rec.autos.simulators

Sims lap times - Have we all been fooled ?

Jean-Francois De Rudde

Sims lap times - Have we all been fooled ?

by Jean-Francois De Rudde » Wed, 16 Oct 1996 04:00:00

Something came flashing in my mind while discussing benchmarking issues at
a client. All benchmarks have to run on big volumes because of the CPU's
(x86) inability in terms of time precision to go higher than 1/16th of a
second. So here we are fighting for hundreds, sometimes thousands of a
second for a hotlap and all that for a 'fake' time??? Is there something I
am missing, some kind of trick used by the developers or is it all random
past the 1/16 limit?
Anybody could maybe enlight me on this?

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Jouni Karh

Sims lap times - Have we all been fooled ?

by Jouni Karh » Wed, 16 Oct 1996 04:00:00


Hell, try to run with no details and almost no texturing at all in GP2
'to ensure that the frame rate does not fall too much with traffic'
and run a leisurely lap of 1.38 around Monza. Check your watch, which
you used to check the time. See it report 1.33. So the time runs faster
in GP2 if details are low enough. Put on full details and textures,
and the same 1.38 lap takes over three minutes to perform.

That is how much of a fake time it is. And how can you trust anyone
has driven their hot lap in 'real time' ???? You have _all_ the reaction
time you want (not that sure it helps much, but it must be better than
the game running faster than RL).

So, don't worry about thousandths when you can worry about ***y
MINUTES!

And of course, there is no possibility of adjusting the details so that
the time is closest to real time, because with cars on track, the details
and processor load will change . . . *aargh*

--
'I have something to say!   |            JJ Karhu
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Jason Perkin

Sims lap times - Have we all been fooled ?

by Jason Perkin » Wed, 16 Oct 1996 04:00:00


> All benchmarks have to run on big volumes because of the CPU's
> (x86) inability in terms of time precision to go higher than 1/16th of a
> second. So here we are fighting for hundreds, sometimes thousands of a
> second for a hotlap and all that for a 'fake' time??? Is there something I
> am missing, some kind of trick used by the developers or is it all random
> past the 1/16 limit?

The limit you're referring to -- 18.2 units/second -- only applies to the
DOS timer interrupt. Time sensitive apps like games would usually ignore
this interrupt completely, and instead poll the timer chip directly. The
chip itself is capable of a resolution in the milliseconds. I would still
expect some time inaccuracy -- the game can't check the timer every
millisecond after all, but the error is certainly somewhere in the 0.01 secs
range. Unless you're running GP2, and then who know what the hell is going on...

Jason
 ---
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http://www.twogoons.com/nfs/

David Spark

Sims lap times - Have we all been fooled ?

by David Spark » Wed, 16 Oct 1996 04:00:00


As you noted, most sims only calculate 10-30 frames per second. How can it
be more accurate than that. Well, if you know the position of the car on
the frame prior to crossing the start/finish line, and you the know the
position of the car on the frame after crossing the line, you can
interpolate between the two frames to get a pretty close approximation of
when the car actually crossed the line.

However, I have noticed that NASCAR and ICR tend to be pretty "chunky" with
lap times. I've run two identical lap speeds, down to the thousandths of a
MPH back to back, a feat I doubt I could ever reproduce in real life.

Dave (davids) Sparks
Late Night League
http://www.sequoia-dev.com/Hawaii/latenite.html

Jason Harriso

Sims lap times - Have we all been fooled ?

by Jason Harriso » Thu, 17 Oct 1996 04:00:00

Dave Sparks wrote

Wow,

I doubt I could drive even ONE lap in real life without spinning,
crashing
burning and dying.  Or at least stalling the damn car on the way out of
the pits.  <g>

Jet

Svend van der Vlug

Sims lap times - Have we all been fooled ?

by Svend van der Vlug » Thu, 17 Oct 1996 04:00:00


> Something came flashing in my mind while discussing benchmarking issues at
> a client. All benchmarks have to run on big volumes because of the CPU's
> (x86) inability in terms of time precision to go higher than 1/16th of a
> second. So here we are fighting for hundreds, sometimes thousands of a
> second for a hotlap and all that for a 'fake' time??? Is there something I
> am missing, some kind of trick used by the developers or is it all random
> past the 1/16 limit?
> Anybody could maybe enlight me on this?

> **********************************************************
> * Jean-Francois De Rudder    Tel   : +27 21 4196005      *
> * Sybase SA                  Fax   : +27 21 4196009      *

> **********************************************************

Hey, Geoff Crammond knows what he's doing, man!
No ***ing faking in gp2!
Chuck Stuar

Sims lap times - Have we all been fooled ?

by Chuck Stuar » Thu, 17 Oct 1996 04:00:00



> > Something came flashing in my mind while discussing benchmarking issues at
> > a client. All benchmarks have to run on big volumes because of the CPU's
> > (x86) inability in terms of time precision to go higher than 1/16th of a
> > second. So here we are fighting for hundreds, sometimes thousands of a
> > second for a hotlap and all that for a 'fake' time??? Is there something I
> > am missing, some kind of trick used by the developers or is it all random
> > past the 1/16 limit?
> > Anybody could maybe enlight me on this?

Lap times are based on travling a specified distance in a specified
time. Has nothing to do with the computer's precision. Depends more on
knowing the exact distance for a lap at a given track.

