Disclaimers
***** IMPORTANT ***** TURBINE does not support or take responsibility for any changes you make to your system, this post is stickied just for reference for those that are familiar enough with their systems to make some of the suggested tweaks. If you are not very familiar with your system we do not recommend that you do some of the actions listed in this post - seek the help of a professional.
***** IMPORTANT ***** The AUTHOR does not consider that he is the all knowing, all powerful Oz, on the gaming video topic of this guide. What the author does strive to do is a very good job at researching the data, collect the info, and cleanly scribing the guide in a concise collection of helpful information. Many of the sources are in this forum from other users feedback; so please don’t shoot the messenger. If you see something that needs improvement please post it in this thread so it can be discussed then adjusted in the guide. Thank you!
Document Intentions
This document intends to help reduce or eliminate the video glitching that so many are plagued with. This guide should be useful to both SLI and non-SLI setups. It is designed to be a complete walkthrough make it easy for all to use.
This guide most likely will not fix these type of issues; network congestion, other installed software, game engine design, or hardware issues, which also may be causing time delayed interruptions.
Definitions
Video Hitching, Glitching, Stuttering, etc
This is where continuous video will have a random moment (but also could be rhythmic) when it freezes. This is the frame rate dropping to the point where it is quite noticeable by the eye. It seems that all control is also frozen but after the frame rate increases commands entered during the freeze will have actually executed; hence the question, “Suffern-succotash - why did I just fall off that cliff?”
Page Tearing
This is a phenomenon in computer and video games where a previously rendered frame overlaps a newly rendered frame, creating a torn look as two parts of an object - a wall, for example - don't line up. Page tearing can also take place outside of gaming, for example a normal Windows 2000 or Windows XP desktop could experience page loading while the system is busy with other operations.
Source: Wikipedia - Page Tearing Frame Rate
This is the measurement of the frequency (rate) at which an imaging device produces unique consecutive images called frames. The term applies equally well to computer graphics, video cameras, film cameras, and motion capture systems. Frame rate is most often expressed in frames per second (FPS), or simply hertz (Hz). If you want to monitor your frame rate during game play,
Fraps is a very useful utility that will overlay it right on top of any DirectX or OpenGL program.
Source: Wikipedia - Frame Rate Vertical Synchronization (v-sync)
This refers generally to the synchronization of an event with the vertical blanking interval. Generally video displays are refreshed sequentially and on older CRT based displays, a short delay is required between updating the lowest horizontal line of the display and returning to refresh the highest. This delay, which is preserved by more modern display equipment, gives an opportunity in computer graphics to alter the contents of a frame-buffer without visible graphical errors such as partially redrawn graphics or page tearing (when the top part of the display shows part of one frame and the bottom part shows of another).
Source: Wikipedia - Vertical Synchronization Triple Buffering
This attempts to provide a speed improvement over double buffering. In real life applications, this often involves trying to abstract the graphics drawing operations from being synchronized with the monitor's refresh rate. Typically this involves frames being drawn at a rate lower than or higher than the monitor's frame rate (a variable frame rate) without the usual affects this would cause (namely flickering, shearing and tearing). Due to the software algorithm not having to poll the graphics hardware for monitor refresh events, the algorithm is free to run as fast as possible. This is not the only method of triple buffering available, but is the most prevalent on the PC architecture where the speed of the target machine is highly variable.
Another method of triple buffering involves synchronizing with the monitor frame rate, and simply using the third buffer as a method of providing breathing room for changing demands in the amount of graphics drawn. This is the use of a buffer in the true sense whereby the buffer acts as a reservoir. Such a method requires a higher minimum specification of the target hardware but provides a consistent (vs. variable) frame rate. On video cards with lower memory it might not help as much because it can reduce the amount of loaded textures which also could cause more glitching when it has to pull in new textures.
Source: Wikipedia - Triple Buffering Full Screen Mode
Full screen mode is where the windows desktop is hidden and no longer does graphical updates. Some programs create a fake full screen “windowed” mode by removing the window borders and maximizing the program over the desktop. This does not really hide desktop so it has to be maintained which uses CPU, GPU, and memory resources. One of the signs of using a fake full screen mode is when you switch windows; you might see the window shrinking animation to the Start bar. A fake full screen mode is mainly done so you can switch between the Windows desktop and the program window smoothly and quickly. Because most systems used for LORTO are quite fast, the fake full screen mode is not really a necessary.
