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Old Feb 12, 2005, 06:56 AM   #1
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??? Frame Buffer effects in KotOR II

I haven't played the game for very long, and have therefore not gotten very far, but I have noticed that I have none of that pretty "glow" that I had in the first KotOR game.
I have enabled FRame Buffer effects in the options menu in the game, and in the .ini-file it too clearly states that they are indeed enabled, but in-game I can't see any pretty glows at all.

Does anyone else have this problem?
Or, even better, does anyone have a solution to this problem?


btw, I'm currently using Cat.5.2, but I've also tried the game with the latest Omega, with the same result...
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Old Feb 12, 2005, 07:11 AM   #2
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Use the 4.2 drivers and report the bug to ATI
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Old Feb 12, 2005, 10:49 AM   #3
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Woah! Using the 4.2 drivers seems a bit extreme to me, especially since it's only for one game. I think it's great, but not that great!
I've read at some places that it is possible to just extract the atioglxx.dll into the KotOR directory and make it work that way. I've tried that, but I still got no Frame Buffer effects. But then I only tried 4.4 and 4.3. I'll try this with the 4.2 as well and hope for the best.

::EDIT::
Copying atioglxx.dll from the Catalyst 4.2 package solves the Frame Buffer problem, but unfortunately it also takes away some of the performance. But it works as a temporary solution until ATI solves the problem in their new drivers.
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Last edited by Methroix; Feb 12, 2005 at 11:25 AM.
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Old Feb 12, 2005, 02:39 PM   #4
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Can you tell me which of the force powers shows the effect and send me a savegame and I will try to get ATI to sort it out
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Old Feb 13, 2005, 05:33 AM   #5
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Quote:
Originally Posted by Spyre
Can you tell me which of the force powers shows the effect and send me a savegame and I will try to get ATI to sort it out
You don't need to use force powers or anything else to notice these effects (or the lack of them), you just have to walk up to the nearest lightsource. There should be a glow effect surrounding the lightsource.
I don't think you need a savegame for that, since lightsources can be found just about everywhere, but if you still want one I can send one to you.
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Old Feb 13, 2005, 12:42 PM   #6
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I heard that the 4.11 opengl also works. However the game just seems unstable in general.
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Old Feb 13, 2005, 07:11 PM   #7
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If you're having frame buffer issues, you can either replace the atioglxx.dll with one from the 4.2-4.11 range of Catalysts, or if you don't care about the effects and just want to fix performance, you can disable Frame Buffer Effects in the game and add the line
Disable Vertex Buffer Objects=1
Under the [Graphics Options] section. This should increase performance greatly.
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Old Feb 14, 2005, 06:22 AM   #8
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Quote:
Originally Posted by Kiwegapa
If you're having frame buffer issues, you can either replace the atioglxx.dll with one from the 4.2-4.11 range of Catalysts, or if you don't care about the effects and just want to fix performance, you can disable Frame Buffer Effects in the game and add the line
Disable Vertex Buffer Objects=1
Under the [Graphics Options] section. This should increase performance greatly.
I copied atioglxx from Cat.4.2 to the installation directory (someone said 4.4 and below should work but 4.4 and 4.3 obviously didn't) and now the Frame Buffer Effects work. Just like I said in a previous post.
Maybe I'll try 4.11 too, and see if there's a performance gain.
Too bad I can't get RadLinker to control the atiogl driver, so I can't use TemporalAA...

I take it I should add the line to swkotorii.ini?
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Old Feb 14, 2005, 09:53 AM   #9
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Quote:
Originally Posted by Methroix
I copied atioglxx from Cat.4.2 to the installation directory (someone said 4.4 and below should work but 4.4 and 4.3 obviously didn't) and now the Frame Buffer Effects work. Just like I said in a previous post.
Maybe I'll try 4.11 too, and see if there's a performance gain.
Too bad I can't get RadLinker to control the atiogl driver, so I can't use TemporalAA...

I take it I should add the line to swkotorii.ini?
With the 4.2 opengl driver framebuffer effects seem to work just fine with me too, but after any cinematics the game just shows black screen...
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Old Feb 14, 2005, 10:26 AM   #10
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Quote:
Originally Posted by DeeGee
With the 4.2 opengl driver framebuffer effects seem to work just fine with me too, but after any cinematics the game just shows black screen...
For me it's not that severe, but the game does reset the AA and AF if it's set to application controlled.

btw, I did try the 4.11 ogl driver. and I couldn't get Frame Buffer effects to work with them either.
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Old Feb 14, 2005, 07:03 PM   #11
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Quote:
Originally Posted by Methroix
I take it I should add the line to swkotorii.ini?
Yes, edit kotor2.ini and add that line under [Graphics Options]. It should give you a performance increase, especially on Dantooine.
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Old Feb 14, 2005, 08:39 PM   #12
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Quote:
Originally Posted by Methroix
::EDIT::
Copying atioglxx.dll from the Catalyst 4.2 package solves the Frame Buffer problem, but unfortunately it also takes away some of the performance. But it works as a temporary solution until ATI solves the problem in their new drivers.
I tried copying the atioglxx.dll from 4.2 and the game would not loat past the first menu.
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Old Feb 14, 2005, 09:55 PM   #13
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When I tried the 4.2 OGL file, it made the AA look lousy. Phooey on the frame buffer effects. I just use the 5.2's with the "Disable Vertex Buffer Objects=1" deal and haven't had a problem since. No lockups, no crashes and no bogging framerates.

I don't care if the lights have a haze around them....that's something you'd see if you had cataracts anyway.
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