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| Thread ID: 51434 | 2004-11-21 01:17:00 | Games Freezing / Heating fans? | taxboy4 (579) | Press F1 |
| Post ID | Timestamp | Content | User | ||
| 294393 | 2004-11-21 01:17:00 | I recently had my Call of Duty Multi player game freeze my PC but good, I installed a heat monitoring program and sure enuff before playing it, ok temperatures, directly after the crash very high temps. I have a very high spec machine and graphics care but 1) I assume a better / more fans would stop this 2) Why do my high end graphic games over heat online but played as single player versions do not? Any thoughts or ideas? xx |
taxboy4 (579) | ||
| 294394 | 2004-11-21 20:02:00 | > 1) I assume a better / more fans would stop this Depends - What you need is to create airflow so that the hot air in the case is constantly expelled and cold air is sucked in. Usually people do this by having a fan in the front of the case, under where the hard drives go, sucking in cold air. The fan on your Power Supply should be sucking air out of the case, and if you mount another fan just under it, and set that to suck hot air out from the CPU. If cables are very messy inside your case, this will also prevent proper airflow. Try to tie up cables into tidy looms using plastic cable ties. Also, make sure that all the air vents in the case are clear of dust, that the heatsink on the CPU and graphics card are free of dust, and that all the fans are not clogged up with dust. Usually an old paintbrush and a vacuum cleaner will get rid of the dust for you (carefully). > 2) Why do my high end graphic games over heat online > but played as single player versions do not? That's unusual, and unfortunately I can't help you there. |
somebody (208) | ||
| 294395 | 2004-11-21 20:03:00 | More importantly, make sure there is enough space around the case physically to allow air to be sucked in/out. Allow at least 10cm of space around all sides of the case, especially the back. | somebody (208) | ||
| 294396 | 2004-11-21 20:30:00 | This also happens on my computer. Hits 70 degrees and crashes. It doesnt help that it idles above 60 :( | mejobloggs (264) | ||
| 294397 | 2004-11-21 20:43:00 | > I recently had my Call of Duty Multi player game > freeze my PC but good, I installed a heat monitoring > program and sure enuff before playing it, ok > temperatures, directly after the crash very high > temps. > > I have a very high spec machine and graphics care but > > > 1) I assume a better / more fans would stop this > > 2) Why do my high end graphic games over heat online > but played as single player versions do not? > > Any thoughts or ideas? > > xx If you want help it would be a good idea to list your specs (atleast the CPU and video card) and to list all existing cooling. If the game is crashing only while online/mulitplayer then its more likely to be a bug in the game than a cooling problem. |
Pete O'Neil (250) | ||
| 294398 | 2004-11-22 02:49:00 | I will attempt to answer the question as to why the card overheats while online and does not overheat in single player. A lot of people do not realise that the graphics card is actually calculating everything all over the map not just what you can see. This is so that you can move anywhere and the graphics for the new areas will render as soon as you enter the new areas. So the card is calculating everything going on as well, meaning every person and all the shots they fire and all the graphics associated with the ammo in the weapons being fired and all the smoke and explosions and particles plus where the individuals actually are in relation to everyone else. So as you can imagine in a game where everybody is an actual human running, jumping, firing, crouching etc etc that is a LOT of calculation and the cards get hot as a result. In the single player everything is scripted and triggered according to those scripts which are triggered when you enter the area. So there is a lot less calculations going on overall as the scripted stuff only starts happening (requiring the vidcard to calculate it) when you as the player trigger it. The card does not have to calculate a whole bunch of erratic humans who could do anything at any time so there is less work being done by the card in the singleplayer. Hope that clarifies it for you. |
John Grieve (367) | ||
| 294399 | 2004-11-22 02:55:00 | > A lot of people do not realise that the graphics card > is actually calculating everything all over the map > not just what you can see. This is so that you can > move anywhere and the graphics for the new areas will > render as soon as you enter the new areas. So the > card is calculating everything going on as well, > meaning every person and all the shots they fire and > all the graphics associated with the ammo in the > weapons being fired and all the smoke and explosions > and particles plus where the individuals actually are > in relation to everyone else. What are you on about? Granted the CPU may do some extra calculations based on the location of other players etc but the GPU will do lil extra work. The GPU mearly renders the scene its nothing to do with the physic or AI etc. Why would the graphics card render scene you cant even see? |
Pete O'Neil (250) | ||
