rec.autos.simulators

GPL and 100% detail bias...

Jussi Koukk

GPL and 100% detail bias...

by Jussi Koukk » Tue, 26 Oct 2004 16:18:31

I've recently upgraded my system to finally achieve that magic 36fps
at the back of the grid with 100% detail bias... but there's a rather
*** side effect: the cars are partly transparent for about a second
after the flag drops. If I reduce the detail bias the effect
disappears. And this seems to be a D3D and/or Ati problem, as I only
noticed this after changing to an Ati card (and thus to D3D).

Has anyone else noticed this? Is there a cure?
--
- Jussi Koukku -

Michael Ziegle

GPL and 100% detail bias...

by Michael Ziegle » Tue, 26 Oct 2004 18:51:00

Jussi Koukku schrieb:
I use 99% with my ATI 9700, no problems.
Rand Al'Tho

GPL and 100% detail bias...

by Rand Al'Tho » Tue, 26 Oct 2004 19:16:22

Don't know, but I think we've reached the limits of Dx7. It's probable that
Dx7 is only capable of so many polys'. I think everyone with powerful
systems gets this. The difference between about 80% and 100% detail bias is
very small and therefore quite acceptable to me. It only really affects the
more distant objects. I have a ATI Radeon 9800Pro and P4-3.2 + 1Gb matched
DDR400 ram, and GPL is fine all but this very small problem.

Now if GPL was Dx9, :)

Alan


Malc

GPL and 100% detail bias...

by Malc » Tue, 26 Oct 2004 20:50:57


AFAIK you are right, it's a poly limit with DirectX but OpenGL doesn't
have the same limitation (or maybe just not yet).

99% detail bias should fix the problem, but cars in the distance visibly
change from 2D to 3D which some find irritating. Probably not as
irritating as a transparent grid though ;-)

Alternatively use earlier versions of some the GPLEA cars (with a lower
poly count), but 99% bias is probably the simplest solution.

Malc.



> > Jussi Koukku schrieb:
> >> I've recently upgraded my system to finally achieve that magic
36fps
> >> at the back of the grid with 100% detail bias... but there's a
rather
> >> *** side effect: the cars are partly transparent for about a
second
> >> after the flag drops. If I reduce the detail bias the effect
> >> disappears. And this seems to be a D3D and/or Ati problem, as I
only
> >> noticed this after changing to an Ati card (and thus to D3D).

> >> Has anyone else noticed this? Is there a cure?
> >> --
> >> - Jussi Koukku -
> > I use 99% with my ATI 9700, no problems.

Remco Moe

GPL and 100% detail bias...

by Remco Moe » Tue, 26 Oct 2004 22:09:34


>I've recently upgraded my system to finally achieve that magic 36fps
>at the back of the grid with 100% detail bias... but there's a rather
>*** side effect: the cars are partly transparent for about a second
>after the flag drops. If I reduce the detail bias the effect
>disappears. And this seems to be a D3D and/or Ati problem, as I only
>noticed this after changing to an Ati card (and thus to D3D).

>Has anyone else noticed this? Is there a cure?

The problem is that the Z-axis buffer is 16 bit, and thus doesn't
support more then 32000 polygons. There are 2 "solutions".

First, dissable the Z-axis in the CORE.INI. This will reduce
performance.

Second, use OpenGL instead.

Cheers!

Remco

simps

GPL and 100% detail bias...

by simps » Wed, 27 Oct 2004 00:59:04

I did some tests, which you can repeat on your systems too.  The exact
Detail Bias number can be adjusted in GEM+2 > graphics or in your
player.ini.

I did the test at the back of a full AI grid at Monaco and although
the numbers jump around a bit, you can clearly see the big jumps.  I
found that the frame rate increased in steps when the Detail Bias
setting was changed from 100 to 99%, 75 to 74% and 26 to 25% while
everything from 74 to 26% for example gave the same framerate and
image quality.

It seems that most or all people get the missing image at 100% bias,
but it only lasts for a few seconds (albeit at the most important part
of the race) until cars move away after the start.

Bob Simpson


> Don't know, but I think we've reached the limits of Dx7. It's probable that
> Dx7 is only capable of so many polys'. I think everyone with powerful
> systems gets this. The difference between about 80% and 100% detail bias is
> very small and therefore quite acceptable to me. It only really affects the
> more distant objects. I have a ATI Radeon 9800Pro and P4-3.2 + 1Gb matched
> DDR400 ram, and GPL is fine all but this very small problem.

> Now if GPL was Dx9, :)

> Alan

Rolf Weseman

GPL and 100% detail bias...

by Rolf Weseman » Wed, 27 Oct 2004 01:38:52

An informative thread as ever in this community, so again RAS is a MUST
read, also after 6 years GPL

Rolf

alex

GPL and 100% detail bias...

by alex » Wed, 27 Oct 2004 07:55:04



I've done similar tests long time ago, and my impression was that detail
bias slider is very granular. AFAIR, there're only 4 different settings,
so 99% is the same as 75%.

Doesn't it only happen in DirectX? I've never seen it in OpenGL, but maybe
I don't have enough graphic updates installed.

