There is no question that the AI have a tremendous effect on frame rates in
N4, just like they do in GPL. This suggests the physics calculations are
quite taxing on the CPU.
But try sitting in your car and play with the "M" button...turning the
mirror on and off and more detail and less detail. Ummm, from what I can
tell, the physics of what is happening around your car isn't changing at
all, but the frame rate sure is.
From my little experiments, the graphics are at least 50% of the FPS
equation in N4. Which is good news, because it means there may be room for
optimisation.
Marc.
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****************************************************************************
Marc Collins
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In the sim work I've been doing, the physics code hardly has an effect at
all. It used to, back before several hundred Mhz CPU's and 3-D cards, but not
so much today, unless you're using the same, complex model for all the cars.
Even then, my stuff would be waaaaay below the 50% mark, other's would be even
better, I'm sure. My whole physics loop takes about 1/1000th second (running
several integration steps in that time frame) on a P-400Mhz. Graphics are
really the big hog, I think.
Todd Wasson
---
Performance Simulations
Drag Racing and Top Speed Prediction
Software
http://PerformanceSimulations.Com
On 15 Feb 2001 06:13:59 GMT, [email hidden] (J. Todd Wasson) wrote:
What is the rate of the physics model in N4? I know GPL is 288Hz
and would expect N4 to be the same (maybe faster, but probably not
considering the extra cars to be modeled, 43 vs. 20). Also, with GPL
all cars use the same complex model, so I would assume the same is
true of N4 (for better or worse).
So, 288Hz * 43 cars = 12,384 loops per second. With a 1/1000sec
loop time, you're looking at "1238% Processor Occupancy" as the GPx
folks would put it. Putt putt...
"But in a way, fear is a big part of racing, because if there was
nothing to be frightened of, and no limit, any fool could get into
a motor car and racing would not exist as a sport." -- Jim Clark
Quoted text (7 lines)
> In the sim work I've been doing, the physics code hardly has an effect at >all. It used to, back before several hundred Mhz CPU's and 3-D cards, but not >so much today, unless you're using the same, complex model for all the cars. >Even then, my stuff would be waaaaay below the 50% mark, other's would be even >better, I'm sure. My whole physics loop takes about 1/1000th second (running >several integration steps in that time frame) on a P-400Mhz. Graphics are >really the big hog, I think.On Thu, 15 Feb 2001 14:28:05 GMT, [email hidden] (Jeff Vincent)
wrote:
No, the AI uses a simplified model in GPL. I guess the same goes for
N4?
Andre
>"But in a way, fear is a big part of racing, because if there was
>nothing to be frightened of, and no limit, any fool could get into
>a motor car and racing would not exist as a sport." -- Jim Clark
Quoted text (9 lines)
> What is the rate of the physics model in N4? I know GPL is 288Hz >and would expect N4 to be the same (maybe faster, but probably not >considering the extra cars to be modeled, 43 vs. 20). Also, with GPL >all cars use the same complex model, so I would assume the same is >true of N4 (for better or worse). > > So, 288Hz * 43 cars = 12,384 loops per second. With a 1/1000sec >loop time, you're looking at "1238% Processor Occupancy" as the GPx >folks would put it. Putt putt...On Thu, 15 Feb 2001 14:28:05 GMT, [email hidden] (Jeff Vincent)
wrote:
>On 15 Feb 2001 06:13:59 GMT, [email hidden] (J. Todd Wasson) wrote:
>
>> In the sim work I've been doing, the physics code hardly has an effect at
>>all....
> So, 288Hz * 43 cars = 12,384 loops per second. With a 1/1000sec
>loop time, you're looking at "1238% Processor Occupancy" as the GPx
>folks would put it. Putt putt...
The last release of my sim uses 1000Hz internally (it was a mistake
really; I'd go for 250Hz but had it set at 1000Hz accidentally).
No-one has complained yet, even though the game grinds to a halt when
it can't match the speed.
