Hardware PageFlip.
Ticking this option enables the Graphics card
to optimize page flipping for swapping full screen buffers,
which should will maximize performance for full-screen
OpenGL applications, & would be recommended.
Hierarchical Z.
Ticking this option enables the use of a
hierarchical Z-Buffer. In which case the Z-Buffer is divided
into several levels of tiles upon which depth tests are then
carried out to determine visibility of objects & whether
rendering should occur or not. Performance gains from this
are rendering order dependent, with front to back rendering
achieving most benefit & back to front least. Most games
though use a random rendering order where the benefit lies
somewhere in-between. You should only need consider
disabling (Unticking) this feature if you wish to
benchmark the performance advantage this feature offers & it
shouldn’t be necessary to do so for compatibility reasons.
KTX Buffer Region.
Ticking this option will enable the use of the
GL_KTX_buffer_region (Dual planes) OpenGL extension. This
provides improved performance in supporting
Applications/Games by allowing an area of an OpenGL window
to be saved in off-screen memory for quick restores, though
is mostly only used in 3D modelling applications, such as 3D
Studio Max. That said, there shouldn’t be any adverse effect
to having this enabled even if it is unused & as such
you shouldn’t need to Untick this.
Mipmap Detail
Level. This slider controls
the LOD parameter used for textures, whereby moving the
position of the slider can increase the sharpness of
Mipmapped textures or vice versa. Options available for this
setting are High Performance, Performance,
Quality, High Quality. As the descriptions
indicate, each mode offers progressively sharper or more
blurred textures, which will yield improved image quality or
frame rate. The images beneath illustrate the effect of
High Performance & High Quality setting in Medal
of Honor: Allied Assault.
High
Performance
High Quality
The image quality
differences are fairly distinct as can be clearly seen,
certainly when using FSAA select High Quality to
counter the slight blurring that can occur with FSAA
enabled.
PointParameters.
The Rage3DTweak help file notes that it may be
necessary to Tick this option in order for the S3TC
compressed textures available in Unreal Tournament CD 2 to
work (This does not apply to any other Unreal engine
games). If you don’t play Unreal Tournament anymore or the
CD 2 textures work, then leave this option Unticked.
SSE.
Tick this option to enable support for the
Intel SSE instructions set in the Radeon Drivers. This
yields improved performance with supporting CPUs. If your
CPU supports SSE, e.g. AMD Athlon XP then Tick this,
otherwise leave it Unticked, e.g. if you have a
Pentium II.
SSE2.
Tick this option to enable support for the
Intel SSE2 instructions set in the Radeon Drivers. This
yields improved performance with supporting CPUs. If your
CPU supports SSE, e.g. Pentium IV then Tick this,
otherwise leave it Unticked, e.g. if you have a
Pentium III.
TCL.
Leave this Ticked.
Texture
Compression. Ticking
this option allows the use of DXT1-5 texture formats in
supporting applications/games & it is highly recommended you
select this option given its common usage in games now
whereby it provides improved performance by reducing texture
memory requirements, with minimal image quality loss.
Unticking this will disable DXT1-5 texture
formats & is not recommended for compatibility & performance
reasons, nor should it be necessary for troubleshooting
purposes either.
Texture Preference.
Unfortunately since posting this guide initially I’ve still
been unable to find out exactly what this option does (As
before neither FIC responded nor anyone at
Rage3D's Forums). As such the only recommendation I can
give is to set this to High Quality & adjust texture
detail settings via in-game options.
TRUFORM.
TRUFORM provides support for Higher Order Surfaces (via
N-Patch tessellation & with newer ATI Radeons Displacement
Mapping as well) which in supported applications yields more
complex appearing shapes with not too noticeable a
performance hit. When set to App. Preference this
enables OpenGL applications to use supported TRUFORM
features of the Radeon Graphics card as appropriate, this is
the recommended choice as most supporting applications allow
you to set which TRUFORM features are to be used (If they
are supported at all). Selecting Always Off
disables OpenGL/Direct3D applications from using TRUFORM
features, which would be recommended for ensuring optimal
performance instead (Though, again, most supporting
applications will allow you to enable/disable
TRUFROM features anyway). The images beneath illustrate the
effects of TRUFORM in Soldier Of Fortune II.
TRUFORM
disabled
TRUFORM
enabled
As shown above,
TRUFORM provides a more natural, less angular sloping to the
terrain in the game, which adds nicely to the game – with no
noticeable performance loss.
Wait for VSync.
V-sync limits the highest possible frame rate to your
Monitors refresh rate at any resolution. Setting this to
Default On will allow the Application/Game to determine
whether V-sync is to be enabled or disabled
(Defaulting to it being on if not specified). Setting this
to Default Off will allow the Application/Game to
determine whether V-sync is to be enabled or
disabled (Defaulting to it being off if not specified).
Always Off will disable V-sync in all OpenGL
Games/Applications regardless, which can improve performance
(Frames are rendered as fast as they can be regardless of
refresh rate), although you may experience image tearing
&/or input device/controller lag as a result. Whereas
Always On will enable V-sync in all OpenGL
Games/Applications regardless. I’d recommend leaving this
set to Default On for best visual quality (& enabling
V-sync in the Game/Application if available) as a result
unless you intend to benchmark Game performance.
Z Compression.
The Z-Buffer contains depth information for every pixel to
be rendered. Thus, using higher resolutions not only
consumes more fill rate, it also requires a larger Z-Buffer
as more pixels are to be rendered. Hyper Z III however
supports compression of the Z-Buffer, which reduces the size
of this data & therefore will save on bandwidth needed for
Z-Buffer reads/writes. With FSAA enabled colour
compression is also supported. As such this compression
helps makes the Radeon a highly efficient card when
rendering with FSAA (particular with FSAA enabled) &
ATI claims that at best it offers at 24:1 compression ratio
using 6X FSAA (4:1 with FSAA disabled). Perhaps most
critically Z Compression is lossless when set to Driver
Default & there should be no adverse effect on image
quality as a result. Personally I’d not recommend selecting
any of the other available options except for experimental
purposes, perhaps.