Alex.

Malc

GPL and 100% detail bias...

by Malc » Wed, 27 Oct 2004 08:08:58




> > It seems that most or all people get the missing image at 100% bias,
> > but it only lasts for a few seconds (albeit at the most important
part
> > of the race) until cars move away after the start.
> Doesn't it only happen in DirectX? I've never seen it in OpenGL, but
maybe
> I don't have enough graphic updates installed.

It is only DirectX afaik, but OpenGL isn't all that hot in an ATi card.
I use OpenGL on a 5900 with the latest GPLEA cars & I've never seen this
problem but it's relatively common.

Malc.

simps

GPL and 100% detail bias...

by simps » Wed, 27 Oct 2004 12:01:57

That's right - I forgot that.  You can run 100% detail bias in OpenGL,
but I've never done any further tests.  I didn't see any imporvement
in frame rate and the D3D graphics seemed better.

Bob Simpson


> Doesn't it only happen in DirectX? I've never seen it in OpenGL, but maybe
> I don't have enough graphic updates installed.

> Alex.

Jussi Koukk

GPL and 100% detail bias...

by Jussi Koukk » Wed, 27 Oct 2004 22:07:59


Moedt) wrote something like:


>>*** side effect: the cars are partly transparent for about a second
>>after the flag drops. If I reduce the detail bias the effect
>>disappears. And this seems to be a D3D and/or Ati problem, as I only

>The problem is that the Z-axis buffer is 16 bit, and thus doesn't
>support more then 32000 polygons. There are 2 "solutions".

>First, dissable the Z-axis in the CORE.INI. This will reduce
>performance.

>Second, use OpenGL instead.

Thanks for the info. I will try disabling the Z-axis... does it affect
image quality?

OpenGL isn't really a choice with Ati cards, so if the Z-axis thing
doesn't work, I guess I'll just avoid running with full grid ;)
--
- Jussi Koukku -

Remco Moe

GPL and 100% detail bias...

by Remco Moe » Thu, 28 Oct 2004 21:09:47



>Moedt) wrote something like:


>>>*** side effect: the cars are partly transparent for about a second
>>>after the flag drops. If I reduce the detail bias the effect
>>>disappears. And this seems to be a D3D and/or Ati problem, as I only

>>The problem is that the Z-axis buffer is 16 bit, and thus doesn't
>>support more then 32000 polygons. There are 2 "solutions".

>>First, dissable the Z-axis in the CORE.INI. This will reduce
>>performance.

>>Second, use OpenGL instead.

>Thanks for the info. I will try disabling the Z-axis... does it affect
>image quality?

NO, just performance. The Z-axis buffer is used to sort the polygons.
Those are drawn nearest last. So, if 32000 and a bit polygons are
drawn, it stops. That's why you see the holes in the cars. If you put
the slider to the left, less polygons will be drawn, thus no more
holes.

Cheers!

Remco

Jussi Koukk

GPL and 100% detail bias...

by Jussi Koukk » Fri, 29 Oct 2004 14:46:41


Moedt) wrote something like:


>>Thanks for the info. I will try disabling the Z-axis... does it affect
>>image quality?

>NO, just performance. The Z-axis buffer is used to sort the polygons.
>Those are drawn nearest last. So, if 32000 and a bit polygons are
>drawn, it stops. That's why you see the holes in the cars. If you put
>the slider to the left, less polygons will be drawn, thus no more
>holes.

Ok, I tried disabling Z-buffer, but the fps dropped to about 22. I
also noticed that max polygon count isn't reached on all tracks.
Haven't tried that many tracks with full grid, but so far only Monaco
(Monaco Rocks addons) seems to have this problem.
--
- Jussi Koukku -
simps

GPL and 100% detail bias...

by simps » Fri, 29 Oct 2004 21:20:41

Gee, guys.  This car image problem happens for only a few seconds at
the start of a race.  Rather than suffer frequently with low frame
rate when disabling the z buffer why not just either drop to 99%
Detail Bias or live with the GPL bug for that 0.5% of the race.  Or
qualify in a front row.

Bob Simpson


> Ok, I tried disabling Z-buffer, but the fps dropped to about 22. I
> also noticed that max polygon count isn't reached on all tracks.
> Haven't tried that many tracks with full grid, but so far only Monaco
> (Monaco Rocks addons) seems to have this problem.

Jussi Koukk

GPL and 100% detail bias...

by Jussi Koukk » Fri, 29 Oct 2004 22:28:43


something like:

The first few seconds at the start of an online race are quite
crucial. On the other hand, our league uses a dedicated server, which
means that there'll never be a full grid =)

I'm certainly not going to keep z-buffer disabled, 22fps is far from
acceptable. 99% detail bias is also unacceptable cause my rig can
easily handle 100%. Plus it's very much noticeable.

I'm already trying to live with that 0.5% of ppl who top post, and
it's not easy ;) I'm not taking chances on failing to live with partly
transparent cars.

As if I haven't tried... =)

Anyway, the problem isn't likely to arise in any online race I take
part in. Offline it doesn't really matter.
--
- Jussi Koukku -


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