Hey guys....I'm just "reporting" this.....not bitching 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
Are you using OpenGL? If you are, take a look at this.
From the TeamLightspeed forum (http://www.sportplanet.com/team-lightspeed/):
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
"VFy" <[email hidden]> wrote in message
news:[email hidden]...
> 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.
>
>
> On Wed, 27 Feb 2002 06:50:10 GMT, "Tom Pabst" <[email hidden]>
> wrote:
>
> >Hey guys....I'm just "reporting" this.....not bitching 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
> >
> >
> >
> >
> >
>
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.
"JL" <[email hidden]> wrote in message
news:NY5f8.212$[email hidden]...
> Are you using OpenGL? If you are, take a look at this.
> From the TeamLightspeed forum(http://www.sportplanet.com/team-lightspeed/):
run
--
> --
> 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
>
> "VFy" <[email hidden]> wrote in message
> news:[email hidden]...
> > 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.
> >
> >
> > On Wed, 27 Feb 2002 06:50:10 GMT, "Tom Pabst" <[email hidden]>
> > wrote:
> >
> > >Hey guys....I'm just "reporting" this.....not bitching 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
> > >
> > >
> > >
> > >
> > >
> >
>
>
Quoted text (16 lines)
> > 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. OrQuoted text (8 lines)
> in Direct 3d. > > Posted by Tannice_Hunter on 02-11-2002 07:36 PM: > > From the Gamespot interview with Tom Faiano: > > quote: > --------------------------------------------------------------------------
"Tom Pabst" <[email hidden]> wrote in message
news:V_6f8.11455$[email hidden]...
> 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 avideo
> card with 64 megs of memory. So...none of your referenced article fromTLS
> 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....orat
> least "expect it".....but the FPS crash.....that's not playable....youknow?
>
> 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. So what about the rest of your system? Any background tasks running?
any hidden things like auto backup or restore? Is your Internet connection
active? Could be lots of things other than the program that cause a sudden
loss of frame rate.
dave henrie
Happened at a time when all cars pitted.....and my system was "isolated"
from the net at the time.....all background tasks were unloaded except
systray and explorer (as per my usual routine when sim racing). Yet....the
FPS at the start and through the race was a steady mid-40's. I have "show
cars ahead" set to 35. There was no hard-drive activity indicated by the HD
LED either.....that's the first thing I looked at.
TP
"Dave Henrie" <[email hidden]> wrote in message
news:lv7f8.38727$[email hidden]...
issue"
and
> > up.....because I don't see any FPS difference between OGL and D3D in
> > N2K2......not yet at least.
> So what about the rest of your system? Any background tasks running?
> any hidden things like auto backup or restore? Is your Internetconnection
> active? Could be lots of things other than the program that cause asudden
> loss of frame rate.
> dave henrie
>
>
Quoted text (12 lines)
> > "Tom Pabst" <[email hidden]> wrote in message > news:V_6f8.11455$[email hidden]... > > 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 "knownQuoted text (8 lines)
> > 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
"Tom Pabst" <[email hidden]> wrote in message
news:V_6f8.11455$[email hidden]...
> I'd be interested to hear from Papy on this.....and if its a "known issue"
> with them that's fine.....we can figure out how to work around it....orat
> least "expect it".....but the FPS crash.....that's not playable....youknow?
>
> Tom
Yea, I've reported this drastic frame rate drop in another thread. Seems to
be related to crashes and I think is cpu related and not video card related.
Something wrong big time here. Oh well, just another buggy game release.
95% ???????
--
Tim White
INTRAC Motorsports
www.birds-i-view.com/intrac
"Tom Pabst" <[email hidden]> wrote in message news:Ck%e8.5028$mG.30276@rwcrnsc54...
Hey guys....I'm just "reporting" this.....not bitching 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%.
"lane" >
> Yea, I've reported this drastic frame rate drop in another thread. Seemsto
> be related to crashes and I think is cpu related and not video cardrelated.
