rec.autos.simulators

CART graphic thoughts....

Kasparo

CART graphic thoughts....

by Kasparo » Sat, 08 Nov 1997 04:00:00

Now I have a question about the graphics...Will CPR have the option to
reduce the video mode to 512x384 when using D3D???  Even with my P5 200 and
3dfx card, I have a poor framerate when the***pit is turned on.  It would
be nice if you could use a lesser video mode in order to make up for the
loss in framerate.  This works nicely in MotoRacer which is another D3D
title.   I used the [ and ] keys to reduce the window and that helps a lot
but it also cuts on your field of vision as well as the mirrors and that is
not a good thing.

I think it would be a good advantage if you could turn off the textures on
the track itself and just use a grayish track with some skid marks like in
ICR2 by Papyrus.  Removing the textures on the track always gave much room
for improvement in the FPS department.  Perhaps being able to reduce the
amount of graphics in a more specific way would help get the FPS to a 25-30
level with the***pit turned on.  for example, being able to turn off the
textures on the walls only or the dirt/grass on the side of the
track...things that are not that important but greatly increase the
framerate when removed.

I really like CPR but I am still worried about the FPS when there will be
more than just 3 other cars on the
track and the***pit turned on.  I hope that this is an issue that is still
being worked on before the release.
Also, why cant Windows have a simple and easy way to get the T2 steering
wheels to work without having to go through so much of a  hassle??? Seems
like such a trivial thing compared to all the other capabilities of the
OS...so why such a problem with getting to work???

Thanks

Kas

Eric Strau

CART graphic thoughts....

by Eric Strau » Sat, 08 Nov 1997 04:00:00

Hi Kasparov,

512x384 is an interesting idea - I'll check into that. As for a no texture
mode, we investigated that & although I know it doesn't make sense, with
this graphics engine not doing textures has very very little effect on
framerate (if it did fix framerate, we'd do it in heartbeat - that's why we
added the other featurs for clipping plane & window size).  We have heard
the feedback on framerate though (very loud and clear) & we're
investigating some options. I can't say much more than that at this point,
but stay tuned.

I really don't know why it's so darn tough to get wheels setup (I agree
it's harder than it should be). I wish it was easier as well. Heck, just
look at the gazillion step procedures in our readme. I guess part of it is
that the wheel manufactures are really just now having to deal with Windows
(because most of the games which use them are DOS based). This is something
I expect to improve over time as the controller manufacturers start having
to care more about Windows based games as more of them are published.

Eric.

Mike Vanlandingha

CART graphic thoughts....

by Mike Vanlandingha » Sat, 08 Nov 1997 04:00:00

Eric (and Kasparov)

Re:  The T2 problem...

I had the same kind of problem.  Win95 wouldn't recognize my T2, with or
without the adapter.  I had a disastorus hard drive crash and decided to get
a new drive and re-install everything.  Because of some flakey original
Win95 installation floppies and a cranky floppy drive I ended up having
Win95B installed on the new hard drive.

I decided that with CPR coming out I was going to get my T2 sorted out once
and for all.  Went to the control panel/jgame controllers and found that it
now (Win95B ?) had the Thrustmaster T1/2 with _or_ without the adapter
listed as options.  Clicked on the "without adapter" and it instantly
recognized it.  No problems since, works for both Win95 and DOS sims.

Perhaps there's a patch from MS.


>Hi Kasparov,

>512x384 is an interesting idea - I'll check into that. As for a no texture
>mode, we investigated that & although I know it doesn't make sense, with
>this graphics engine not doing textures has very very little effect on
>framerate (if it did fix framerate, we'd do it in heartbeat - that's why we
>added the other featurs for clipping plane & window size).  We have heard
>the feedback on framerate though (very loud and clear) & we're
>investigating some options. I can't say much more than that at this point,
>but stay tuned.

>I really don't know why it's so darn tough to get wheels setup (I agree
>it's harder than it should be). I wish it was easier as well. Heck, just
>look at the gazillion step procedures in our readme. I guess part of it is
>that the wheel manufactures are really just now having to deal with Windows
>(because most of the games which use them are DOS based). This is something
>I expect to improve over time as the controller manufacturers start having
>to care more about Windows based games as more of them are published.

>Eric.

greg

CART graphic thoughts....

by greg » Sat, 08 Nov 1997 04:00:00


> Hi Kasparov,

> 512x384 is an interesting idea - I'll check into that. As for a no texture
> mode, we investigated that & although I know it doesn't make sense, with
> this graphics engine not doing textures has very very little effect on
> framerate

I think No texture mode is very good idea, specially, for GRASS
and ROAD section, because in other SIMS, frame rate actually
improves, or maybe its just visual effect.

