The multi-display PowerPlay table uses a fixed memory clockspeed, as adjusting memclock on HD 5000 series cards causes secondary displays to flicker. These clockspeeds are too low, and can cause secondary monitors to flicker or corrupt in other ways.ĪMD Overdrive pulls its power states from the single-display PowerPlay table stored on your graphics card, even if you have multiple displays installed. If you have multiple monitors (in extended desktop mode), and you select anything but default clockspeeds in AMD OverDrive, your card begins to idle at 157MHz core clock, 300MHz memory clock. AMD has now stated that they WILL NOT FIX this problem on the HD 5000 series
If your card isn't listed, you can mod the BIOS yourself, or send me a copy and I'll post it:īuy an HD 6000 series card to replace your HD 5000 series card. Here are pre-modified BIOS for requested non-reference cards. These are for reference model cards ONLY: I've gone ahead and pre-modified the BIOS for the HD5850 and HD5870. The basic procedure involves dumping your current BIOS with ATi WinFlash, editing UVD Clock manually using Radeon BIOS Editor (Match UVD clocks and voltage to 3D clocks for your card), then flashing the modified BIOS back to your card with ATi WinFlash again. The only current way to work-around this driver/BIOS bug is to modify the BIOS on your graphics card. The PowerPlay state for "UVD Mode" (the mode used while playing hardware accelerated video) has the incorrect clockspeed defined and the incorrect priority in the PowerPlay table, causing it to take precedence over 3D. Secondary displays flicker or jitter every time you open or close such a video. Being stuck below 2D clockspeeds leads to a massive performance hit.ĭ. GPU clockspeed will not scale up to 3D clocks when such a video is playing or paused.Ĭ. The graphics card clockspeed jumps to 400MHz Core / 900MHz Memory when a hardware accelerated video is playing or paused (includes DXVA accelerated and Flash video).ī. It should load the older DLL from the game folder and run correctly.Īs of Catalyst 11.1a: Quake III, Return to Castle Wolfenstien, and American McGee's Alice are all confirmed working again.Īs of Catalyst 11.6b: The Polynomial, Atom Zombie Smasher, CityMotion, and CityEngine still require resources from Catalyst 10.4 to run.Ī. Place atioglxx.dll from Catalyst 10.4 and/or the atigktxx.dll from Catalyst 10.4 into the same folder as the executable of the game you’re having trouble with. Catalyst 10.4 was one of the last driver revisions before they increased the number of extensions. This may force Catalyst Control Center to detect the game and set an OpenGL extension limit.ī. Rename the game's executable to quake3.exe.
The drivers don’t enable an extension limit for these older games, they can’t handle the increased count, and crash.Ī. Older OpenGL games (such as those based on the Quake III engine) crash immediately upon launch.ĪMD’s has recently added more OpenGL extensions.