| 294400 | 2004-11-22 03:38:00 | > What are you on about? Granted the CPU may do some > extra calculations based on the location of other > players etc but the GPU will do lil extra work. The > GPU mearly renders the scene its nothing to do with > the physic or AI etc. Why would the graphics card > render scene you cant even see? Quite obviously it doesn't,the only extra work is taking note of what the other players are upto,and even that should be less work then running Ai as it would in single player. If any video card was asked to render an entire map and all the action it would simply stop,it would never get 1/100000th of it rendered before the scene changed... And i was only using your comments as a springboard for my own Pete..... |
metla (154) | ||
| 294401 | 2004-11-22 04:06:00 | As soon as I hit post message I realised I had simplified far to much. What I am getting at has to do with stencil buffers and z-buffers where calculations are made about what pixels are not seen out of all the pixels in the buffer. Also I was touching on this "Instead of the main CPU having to perform all of the operations necessary to calculate the colour and intensity of each pixel being rendered, all of the 3D scene information can be sent directly to the video card in its raw form. Polygon vertices and normals, surface characteristics, location of the viewer, light sources and projection plane are all off-loaded to the 3D video card. Then the video card, which is optimized to perform 3D operations, can determine what image is displayed, and dump it to the screen, while the system CPU is free to perform other tasks" All the info required to render whats around the corner is in the card ready to go then the card decides through consulting its various buffers just which of that info to display. If all the info was not in the card when you use a portal (teleport for instance) and arrive at the new location you would find nothing there immediately if the card did not have the info ready in the buffers and onboard ram ready to be interpreted. There is a lot of extraneous info in the card buffers and ram to ensure whatever happens it can be rendered immediately. When you use a see through the walls cheat for instance you see people through the wall. This is because that info is in the card already and the cheat just bypasses the buffer information that would normally place a texture on the wall blocking your view of whats behind the wall. It is very very complicated and as I have proved by posting almost impossible to explain properly in a way that people can understand it. "The problem was solved by the introduction of dedicated graphics processing chips on modern graphics cards. Instead of sending a raw screen image across to the frame buffer, the CPU sends a smaller set of drawing instructions, which are interpreted by the graphics card's proprietary driver and executed by the card's on-board processor. Operations including bitmap transfers and painting, window resizing and repositioning, line drawing, font scaling and polygon drawing can be handled by the card's graphics processor, which is designed to handle these tasks in hardware at far greater speeds than the software running on the system's CPU. The graphics processor then writes the frame data to the frame buffer. As there's less data to transfer, there's less congestion on the system bus, and the PC's CPU workload is greatly reduced." "Z-buffer: In creating a 3D image, the Z-axis is used to measure the third dimension, that is, the depth of an object. A 3D image is created (rendered) using a combination of many polygons. Each polygon is made up of a group of vertices (points). In each polygon, while the X-axis and the Y-axis define the 2D plane (in which your computer screen is included), the Z-axis is used to measure the distance from a vertex to the screen. While the polygons in a 2D image would just be flat, in a 3D image, the polygons actually have depth. This is what enables some polygons to be located behind others, either partially or completely, creating a 3D effect. It is the value of the Z-axis that allows a card to determine whether a pixel is visible or not. The Z-buffer refers to that part of the memory where the depth value of a pixel is stored. In other words, it is that portion of memory that is used to store the coordinate on the Z-axis, for each value of the X-axis and the Y- axis. In general, a dedicated Z-buffer increases frame rates but more expensive since it requires more memory. Choosing an AGP card can help solve this problem it allows the 2D/3D card to access your computer's main memory for the Z-buffer." "Stencil buffering: Stencil buffering determines whether a particular pixel should be rendered or not. However, unlike the Z-buffer, which represents depth values, a stencil buffer represents a stencil or mask on the frame being rendered. The cockpit of an airplane in a flight simulator is a very simple example of how a stencil is used. The inside of the cockpit acts as a stencil and masks complex scenes so that external scenery is only visible in the areas specified by the stencil mask. Instead of rendering all of the scenery and then doing an overlay of the cockpit, the 3D engine need only update the scenery in the windshield." |
John Grieve (367) | ||
| 294402 | 2004-11-22 04:45:00 | wow | mejobloggs (264) | ||
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