rec.autos.simulators

GP3 Something wrong.

Jasper Conwrigh

GP3 Something wrong.

by Jasper Conwrigh » Fri, 28 Jul 2000 04:00:00

Hi There

I have just tryed GP3, but I think I have a problem. All other games I have
played the images on screen are sharp and steady, but with this game I get a
wobbly picture. For example the***pit sides seem to shake and move, and
the grass and walls seem to stretch sometimes. Is there a problem with my
graphics card (Voodoo 3 2000) or machine. If not why does it do this.

JC

Coli

GP3 Something wrong.

by Coli » Fri, 28 Jul 2000 04:00:00

This is to simulate the movement of the car and the forces that are being
exerted upon the driver.
If you've ever driven a racing car, it is far from smooth and steady =)
Cheers,
...Colin


Victor Cha

GP3 Something wrong.

by Victor Cha » Fri, 28 Jul 2000 04:00:00

Hah, he is referring to 3D artifacts like banding, aliasing, and "swimming" effects.
Without FSAA, this is what you get.  You do get this artifacts in F1 2000 too or, even
GPL under Glide.


> This is to simulate the movement of the car and the forces that are being
> exerted upon the driver.
> If you've ever driven a racing car, it is far from smooth and steady =)
> Cheers,
> ...Colin



> > Hi There

> > I have just tryed GP3, but I think I have a problem. All other games I
> have
> > played the images on screen are sharp and steady, but with this game I get
> a
> > wobbly picture. For example the***pit sides seem to shake and move, and
> > the grass and walls seem to stretch sometimes. Is there a problem with my
> > graphics card (Voodoo 3 2000) or machine. If not why does it do this.

> > JC

Coli

GP3 Something wrong.

by Coli » Fri, 28 Jul 2000 04:00:00

Yee of little faith =)


Simon Brow

GP3 Something wrong.

by Simon Brow » Fri, 28 Jul 2000 04:00:00

Actually I don't think he is refering to those things.  Various different
parts of the 3d***pit actually move in relation to each other, and they
would still move with FSAA.  Banding, aliasing and swimming are mainly
texturing problems and don't effect the position of polygons.

It could be a deliberate effect to simluate the vibration of the car
(optimistic view) or it could be a lack of accuracy in the transformation
code (realistic view), possibly because GC is still using integer maths.


N..

GP3 Something wrong.

by N.. » Fri, 28 Jul 2000 04:00:00

On Thu, 27 Jul 2000 11:33:34 -0400, "Colin"

Yes, but when you are in a car you are moving *with* the car. Why
can't some game developers grasp this concept? Your head will
naturally compensate for this movement, not so when looking at a
computer screen. Jane's did the same thing with their virtual***pit
in Longbow2 and where ***enough not to include an option to turn it
off. Needless to say I never use the virtual***pit in that game
because of it. GP3 is not that bad at all in this area, but it still
should have been made optional. But then that would have taken more
time and money which of couse is a not cool with certain game
publishers.
--
Nos

Jan Loebzie

GP3 Something wrong.

by Jan Loebzie » Sat, 29 Jul 2000 04:00:00

On Thu, 27 Jul 2000 17:36:20 GMT, "Simon Brown"


>It could be a deliberate effect to simluate the vibration of the car
>(optimistic view) or it could be a lack of accuracy in the transformation
>code (realistic view), possibly because GC is still using integer maths.

I thinks it's just poor implementation of the 3D support.
It seems like the game doesn't properly use perspective correction,
that why the textures happen to "swim" or get otherwise distorted
when the view point changes. And in the virtual***pit it changes
all the time, hence the textures are jiggling around constantly.
Then there are the problems with the Z-buffer ... quite obvious that
they implemented the 3D support only because they "had to", not
with the intention of taking advantage of it.

That's IMO, of course. :-)

Blaze

Victor Cha

GP3 Something wrong.

by Victor Cha » Sat, 29 Jul 2000 04:00:00

Are you sure?  I thought those are 3D effects for simulating a car traveling at 200 mph.
:-)


> On Thu, 27 Jul 2000 17:36:20 GMT, "Simon Brown"

> >It could be a deliberate effect to simluate the vibration of the car
> >(optimistic view) or it could be a lack of accuracy in the transformation
> >code (realistic view), possibly because GC is still using integer maths.

> I thinks it's just poor implementation of the 3D support.
> It seems like the game doesn't properly use perspective correction,
> that why the textures happen to "swim" or get otherwise distorted
> when the view point changes. And in the virtual***pit it changes
> all the time, hence the textures are jiggling around constantly.
> Then there are the problems with the Z-buffer ... quite obvious that
> they implemented the 3D support only because they "had to", not
> with the intention of taking advantage of it.

> That's IMO, of course. :-)

> Blaze

Simon Brow

GP3 Something wrong.

by Simon Brow » Sat, 29 Jul 2000 04:00:00

I think the main problem with the z-buffer is that there isn't one! :)
Also, i've also noticed that perspective correction is turned off on a lot
of textures like you say.  This is just bizarre.  Modern 3D cards can do
perspective-correct texture mapping on every polyon and z or w buffering
with a very small performance penalty, like 10%.  Also these features are
both in just about ever game that's been released for the last two years.
Seem obvious that GP3 wasn't deigned with 3d cards in mind.  I don't know
who did the 3d card support, whether it was Crammond or Microprose, but they
didn't do much of a job.


