rec.autos.simulators

ICR2: Frame rates comparison

Michael E. Carv

ICR2: Frame rates comparison

by Michael E. Carv » Wed, 22 Nov 1995 04:00:00

Actually I would shoot for having the skids/paint on all the time.
Keep pushing the frame rate until they start to come and go in
heavy traffic.  Now drop back just one notch.  This is what I aimed
for in my tests.  I started the race at the rear of the pack and raced
for 3-5 laps moving up through the traffic.  

Need to add A = AUTO for # 9 in the chart?  Or is the X for On mean
the AUTO stayed on?

NOTE:  The following results where without the UniVesa Driver.  On my
card it will only work with the Linear FrameBuffer disabled and the
results are the same with or without the UniVesa Driver loaded.

HARDWARE                      OPPONENTS GRAPHICS
CPU     VIDEO CARD      G V S  N A B H  123456789  FPS
------- --------------- - - - -- - - -  ---------  ---
P5-90   ATI WinTurbo    I V D 31 8 3 2  XXXXXXXXX   23
P5-90   ATI WinTurbo    I S D 31 8 3 2  XXXXXXXXX   10
P5-90   ATI WinTurbo    I S D 31 8 3 2  ......X.X   16
P5-90   ATI WinTurbo    N V D 31 8 3 2  XXXXXXXXX   18
P5-90   ATI WinTurbo    N S D 31 8 3 2  ......X.X   17

What it all means:
G: Game; I=Indycar 2, N=Nascar
V: Video mode; V=VGA, S=SVGA (-h options)
S: Sound mode; D=digital, F=FM (-f option)
N: Number of opponents; PT=pre-season testing
A: Drawn ahead
B: Drawn behind
H: Heard
Graphics: X = ON, . = OFF
1: Grass texture
2: Asphalt texture
3: Object texture; blank = No objects
4: Grandstand texture
5: Wall texture
6: Horizon texture
7: Car texture
8: Smoke/Dirt texture
9: Skids/Paint texture
FPS: Highest reachable frame rate

Smoke/Dirt will only play a role when and if someone spins out or
cuts through the grass/dirt.

Agreed!

--
**************************** Michael E. Carver *************************
     Upside out, or inside down...False alarm the only game in town.

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