Really odd. Is it the only track where you had problems? I'm also
running a championship (but the "all tracks", which starts at Atlanta).
I ran a 40% race at Atlanta. The AI pitted in the usual pit window,
without incident I may add (contrary to N4); fps where a little bit
lower when I passed the pits with all the cars, but it was ok. We had 1
caution, caused by 2 ai cars colliding during a green flag (another
first!?!). I'm looking forward to racing a short track to see if the AI
handle as well.
> JL...
> Well, this wouldn't be the cause of the FPS dropping drastically in
> "mid-race." And, I was using the D3D renderer anyway....and I have a video
> card with 64 megs of memory. So...none of your referenced article from TLS
> would apply to this issue, IMHO.
> I'd be interested to hear from Papy on this.....and if its a "known issue"
> with them that's fine.....we can figure out how to work around it....or at
> least "expect it".....but the FPS crash.....that's not playable....you know?
> Tom
> PS: I don't think this texture compression issue applies to GF3 cards and
> up.....because I don't see any FPS difference between OGL and D3D in
> N2K2......not yet at least.
> > Are you using OpenGL? If you are, take a look at this.
> > From the TeamLightspeed forum
> (http://www.racesimcentral.net/):
> > Posted by Brian Simpson on 02-11-2002 07:36 PM:
> > The Direct 3d renderer uses texture compression to make the textures
> > smaller, therefore fitting them within memory upon the video card.
> > The OpenGL renderer doesn't support texture compression (though Eric Busch
> > with Papy stated they would try to put it in a patch) so the textures are
> > being loaded at their full sizes onto your cards memory. With a full field
> > of cars there just isn't enough room to have all that, so the game drops a
> > mip level (texture size) to make room. Therefore the track graphics get
> > yucky since they are now not at the resolution that they were.
> > The only way around this is to have a video card with a lot of memory
> > (probably a 64 or 128 meg card) or reduce the amount of cars on the track
> > until you can get them all on the track without dropping a mip level. Or
> run
> > in Direct 3d.
> > Posted by Tannice_Hunter on 02-11-2002 07:36 PM:
> > From the Gamespot interview with Tom Faiano:
> > quote:
> > --------------------------------------------------------------------------
> --
> > --
> > We've doubled the resolution of the car skins and many of the track
> > surface textures. Since we're using DirectX texture compression (at about
> > 4:1), we end up using only a little more than half as much texture memory
> as
> > NASCAR Racing 4. Folks running the game in Direct3D should notice crisper
> > textures. We've also increased the detail of the car models. OpenGL is
> > included as well, but it does not benefit from texture compression
> > --------------------------------------------------------------------------
> --
> > --
> > BR,
> > JL
> > > I've seen that too. Lap 52 the majority of cars ahead of me slowed
> > > drastically in t4 and veered into the pits. Since your spotter is
> > > incapable of saying "the car ahead is about to pit" I smashed into a
> > > bunch and caused a yellow. By that time my fps had dropped to 29fps
> > > from 40 or so.
> > > On to the Rock, where the AI doesn't block the racing line as much
> > > when heading to the pits.
> > > It is frustrating.
> > > >Hey guys....I'm just "reporting" this.....not ***ing about the Papy
> AI.
> > > >If others experience this (or have already)...then its something Papy
> > should
> > > >be made aware of. If not...then I guess my experience was a one-timer.
> > > >Running at Daytona in "Season Champ" mode.....50% (100 lap) race, 41 AI
> > > >cars, realistic weather, full damage, simulation mode, AI at 95%.
> > > >I started 21st.....ran without incident or weirdness until about lap
> 35.
> > At
> > > >that time, I managed to work my way to the front....just Little E and
> > > >I.....with about 10 cars back to the next pack. I tried passing
> > him....he
> > > >felt slow to me and I wanted to lead for a bit for the 5 pts anyway.
> The
> > > >sucker blocked me big time.....why that early in the race? That's not
> > good
> > > >programming. It took me nearly five laps to pass him clean. Up until
> > this
> > > >time, I thought running with the AI cars two-wide and three-wide was
> > quite
> > > >remarkably done by Papy....incredible actually.
> > > >Okay....I get the lead finally, and Little E-AI....settles in behind
> me.
> > We
> > > >pull another 10 cars on the pack....comfortable lead. We are coming up
> > on
> > > >completing lap 55....and all of sudden...the entire field (including
> > Little
> > > >E) dives for the pit lane coming out of turn 4. The rapid "absence" of
> > > >sound was deafening! As I enter T1....the spotter tells me there cars
> > > >"scattered all over the tri-oval"......?? I come around (my fuel shows
> > two
> > > >laps left of fuel)....I stay out thinking there's going to be a
> > yellow....
> > > >There's no yellow...and there's no AI scattered anywhere = they are all
> > in
> > > >the pits...everyone of them. As I come around T4...I'm heading in for
> > > >fuel.....the engine sputters....good timing. But....the AI are all
> gone.
> > I
> > > >pit, fuel....4 tires...and off....joining the AI pack in 12th. The
> > problem
> > > >is.....my frame rate has dropped from mid 40's (for the entire race up
> to
> > > >this point)...... to about 10 FPS....and the AI are running at max
> speed
> > of
> > > >about 150 mph. I pass the entire field before one lap is
> complete...then
> > > >lap all of them again in the next two laps...and my frame rate is now
> > about
> > > >5 FPS. I pull off and exit the race.
> > > >What happened?
> > > >TP
--
Philippe "Philster" Sergerie