Problem Rendering Tiles

For reference, I use 1280x1024 resolution (AAx4) and my GPU is 4850 with 512MB video ram. (...)
Also, in DX9 mode, with late game save, RAM consumption is 3.6GB on my machine (4GB). But in DX10/11 mode, it's 3.1GB.

AA? How? did you force it with the ATI control panel?

DX10/11 with a 4850?? I thought it wasn't supported... :eek:
 
I use AAx4 from in-game (DX10/11 mode). Haven't tried forcing it with ATI control panel in DX9 mode.


P.S.
DX10/11 mode even works with 3470 mobility graphics (although in that case DX9 has better performance).
 
The patch is OTA now.. and I've already tried it out..
Seems like the issue with the tile rendering from a complete plain one-colored tile into the normal texture each Load, is gone. This happened to most people, not only the ones having the same problem that I have.

However, as of this patch, the issue with the gray tiles rendering is not "fixed" at least not for me. It seemed way smoother while loading the gray tiles, but this could be due to the fact that I did my tests on a MOD that reveals the whole map, hence there where no cities neither more then 2 units per Civ. (Both on Huge/Large maps)
I'm sure on a normal late game on a map of that size the time to render the tiles would be slower, so I'm not even sure if this patched addressed our troubles with the gray-tile-rendering-thingy....

Anyways, if anyone have different results I'd love to listen.... as for now I'm frustrated and sad, so Askia will have to pay on my Standard map size game... That's life...
 
I have a 1 GB 4890, a quad 2.6 GHZ, 4 GB ram - and with all the visuals turned to low I still get the slow tile refresh rates. I have even read where people with 5970's with 4 GB in the card have the same problem. The main problem I have seen are the workers. The more workers you have = the slower the game runs. I have tested this in late game by deleting all of the workers and many things happen much faster at that point. :confused:
 
I have a 1 GB 4890, a quad 2.6 GHZ, 4 GB ram - and with all the visuals turned to low I still get the slow tile refresh rates. I have even read where people with 5970's with 4 GB in the card have the same problem. The main problem I have seen are the workers. The more workers you have = the slower the game runs. I have tested this in late game by deleting all of the workers and many things happen much faster at that point. :confused:


This is after the 10.22.10 patch. Whatever version number it is. Actually, after the patch, it seems to have made this (tile texture refresh) even worse.
 
New catalyst didn't solve the issue either.. at least not for me..
Although I managed to start a Large Map use the MOD and had no problems with the tile rendering, I was so thrilled that I tried right away on a Huge map and the problem was still there, later on I went back to a Large Map, and did the same as before and the problem persisted...
I read somewhere else that some people with this issue manage to get it back to "normal" by restarting the application a couple of times... so this might as well be one of those "normal" times.. Next game I do I will try a Large map just to make sure I can/can't handle the "problems".
This does still seem like an issue that can be solved, eventually at least, but I'm yet to see someone address to this problems, seems the ones with it are just a few compared to the rest.

I'm gonna try to BUMP my Firaxis post to see if by now I can have a professional answering me rather then people having the same issue.

I'll keep y'all informed
 
I still have this issue after the patch. Standard maps are ok, but large and huge maps need to reload textures multiple times over the base grey. Even if I set all graphics quality to low. The odd thing is my graphics memory only totals about 750MB with the low quality graphics but I still get the constant paging with a 1GB card. (GTS450). It does however seem smoother cycling between units in the coarse of a normal game since the patch.
 
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