiful. Depends on where you are in the world. Horrid optimization though---makes the DX9 Guild Wars 2 feel like GTA5 in terms of hardware efficiency.
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Has anybody been able to get crossfire working yet?.. I've posted threads over at AMD and EA.. I have yet to find one person that has got this working with the new driver release!! :bang:
I also tried everything and doesn't work. If you are playing the trial then maybe, when you get the full game, it will download additional files which support crossfire, or: like some guys said, bioware needs to activate it though a patch.