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Conker

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Posts posted by Conker

  1. The new beta driver runs pretty well on my G73Jw :D No crashes so far...

    Also tested the 304.48BETA on my Asus MarsII machine, on one screen, this version also runs without any major problems:D

    With three screens(NvidiaSurround), there are significant problems:(: the taskbar displays only half, no mouse input on desktop center part (middle screen, taskbar works), files that are copied/moved to the desktop center part disappear,...:mad:

    Returned to driver version 301.42WHQL :untroubled:

    • Thumbs Up 2
  2. NVIDIA Geforce 304.79 BETA

    Changelog:

    This is the first beta driver from the R304 family of drivers.

    New in R304 Drivers:

    Performance Boost – Increases performance for GeForce 400/500/600 Series GPUs in several PC games vs. GeForce 301.42 WHQL-certified drivers. Results will vary depending on your GPU and system configuration:

    GeForce GTX 680:

    Up to 18% in Batman: Arkham City

    Up to 15% in Dragon Age II

    Up to 10% in S.T.A.L.K.E.R.: Call of Pripyat

    Up to 60% in Total War: Shogun 2 (fixes performance issue with latest game patch)

    GeForce GTX 560:

    Up to 14% in Batman: Arkham City

    Up to 5% in Battlefield 3 with SLI

    Up to 4% in Dragon Age II

    Up to 8% in The Witcher 2: Assassins of Kings with SLI

    Up to 7% in Lost Planet 2

    Key Fixes

    Fixes an intermittent vsync stuttering issue with GeForce GTX 600-series GPUs.

    Fixes an issue where some manufacturer’s factory overclocked cards default to and run at lower clocks.

    Fixes a performance issue in Total War: Shogun 2 with the latest game patch.

    NVIDIA SLI Technology – Adds or updates the following SLI profiles:

    Spec Ops: The Line

    PlanetSide 2

    F1 2011 – updated profile

    Final Fantasy XIV – updated profile

    Saints Row: The Third – updated profile

    Torchlight II

    Tribes: Ascend

    NVIDIA 3D Vision – Adds or updates the following 3D Vision profiles:

    Alan Wake's American Nightmare – rated Poor

    Borderlands 2 – updated profile with new convergence settings

    Depth Hunter – updated rating to 3D Vision Ready

    Mass Effect 3 – updated in-game compatibility message and profile to be more compatible with community 3D mods

    Max Payne 3 – updated rating to Excellent and updated in-game compatibility message to inform users to use DirectX 11, disable MSAA and use SSA0.

    Street Fighter X Tekken – rated 3D Vision Ready

    Tiger Woods PGA 12: The Masters – rated Good

    Tribes: Ascend – rated Fair

    The Walking Dead – rating Good

    Other Profile Updates

    Added NVIDIA Control Panel antialiasing support for Diablo III

    Added NVIDIA Control Panel antialiasing support for L.A. Noire

    Added NVIDIA Control Panel antialiasing support for Rayman Origins

    Added NVIDIA Control Panel antialiasing support The Secret World

    Added NVIDIA Control Panel ambient occlusion support for Star Wars: The Old Republic

    Disabled FXAA for several Windows programs like Media Player and Movie Maker.

    NVIDIA Surround

    Surround settings now persisted after new driver overinstall.

    NVIDIA CUDA

    Includes support for applications built using CUDA 5 Preview or earlier version of the CUDA Toolkit. More information at CUDA Toolkit | NVIDIA Developer Zone

    Additional Details

    Installs PhysX System Software v9.12.0604.

    Installs HD Audio v1.3.17.0.

    Supports OpenGL 4.2

    Supports DisplayPort 1.2 for GeForce GTX 600 series GPUs.

    Supports multiple languages and APIs for GPU computing: CUDA C, CUDA C++, CUDA Fortran, OpenCL, DirectCompute, and Microsoft C++ AMP.

    Supports single GPU and NVIDIA SLI technology on DirectX 9, DirectX 10, DirectX 11, and OpenGL, including 3-way SLI, Quad SLI, and SLI support on SLI-certified Intel and AMD motherboards.

    Update:

    New in 304.79 Drivers:

    Adds support for NVIDIA TXAA

    NVIDIA TXAA is new film-style anti-aliasing technique designed specifically to reduce temporal aliasing (crawling and flickering in motion) through a combination of hardware AA, custom CG film style AA resolve, and a temporal filter.

    The Secret World is the first game to support TXAA (support will be enabled in an upcoming patch)..

    TXAA is supported on GeForce GTX 600-series Kepler-based GPUs.

    Learn more about TXAA on GeForce.com.

    New SLI Support

    Adds or updates the following SLI profiles:

    The Secret World - added

    End of Nations - added

    Nexuiz (also provided earlier via NVIDIA Update)

    Tom Clancy's Ghost Recon Future Soldier (also provided earlier via NVIDIA Update)

    Tornado Force - added

    Tribes: Ascend - updated

    Key Fixes

    Fixed a compatibility issue with Civilization V and GeForce 400/500 series GPUs

    Fixed instances of flickering or missing mouse cursor when hardware cursor is enabled (reported with Aion, World of Warcraft, Eve Online and others).

    Fixed instances of very low frame rates in Deus Ex: Human Revolution (DX11).

    Fixed an issue that caused a PC reboot instead of a PC shut down.

    Fixed an issue that led to a black screen after driver installation.

    Power management mode settings now persist across driver overinstalls.

    Download: Geforce.com BetaDrivers

    • Thumbs Up 3
  3. NVIDIA Geforce 301.42 WHQL

    Changelog:

    This is the first WHQL-certified unified driver from the R300 family of drivers (versions 300.00 to 301.99).

    GeForce R300 drivers are packed with new industry-leading, GeForce-exclusive features as well as some really nice performance increases in top games.

    New in R300 Drivers:

    New GPU Support:

    GeForce GTX 690

    GeForce GTX 680

    GeForce GTX 670

    GeForce GT 600-series GPUs

    Performance Boost – Increases performance for GeForce 400 Series and 500 Series GPUs in several PC games vs. GeForce 296.10 WHQL-certified drivers. Results will vary depending on your GPU and system configuration:

    GeForce GTX 570/580:

    Up to 23% in Just Cause 2 with SLI

    Up to 21% in The Elder Scrolls V: Skyrim

    Up to 17% in StarCraft II with SLI

    Up to 14% in Far Cry 2 with SLI

    Up to 9% in Bulletstorm

    Up to 7% in Civilization V

    Up to 6% in Deus Ex: Human Revolution with SLI

    Up to 6% in Dragon Age 2 with SLI

    Up to 5% in Metro 2033 with SLI

    Up to 5% in Total War: Shogun 2

    GeForce GTX 560/560 Ti:

    Up to 20% in The Elder Scrolls V: Skyrim

    Up to 15% in Just Cause 2 with SLI

    Up to 13% in Far Cry 2 with SLI

    Up to 12% in Bulletstorm

    Up to 11% in Civilization V

    Up to 10% in StarCraft II with SLI

    Up to 9% in Batman: Arkham City

    Up to 4% in Deus Ex: Human Revolution with SLI

    Up to 4% in Dragon Age 2 with SLI

    Up to 4% in Metro 2033 with SLI

    Up to 4% in Total War: Shogun 2

    NVIDIA FXAA Technology – shader-based anti-aliasing technology available from the NVIDIA Control Panel that enables ultra-fast anti-aliasing in hundreds of PC games. FXAA delivers similar quality to 4x multi-sample antialiasing (MSAA) but is up to 60% faster, enabling substantially higher performance in games. FXAA is supported on all GeForce 8-series and later GPUs. Note: This feature is disabled for games that already have built-in support for FXAA. Visit GeForce.com to learn more.

    NVIDIA Adaptive Vertical Sync – dynamically enables vertical sync based on your current frame rates for the smoothest gaming experience. Adaptive VSync is supported on all GeForce 8-series and later GPUs. Visit GeForce.com to learn more.