Scalable Link Interface (SLI)
It is a brand name for a multi-GPU solution developed by nVidia for linking two (or more) video cards together to produce a single output. SLI is an application of parallel processing for computer graphics, meant to increase the processing power available for graphics. With SLI, it is possible to theoretically double the power of your graphics solution just by adding a second video card with an identical GPU. If your looking for much more detailed information on SLI check out
The Unofficial Hardware and SLI Reference Guide over at the SLI Zone forum.
Source: Wikipedia - Scalable Link Interface CrossFire
This is a brand name for ATI Technologies multi-GPU solution, which competes with its rival nVidia's Scalable Link Interface (SLI). The technology allows a pair of graphics cards to be used in a single computer to improve graphics performance. Although only recently announced for consumer level hardware, similar technology known as ATI Multi-Rendering has been used for some time in professional grade cards for flight simulators and similar applications available from Evans & Sutherland. Note ATI was acquired by AMD recently.
Source: Wikipedia - ATI CrossFire Alternate Frame Rendering (AFR)
This is a multi-GPU rendering mode where one video card renders even-numbered frames while the other renders odd-numbered frames. This mode usually works best for both supported and some unsupported games and applications since it is has a fairly solid track record with both, considering it isn't as algorithmically intense like SFR. AFR has two modes, aptly named Alternate Frame Rendering 1 and Alternate Frame Rendering 2. AFR2 can be considered a "safe mode" version of AFR in the sense that some games may be able to use AFR2 instead of AFR1, although it can produce better frame rates in some situations when both modes work.
Source: SLI Reference Guide - Alternate Frame Rendering Split-Frame Rendering (SFR)
This is a multi-GPU rendering mode usually reserved for games and applications with official SLI profiles and support due to the way the load is distributed amongst the processors. SFR draws a line where half of the visual information lies on the screen and allocates one half per GPU, hence the name "split-frame." The only problem with this rendering mode is that the visual workload cannot be holistically divided, that is, it cannot be divided equally without a specific profile for the application, meaning than an official SLI profile must be in place for it to work correctly. Because of this, it should be used as a "last resort" of sorts.
Source: SLI Reference Guide - Split-Frame Rendering
How To Guide
Step 1: System Driver Updates
It is suggested that you make sure that all your drivers are up to date before doing any tweaking. Also having all your drivers updated when others are trying to help troubleshoot your system will give more consistent results because everyone is on the same page then.
First go to
Microsoft Update and (install, reboot, install, reboot, etc) until all updates, yes everything is installed, you will see all zeros in the final scan. Want to skip installing something like Internet Explorer; I wouldn’t skip any item because Microsoft has fix patches that you can’t get unless you move forward, so patch all of it!
Next use the
Driver Agent website that specializes in drivers to scan your system, because they catch old drivers even “Microsoft Update” misses. At their website you can run the online scan. Click the Scan Now button, install their plug-in, and reboot. The return there, launch the driver scan again. Fix any red
X driver issues; by either do internet searches and find the drivers, or signup for the Driver Agent service and download them directly from them.
Step 2: Add nVidia “lotroclient.exe” Profile
***** WARNING - nVidia SLI Setup Only ***** Please skip this step if you do not have two nVidia video cards and are using SLI mode with them.
Open the nVidia applications file (nvapps.xml) in a text editor, I used Notepad. Go to the bottom of the file. Just below the last </PROFILE> tag, and just above the </PROFILESET> tag, add the four lotroclient.exe lines. These four lines tell the graphics card to use a “nVidia recommended SLI” mode for LORTO, but only if SLI is enabled on your system.
File: \windows\system32\nvapps.xml
<PROFILE Label="Lord of the Rings Online: Shadow of Angmar">
<APPLICATION Label="lotroclient.exe"/>
<PROPERTY Label= "multichip_rendering_mode" Value="0x02000009" Itemtype="predefined"/>
</PROFILE>
Why use this tweak and how was this setting produced; It looks like that nVidia is starting to provide the default setting of Value="0x02000009" in the profile file which is "Alternate Frame Rendering 2" with nVidia compatibility flags “03 and 17” set which now will be the guide recommendation. So this step for some would be just more for information and verification purposes. Also please note that Nvidia has used a non-plural form of the “Shadow() of Angmar” part of the name for their predefined profile.
