rec.autos.simulators

CPR Patch - more details

Ron

CPR Patch - more details

by Ron » Fri, 19 Dec 1997 04:00:00



>> I was still looking forward to CPR in a "fixed" and "true accelerated" state,

> Do I smell a religion forming here?  Is D3D no longer "true"
> acceleration?  Does the church know about this?  BURN THE INFIDELS!
> <G>

Let me explain a little further. My idea in "true" 3d acceleration is
simply when I take for instance ICR2. Non-accelerated may yield say
15-25 fps and look fair but nothing to blow your socks off. Now, I
load it with "Rendition" support and see brilliant graphics come alive
along with very consistent 30 fps framerates. Now, lets take a more
current title ported to a different chipset: UBI F1 on the "Voodoo". I
could continue to state further examples: N2, VQuake, GLQuake,
TombRaider, NHL 98', JF3, ect... which all just happen to support hdw.
acceleration through other obvious means than D3D. Now lets take MTM
and CPR both heavily endorsed & published by/through Microsoft and
both also being a form of an auto-sim racer using D3D as acceleration
support. Hmmm, MTM getting around 20 'ish fps with dips on my P166MMX,
64Meg EDO, Pure3d. CPR getting around 18-30 fps on same system with
all extra graphics off including the***pit. My conclusion as to this
date, D3D is obviously not yet developed to a point of performance to
handle a "racer" at anywhere equal to what can and has been presented
by "Rendition" and/or "Glide" support. Just my opinion and I hope the
tide turns a bit but I can only present and argue what I have actually
experienced so far.
True to a point but when the issue I am most frustrated by is getting
over the extreme letdown of "fps" consistency and amount in CPR vs.s
the gratifying experience I have encountered in UBI F1, the fruit(s)
become a much easier choice ;).

Ron L.


(Please remove the extra letter(s) to respond)

Home of the SSC http://www.racesimcentral.net/~lazer/    
For Nascar2 & Winston Cup Fans!

Doug Bur

CPR Patch - more details

by Doug Bur » Fri, 19 Dec 1997 04:00:00


> Let me explain a little further. My idea in "true" 3d acceleration is
> simply when I take for instance ICR2. Non-accelerated may yield say
> 15-25 fps and look fair but nothing to blow your socks off. Now, I
> load it with "Rendition" support and see brilliant graphics come alive
> along with very consistent 30 fps framerates. Now, lets take a more
> current title ported to a different chipset: UBI F1 on the "Voodoo". I
> could continue to state further examples: N2, VQuake, GLQuake,
> TombRaider, NHL 98', JF3, ect... which all just happen to support hdw.
> acceleration through other obvious means than D3D. Now lets take MTM
> and CPR both heavily endorsed & published by/through Microsoft and
> both also being a form of an auto-sim racer using D3D as acceleration
> support. Hmmm, MTM getting around 20 'ish fps with dips on my P166MMX,
> 64Meg EDO, Pure3d. CPR getting around 18-30 fps on same system with
> all extra graphics off including the***pit. My conclusion as to this
> date, D3D is obviously not yet developed to a point of performance to
> handle a "racer" at anywhere equal to what can and has been presented
> by "Rendition" and/or "Glide" support. Just my opinion and I hope the
> tide turns a bit but I can only present and argue what I have actually
> experienced so far.

Good points about d3d vs Native Ports ... one piece of software that
sort of shoots your theory in the foot: MotoRacer.  Somenone (Delphine)
has cracked the code on d3d programming ...

rec.autos.simulators is a usenet newsgroup formed in December, 1993. As this group was always unmoderated there may be some spam or off topic articles included. Some links do point back to racesimcentral.net as we could not validate the original address. Please report any pages that you believe warrant deletion from this archive (include the link in your email). RaceSimCentral.net is in no way responsible and does not endorse any of the content herein.