On the SGI O2, the physics take about 15% and 85% goes to the
graphics. But its graphics are slow. On the PC, I'd guess the physics
take a little more because the graphics are faster, but at 40fps or
so, I'm not complaining yet.
12000 loops/second isn't that much for today's CPUs. Yep, it really IS
fast, even though Windows seems to get slower and slower. ;-)
Ruud van Gaal, GPL Rank +53.25
Pencil art : http://www.marketgraph.nl/gallery/
Car simulation: http://www.marketgraph.nl/gallery/racer/
It would seem to me that the graphics are what take up so much FPS. If it was
the physics, my frame rate would go down when an accident took place on the
track away from my sight. It only goes down when the graphics have to show me
the accident.
I think you are missing how much each part of a program affects the
rest of the execution. Sure the frame doesn't take a hit....why? Possibly
because like GPL, the AI "FAKE IT" they don't use the same physics model
your car does, so until your cpu-cycle-swallowing car gets to the wreck, it
doesn't have that great of an impact. Yes the graphics most likely DO
affect the Frame Rate, but so do the physics. My experience so far...is
that EACH track has a different level of background fps killers. Some
tracks I can race at over 10 fps faster than others.
dave henrie
"Race1530" <[email hidden]> wrote in message
news:[email hidden]...
> It would seem to me that the graphics are what take up so much FPS. If itwas
> the physics, my frame rate would go down when an accident took place onthe
> track away from my sight. It only goes down when the graphics have toshow me
> the accident.
Dave said
<< I think you are missing how much each part of a program affects the
rest of the execution. Sure the frame doesn't take a hit....why? Possibly
because like GPL, the AI "FAKE IT" >>
But in Multiplayer, it can't fake it. Wherever there is an accident there is a
player there, so it would make sense that if the physics were working on the
other end of the track in an accident involving another online player,
wouldn't it then create a frame hit on my end? I don't know, just asking.
Mike
On 17 Feb 2001 17:12:56 GMT, [email hidden] (Race1530) wrote:
Collisions don't have to take so much time; 2 OBB's colliding can be
done quite fast, and there are only 20 OBBs (except for the wheels) to
consider, so in the worst case you get 20*19 checks.
You can however get algorithms which start subdividing time when this
happens, which may lead to bad performance (in search for the
'perfect' collision time). However, I'd just do a check for a
reasonable hit point and sling away the cars to their new direction.
Ruud van Gaal, GPL Rank +53.25
Pencil art : http://www.marketgraph.nl/gallery/
Car simulation: http://www.marketgraph.nl/gallery/racer/
Quoted text (9 lines)
>Dave said ><< I think you are missing how much each part of a program affects the >rest of the execution. Sure the frame doesn't take a hit....why? Possibly >because like GPL, the AI "FAKE IT" >> > >But in Multiplayer, it can't fake it. Wherever there is an accident there is a >player there, so it would make sense that if the physics were working on the >other end of the track in an accident involving another online player, >wouldn't it then create a frame hit on my end? I don't know, just asking.Quoted text (10 lines)
>What is the rate of the physics model in N4? I know GPL is 288Hz >and would expect N4 to be the same (maybe faster, but probably not >considering the extra cars to be modeled, 43 vs. 20). Also, with GPL >all cars use the same complex model, so I would assume the same is >true of N4 (for better or worse). > > So, 288Hz * 43 cars = 12,384 loops per second. With a 1/1000sec >loop time, you're looking at "1238% Processor Occupancy" as the GPx >folks would put it. Putt putt... >Quoted text (7 lines)
>Collisions don't have to take so much time; 2 OBB's colliding can be >done quite fast, and there are only 20 OBBs (except for the wheels) to >consider, so in the worst case you get 20*19 checks. >You can however get algorithms which start subdividing time when this >happens, which may lead to bad performance (in search for the >'perfect' collision time). However, I'd just do a check for a >reasonable hit point and sling away the cars to their new direction. I just finished my first few online efforts, and I'd say I gained at least
10 fps racing online. I looked up and almost crashed when I saw the
numbers...
dave henrie
> N4's physics are probably a bit more intense than mine, but not *thatmuch!*
> :0P
> Todd Wasson
> I just finished my first few online efforts, and I'd say I gained at least
>10 fps racing online. I looked up and almost crashed when I saw the
>numbers...
