rec.autos.simulators

LFS - Framerate problems in multiplayer

wasso

LFS - Framerate problems in multiplayer

by wasso » Fri, 01 Aug 2003 04:13:58

Wow, no wonder you are getting such high frame rates.
I want to upgrade, but that appears way over my head.
In round about numbers, what did that upgrade cost??

Thanks,

Bob

> ok.. Specs of upgrade are as follows:

> Gigabyte 8KNXP M/board (P875 Chipset) supporting Dual Channel DDR RAM.
> 2 x Kingston HyperX PC3500 (DDR 434) double sided DIMMS
> Intel P4 3.0c 800Mhz FSB CPU
> Subzero4G peltier CPU cooler

> FWIW, I'm also running 3x Seagate Cheetah 15KRPM 18GB HDs running RAID0,
> connected to an Adaptec Dual Channel Ultra 160 SCSI RAID Controller with
> 128MB writeback cache. Believe it not I found the HDs and Adaptec
controller
> in server that a company had thrown out into a skip. So.. LFS loads pretty
> quickly as well :-)

> Cheers,
> Tim



> > What a increase!! What Motherboard/chip/ram did you get and where??
> > My Gateway GHz laptop is about double the frame rate of my GHZ
> > with T4 4200 home built computer. I guess it is time for an upgrade.

> > Bob



> > > I found that with a big field, the CPU and not the graphics card was
the
> > > limiting factor with an Athlon 1Ghz CPU and Nvidia TI 4600 graphics
> card.
> > > There was no difference between 800x600 and 1600x1200, though adding
> more
> > AI
> > > cars or a big field online slowed the car.

> > > I've now solved this by upgrading the m/board to a P4 3Ghz with 1GB
with
> > > dual channel DDR 400 RAM, and I'm getting constant 60+ FPS with a full
> > field
> > > of 12 cars and maxed out graphics (1600x1200x32 bit, 2 x texturing,
> etc.).
> > > Off the Line for the first 10 seconds slows the framerate to about 30
> FPS,
> > > which is still smooth.


> message



> > > > > Turn off the trees and flags, reduce your resolution;
> > > > > try 800x600 if you were using 1024x768.

> > > > That's a good point. First thing to try to rule out is a local
> hardware
> > > > issue. With the settings on minimum you can at least rule this in or
> out
> > > > as a cause.

> > > > Andrew McP

epste

LFS - Framerate problems in multiplayer

by epste » Fri, 01 Aug 2003 04:22:21

I paid about 830 (US$1340) for the m/board, CPU, cooler and RAM.

However, it was a company purchase, so money wasn't an issue for me. You can
probably save about 50% of that and only lose 10-15% performance by getting
a 2.8GHZ CPU (and they overclock pretty well too), an 865 chipset M/board
that gives the same performance but without the bells and whilstles, and
buying 2 x PC3200 (DDR 400) 256MB DIMMs (total of 512MB) instead of getting
1GB of RAM.

Included in my purchase was 85 for the Peltier CPU cooler - you can save
all that by using the standard Intel Heatsink/fan, which looks very
impressive.

Anyway - I'd better stop this thread here as I am way off topic.

Tim


> Wow, no wonder you are getting such high frame rates.
> I want to upgrade, but that appears way over my head.
> In round about numbers, what did that upgrade cost??

> Thanks,

> Bob

> > ok.. Specs of upgrade are as follows:

> > Gigabyte 8KNXP M/board (P875 Chipset) supporting Dual Channel DDR RAM.
> > 2 x Kingston HyperX PC3500 (DDR 434) double sided DIMMS
> > Intel P4 3.0c 800Mhz FSB CPU
> > Subzero4G peltier CPU cooler

> > FWIW, I'm also running 3x Seagate Cheetah 15KRPM 18GB HDs running RAID0,
> > connected to an Adaptec Dual Channel Ultra 160 SCSI RAID Controller with
> > 128MB writeback cache. Believe it not I found the HDs and Adaptec
> controller
> > in server that a company had thrown out into a skip. So.. LFS loads
pretty
> > quickly as well :-)

> > Cheers,
> > Tim



> > > What a increase!! What Motherboard/chip/ram did you get and where??
> > > My Gateway GHz laptop is about double the frame rate of my GHZ
> > > with T4 4200 home built computer. I guess it is time for an upgrade.

> > > Bob



> > > > I found that with a big field, the CPU and not the graphics card was
> the
> > > > limiting factor with an Athlon 1Ghz CPU and Nvidia TI 4600 graphics
> > card.
> > > > There was no difference between 800x600 and 1600x1200, though adding
> > more
> > > AI
> > > > cars or a big field online slowed the car.

> > > > I've now solved this by upgrading the m/board to a P4 3Ghz with 1GB
> with
> > > > dual channel DDR 400 RAM, and I'm getting constant 60+ FPS with a
full
> > > field
> > > > of 12 cars and maxed out graphics (1600x1200x32 bit, 2 x texturing,
> > etc.).
> > > > Off the Line for the first 10 seconds slows the framerate to about
30
> > FPS,
> > > > which is still smooth.


> > message


- Show quoted text -



> > > > > > Turn off the trees and flags, reduce your resolution;
> > > > > > try 800x600 if you were using 1024x768.

> > > > > That's a good point. First thing to try to rule out is a local
> > hardware
> > > > > issue. With the settings on minimum you can at least rule this in
or
> > out
> > > > > as a cause.

> > > > > Andrew McP

Ped Xin

LFS - Framerate problems in multiplayer

by Ped Xin » Fri, 01 Aug 2003 07:52:29



Here are my specs:

Pentium4 3Ghz 800mhz FSB
Asus P4P800 Deluxe (865 chipset)

ATI Radeon 9800 Pro 128mb, AGP8X, Fastwrites on
Western Digital 160G 8mb buffer, 7200 RPM

I'm not getting the kind of framerate you describe, at least not back of
a full grid on the city levels.  Otherwise it runs OK, but not blazing.

Have you tried from the back of a full grid on the city levels?

F1C smokes on this machine but LFS can bring it down to its knees.

Ped Xin

LFS - Framerate problems in multiplayer

by Ped Xin » Fri, 01 Aug 2003 13:56:20



Did a bit more testing.  Full AI grid (car: FXO), South City Long, back
of grid, 1152x864x32, 2X FSAA, 8X ANISO:  30's at the start, which climbs
steadily as I pass cars.  By the time I am in 1st place, the framerate
gets into the 100's in spots, but dips as low as into the 60's depending
on what part of the circuit I'm on.  So OK, not as bad as I thought.  But
I wish I could stop it from getting into the low 30's.  As you pointed
out, screen resolution doesn't seem to make a big difference.

I wonder if it would actually be better with a full online grid as
opposed to a full AI grid, since the CPU wouldn't have to compute the AI.


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