> Something wrong big time here. Oh well, just another buggy game release. You guys should take this to the Sierra forum to make sure the crew at
Papyrus will see it...Hopefully Eric is monitoring the newsgroup but it does
sound like a computation problem.(is that like saying problem problem?)
dave henrie
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
"lane" <[email hidden]> wrote in message
news:a5j65q$7ljg6$[email hidden]...
>
> "Tom Pabst" <[email hidden]> wrote in message
> news:V_6f8.11455$[email hidden]...
> > I'd be interested to hear from Papy on this.....and if its a "knownissue"
to
> be related to crashes and I think is cpu related and not video cardrelated.
> Something wrong big time here. Oh well, just another buggy game release.
>
>
Quoted text (8 lines)
> > with them that's fine.....we can figure out how to work around it....or > at > > least "expect it".....but the FPS crash.....that's not playable....you > know? > > > > Tom > > Yea, I've reported this drastic frame rate drop in another thread. SeemsAren't we supposed to be able to control the texture compression with the
0/1 enabler in the player.ini file.
I though we could do that in the following line in the player.ini file:
============
[Paintkit]
save_textures_with_compression=0 ; Enable texture compression on
saved textures.
============
Or is that just for the paint shop?
Jim Tester
"JL" <[email hidden]> wrote in message
news:NY5f8.212$[email hidden]...
> 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.
Sounds like a combination of damage, sounds and possibly the animated pit
crew? Hell just a guess!
Good Luck
J. Janasov
"Tom Pabst" <[email hidden]> wrote in message
news:cQ7f8.38879$[email hidden]...
> Happened at a time when all cars pitted.....and my system was "isolated"
> from the net at the time.....all background tasks were unloaded except
> systray and explorer (as per my usual routine when sim racing).Yet....the
> FPS at the start and through the race was a steady mid-40's. I have "show
> cars ahead" set to 35. There was no hard-drive activity indicated by theHD
from
> > TLS
> > > would apply to this issue, IMHO.
> > >
> > > I'd be interested to hear from Papy on this.....and if its a "known
> issue"
> > > with them that's fine.....we can figure out how to work aroundit....or
Quoted text (16 lines)
> LED either.....that's the first thing I looked at. > > > TP > > > "Dave Henrie" <[email hidden]> wrote in message > news:lv7f8.38727$[email hidden]... > > > > "Tom Pabst" <[email hidden]> wrote in message > > news:V_6f8.11455$[email hidden]... > > > JL...> > > > Well, this wouldn't be the cause of the FPS dropping drastically in > > > "mid-race." And, I was using the D3D renderer anyway....and I have a > > video > > > card with 64 megs of memory. So...none of your referenced articleQuoted text (21 lines)
> > at > > > least "expect it".....but the FPS crash.....that's not playable....you > > know? > > > > > > Tom > > > > > > PS: I don't think this texture compression issue applies to GF3 cards > and > > > up.....because I don't see any FPS difference between OGL and D3D in > > > N2K2......not yet at least. > > So what about the rest of your system? Any background tasks running? > > any hidden things like auto backup or restore? Is your Internet > connection > > active? Could be lots of things other than the program that cause a > sudden > > loss of frame rate. > > dave henrie > > > > > >Tom Pabst wrote:
Your engine typically gets somewhat better mileage than they do. I
typically reset the AI's fuel use setting from .95 (which is where it is for
most
tracks) to .93. At a track like 'Dega with 50 lap pit windows, this makes
for a difference of 2 laps, and they should now generally come in when you
do...
John DiFool
Quoted text (8 lines)
> > Okay....I get the lead finally, and Little E-AI....settles in behind me. We > pull another 10 cars on the pack....comfortable lead. We are coming up on > completing lap 55....and all of sudden...the entire field (including Little > E) dives for the pit lane coming out of turn 4. The rapid "absence" of > sound was deafening! As I enter T1....the spotter tells me there cars > "scattered all over the tri-oval"......?? I come around (my fuel shows two > laps left of fuel)....I stay out thinking there's going to be a yellow....
"Jay Taylor" <[email hidden]> wrote in message
news:%baf8.28203$[email hidden]...