Here is another suggested setting that you might try which was cloned from the Dungeons & Dragons Online nVidia profile entry. The Value="0x02400009" sets SLI mode as "Alternate Frame Rendering 2" with nVidia compatibility flags “03, 22, and 25” set. The LOTRO uses the same core
Kynapse game engine as Dungeons & Dragons Online so it is logical that this also might work well.
If you’re interested in playing with the nVidia profiles further, there is a powerful little utility called
nHancer that edits the profiles much easier than the nVidia video driver. Do remember though about tweaking the video driver LOTRO profile further than just the one predefined SLI option above, is that you may override LOTRO game settings that are going to be done in the next steps below.
Step 3: Reset The Game Display Settings
Launch the LOTRO game launcher and open the options window. Select the repair tab and set the “Reset the game display settings” option. Continue to login and startup LOTRO and agree to the popup about resetting the game display settings.
Since it is hard to tell what has been set on each system it is wise to do a clean start on the graphics options. A good thing to remember is that the “Reset The Game Display Settings” option is also useful when trying to figure out crashes and lockups.
Step 4: Refresh Rate
In the LOTRO options window, under the “Adv Graphics” options area, change the Refresh rate from "Auto" to whatever your refresh rate is for you monitor. 60 Hz is what most LCD displays default to and is what this guide is going to use.
Step 5: Sync To Refresh (v-sync)
In the LOTRO options window, under the “Adv Graphics” options area, toggle ON the “Sync To Refresh” option. This option should synchronize the Frame Rate with the Refresh Rate. Turning on the in-game "Sync To Refresh" is making the “SLI Visual Indicators” disappear so this may indicate that SLI is not in use when this setting is on.
Step 6: Triple Buffering
In the LOTRO options window, under the “Adv Graphics” options area, toggle ON the “Triple Buffering” option. This options should give the video card some headroom to get another frame ready before drawing it to the display. This is a “mileage may vary” type option that if it makes a setup worse it can be turned back off.
Step 7: Maximum Frame Rate
In the LOTRO options window, under the “Troubleshooting” options area, set the maximum number of frames per second to 60 frames to match the refresh rate. With setting the “Sync To Refresh” the maximum frame rate should not apply but just in case lets just set it. Also setting this a few frames below the refresh rate (example: 58 frames) can help when there is page tearing issues.
Step 8: Fake Full Screen Mode
Exit LORTO. Open the LOTRO configuration file in a text editor, I used Notepad. Search the file for the line “AllowFakeFullScreen”. Then change the option to False. This is the most important option change that will give you the biggest improvement for glitches.
File: \My Documents\The Lord of the Rings Online\UserPreferences.ini
Edit: AllowFakeFullScreen=True --> AllowFakeFullScreen=False
***** WARNING - Possible Lockup On Exit ***** For some reason occasionally the LOTRO full screen mode does not always like to exit the game gracefully. It may cause a blank screen but will not completely exit to the desktop. So periodically you may have to restart your system after this lockup. Without this tweak their may be more glitching because this is one of the big fix steps, (exit lockup vs glitching) tough choice.
It has been reported that if you get the "lockup blank screen" wait for your hard drive to stop, then push Enter. That will send an error report and gracefully land you back to your desktop. It's important not to push anything else aside from enter though. Otherwise you could lose the focus of the hidden dialog box.
Another user reported that the shutdown lockup happens sometimes because LOTRO might be conflicting with the system's DEP (Data Execution Protection in "advanced system settings"). While he wouldn't necessarily advocate telling anybody to completely bypass their system's DEP, but there is the ability to add just one program exclusion at a time. So once he added the lotroclient.exe to the list of exception items (not monitored by DEP) his crashes/freezes upon exit greatly decreased.
Step 9: Crank It Up
Now re-launch LOTRO. In the options window, under the “Graphics” options area, first set the “Full Screen Resolution” and “The Windowed Resolution” to your displays native resolution (example: 1600x1200). Then turn up the “Overall Graphics Quality” to what your system can handle, hopefully “Ultra High”.
From time to time there may be low frame rates when hitting areas with lots intensive graphics effects to process. This can be tuned further by adjusting down the “Overall Graphics Quality” more.
Step 10: Fine Tune It
There are adjustments beyond the “Overall Graphics Quality” option than can be tweaked that will not affect the game visual impact very much. They give the video card more headroom to work with which will also help in reducing glitching. These are “mileage may vary” options but many users have said they cannot tell much difference visually when adjusting these settings below.