--
Chuck Stuart - Mesquite TX USA

Mark Rober

Sims lap times - Have we all been fooled ?

by Mark Rober » Fri, 18 Oct 1996 04:00:00




>> > Something came flashing in my mind while discussing benchmarking issues at
>> > a client. All benchmarks have to run on big volumes because of the CPU's
>> > (x86) inability in terms of time precision to go higher than 1/16th of a
>> > second. So here we are fighting for hundreds, sometimes thousands of a
>> > second for a hotlap and all that for a 'fake' time??? Is there something I
>> > am missing, some kind of trick used by the developers or is it all random
>> > past the 1/16 limit?
>> > Anybody could maybe enlight me on this?
>Lap times are based on travling a specified distance in a specified
>time. Has nothing to do with the computer's precision. Depends more on
~~~~
>knowing the exact distance for a lap at a given track.

You have just refuted your own argument.  The original poster was
asking can the computers time as accurately as the game suggests.  If
they can`t (and I don`t know whether they can or not) then knowing the
exact distance isn`t going to help.  If S=D/T but T can only be
measured to an accuracy of x then S can only be measured to an
accuracy lower than x regardless of how accurate the measuring of D
is.

Mark
_________________________________

"..every lap I think `Oh bollocks!
This is dreadful..`" Damon Hill
__________________________________

David Spark

Sims lap times - Have we all been fooled ?

by David Spark » Fri, 18 Oct 1996 04:00:00


>Dave Sparks wrote
>> However, I have noticed that NASCAR and ICR tend to be pretty "chunky" with
>> lap times. I've run two identical lap speeds, down to the thousandths of a
>> MPH back to back, a feat I doubt I could ever reproduce in real life.

>Wow,

>I doubt I could drive even ONE lap in real life without spinning,
>crashing
>burning and dying.  Or at least stalling the damn car on the way out of
>the pits.  <g>

>Jet

Well, I might be naive, but I'm pretty confident I could make at least one
lap in a WC car without crashing. 'Course I wouldn't be tearing up the
track either. With Indycar though, I suspect that just getting out the pits
without spinning the car would be a challenge.

Dave (davids) Sparks
Late Night League
http://www.sequoia-dev.com/Hawaii/latenite.html

j..

Sims lap times - Have we all been fooled ?

by j.. » Fri, 18 Oct 1996 04:00:00


Yep this makes sense - To work out a precise lap time all you need it the
precise detail of the track and the line being driven, combined with a
knowledge of the speed the car in travelling at any moment in time.  I
don't think that any precise timeing ability is required.

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John Wallac

Sims lap times - Have we all been fooled ?

by John Wallac » Sat, 19 Oct 1996 04:00:00



No he hasn't, he just hasn't strengthened it....

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Eric Cot

Sims lap times - Have we all been fooled ?

by Eric Cot » Sun, 20 Oct 1996 04:00:00




> >You have just refuted your own argument.

> No he hasn't, he just hasn't strengthened it....

My personal view of this situation is, if you do a hotlap and run
under (and close to)100% Processor Occupency during that session for the
hole lap, the time will be pretty close to be accurate.

If the contrary, and view others hotlap, first you'll find even with
the correct graphic details on your own PC, that the hotlap will be
choppy and with a stopwatch the innaccuracy of session time might be as
high as 4-7 sec off real time.

As far as the performance editor currently available, the drivers power
can't be changed  + the best thing to validate a hotlap would be sending
the PERDATA and setup and try to match speed at least on a mainstraight
and long fast corner, for the rest, a setup from others is good only
for reference since driving style (with same steering device) are
different.

See ya later, Eric

ma

Sims lap times - Have we all been fooled ?

by ma » Sun, 20 Oct 1996 04:00:00


: > Something came flashing in my mind while discussing benchmarking issues at
: > a client. All benchmarks have to run on big volumes because of the CPU's
: > (x86) inability in terms of time precision to go higher than 1/16th of a
: > second. So here we are fighting for hundreds, sometimes thousands of a
: > second for a hotlap and all that for a 'fake' time??? Is there something I
: > am missing, some kind of trick used by the developers or is it all random
: > past the 1/16 limit?
: > Anybody could maybe enlight me on this?

the technical explantion for this is that the timer (PIT) is
reprogrammed by the game to run at a higher speed.  normally it runs at
16.8 or so ticks per second (hence your 1/16th), but it can be programmed
to run way too fast.  

the actual fixed speed of the timer chip is 1,193,181 Hz.

the reason this doesnt affect your computer's
ability to keep time (ie dos clock time) is that the game only calls the
function to update the clock time every so many cycles to keep it at
~16.8.  if the game didnt do this, your clock would run in fast forward.  

early versions of games (ie heretic) didnt put the timer back to normal
when dumping to dos, and hence players had accelerated clocks are playing
the game.. pretty funny.

well this post didnt turn out so clear... so if u dont understand, ask.
-carlos

Chuck Stuar

Sims lap times - Have we all been fooled ?

by Chuck Stuar » Tue, 22 Oct 1996 04:00:00

I'm not getting into a math argument because I would be completely
unarmed but let me give a different answer to the original question. The
TimeGetTime API function returns a long interger containing the number
of ms since Windows was started. Using this function, you can easily
measure events to a thousand of a second.

--
Chuck Stuart - Mesquite TX USA  
VBTrace 96 is a runtime Procedure Trace, XRef,
Debug, Profiler and much more. Shareware $49.
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Juergen Ath

Sims lap times - Have we all been fooled ?

by Juergen Ath » Wed, 30 Oct 1996 04:00:00


> Lap times are based on travling a specified distance in a specified
> time. Has nothing to do with the computer's precision. Depends more on
> knowing the exact distance for a lap at a given track.

Yes, but the measured time would nevertheless not be any more exact if GP didn't use
another approach to measuring time than the old DOS method. You measure the time, not
the average speed.

           Juergen.
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