rec.autos.simulators

CPR GREAT!! Framerate sucks!..I'm concerned

Richard Walk

CPR GREAT!! Framerate sucks!..I'm concerned

by Richard Walk » Sun, 16 Nov 1997 04:00:00



>Just the little Formula Dodge cars they use.  No downforce, but put a
>Dodge sedan engine into a car a third the weight, add treaded tires,
>and there you have it.  You can go to www.sequoia-dev.com/Hawaii and
>you'll find a complete writeup of Skip Barber's Intro to Racing that
>Dave Sparks and I did (we went and did the Intro together).  You'll
>see pictures of us, the cars, what it looks like going thre corkscrew,
>etc.

My wife went on something similar a few weeks back at the Nigel Mansell
Racing School at Oulton Park - she drove a Formula First which looks
remarkably similar to the Forumla Dodge!

One day maybe. But I'm one of those sad, delusioned fools who tries very
hard not to be a slave to the internal combustion engine (despite being a
racing fan & sim freak <g>) and have never bothered learning to drive!!
Some day I know I won't be able to resist it though <g>

Yep, got that one a few months back. His other books are a bit too
technical and abstract for a simmer but "Drive to Win" is simply superb
and very relevant to any form of racing.

Cheers,
Richard

Grant Reev

CPR GREAT!! Framerate sucks!..I'm concerned

by Grant Reev » Sun, 16 Nov 1997 04:00:00


> I think he was referring to the driver's car, not the A(un)I!

I was making a *** comment about the stupid AI however:)

Yep, i believe it is, and doing this fuller simulation takes more time
than the sims we are used to. moreover, i think that every single AI
car is being modelled to the same physical complexity, which really
starts
killing the CPU as you add more cars, while other games such as F1GP and
GP2
used abreviated simulation models for the computer cars, since all they
really need to do is *look* like they are behaving right, rather than
actually
behaving exactly right, because we, the user, are not driving the AI
cars
and can't tell if they're leaving out modelling of dampers, or toe-in,
or
the other minor variables that don't visably affect the cars behaviour
and
can be removed to gain speed.
of course, one of the MS/TRI guys could correct me here:)

i have GP2 set to give me 25fps on my p166, i don't mind have basically
no details but the road texture:) CPR varies from 14 to 28fps with my
3dfx
card though, which rates as not quite as good as GP2 because when it
dips to 14fps it kinda sucks. I do believe that MS/TRI could optimise
their
displaying a little more, like around Turn 2 at Laguna they could stop
drawing the part of the track leading into or out of the hairpin that
we are not on. drawing all that extra track which we can't even see
normally because of the elevation difference halves the possible
framerate.
Coming down into Turn 2 we can't see over the left wall, so why draw all
that track down there? coming out of Turn 2 we can only see that just
mentioned left wall so just draw that, not all the track behind it too.
if that part of the track was fixed, the framerate would never dip below
20fps for hotlapping, i suspect

hmmm i think i have to agree:) i've driven some little indoor karts
a bit, and they are FUN! and certain corners in CPR are driven in a
veeery
similar style:)

i don't go to the zone much, the lag to everyone outside of New Zealand
is always well over half a second and that sucks. yet another reason
to move to canada someday:)

Grant Reev

CPR GREAT!! Framerate sucks!..I'm concerned

by Grant Reev » Sun, 16 Nov 1997 04:00:00


> I think he was referring to the driver's car, not the A(un)I!

I was making a *** comment about the stupid AI however:)

Yep, i believe it is, and doing this fuller simulation takes more time
than the sims we are used to. moreover, i think that every single AI
car is being modelled to the same physical complexity, which really
starts
killing the CPU as you add more cars, while other games such as F1GP and
GP2
used abreviated simulation models for the computer cars, since all they
really need to do is *look* like they are behaving right, rather than
actually
behaving exactly right, because we, the user, are not driving the AI
cars
and can't tell if they're leaving out modelling of dampers, or toe-in,
or
the other minor variables that don't visably affect the cars behaviour
and
can be removed to gain speed.
of course, one of the MS/TRI guys could correct me here:)

i have GP2 set to give me 25fps on my p166, i don't mind have basically
no details but the road texture:) CPR varies from 14 to 28fps with my
3dfx
card though, which rates as not quite as good as GP2 because when it
dips to 14fps it kinda sucks. I do believe that MS/TRI could optimise
their
displaying a little more, like around Turn 2 at Laguna they could stop
drawing the part of the track leading into or out of the hairpin that
we are not on. drawing all that extra track which we can't even see
normally because of the elevation difference halves the possible
framerate.
Coming down into Turn 2 we can't see over the left wall, so why draw all
that track down there? coming out of Turn 2 we can only see that just
mentioned left wall so just draw that, not all the track behind it too.
if that part of the track was fixed, the framerate would never dip below
20fps for hotlapping, i suspect

hmmm i think i have to agree:) i've driven some little indoor karts
a bit, and they are FUN! and certain corners in CPR are driven in a
veeery
similar style:)

i don't go to the zone much, the lag to everyone outside of New Zealand
is always well over half a second and that sucks. yet another reason
to move to canada someday:)


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