    NVIDIA Frame Rate Target – dynamically adjusts frame rate to a user specified target. Support for this feature is enabled via third party applications via NVAPI. Visit GeForce.com to learn more.

    NVIDIA Surround Technology – Adds the following new Surround capabilities.Visit GeForce.com to learn more.

    Add in a fourth accessory display with GeForce GTX 600-series to get access to your email, web, or other applications while you game.

    Maximize an application to a single physical display when in Surround mode (enabled by default).

    Confine the Windows Taskbar to the center display (enabled by default).

    Enable bezel peeking – a feature which enables users to temporarily peek behind the monitor bezels using a hotkey (Ctrl + Alt + B). This feature is designed to be used in conjunction with bezel corrected resolutions.

    Add or remove resolutions from the list of Surround resolutions (only those selected will be available to applications).

    Full center display acceleration for single wide display modes (center display must be connected to the master GPU).

    NVIDIA SLI Technology – Adds or updates the following SLI profiles:

    Alan Wake

    Call of Juarez: The Cartel

    Counter-Strike: Global Offensive

    Deus Ex: Human Revolution - The Missing Link

    Left 4 Dead

    Orcs Must Die!

    Portal 2

    Resident Evil: Operation Raccoon City

    Risen 2: Dark Waters

    The Darkness II

    Battlefield: Bad Company 2

    Crusader Kings II

    Max Payne 3

    Sniper Elite V2

    Street Fighter X Tekken

    NVIDIA 3D Vision – Adds or updates the following 3D Vision profiles:

    All Zombies Must Die! – rated Fair

    Ghosts 'n Goblins Online – rated Good

    Oil Rush – rated 3D Vision Ready

    Postal III – rated Good

    Rayman Origins – rated Good

    SevenCore – rated Fair

    Stacking – rated Good

    Unigine Heaven Benchmark v3.0 – rated 3D Vision Ready

    Wargame: European Escalation – rated Good

    Warp – rated Good

    Wings of Prey – rated Fair

    Krater – rated Poor

    Adam's Venture Episode 1- rated Poor

    Blacklight: Retribution – rated Poor

    The Darkness II – updated in-game recommended settings

    Depth Hunter – updated profile

    Dirt: Showdown – rated Good

    Passion Leads Army Benchmark – rated 3D Vision Ready

    Resident Evil: Operating Raccoon City – Rated Fair

    rFactor 2 – changed rating to 3D Vision Ready

    Trackmania 2: Canyon – rated Fair

    Unigine 3.0 Heaven Benchmark – updated profile

    World of Tanks – changed rating to Excellent.

    Other Details

    Installs PhysX System Software v9.12.0213.

    Installs HD Audio v1.3.16.0.

    Supports OpenGL 4.2

    Supports DisplayPort 1.2 for GeForce GTX 600-series.

    Supports multiple languages and APIs for GPU computing: CUDA C, CUDA C++, CUDA Fortran, OpenCL, DirectCompute, and Microsoft C++ AMP.

    Supports single GPU and NVIDIA SLI technology on DirectX 9, DirectX 10, DirectX 11, and OpenGL, including 3-way SLI, Quad SLI, and SLI support on SLI-certified Intel and AMD motherboards.

    Download: Desktop / Mobile (Win7/64bit)

    • Thumbs Up 3
  4. Double XP-Weekend:

    "Be Advised, Battlefield 3 players - This weekend we'll be doubling every experience point that you earn on the Battlefield ranked servers.

    Every kill, assist, revive - you name it, it's doubled.

    At the conclusion of each match the bonus XP will be reflected as "Additional Points".

    Double XP will be accrued across all ranked servers and matches.

    See you on the Battlefield."

    "The 2XP weekend runs from Sat,May 12 at 12:01AM PST through Sunday, May 13 at 11:59PM PST"

    Battlefield3.com

    Edit: PC 2XP Weekend postponed to May 26./27., due to serious server problems.

    • Thumbs Up 1
  5. Both cases are insane super towers :tyrannosaurus:

    The back is the same in both cases, as is the interior around the motherboard. Both cases offer dual psu installation.:P

    Aerocool StrikeX ST can carry more HDDs (up to 10), while the Xigmatek Elysium allows a max of 8. Installation of HDDs is probably easier on StrikeX case.

    Big advantage of the Xigmatek case is the fully usable front...CD/DVD drive, cardreader,...can be installed where you want them, it's even possible to install a radiator for watercooling solutions on the front. :D

    Frontside connections are almost the same: 2xUSB3.0, 2xUSB2.0, micro, audio, HDD HotSwap; Elysium has an additional eSata connector.

    As you can see on my setup, the installation of the cable on the back is not always possible without extensions, due to the size of super towers.

    I am very satisfied with my purchase of the Xigmatek Elysium. :cool:

    [ATTACH=CONFIG]4212[/ATTACH][ATTACH=CONFIG]4211[/ATTACH][ATTACH=CONFIG]4213[/ATTACH]

    [ATTACH=CONFIG]4216[/ATTACH][ATTACH=CONFIG]4214[/ATTACH][ATTACH=CONFIG]4215[/ATTACH]

    • Thumbs Up 1
  6. [ATTACH=CONFIG]4209[/ATTACH]

    Did a test setup with my GTX 465 , but im unhappy because gpu-z and cpu-z reports as x4.

    It's possible that it's caused by using one CPU on the board, though I haven't heard of it before. Is it possible to try the GPU in a different PC?

    Found a thread at overclockers forum about the same issue, this time with an ASRock motherboard. Perhaps it's an error in GPU-Z/CPU-Z.:confused:

    Hopefully your HD6990 cooler is coming soon, so you can test your system with a different card. I don't think the NF200 chip is broken and using an EVGA SR2 with only one CPU is also no problem.:D

    In the EVGA SR2 manual on page 37/38 is described how to disable the second CPU socket and how to disable the PCIe slots.

    Take a test run with a single PCIe slot (top slot, nearest to second CPU socket) enabled and the second CPU socket disabled...maybe it works ;)

    P.S: Cool you've opened your own worklog for your machine :D keep us updated :glee:

    • Thumbs Up 2
  7. Hey Conkers, would you consider watercooling your Mars 2's using these on each core?GPU-220 (Vid/MB) [no nozzles]I see that the holes spacing on the PCB is not even but this block is able to accommodate to nearly any type of hole configuration.You could stick some passive ramsinks onto the vram chips. All you would have to do is remove the heatsinks and replace the GPU shroud with fans still attached and it would still fit. The fans would also still provide cooling for the VRM and the rest of the card.

    Thanks for the suggestion :smug: Never seen a cooler with adjustable screw positions before :) This would be a faster way to realize a watercooled system because every part is available, but I'm still a big fan of a fullcover waterblock. L3Pnl milled his fullcover waterblock this week, see here on his thread over a the ROG Asus forum. Wrote him some time ago, if I could have his CAD design, he answered it's a bit difficult because his project is fully sponsered. Maybe I'll write to him again or the other solution would be to design my own waterblock...

    @ConkersGrillforce1337

    Ready to sell your dual Asus Mars II + kidneys = for the world's fastest GTX 690 .

    No interest to selling my beasts!!! :02.47-tranquillity: I have to admit the design of the GTX 690 is awesome, but never reaches the ingenious design of my two MarsII.

    If I wouldn't suffer heat issues, my 4xGTX 580 with 1.5Gb vram are able to run every game smooth on my 6040x1200 resolution, so there's also no reason in terms of performance to change my cards.

    btw did you edit your project link to one of your previous posts? Haven't found your project on the EVGA forums yet.

  8. Can you post some mem bandwith benchmarks sometime you have time? Which ram is your main set? Gskill or Hyperx ... What are they rated at? I flashed my laptop DDR3 to 2133 and would love to see what the real deal desktop chips get :)

    I'm using my 4x2Gb G.Skill 1866Mhz Ram, since they work again after updating to R4E Bios1202. It was the R4E Extreme OC profile, that pushed the ram up to 2100Mhz.

