rec.autos.simulators

N2002 AI Behavior...a bit weird at Daytona!

Isotrip

N2002 AI Behavior...a bit weird at Daytona!

by Isotrip » Fri, 01 Mar 2002 21:52:05


That is only used for Saving a Hi-Res Car for that player. Not the handling
of Texture compression on track. A good way to see this is to create one car
with the Texture compression on, and then create another one Identical to it
with the Texture compression off. Then look at the Car file size difference.
But again this does not have to do with Texture compression within OpenGL.

HTH.

- Isotrip?

Brian Tat

N2002 AI Behavior...a bit weird at Daytona!

by Brian Tat » Sat, 02 Mar 2002 02:06:47

Got to say it.

How would you know?   :>

--
Brian Tate
Communications Officer
CART Toyota Atlantic Championship
http://www.toyotaatlantic.com   http://www.cart.com

> One possible cause of the FPS drop is if you have a large number of AI
cars
> damaged as the race goes on.  This is due to the damage modeling and the
> increased number of triangles the game has to render when cars are bent
and
> damaged.  So if you have several cars on the track with heavy damage the
> extra triangles being drawn will give you a FPS hit, probably even more so
> on a system thats running on the edge FPS wise to begin with.  So for this
> reason your frame rate can drop some thru the course of a race.

> Jay Taylor





> > > 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

> > Yea, I've reported this drastic frame rate drop in another thread. Seems
> to
> > be related to crashes and I think is cpu related and not video card
> related.
> > Something wrong big time here. Oh well, just another buggy game release.


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