Another reason for adding this option, is because Asphalt
looks ugly in my opinion at Laguna Sega(very strange color indeed :)
and I already got used to driving with no asphalt textures in other
sims.

And it would be nice to have that option.

--

Gregory Alferov, "Greg"                      ~~_____~~

http://home.inreach.com/tifosi/          [__]=[_(-)_]=[__]

Trevor C Thoma

CART graphic thoughts....

by Trevor C Thoma » Mon, 10 Nov 1997 04:00:00


> Hi Kasparov,

<SNIP>
> I really don't know why it's so darn tough to get wheels setup (I agree
> it's harder than it should be).

Eric, please dont take this as a flame, it isnt meant to be. I can tell
you in two words, Windows 95! Thats why we manufacturers have trouble,
if W95 had a better js applet there would be no problem.

<SNIP>

 I guess part of it is

There is no magic cure that we manufacturers can come up with,
controllers have always worked the same way and under DOS there is no
problem, dont attempt to lay this off on us when its really MS that is
at fault for not making a better js applet, let the MS W95 programmers
come up with something that will work.

Right now for instance with the CART PR sim, our TSW works fine as a
single js, however the model that can be either single or dual with a
switch will not work because CART doesnt allow control axes to be
assigned, IMO this is a mistake on MS/TRIs part.

ICR2, N2, GP2 all allow this so why not CART? I think you guys should
add this feature ASAP because it will allow ours and the TM controllers
to work without al lot of the problems seen ATM.

Trev

David Gree

CART graphic thoughts....

by David Gree » Mon, 10 Nov 1997 04:00:00


[snipped]

Does anyone else think that's a bit backwards. Perhaps it will improve when
Microsoft widens its view and decides to implement better support into
its OS. I never quite understood why Win95 required the T2 use an axis converter

As far as I can see, manufacturers have already fulfilled their obligations by
making  their products compatible with the required hardware (ie a joystick
port) which must mean that the problem is because Win95 has partial support
for a perfectly valid joystick configuration.

papa..

CART graphic thoughts....

by papa.. » Tue, 11 Nov 1997 04:00:00

Flying Corps allows you to use this in Direct3d and it can be a real
boost to poor framerates.

PAPA DOC

Randy BO

CART graphic thoughts....

by Randy BO » Tue, 11 Nov 1997 04:00:00

 Microsoft widens its view and decides to implement better support into
its OS. I never quite understood why Win95 required the T2 use an axis
 converter >>

This is no longer required.  DirectX 5 now has a setting for a T2 with or
 without the adapter.

Randy
Randy Magruder
Staff Writer
Digital Sportspage
http://www.digitalsports.com/

Greg Cisk

CART graphic thoughts....

by Greg Cisk » Tue, 11 Nov 1997 04:00:00


Which did not work for me. I have to follow the instructions from the
Thrustmaster web site to get it to work. It seems to be on of many
things which show up as an option in Microsoft products, but do not
work.

--
Header address intentionally scrambled to ward off the spamming hordes.


Greg Cisk

CART graphic thoughts....

by Greg Cisk » Wed, 12 Nov 1997 04:00:00

I added a CUSTOM device and told it that it was a car controller. I named it T2
and calibrated it. Now I just need to select it using ADD/Remove and it even
remembers my calibration settings. Whenever I selected the canned Thrustmaster
T2 With or Without adapter devices from the list, it never worked. I even tried
changing the device from the ID display as you suggested.
--
Header address intentionally scrambled to ward off the spamming hordes.




> >Which did not work for me. I have to follow the instructions from the
> >Thrustmaster web site to get it to work. It seems to be on of many
> >things which show up as an option in Microsoft products, but do not
> >work.

> Odd...how did you do it.  I found the [Add..] button to be useless,
> but going in and changing the device attached to ID 1 to the correct
> device.

> Randy

Randy Magrud

CART graphic thoughts....

by Randy Magrud » Wed, 12 Nov 1997 04:00:00


>Which did not work for me. I have to follow the instructions from the
>Thrustmaster web site to get it to work. It seems to be on of many
>things which show up as an option in Microsoft products, but do not
>work.

Odd...how did you do it.  I found the [Add..] button to be useless,
but going in and changing the device attached to ID 1 to the correct
device.

Randy


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