    What you mean with "What are they rated at?"? Timings? 9/9/9/24; tRFC 110; CR 2T

    Bandwith Benchmarks? Benchmark name?

    EDIT: Just realised it's dropped ~2K points on 3dm11 P score from an earlier bench you posted, any idea what's up with that?

    ThermalThrottling of all four GPUs, because the last time I ran benchmarks, temperatures outside were below zero, so I had no thermal issues...

    :71:

  9. Benchmarks added on main post!

    Finally found some time to benchmark my system. Runs done on 3dMark11 and 3dMark Vantage, used the 3 presets Entry, Performance and Extreme on each. Nothing specially done to increase scores. Pushed my 3960X to ~5Ghz using the R4E Extreme OC Profile (High Current) and MarsII clocks raised from 782/1564/4008 to 820/1640/4200 core/shad/mem.

    :13_002:

  10. Truly a successful driver, it helps a lot with adaptive vsync and the other new stuff. It crashes from time to time, when I'm using Photoshop and VLC player together, otherwise no further problems have occured.

    301.24Beta's best feature for my TripleScreenBeast is the centered taskbar.post-1291-14494993044676_thumb.jpg :36_002:

  11. Main post completely rewritten, added new pics,...I'll document future updates in the main post or is there a character limit per post?

    @Brian, @svl7: thanks for the preparatory work for the watermark (font,...)

    Can't see any problem with the idea of 580 + 590 or 6990 + 6970, though I can't say for sure.

    You're right, there should be no complications. GTX 590 is like two GTX 580 Sli (of course with lower clocks) and if you add a single GTX 580 your system works on TripleSli.

    Same behaviour with 6990+6970 => TripleCFX 6970

    this my last post on my build , I have opened a project progress in EVGA>

    Please edit the link to your build log, can't find it on EVGA forums.

    • Thumbs Up 1
  12. NVIDIA Geforce 301.24 Beta Driver

    Changelog:

    Desktop:

    This is the first unified driver from the R300 family of drivers (versions 300.00 to 301.99).

    GeForce R300 drivers are packed with new industry-leading, GeForce-exclusive features as well as some really nice performance increases in top games.

    New in R300 Drivers:

    New GPU Support – Adds support for the new GeForce GTX 680, the fastest, most efficient GPU ever built. Explore GeForce GTX 680 and its new SMX architecture on GeForce.com.

    Performance Boost – Increases performance for GeForce 400 Series and 500 Series GPUs in several PC games vs. GeForce 296.10 WHQL-certified drivers. Results will vary depending on your GPU and system configuration:

    GeForce GTX 570/580:

    Up to 23% in Just Cause 2 with SLI

    Up to 21% in The Elder Scrolls V: Skyrim

    Up to 17% in StarCraft II with SLI

    Up to 14% in Far Cry 2 with SLI

    Up to 9% in Bulletstorm

    Up to 7% in Civilization V

    Up to 6% in Deus Ex: Human Revolution with SLI

    Up to 6% in Dragon Age 2 with SLI

    Up to 5% in Metro 2033 with SLI

    Up to 5% in Total War: Shogun 2

    GeForce GTX 560/560 Ti:

    Up to 20% in The Elder Scrolls V: Skyrim

    Up to 15% in Just Cause 2 with SLI

    Up to 13% in Far Cry 2 with SLI

    Up to 12% in Bulletstorm

    Up to 11% in Civilization V

    Up to 10% in StarCraft II with SLI

    Up to 9% in Batman: Arkham City

    Up to 4% in Deus Ex: Human Revolution with SLI

    Up to 4% in Dragon Age 2 with SLI

    Up to 4% in Metro 2033 with SLI

    Up to 4% in Total War: Shogun 2

    NVIDIA FXAA Technology – shader-based anti-aliasing technology available from the NVIDIA Control Panel that enables ultra-fast anti-aliasing in hundreds of PC games. FXAA delivers similar quality to 4x multi-sample antialiasing (MSAA) but is up to 60% faster, enabling substantially higher performance in games. FXAA is supported on all GeForce 8-series and later GPUs. Note: This feature is disabled for games that already have built-in support for FXAA. Visit GeForce.com to learn more.

    NVIDIA Adaptive Vertical Sync – dynamically enables vertical sync based on your current frame rates for the smoothest gaming experience. Adaptive VSync is supported on all GeForce 8-series and later GPUs. Visit GeForce.com to learn more.

    NVIDIA Frame Rate Target – dynamically adjusts frame rate to a user specified target. Support for this feature is enabled via third party applications via NVAPI. Visit GeForce.com to learn more.

    NVIDIA Surround Technology – Adds the following new Surround capabilities. Visit GeForce.com to learn more.

    Add in a fourth accessory display to get access to your email, web, or other applications while you game.

    Maximize an application to a single physical display when in Surround mode (enabled by default).

    Confine the Windows Taskbar to the center display (enabled by default).

    Enable bezel peeking – a feature which enables users to temporarily ‘peak’ behind the monitor bezels using a hotkey (Ctrl + Alt + B). This feature is designed to be used in conjunction with bezel corrected resolutions.

    Add or remove resolutions from the list of Surround resolutions (only those selected will be available to applications).

    Full center display acceleration for single wide display modes (center display must be connected to the master GPU).

    NVIDIA SLI Technology – Adds or updates the following SLI profiles:

    Alan Wake

    Call of Juarez: The Cartel

    Counter-Strike: Global Offensive

    Deus Ex: Human Revolution - The Missing Link

    Left 4 Dead

    Orcs Must Die!

    Portal 2

    Risen 2: Dark Waters

    The Darkness II

    NVIDIA 3D Vision – Adds or updates the following 3D Vision profiles:

    All Zombies Must Die! – rated Fair

    Ghosts 'n Goblins Online – rated Good

    Oil Rush – rated 3D Vision Ready

    Postal III – rated Good

    Rayman Origins – rated Good

    SevenCore – rated Fair

    Stacking – rated Good

    Unigine Heaven Benchmark v3.0 – rated 3D Vision Ready

    Wargame: European Escalation – rated Good

    Warp – rated Good

    Wings of Prey – rated Fair

    Krater – rated Poor

    Other Details

    Installs PhysX System Software v9.12.0213.

    Installs HD Audio v1.3.12.0.

    Supports OpenGL 4.2

    Supports DisplayPort 1.2 for GeForce GTX 680.

    Supports multiple languages and APIs for GPU computing: CUDA C, CUDA C++, CUDA Fortran, OpenCL, DirectCompute, and Microsoft C++ AMP.

    Supports single GPU and NVIDIA SLI technology on DirectX 9, DirectX 10, DirectX 11, and OpenGL, including 3-way SLI, Quad SLI, and SLI support on SLI-certified Intel and AMD motherboards.

    Mobile:

    RELEASE HIGHLIGHTS :

    This is the first unified driver from the R300 family of drivers (versions 300.00 to 301.99).

    GeForce R300 drivers are packed with new industry-leading, GeForce-exclusive features as well as some really nice performance increases in top games.

    Product Support

    This driver supports the following NVIDIA notebook GPUs (please refer to the Products Supported tab for exceptions):

    ION notebook GPUs.

    GeForce 8M, 9M, 100M, 200M, 300M, 400M, and 500M-series notebook GPUs.

    Quadro 5010M, 5000M, 4000M 3000M, 2000M and 1000M notebook GPUs.

    Quadro NVS-series notebook GPUs (only those that support DirectX 10 or higher).

    Quadro FX-series notebook GPUs (only those that support DirectX 10 or higher).

    NVS-series notebook GPUs (only those that support DirectX 10 or higher).