> On Thu, 27 Jul 2000 17:36:20 GMT, "Simon Brown"

> >It could be a deliberate effect to simluate the vibration of the car
> >(optimistic view) or it could be a lack of accuracy in the transformation
> >code (realistic view), possibly because GC is still using integer maths.

> I thinks it's just poor implementation of the 3D support.
> It seems like the game doesn't properly use perspective correction,
> that why the textures happen to "swim" or get otherwise distorted
> when the view point changes. And in the virtual***pit it changes
> all the time, hence the textures are jiggling around constantly.
> Then there are the problems with the Z-buffer ... quite obvious that
> they implemented the 3D support only because they "had to", not
> with the intention of taking advantage of it.

> That's IMO, of course. :-)

> Blaze

Jan Loebzie

GP3 Something wrong.

by Jan Loebzie » Sat, 29 Jul 2000 04:00:00

On Fri, 28 Jul 2000 02:27:18 GMT, "Simon Brown"


>Seem obvious that GP3 wasn't deigned with 3d cards in mind.  I don't know
>who did the 3d card support, whether it was Crammond or Microprose, but they
>didn't do much of a job.

Instead they pulled quite a lot of tricks with pseudo 3D.
Did you notice that the wheels are completely made up of sprites?
Except your own when you're using any of the car cameras, but they
have those blocky reflections instead.

Jan

Ruud van Ga

GP3 Something wrong.

by Ruud van Ga » Sat, 29 Jul 2000 04:00:00

On Fri, 28 Jul 2000 02:27:18 GMT, "Simon Brown"


>I think the main problem with the z-buffer is that there isn't one! :)

And to think these things today are for free! :(

The 'About' thingy shows just 4 people, amongst which 1 did the
hardware 3D programming. I REALLY don't know why Crammond bothered to
do the software 3D programming bit. It is NOT rewarding, since NO-ONE
would want to use that anymore. Besides, D3D will emulate it for him
if no h/w is detected. Why bother these days. Silly.



>> On Thu, 27 Jul 2000 17:36:20 GMT, "Simon Brown"

>> >It could be a deliberate effect to simluate the vibration of the car
>> >(optimistic view) or it could be a lack of accuracy in the transformation
>> >code (realistic view), possibly because GC is still using integer maths.

>> I thinks it's just poor implementation of the 3D support.
>> It seems like the game doesn't properly use perspective correction,
>> that why the textures happen to "swim" or get otherwise distorted
>> when the view point changes. And in the virtual***pit it changes
>> all the time, hence the textures are jiggling around constantly.
>> Then there are the problems with the Z-buffer ... quite obvious that
>> they implemented the 3D support only because they "had to", not
>> with the intention of taking advantage of it.

>> That's IMO, of course. :-)

>> Blaze

Ruud van Gaal, GPL Rank +53.53
MarketGraph / MachTech: http://www.racesimcentral.net/
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Xena

GP3 Something wrong.

by Xena » Sun, 30 Jul 2000 04:00:00

On Thu, 27 Jul 2000 16:29:18 +0100, "Jasper Conwright"


>Hi There

>I have just tryed GP3, but I think I have a problem. All other games I have
>played the images on screen are sharp and steady, but with this game I get a
>wobbly picture. For example the***pit sides seem to shake and move, and
>the grass and walls seem to stretch sometimes. Is there a problem with my
>graphics card (Voodoo 3 2000) or machine. If not why does it do this.

>JC

  I have a Diamond Viper V770 with the latest drivers,and no
 it's not your car...in fact I think it is the Insane Dev Team were
  nervous as they did this...hehe
black..

GP3 Something wrong.

by black.. » Mon, 31 Jul 2000 04:00:00

I'm not alone!! I have a STRONG suspision that we we are seeing is thr
result of GC having his head in the sand for 5 years and STILL using
integer maths for his graphics engine.

Now this made sense 5 years ago but floating point maths is now way
faster than pure integer. I doubt GC is even using vector code
optimised for PIII,Athalon etc. Which, by the way, is a piece of cake
to achieve.

I hope for sanity that Microprose re-write the graphics engine from the
ground up. The use of integer values (which would have to converted to
pass to DX7 anyway!!) could result in the shifting textures/objects and
the wierd joins between the textures :(

Sent via Deja.com http://www.deja.com/
Before you buy.

black..

GP3 Something wrong.

by black.. » Mon, 31 Jul 2000 04:00:00

I think it's GC all over!

The Z-buffer could well only be a low-res - hence the ***depth
problems.

I think he has never heard if mip-maps either! The gravel and crowd
textures shimmer horribly

Geoff needs a hardware enima to get him going...



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Before you buy.

Richard G Cleg

GP3 Something wrong.

by Richard G Cleg » Tue, 01 Aug 2000 04:00:00


:>I doubt GC is even using vector code
:>optimised for PIII,Athalon etc. Which, by the way, is a piece of cake
:>to achieve.

: In assembler language? Thats what he uses.

  Surely not - in this day and age it's not even efficient.  Optimising
compilers are better than hand optimised assembly language anyway.  I
don't believe GC is using assembler now.  For GP2 it wouldn't make MUCH
sense.  For GP1 it's maybe just about a reasonable decision.

--
Richard G. Clegg       Only the mind is waving
    Networks and Non-Linear Dynamics Group
      Dept. of Mathematics, Uni. of York
     UPDATED WWW: http://manor.york.ac.uk/


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