> One possible cause of the FPS drop is if you have a large number of AIcars
> 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 bentand
> 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've had other spectacular crashes that cause no drop at all. Had one crash
happen way down the track that I wasn't involved in it and it still caused
a big frame rate drop. That's why I don't think it is video card related.
All I could see was a bit of dust kicking up so there was not much work for
the video card to even do.. When this happens my PC becomes sluggish and
rebooting causes it to hang at the "windows is shutting down" screen
requiring a hard reset. I've had this happen three times now since getting
N2002 yesterday.
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.
Tom Pabst wrote:
--
Philippe "Philster" Sergerie
Quoted text (150 lines)
> > 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. > > "JL" <[email hidden]> wrote in message > news:NY5f8.212$[email hidden]... > > Are you using OpenGL? If you are, take a look at this. > > From the TeamLightspeed forum > (http://www.sportplanet.com/team-lightspeed/): > > > > 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 > > > > "VFy" <[email hidden]> wrote in message > > news:[email hidden]... > > > 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. > > > > > > > > > On Wed, 27 Feb 2002 06:50:10 GMT, "Tom Pabst" <[email hidden]> > > > wrote: > > > > > > >Hey guys....I'm just "reporting" this.....not bitching 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 > > > > > > > > > > > > > > > > > > > > > > > > > > >And if you have a lot of cars wrecking and getting damaged your framerate is
going to take a hit as the damage models are more complex than the
non-damaged cars, plus the AI has to do a lot of extra thinking in crash
situations to avoid and recover.
Scott
"Dave Henrie" <[email hidden]> wrote in message
news:lv7f8.38727$[email hidden]...
issue"
and
> > up.....because I don't see any FPS difference between OGL and D3D in
> > N2K2......not yet at least.
> So what about the rest of your system? Any background tasks running?
> any hidden things like auto backup or restore? Is your Internetconnection
> active? Could be lots of things other than the program that cause asudden
> loss of frame rate.
> dave henrie
>
>
Quoted text (12 lines)
> > "Tom Pabst" <[email hidden]> wrote in message > news:V_6f8.11455$[email hidden]... > > JL...> > > Well, this wouldn't be the cause of the FPS dropping drastically in > > "mid-race." And, I was using the D3D renderer anyway....and I have a > video > > card with 64 megs of memory. So...none of your referenced article from > TLS > > would apply to this issue, IMHO. > > > > I'd be interested to hear from Papy on this.....and if its a "knownQuoted text (8 lines)
> > with them that's fine.....we can figure out how to work around it....or > at > > least "expect it".....but the FPS crash.....that's not playable....you > know? > > > > Tom > > > > PS: I don't think this texture compression issue applies to GF3 cards"Jim Tester" <[email hidden]> wrote in message
news:a5jc89$al2$[email hidden]...
That is only used for Saving a Hi-Res Car for that player. Not the handling
of Texture compression on track. A good way to see this is to create one car
with the Texture compression on, and then create another one Identical to it
with the Texture compression off. Then look at the Car file size difference.
But again this does not have to do with Texture compression within OpenGL.
HTH.
- Isotrip�
Quoted text (12 lines)
> Aren't we supposed to be able to control the texture compression with the > 0/1 enabler in the player.ini file. > I though we could do that in the following line in the player.ini file: > ============ > [Paintkit] > save_textures_with_compression=0 ; Enable texture compression on > saved textures. > ============ > > Or is that just for the paint shop? > > Jim TesterGot to say it.
How would you know? :>
--
Brian Tate
Communications Officer
CART Toyota Atlantic Championship
http://www.toyotaatlantic.com http://www.cart.com
"Jay Taylor" <[email hidden]> wrote in message
news:%baf8.28203$[email hidden]...
> 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
>
>
>
>
>
> "lane" <[email hidden]> wrote in message
> news:a5j65q$7ljg6$[email hidden]...
> >
> > "Tom Pabst" <[email hidden]> wrote in message
> > news:V_6f8.11455$[email hidden]...
> > > 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.
> >
> >
>
>


