    New in R300 Drivers:

    Performance Boost – Increases performance for GeForce 400M Series and 500M Series GPUs in several PC games vs. GeForce 296.10 WHQL-certified drivers. Results will vary depending on your GPU and system configuration:

    GeForce GTX 570/580:

    Up to 23% in Just Cause 2 with SLI

    Up to 21% in The Elder Scrolls V: Skyrim

    Up to 17% in StarCraft II with SLI

    Up to 14% in Far Cry 2 with SLI

    Up to 9% in Bulletstorm

    Up to 7% in Civilization V

    Up to 6% in Deus Ex: Human Revolution with SLI

    Up to 6% in Dragon Age 2 with SLI

    Up to 5% in Metro 2033 with SLI

    Up to 5% in Total War: Shogun 2

    GeForce GTX 560/560 Ti:

    Up to 20% in The Elder Scrolls V: Skyrim

    Up to 15% in Just Cause 2 with SLI

    Up to 13% in Far Cry 2 with SLI

    Up to 12% in Bulletstorm

    Up to 11% in Civilization V

    Up to 10% in StarCraft II with SLI

    Up to 9% in Batman: Arkham City

    Up to 4% in Deus Ex: Human Revolution with SLI

    Up to 4% in Dragon Age 2 with SLI

    Up to 4% in Metro 2033 with SLI

    Up to 4% in Total War: Shogun 2

    NVIDIA FXAA Technology – shader-based anti-aliasing technology available from the NVIDIA Control Panel that enables ultra-fast anti-aliasing in hundreds of PC games. FXAA delivers similar quality to 4x multi-sample antialiasing (MSAA) but is up to 60% faster, enabling substantially higher performance in games. FXAA is supported on all GeForce 8M-series and later GPUs. Note: This feature is disabled for games that already have built-in support for FXAA. Visit GeForce.com to learn more.

    NVIDIA Adaptive Vertical Sync – dynamically enables vertical sync based on your current frame rates for the smoothest gaming experience. Adaptive VSync is supported on all GeForce 8M-series and later GPUs. Visit GeForce.com to learn more.

    NVIDIA Frame Rate Target – dynamically adjusts frame rate to a user specified target. Support for this feature is enabled via third party applications via NVAPI. Visit GeForce.com to learn more.

    NVIDIA SLI Technology – Adds or updates the following SLI profiles:

    Alan Wake

    Call of Juarez: The Cartel

    Counter-Strike: Global Offensive

    Deus Ex: Human Revolution - The Missing Link

    Left 4 Dead

    Orcs Must Die!

    Portal 2

    Risen 2: Dark Waters

    The Darkness II

    NVIDIA 3D Vision – Adds or updates the following 3D Vision profiles:

    All Zombies Must Die! – rated Fair

    Ghosts 'n Goblins Online – rated Good

    Oil Rush – rated 3D Vision Ready

    Postal III – rated Good

    Rayman Origins – rated Good

    SevenCore – rated Fair

    Stacking – rated Good

    Unigine Heaven Benchmark v3.0 – rated 3D Vision Ready

    Wargame: European Escalation – rated Good

    Warp – rated Good

    Wings of Prey – rated Fair

    Krater – rated Poor

    Other Details

    Installs PhysX System Software v9.12.0213.

    Installs HD Audio v1.3.12.0.

    Supports OpenGL 4.2

    Supports multiple languages and APIs for GPU computing: CUDA C, CUDA C++, CUDA Fortran, OpenCL, DirectCompute, and Microsoft C++ AMP.

    Supports single GPU and NVIDIA SLI technology on DirectX 9, DirectX 10, DirectX 11, and OpenGL.

    Geforce.com Beta-Legacy Drivers

    • Thumbs Up 2
  13. Inno3D iChill GTX 680:

    Hybrid cooled GTX 680, with an expected core clock of 1.2Ghz, temperature under load at 44°C with 10% less noise than other custom coolers...nothing confirmed yet

    I expect the cooling is comparable to a Corsair H60 or H70, so temperatures could match.

    In my opinion the card has a crazy design, but the blue PCB looks like ****...:hurt:

    post-1291-14494992978356_thumb.jpg

    source: MyDrivers.com

    post-1291-1449499297726_thumb.jpg

    post-1291-14494992977536_thumb.jpg

    post-1291-14494992977811_thumb.jpg

    post-1291-14494992978076_thumb.jpg

  14. 2x xeons will easily beat 3960x , xeons are good overclockers.

    I just bough it for 420$ without cooler, but when you compare your 2x mars II with mine its like comparing an Bugatti with FORD .

    look your mars II will kick my hd 6990 in one shot , 100% sure. but can you remember some guy on youtube , ran 4x5970 , I bet that will kick your 2x MARS II ,

    so there is some chance of running 6990 x 4 , I have the mobo for it but no $$$$ .

    I have a sr2 but cant afford to buy 2x xeons for it , thats why im goin with single.

    You bought one Xeon E5603 for 420$?!?! On Ebay the double CPU package costs 450$...I'm confused...

    Bring on your results, when you're finished your system...

    You're not able to run 4xHD 6990 because 2xHD 6990 is already QuadXFire.

    Comparing 4 cards against 2 cards with dual chip configuration is only possible on watercooling, because cooling two chips is much more difficult than one on the same PCB.

    I cant even imagine the size of mars II , for the size it runs like a beast. dont you think that 4x 3gb gtx 580 can beat your 2x mars II ? how much did you pay for single mars II ?

    Once you get your HD 6990 compare the size of it with the pictures in the main post to get an imagine about the MarsII size.

    4x 3Gb Vram cards would help to get Nvidia Surround working without problems...Nvidia Inspector 1.9.5.11 has a FPS limiter so this problem does no more appear...less frames means less VRAM used...

    I paid CHF1500.- thats about USD1650.-...normal price for a card that's only produced 1000times...

  15. WOW nice rig , CAN this beat an SR2 ?

    As svl7 mentioned, you need two Xeon processors to beat my 3960X and I go one step further saying you need a X5600 processor. 5Ghz is no problem with the 3960X, go on Youtube hundreds of vids with clocks over 5Ghz can be found.

    just now ordered an hd 6990 .

    Nice card :D I had one too, sold it to my colleague. It's pretty easy to overclock the card past 1Ghz, I reached 1.1Ghz core clock (forgot at which voltage). The stock fan roars like a jet :hurt:, if it's going up to 100%, Arctic Accelero Twin Turbo 6990 is a nice alternative here.

    If you get two CPUs from the Xeon 5600 Series you have a chance when it comes to CPU benchmarks. Otherwise Conkers system will kick the ass of the SR-2, the question should rather be whether he can downclock it enough to make it slower than yours :D

    Absolutely correct, if he has two Xeon X5600 processors, I'll loose every CPU benchmark. :beaten:

    @evgasr2 : When it comes to overall results, I'll blow your machine away...my graphicscores of a 1.0Ghz AMD HD 6990 were lower than one Asus MarsII at stock, no matter if Vantage or 3dMark11. :P

    but when it comes to vantage , my sr2 will kick his ass .

    but I dont have money like conker , just have few $$$ in my pocket , and to buy an xeon I have to sell my Asus G73,

    for now I dont have a processor and psu. but should buy one soon as possible , a guy offered me a e5603 processor for 120$ it should be good for me.

    You own a EVGA SR2, but you can't afford two processors...tell me the idea behind it... :stupid:

    I need some info about single mars, does it use 2x gtx 580 cores? can you mesure the weight?

    MarsII:

    2xGTX 580 Sli (yes it's two 580 cores in sli, like having two cards in the system)

    Weight: 1.5kg per card

    Power: 3x8pin

    Powercosumption: possibly up to 900W

    More specs: Asus MarsII

    can I update my build progress in this or in a new thread.

    Write your progress in a new thread, so we don't mess up with different machines. :)

  16. Build Update:

    Tried to solve heat issues using my old ramcooling fans. Temperature dropped by 15°C :highly_amused:, now I'm able to play with 820/1640/4200 core/shader/[email protected]. Then the cards hottest temps are between 80-90°C, it really depends how much voltage I set...I'll do further testing and improving in the next days, so that I'll finally be able to run some benchmarks and post results...