Texture Cache - In the LOTRO options window, under the “Adv Graphics” options area, adjust the “Texture Cache” slider zero.
Player Crowd Control - In the LOTRO options window, under the “Adv Graphics” options area, adjust the “Player Crowd Control” slider zero.
Game Engine Speed - Another trick is the Game Engine Speed setting in the Troubleshooting tab of LOTRO. Turn this down one notch. In theory, if this fixes the issues, it could be left that way, but remember this is a hack for all intentent purposes. All it's doing is masking a real problem. However it's a good troubleshooting step, since it does show there is a problem.
Repeatable Step: Reboot System
Another good idea is restart your system before playing if it has been running for a while giving the game a cleaner system memory to work with.
Hardware
Video Card Heat
Originally Posted by
Dietche
Heat. Heat,heat,heat,heat. HEAT.
This game drives equipment
very hard. Heat can make things run slower, and hitch, without doubt. Just because you can play WOW or Unreal or any darn thing else means absolutely *nothing*. Your stuff is getting hotter; yes, yours.
- Clean everything. Clean it again.
- Ensure fans are working and at proper speed. Use ATITool or Coolbits, for example, to ensure your fan speed curve is right.
- Applying better heatsink goop can go a long way. Artic Silver, period.
- Investing in a better HS/Fan for your GPU can be a very cheap, yet drastic improvement. You get a better HS/Fan for your CPU, right? GPU needs loving too.
- The thing about heat is that it may not be something you can get a direct reading of temperature on. It could be an ancillary component near a heat source getting too hot. This can be very hard to find but you must bear it in mind.
Rules of thumb to go by:
Nvidia: 5000,6000,7000 cards, you want to see
no more than about 60C loaded. 8000 series cards, you want to see less than 70C loaded.
ATI: Up to 1900's, I'd say 55C and we'll want to take a look at cooling issues. 1900/1950, oh, keep her under 65C. 2900's....I'd go with 8000 series numbers, and be wary at 70C or higher.
Want to argue about these above numbers? Think your card can go higher and not have a problem? There are hundreds of case files in this forum alone that prove the above numbers are a decent starting point. Sure, your card MAY be able to handle a higher temp, possibly without issues even. Guess what...you are still hurting that card and its lifespan. Every 10C you can lower it is quite literally *months* of extra service. Take my advice, or don't. I'm not the one dealing with an RMA; you are. I don't mean to sound harsh, but, that's just how it is, friend.
Video Card Voltage
Originally Posted by
Dietche
Voltages
Wow, you got an 8800 Ultra, good for you. What's that? You have a 350w power supply?? It's only a 70% efficiency unit? Hang on a minute....
*quietly laughs*
I'm back now, sorry about that. You used a splitter to power that thing? Your hard-drives are also on that same rail? Oh, uhmmmm, BRB!
*snickers softly*
/compose (Self);
/straighten (Tie);
Sorry. Back now. In order to find out if you have a voltage problem do a load analysis on all the parts you have installed and compare it against the effective watts coming out the PSU. Divide the effective percentage by 100 to get a decimal value, and multiply that by the rated watts. 70% becomes 0.7, times 350w equals 245 effective watts. Not so beefy anymore, is it? Now, add up the loads. Find the watts used for every single item in your rig. Fans, HD's, everything. Add it all up. Compare that against the effective watts from the PSU. If you do not have at LEAST 50 watts to spare, you need more go juice.
And, don't forget, give that video card *its own rail*. Don't know what that means? Frankly, you shouldn't be doing this, friend. Find a local guru. How does this relate to hitching? If you are giving a brownout condition to that video card due to an underpowered PSU or because you aren't giving it a pure rail to itself....welp! Let me ask you this: how do you feel when your pantry is bare and you're half starving to death? Not very motivated, {Lewis Black voice} AREEEE YOUUUUUU?????
/randomly points his index finger around
What to Expect
Now you should expect most of the time smooth graphics in LOTRO as long as the data is loaded. There will still be some occasional lag glitches or graphics glitches whenever a heavy amount of data is being handled all at one time in areas like in large towns, crossing the “seamless” zone lines when running along for a while, or doing a 360° all of the sudden in an area where you have not looked behind you before.
Happy gaming!