Too bad the folks that write these wonderfully fluid and dynamic first
person shooters don't write code for Papy sims.
Compare that to a race game with True Physics that keeps track of each
wheel, momentum, attitude, weight change.. each thing completely effected by
temperature, setup of the car, movement of the wheel, the track, etc..
All of these things are computations that have to be calculated 100x a
second.
Heck, someone that knows more about a cars physics could probably list
1,000,001 things that N4 has to keep track of that a game like Quake 3 does
not.
> Too bad the folks that write these wonderfully fluid and dynamic first
> person shooters don't write code for Papy sims.
> > I've noticed that when you cause a huge wreck, as i do often, and lots
of
> > cars are damaged, my frame rate plummets to about 10 fps ( i usually get
> > 30-40) on my Athlon 800, and I am guessing the physics model is
> > concentrating too much on calculating the effects of the damage on all
the
> > cars? I wonder if the huge hit in frame rate is worth the accuracy, i
cant
> > even decide
David G Fisher
> Compare that to a race game with True Physics that keeps track of each
> wheel, momentum, attitude, weight change.. each thing completely effected
by
> temperature, setup of the car, movement of the wheel, the track, etc..
> All of these things are computations that have to be calculated 100x a
> second.
> Heck, someone that knows more about a cars physics could probably list
> 1,000,001 things that N4 has to keep track of that a game like Quake 3
does
> not.
> > I don't think those damn Russkies could write an optimized line of code
> for
> > all the vodka in the world. All throughout it's history Papy has had
this
> > problem. No matter what you have and what runs well on it, you throw a
> Papy
> > sim on it and it's like you have shit that's 20 years old.
> > Too bad the folks that write these wonderfully fluid and dynamic first
> > person shooters don't write code for Papy sims.
> > > I've noticed that when you cause a huge wreck, as i do often, and lots
> of
> > > cars are damaged, my frame rate plummets to about 10 fps ( i usually
get
> > > 30-40) on my Athlon 800, and I am guessing the physics model is
> > > concentrating too much on calculating the effects of the damage on all
> the
> > > cars? I wonder if the huge hit in frame rate is worth the accuracy, i
> cant
> > > even decide
For example, if there is a accident in front of you, your FPS slows down
tremendously. I do not think that is because of the graphics, I think that
is because your processor just went from working at 40% to 150% trying to
computate all of the physics involved with the accident.
I truely believe that N4 is more indepth than NH was in the physics
department as far as how much it pays attention to and computes.
> David G Fisher
> > Yea, a First Person shooter that only has to keep track of objects and
> > projectiles.
> > Compare that to a race game with True Physics that keeps track of each
> > wheel, momentum, attitude, weight change.. each thing completely
effected
> by
> > temperature, setup of the car, movement of the wheel, the track, etc..
> > All of these things are computations that have to be calculated 100x a
> > second.
> > Heck, someone that knows more about a cars physics could probably list
> > 1,000,001 things that N4 has to keep track of that a game like Quake 3
> does
> > not.
> > > I don't think those damn Russkies could write an optimized line of
code
> > for
> > > all the vodka in the world. All throughout it's history Papy has had
> this
> > > problem. No matter what you have and what runs well on it, you throw a
> > Papy
> > > sim on it and it's like you have shit that's 20 years old.
> > > Too bad the folks that write these wonderfully fluid and dynamic first
> > > person shooters don't write code for Papy sims.
> > > > I've noticed that when you cause a huge wreck, as i do often, and
lots
> > of
> > > > cars are damaged, my frame rate plummets to about 10 fps ( i usually
> get
> > > > 30-40) on my Athlon 800, and I am guessing the physics model is
> > > > concentrating too much on calculating the effects of the damage on
all
> > the
> > > > cars? I wonder if the huge hit in frame rate is worth the accuracy,
i
> > cant
> > > > even decide
Every racing sim I have that's worth a damn runs just about the same as any
Papy sim I have in the frame rate department. I am actually surprised at the
frame rates I get in N4 with my ancient PII 400mhz and Voodoo2 card (25fps in a
26 car race at Daytona).
-----------------------------------------
Dan Belcher
Team Racing Unlimited
http://simcrash.00game.com
I run a 1.1GHZ athalon and a Prophet ULTRA card, about as quick as you can
get. I get 140fps at Martinsville until I come off the corners and spin the
rear wheels with traffic about me. This drops it a lot. The counter never
shows under 45fps, but I can tell we are well below that. I think the
physics of the wheel spin or perhaps the sound is the killer.
/TomH
25fps in a PII400 V2 ??? Please give some more specs, what settings
did you use, how many cars on the road, etc? I get lower fps on my
PIII500 v3..
Andre
--
Kevin Anderson
> > I've noticed that when you cause a huge wreck, as i do often, and lots
of
> > cars are damaged, my frame rate plummets to about 10 fps ( i usually get
> > 30-40) on my Athlon 800, and I am guessing the physics model is
> > concentrating too much on calculating the effects of the damage on all
the
> > cars? I wonder if the huge hit in frame rate is worth the accuracy, i
cant
> > even decide
World Detail: 0%
Car Detail: High
No Lighting or Reflections
26 Cars
Roof cam view
No Mirror (I will turn it on whenever I absolutely need to, or I just check
what's going on around me with the Arcade view)
In other words, turn everything waaaaaay down. :)
-----------------------------------------
Dan Belcher
Team Racing Unlimited
http://simcrash.00game.com
Umm..Dan....
~daxe