    (Pictures moved to main post)

  17. My 1866Mhz G.Skill RipjawsX are working again :congratulatory: Quad-Channel is back :congratulatory:

    I gave a last try before sending them back, updated my R4E bios to the latest 1202 version. Installed all four ram sticks and started the machine and success. :P

    Seems to be a bios issue up to the 1005 bios, that I had installed before.

  18. Next BF3 Patch:

    (Release: around 27.03.2012)

    GENERAL GAMEPLAY FIXES

    -Players should no longer take fall damage from short falls.

    -Players now get up from Prone slightly faster, allowing better odds of getting away from a grenade or threat when prone.

    -Fixed some situations that would unintentionally make a player unrevivable.

    -Reduced the black screen fade in time on spawn. The fade is still necessary for properly streaming in loading content at spawn, but it has been substantially reduced.

    -Increased the spawn protection time from 1sec to 2sec. The protection will still be immediately canceled as soon as the player moves or shoots.

    -Spawn protection will no longer be canceled by the player looking around.

    -Increased the speed at which a player regains accuracy when aiming after moving for a more responsive experience. Firing before fully zoomed will still result inaccurate fire.

    -Increased the inaccuracy and recoil added when a player is fully suppressed.

    -Shotgun Buck and Flechette rounds now have a less suppressive effect at medium to long range.

    -Tweaked the damage levels of Buck and Flechette rounds to balance them with other weapons.

    -Improved the suppression of the .44 magnum, .357 magnum, and the 5.8x42mm DAP88 rounds from the Type88 sniper.

    -Attempting to Crouch (like Prone) will now properly interrupt Sprint.

    -Increased the effectiveness of Suppression Resist Specialization.

    -Parachutes now respond to turn and throttle inputs more quickly.

    -Switching from primary weapons to sidearms and back now takes less time.

    -Increased the effectiveness of explosive resistance.

    -Tweaked bipod deploy settings so players can no longer deploy a bipod in places higher than chin level.

    -The bipod should now be more reliable when deploying on top of sloped objects like cars and rocks.

    -Fixed several issues with vaulting objects, especially for thin railings.

    -The Knife now only takes two swipes to kill when attacking from a position where a takedown is not possible.

    -CRAM weapons on Carriers now count towards stationary weapon awards.

    VEHICLE FIXES

    -The A10 properly gives Jet score again.

    -Unguided tank rounds and RPGs will now instantly destroy Jets, Attack Helicopters, and Scout Helicopters.

    -Increased the damage the MBT’s primary weapon does to the front and side armor of other main battle tanks. Primarily this means 1 less shot to the front, and very good hits to the side can result in a 1 hit to disable.

    -Slightly reduced the repair speed of the repair tool.

    -Increased the damage done by TOW weapons to armored vehicles.

    -Increased the rate of fire and minimum damage of the Coax HMG.

    -Increased the damage mounted gunner .50cal HMGs do at long range.

    -Increased the power of the repair tool when killing soldiers or destroying vehicles slightly.

    -Fixed a problem when locking on to two nearby targets, the locking should no longer jump rapidly between multiple targets. This applies to all locking weapons and Laser Designators.

    -Increased the damage of the Javelin and Air to Ground missiles against laser designated targets.

    -Javelin missiles fired without Laser targeting now do more damage to the side and rear of MBTs.

    -Slightly reduced the locking time of all weapons vs Laser Designated targets.

    -Laser Guided missiles can now be distracted by Flares.

    -Increased the locking distance for AGM Missiles for Jets when locking on laser designated targets.

    -Reduced the locking time for the AGM Missiles for Jets to make them more viable against ground targets.

    -Reduced the locking time for AA Missiles for Jets to make them more viable against air targets.

    -Flares will no longer break the lock of a vehicle that is locked on, it will only distract the missiles.

    -Flares now more reliably distract missiles, especially for Helicopters.

    -Flares for Jets and Choppers now reload at 11 seconds again, except for the gunner, which remains unchanged at 20sec.

    -AA Missiles are more difficult to dodge in Jets, this was unintended behavior that created an imbalance against skilled pilots.

    -AA Missiles should no longer kill the pilot instead of the vehicle.

    -AA Missiles should no longer detonate before hitting their target or a Flare/ECM chaff cloud.

    -Reduced the damage AA missiles do to jets to 45%.

    -Fixed the SU-35 firing Air to Air missiles at a lower rate of fire than other vehicles.

    -The IGLA and Stinger now lock on much more quickly and disable an attack aircraft in 1 hit, but have significantly reduced range. This should allow Stingers to mount an effective close range point defense, without dominating an entire airspace.

    -Increased the speed of the Helicopter AA missiles lock on to reduce the tedious nature of Helicopter dogfights and improve the Helicopter’s defensive abilities vs Jets.

    -Slightly reduced the damage of Jet cannons against Aircraft. Damage is now only slightly higher than it was originally at launch.

    -Increased RPG and SMAW damage against aircraft.

    -Guided Rockets will now only track ground targets, as originally intended.

    -Reduced the direct damage done by Attack Helicopter gunners vs Armor.

    -Helicopter guns should now suppress correctly.

    -Improved the accuracy of the Attack Helicopter’s Rocket Pods, both guided and unguided.

    -Slightly increased the damage of Attack Helicopter’s Rocket Pods vs Infantry and other Helicopters.

    -Additional fixes have been made to the TV missile to prevent it from blowing up the lauching vehicle.

    -The Mi28 has received upgrades to its climbing and yawing abilities.

    -Fixed an issue where guided rockets from the Mi28 did not follow the crosshair properly.

    -Improved the accuracy of the Mi28 gun to match the AH1 gun.

    -Increased the direct hit damage of the APFSDS rounds for the IFVs.

    -Decreased the locking time of the IFV Guided Missile to make it more viable as an unlock.

    -Miniguns and Helicopter Gunners now more quickly destroy parked cars.

    -Increased the power of explosions from cars and other explosive static objects.

    -Dying from the explosion of a car or other explosive static object should now correctly credit the player who caused the explosion.

    -Adjusted the F35′s Center of Mass and Hover Engine for more stable, level flight in all flight modes.

    -Updated the F35 weapon systems to be consistent with the other Jets.

    -The F35 will now only attempt to enter Hover at low altitudes, though it will maintain the hover until forward flight is resumed, even if it reaches high altitude.

    -The F35 and SU35 now properly have Ejection seats to prevent players from being killed when exiting the vehicle.

    -Changed the Kornets to TOW launchers on Wake Island and moved the spawn position of the AAV to a more level position.

    -Fixed several bugs with air vehicles colliding with objects at high speeds and taking no damage.

    -Players will no longer receive suicides or team kills if they crash their vehicle (dying is punishment enough).

    -The MAV will no longer destroy vehicles that run into it, instead it should be destroyed.

    -Jet and Helicopter collisions should now properly result in the death of both vehicles.

    -You can now spot with the EOD bot.

    -Increased the base accuracy for AA guns and added a decrease in accuracy over the course of a burst.

    -Reduced the damage AA guns (both mobile and stationary) do to infantry.

    -The carrier based CRAM stations are now properly tracked as stationary weapons.

    -CRAM and Pantsir stationary AA weapons now have Air Radar equipped by default.

    -Improved the sound feedback for damage to help players better understand the amount of damage their vehicle is taking.

    -The A10′s extinguisher should now function properly.

    -Disabled vehicles now have an increased reverse speed to help escape to cover after being disabled.

    -The T90′s crosshair now more accurately represents the trajectory of the main gun.

    -Toggle and Hold zoom settings now also apply to soldier controlled turrets on jeeps, transport helicopters, boats, and IFVs port guns.

    -The AAV now has zoom and a 3P camera when using the turret.

    -Tweaked the AAV’s turret controls to be more useful when the vehicle is moving.

    -The Z11w now properly functions with Below Radar.

    -Below Radar will now also prevent the lock on of Stinger and IGLA missiles.

    -Added Horns to all Jeeps.

    -Tanks can no longer drive into the water and cross the Wake Island lagoon completely submerged.

    WEAPONS

    -Added Extended Mags to the ASVAL. The Extended Mags can be unlocked at 200 kills with the AS VAL.

    -Reduced the recoil of the SKS rifle and increased its maximum damage at close range.

    -Fixed aimed firing max accuracy on the Pecheneg to be consistent with other LMGs.

    -Semiautomatic and automatic shotguns firing FRAG rounds now do slightly less splash damage.

    -The M26 MASS frag and slug rounds are now the more effective pump action versions.

    -The M26 MASS and M320 now benefit from the Laser Sight when mounted with an Underslung Rail.

    -Fixed the bolt action timer on the L96 that would cause an animation glitch.

    -9x39mm rounds no longer benefit from the Sniper headshot bonus.

    -Increased the damage of the 9x39mm rounds at long range.

    -Fixed the AKS74u damage at max range, it was incorrectly higher than other carbines.

    -Increased the damage of the .357 and .44 magnum rounds at max range.

    -All semiautomatic and bolt weapons, including all shotgun slugs, now have their maximum damage out to 15m.

    -Semiautomatic weapons will no longer “jam” if the player presses fire faster than the weapon is capable of shooting. Some semi-automatic weapons have had their rates of fire adjusted to fit this change.

    -Bolt action sniper rounds now have a chance to kill at close range if the player is hit in the upper chest.

    -Semiautomatic sniper rifles, Assault Rifles, LMGs, and shotgun slugs now have more consistent damage over long range. At maximum range shots to the legs will not require more hits to kill.

    -The spread for Flechette rounds has been reduced slightly on all shotguns.

    -The spread for Buckshot has been reduced on the M1014, DAO-12, and S12k. These weapons have an accuracy advantage over the USAS12 but are not as accurate as the 870.

    -Zooming shotguns with Buckshot and Flechette loads will now result in a slightly tighter cone for the pellets.

    -Reduced the delay time between quick knife attempts slightly. Attacks with the knife drawn are still significantly faster.

    -Fixed the Rate of Fire when the USAS and MK3A1 are equipped with FRAG rounds. All other shotguns correctly had a reduced rate of fire with frags, except the USAS and MK3A1.

    -Fixed an Accuracy bug when the MK3A1 shotgun is equipped with FRAG or Slug rounds.

    -Shotguns equipped with slugs will no longer automatically begin reloading if the weapon is zoomed when the clip is empty. This allows players to see where the slug lands before reloading.

    -Fixed 12g FRAG rounds not breaking glass at long range.

    -Players can now earn the shotgun Ribbon using the M26 MASS.

    -The underslung grenade launchers for Russian rifles now properly report GP30 in the kill log.

    -Fixed the AEK971 40mm shotgun round listing itself as FRAG in the kill log.

    -Fixed the 40mm smoke grenade so it no longer passes through soldiers and unbroken objects before it detonates.-M27 IAR: No change. The M27 is a heavier version of the M416, giving it good all-around performance though it has worse performance on the move.

    -RPK-74M: Reduced the initial recoil and vertical recoil. The RPK-74M is a more stable firing platform than the comparable M27, though it lacks the M27′s higher rate of fire.

    -M249: Added an initial recoil. The M249 is the fastest firing belt fed LMG, giving it superior suppressive and damage abilities. The initial recoil makes it a bit harder to run and gun, while making little overall impact on performance.

    -Type-88: Slightly increased the initial recoil, reduced muzzle drift. The Type88 fires the slowest of the medium caliber LMGs, though what it lacks in rate of fire it makes up for in controllability.

    -PKP: Reduced recoil but added a slight initial recoil, increased damage at max range. The Pecheneg has a heavy vertical recoil with a hard hitting round and little drift, this makes it excellent at sustained fire.

    -M60: Reduced the initial recoil, increased damage at all ranges. The M60 has a very low rate of fire that makes it the most controllable with the powerful 7.62x51mm round.

    -M240B: Added an initial recoil, increased damage at all ranges. The fastest firing medium MG, the M240 has a substantial muzzle kick and drift that makes all that power difficult to control.

    -QBB-95: Reduced the total recoil but increased muzzle drift and initial recoil. The QBB-95 should now kick harder but settle into full auto fire better, combined with the bullpup hip fire bonus this makes the QBB-95 a highly mobile LMG.

    -MG36: Added an initial recoil. The MG36 fires at a fast 750rpm and makes a nice middle ground between the controllability of a clip LMG and the sustained firepower of a belt fed LMG.

    -870: No change. The 870 is a popular and highly effective weapon.

    -DAO-12: Reduced the total pellets fired from 12 to 9. The DAO-12 has a high magazine capacity with a slow reload that makes it a solid all around shotgun.

    M1014: Increased the rate of fire from 200 max to 210 max. Reduced the total pellets fired from 12 to 9. The M1014 was underperforming compared to the USAS12 and 870, it should now be more viable in CQB thanks to a higher rate of fire.

    -S12k: Increased extended mag from 8 rounds to 10 rounds. Reduced the total pellets fired from 12 to 9. The S12k larger extended magazine but slower rate of fire should make it stand out against the M1014, while the DAO-12 has a higher capacity over all, but a slowe reload.

    -MK3A1: Increased magazine capacity to 8 and 12 for normal and extended mag respectively. Reduced the total pellets fired from 12 to 9. The MK3A1 has a lower ROF than the USAS12, giving it slightly more ammo makes this an edge vs the USAS.

    USAS-12: Increased the initial recoil. Reduced the total pellets fired from 12 to 9. The USAS 12 has a higher ROF than other shotguns, this recoil change better balances that advantage and the pellets balance its damage output.

    -M4A1: No Change. Well-rounded carbine, with good rate of fire and controllable recoil.

    -M4: Increased vertical recoil, reduced horizontal recoil. The Burst only M4 should now feel different to its automatic sibling, the reduced horizontal recoil emphasizes the greater control you have in burst fire.

    -AKS-74U: Reduced initial recoil and vertical recoil. The AKS-74u’s low rate of fire is paired with great controllability. The overall increase in sustained fire control should help this carbine stand out, while the first kick gives it character.

    -SG553: Reduced initial recoil and vertical recoil. The SG553 is a lower rate of fire carbine with greater controllability than the G36C. The change to initial recoil should better highlight this difference.

    -A91: No Change. The A91′s high rate of fire and bullpup from the hip accuracy is offset by a poor controllability on full auto.

    -G36C: Reduced initial recoil. The G36C is a well-rounded carbine, with a medium rate of fire and a medium recoil. The 2 round burst mode gives this weapon an edge at mid-range.

    -SCAR-H: Increased damage at maximum range and increased max range. The SCAR-H fires a heavier round than all other carbines, giving it better stopping power at range at the cost of a low fire rate that penalizes it in CQB.

    -G53: Reduced recoil and drift, recoil settle times now similar to other carbines. The HK53 is a short carbine with a lot of initial kick but a stable recoil pattern and a medium rate of fire. The changes give it more character compared to the G36.

    -QBZ-95B: Reduced muzzle sway, recoil settle times now similar to other carbines. A bullpup like the A91, the QBZ-95B is steady on the move with a lower rate of fire for controllable shots at longer range. The built in foregrip is now properly reflected in the weapon’s stats.

    -AK-74M: Reduced initial recoil and vertical recoil. The AK-74M sacrifices rate of fire for controllable automatic fire, the initial recoil was negatively affecting the feeling of controllability.

    -M16A3: No Change. The M16 (both A3 and A4) provide a well-rounded stable firing platform with a high rate of fire that is relatively controllable.

    -M16A4: Increased vertical recoil, reduced horizontal recoil. The Burst only M16A4 should now feel different to its automatic sibling, the reduced horizontal recoil emphasizes the greater control you have in burst fire.

    -M416: No change. The M416 is the middle ground AR, blending a medium recoil and rate of fire.

    AEK-971: Increased initial recoil, reduced aimed accuracy slightly. The AEK has a very high rate of fire, and also a large muzzle drift that makes control difficult. The low initial recoil allowed a player to kill before the weapon’s weaknesses kicked in while the reduced accuracy highlights its close range role.

    -F2000: Reduced vertical recoil, increased zoomed accuracy slightly. As a bullpup, the F2000 has a bonus to accuracy on the move and from the hip while its high rate of fire sacrifices controllability for saturation. The previous changes were an overreaction, this is a corrective update.

    -AN94: Reduced vertical recoil. The AN94′s 2 round burst mode is incredibly accurate, but it suffers from a low rate of fire on fully automatic. The recoil in full auto has been reduced somewhat to offset this penalty and make the AN94 more attractive.

    -G3A3: Increased damage at all ranges, reduced vertical recoil. The G3A3′s heavy recoil and heavy round are offset by a low rate of fire and a small magazine. The G3A3 was clearly outclassed at all ranges.

    -KH2002: No Change. The KH2002 is locked to burst fire, with a high rate of fire and a large muzzle drift the weapon favors accurate mid-range fire.

    -L85A2: Increased accuracy, reduced muzzle drift. The L85 differs from other bullpup style ARs by having a low rate of fire, the accuracy and controllability were too low to offset the rate of fire.

    -FAMAS: The FAMAS combines an extreme rate of fire with extreme recoil making it very difficult to use at anything other than close quarters combat. Due to update restrictions, the FAMAS had different stats on all 3 platforms. The FAMAS is now uniform on all platforms and now has the correct 25 round magazine.

    -PP2000: Reduced the initial recoil. The PP2000 has a lower ROF than other PDWs and needed the controllability to be balanced.

    -UMP45: Reduced accuracy loss during full auto. The UMP45 hits hard and has a controllable recoil at the cost of a heavy initial recoil kick.

    -MP7: No Change. The MP7 has a very low recoil and a high muzzle drift that favors longer bursts than the P90.

    -AS VAL: Increased vertical recoil, reduced first shot recoil, reduced accuracy on the move. The AS VAL fires a long range, highly accurate, high damage projectile that favors short bursts or single fire when stationary. While still quite good from the hip, the AS VAL will suffer if fired while moving and aimed.

    -PDW-R: Reduced the initial recoil. The PDW-R has high recoil and favors burst fire, the added initial recoil was making it less effective in small bursts.

    -P90: Reduced the initial recoil. The P90 favors a run and gun play style using long bursts to control muzzle drift, the initial recoil was making bursting ineffective.

    -PP-19: Slightly reduced the initial recoil when firing, increased base damage. The PP-19′s high initial recoil was over penalizing the burst fire needed to be effective on the low damage, high capacity weapon.

    SCOPES

    -Fixed the 7x scope not zooming to the full 7x on all weapons.

    -Corrected the M39′s laser sight so it points at the point of impact and aligns with scopes when zoomed.

    -Fixed a misaligned scope crosshair on the G3A3 using the Rifle Scope 6x.

    -Fixed the PKA and PKA-S scopes on the M416 having swapped zoom levels.

    -The L96 Straight Pull bolt now functions properly.

    -The L96 ironsights have been adjusted for a clearer aiming picture and correct use of the integral front sight.

    -The L96 now properly shows scope glint when using the 8x, and 12x scopes.

    -Tweaked IRNV to be more consistent across all levels.

    -Fixed a rendering issue with IRNV view when taking damage.

    -Tweaked the IRNV zoom times and scope visible areas to be the same across all weapons (some were faster than others).

    -Fixed the QBU-88 sniper and the L96 IRNV scopes to use the proper sniper reticule

    BIPOD

    -The Accuracy increase and Recoil reduction of the Bipod has been significantly improved for Assault Rifles and Carbines.

    -The Bipod now provides similar Accuracy and Recoil benefits no matter if the weapon is fired while aiming or without aiming for all weapons. Previously only LMGs were worked this way. This especially improves the speed at which snipers can make follow up shots, and also allows effective unaimed suppressive fire with Assault Rifles and Carbines.

    -Increased the Speed at which a bipod is deployed, allowing the user to obtain the bipod’s bonus sooner after the deploy has started and allowing the weapon to be aimed in a far shorter time. The speed has been increased 40-50%, depending on the weapon and animation.

    HEAVY BARREL

    -The Vertical Recoil penalty of the Heavy Barrel has been reduced. The value has been changed from a global percent increase to a weapon specific value.

    -A small Hip Accuracy penalty has been added to the Heavy Barrel to represent the added weight of the accessory, as well as focus the attachment on accurate mid and long range fire. The exact penalty amount is a weapon specific value.

    -Several weapons with low default bullet speed now have their bullet speed increased when the Heavy Barrel is equipped. This is in effect for the A91, G3A3, AKS-74u, G36C, M4A1, SCAR-H, SG553, G53, and QBZ-95B.

    -The Heavy Barrel is now also paired with Match Rounds which increase the maximum range of the weapon. The minimum and maximum damage are unchanged, weapons with the Heavy Barrel will be more effective in mid range.

    -The Aimed Accuracy bonus provided by the Heavy Barrel has been increased. This will increase the effectiveness of the Heavy Barrel for small bursts, as originally intended.

    IRNV FIXES

    -Tweaked IRNV to be more consistent across all levels.

    -Fixed a rendering issue with IRNV view when taking damage.

    -Tweaked the IRNV zoom times and scope visible areas to be the same across all weapons (some were faster than others).

    -Fixed the QBU-88 sniper and the L96 IRNV scopes to use the proper sniper reticule.

    FOREGRIP

    -The Horizontal Sway reduction has been changed from a global percent reduction to a weapon specific value reduction. For most guns this means very little change, for guns which have a large horizontal recoil the change is more substation. The FAMAS, F2000, and AEK971 are most effected, the AK-74, M16, and M416 are nearly unchanged.

    -A small long range Aimed Accuracy penalty has been added to the foregrip. Players who generally find themselves fighting at mid to long range may want to change their accessory, while players fighting in CQB will go largely unaffected. Combining the Foregrip with a Silencer or a Heavy Barrel will offset this penalty.

    LASER SIGHT

    -The Hip Accuracy bonus provided by the Laser Sight has been increased. Some PDWs have had their crouch and prone base stats adjusted to prevent hip firing being more accurate than aimed fire when using a laser sight.

    -The bonus is now a weapon specific value instead of a global percentage, some guns receive larger or smaller bonuses, though all bonuses are better than they were previously.

    SUPPRESSOR

    -The Suppressor no longer reduces the maximum damage of a weapon when equipped. Instead the Suppressor reduces the minimum and maximum range of the weapon, making it ideal for CQB and Stealth. This change will make the Suppressor slightly more effective at long range, where the bullet drop and speed makes shots difficult already, and reduces the power of the suppressor at mid range slightly.

    -The Suppressor’s recoil bonus remains unchanged at a global 10% decrease. This is less than the Flash Suppressor’s bonus for all weapons.

    -The Hip Accuracy penalty of the Suppressor has been changed from a global percentage to a per weapon value. Generally this penalty is higher now, but not for all weapons. Specifically, the belt LMGs and bolt Snipers do not have any additional hip fire penalty, as their penalty is already at the maximum possible value.

    -Reduced the Aimed Accuracy bonus of the Suppressor from 50% to 25%. A Suppressor and Foregrip combo will have similar accuracy to a weapon without any Accessories, at the penalty of worse Hip Fire Accuracy and Range and with the benefit of much improved Stealth and reduced Recoil.

    FLASH SUPPRESSOR

    -The Flash Suppressor no longer reduces accuracy for Automatic Fire.

    -The Flash Suppressor now also works as a recoil compensator, reducing the Vertical Recoil by a weapon specific value. This bonus is larger than the bonus provided by the Suppressor.

    -A small Hip Accuracy penalty has been added to the Flash Suppressor to represent the added weight of the accessory. The exact penalty amount is a weapon specific value.

    GADGETS

    -Reduced the spot times on C4 and Claymore projectiles from 30 to 15 sec.

    -Tweaked the controls and physics for the EOD bot to improve its handling and aiming capabilities.

    -The Radio Beacon, Mortar, MAV, EOD bot, T-UGS, and SOFLAM should now be much easier to deploy.

    -The MAV will now be destroyed when running into a soldier or vehicle at high speed. It is still possible to strategically sacrifice your MAV on a soldier; it will be destroyed in the process.

    -The MAV now properly shows up in the Kill Feed. Previously it simply displayed “KILLED.”

    -The MAV can no longer be used as an elevator.

    -Matched the motion sensor sweep frequency and range on the MAV to the TUGS.

    -Players will no longer auto enter SOFLAM, MAV, and EOD bots after they are deployed.

    -Players may now use their knife to destroy enemy equipment.

    -C4 will no longer be detonable after a player respawns, if the player is revived within 5 seconds he can still detonate his C4.

    -The player may now have a maximum number of mines which will persist after the player’s death. Deploying more than the maximum of 6 mines will remove a previous mine from the world.

    -Claymores now live up to 5 seconds after a player dies, the player can have a max 2 claymores planted at the same time.

    -Claymores can now detonate from vehicles and can be used to disable jeeps or kill the passengers in light jeeps. Claymores will not do any damage to heavy vehicles.

    -Ammobags now stay until the user redeploys them like Medkits.

    -Ammobags resupply bullets more quickly, but explosives resupply more slowly, especially 40mm grenades.

    -Slightly reduced the effective blast radius of the RPG, SMAW, and 40mm grenade projectiles against infantry.

    -Reduced the total number of RPG and SMAW missiles carried from 5 to 4. Players desiring more rockets will want to use the Explosive spec.

    -Slightly increased the heal rate of the Medical Crate.

    -The MAV now will also descend by pressing the Crouch Toggle key. (PC)

    -The M224 Mortar can no longer be deployed in an area that is out of combat for another team like a home base or other protected spawn.

    -Tweaked M224 exit points so the player faces in the direction of the mortar when he exits.

    -Mines, Claymores, C4 and other deployable items will now only appear on the minimap when spotted by a teammate.

    TEAM DEATHMATCH

    -Fixed a bug where players would spawn close to the enemy team at the start of the round.

    -Tehran Highway playable area has been doubled and is now the same as the Squad Deathmatch set up. Spawn points have been tweaked, and an extra spawn zone has been added north of the footbridge.

    -Kharg Island has a new spawn zone layout, along with a bigger playable area and new cover objects. Spawn points have also been tweaked.

    -Strike at Karkand spawns zones have been tweaked to improve player flow. Spawn points have been tweaked to improve safety upon spawning.

    -Sharqi Peninsula spawn zones have been adjusted to optimize player movement. Spawn points have been tweaked so players spawn more safely.

    -Seine Crossing spawn zone set up has been improved. There is a new spawn zone by the alleyway to the northwest with additional spawn points.

    -Caspain Border spawn zones have been tweaked slightly.

    SQUAD DEATHMATCH

    -Fixed a bug where players would spawn close to the enemy team at the start of the round.

    -Damavand Peak layout and spawn zones have been tightened to reduce the spread of players across the map

    -Tehran Highway now features an extra spawn zone north of the footbridge, along with tweaked spawn points.

    -Noshahr Canals spawn zones have been tweaked. Removed unsafe spawn points in the Northeast corner, and in the middle of the container area to the Southwest.IMPROVED COMMO-ROSE FOR PC

    commorose1-640x164.jpg

    As has been rumored for some time, we are making some improvements to the commo-rose on PC. This is partially based on feedback from the community.

    Please be aware that the commo-rose will change depending on your current position – vehicles and infantry each have separate call outs. Each function should trigger appropriate voice messages as well as icons on the mini map.

    callout.jpg

    Each button should trigger appropriate voice messages as well as icons on the mini map. Players should keep an eye on the mini map for these icons that will flash when a team mate is requesting aid via the commo-rose.

    IMPROVEMENTS TO MINIMAP

    we are also adjusting the level of detail to give a clearer picture for players when using the mini-map.

    The three new mini map modes are:

    minimaps1.jpg

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  19. NVIDIA Geforce 296.10 WHQL:

    Changelog:

    This is the second WHQL-certified driver from the R295 family of drivers (versions 295.xx to 299.xx).

    This driver is a recommended upgrade for all GeForce users, especially those playing the latest hot PC games like Battlefield 3, Blacklight: Retribution, Diablo III, Mass Effect 3, or The Elder Scrolls V: Skyrim and more. These drivers come packed with GeForce-exclusive performance and quality enhancements and are Microsoft WHQL-certified.

    New in Release 296.10

    Adds support for the new GeForce GTX 560 SE GPU.

    Updates PhysX System Software to version 9.12.0213.

    Boosts SLI performance in the following games:

    Blacklight: Retribution – up to 1.8x performance increase

    DiRT 3 – updated DX11 profile to improve menu performance

    Dishonored

    Dungeon Defenders

    F1 2011 – improves performance with game patch 1.2

    rFactor 2

    Adds 3D Vision support for the following games:

    Dear Esther – Rated Good

    Deep Black: Reloaded – Rated 3D Vision Ready

    Includes numerous bug fixes. Refer to the release notes documentation for more details.

    Highlight Summary for the R295 Family of Drivers

    New features and performance since R285 WHQL-certified driver

    Game-changing performance boost of up to 45% in The Elder Scrolls V: Skyrim, “the fastest selling title in Steam’s history”

    Up to 2x performance Mass Effect 3 with SLI technology.

    GeForce-exclusive quality enhancements with ambient occlusion support for Call of Duty: Modern Warfare 3, Diablo III, and The Elder Scrolls V: Skyrim.

    New 3D Vision and SLI profiles for over 50 titles.

    New PhysX software for the best experience in top PhysX titles like Alice: Madness Returns and Batman: Arkham City.

    Enables WHQL-certified support for NVIDIA Surround on Intel X79 SLI-certified motherboards.

    Updates HD Audio to version 1.3.12.0.

    Other Details

    Supports multiple languages and APIs for GPU computing: CUDA C, CUDA C++, CUDA Fortran, OpenCL, DirectCompute, and Microsoft C++ AMP.

    Supports single GPU and NVIDIA SLI technology on DirectX 9, DirectX 10, DirectX 11, and OpenGL, including 3-way SLI, Quad SLI, and SLI support on SLI-certified Intel and AMD motherboards.

    Directlinks:

    Desktop Win7/Vista 64bit

    Desktop Win7/Vista 32bit

    Notebook Win7/Vista 64bit

    Notebook Win7/Vista 32bit

    NVIDIA Geforce 296.17 for Windows 8 Consumer Preview:

    Desktop Win8 64bit

    Desktop Win8 32bit

    Notebook Win8 64bit

    Notebook Win8 32bit

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  20. Upcoming BF3 DLC:

    Close Quarters:

    (Release: June 2012)

    - 4 new maps

    -10 new weapons and gadgets + new dog tags

    - infantry gameplay (like COD)

    - detailed destruction

    Armored Kill:

    (Release: Fall 2012)

    - new tanks, ATVs and mobile artillery,...

    - biggest maps ever created for BF series

    End Game:

    (Release: Winter 2012)

    - no specific information at the moment

    Note: On march 13th DICE will tell us more about the upcoming DLCs.

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