Wow, that's a huge improvement. Well, I've been wrong before, so...:-P
Perhaps the AI do run the same physics. During the online races, are there AI
cars, or are there just player cars? I don't have a copy of N4, so don't know
too much about it.
Todd Wasson
---
Performance Simulations
Drag Racing and Top Speed Prediction
Software
http://PerformanceSimulations.Com
On 17 Feb 2001 21:49:10 GMT, [email hidden] (J. Todd Wasson) wrote:
Ah yes, I've seen that happen, especially with the last version of
Racer on the net where the gravity was mistakingly converted to body
coordinates twice, resulting in something more like 'Spacer' ;-)
(it's fixed now, but still it can jump *higher* when falling to the
ground than the jump it originally came from; something with the
suspension I guess).
> Why don't folks use the relative velocities to calculate
>collision impulses? Seems like that would make these problems disappear.
Hm, I did a pool program once, and it had (and has) the tendency to
have balls stick into eachother, since at the point of collision, the
bodies are inside eachother. Then, with some impulses, the balls get a
different velocity. But if the velocity is then not enough to untangle
the 2 balls, it collides again, and you get whacky planet-moon like
effects, with sinoidial effects you didn't remember putting in! ;-)
The problem gets worse when 3 cars collide at the same time, I think.
They just have to stay away from eachother, somehow. Gosh, hm,
collision detection, more to read.
PS How's the Straightline Acceleration Simulation sales going? Too bad
you don't accept credit cards.
Ruud van Gaal, GPL Rank +53.25
Pencil art : http://www.marketgraph.nl/gallery/
Car simulation: http://www.marketgraph.nl/gallery/racer/
Quoted text (10 lines)
>>Collisions don't have to take so much time; 2 OBB's colliding can be >>done quite fast, and there are only 20 OBBs (except for the wheels) to >>consider, so in the worst case you get 20*19 checks. >>You can however get algorithms which start subdividing time when this >>happens, which may lead to bad performance (in search for the >>'perfect' collision time). However, I'd just do a check for a >>reasonable hit point and sling away the cars to their new direction. > > And don't forget to randomly "dynamite" some cars into low Earth orbit from >time to time :-)>Ah yes, I've seen that happen, especially with the last version of
>Racer on the net where the gravity was mistakingly converted to body
>coordinates twice, resulting in something more like 'Spacer' ;-)
Hehe! I'd love to try Racer, but my P-60 won't handle it, and I can't
currently plug my wheel into my P-400 laptop, so I'm out either way. Unless
you can whip up a keyboard steering mode! :-)
>(it's fixed now, but still it can jump *higher* when falling to the
>ground than the jump it originally came from; something with the
>suspension I guess).
Mine usually doesn't do that, but then again, as soon as it gets upside down
and lands, it'll shoot past the moon in a real hurry! (no collision detection
yet)
>Hm, I did a pool program once, and it had (and has) the tendency to
>have balls stick into eachother, since at the point of collision, the
>bodies are inside eachother. Then, with some impulses, the balls get a
>different velocity. But if the velocity is then not enough to untangle
>the 2 balls, it collides again, and you get whacky planet-moon like
>effects, with sinoidial effects you didn't remember putting in! ;-)
Hadn't thought of that. I knew it wouldn't be so simple :-)
>PS How's the Straightline Acceleration Simulation sales going? Too bad
>you don't accept credit cards.
>
Not too bad. Had a few orders during the two week sale. Only about half of
the emailers actually sent checks though! lol I'll reset the price and if
there's enough response, get signed up with one of those Delaware based online
credit card deals. I must say, version two of the program will be outrageous
in comparison, given all I've learned during the past 10 months or so of
development with the 3-D dynamics. There aren't a whole lot of competitors
that offer spring and damper adjustments and all the other bells and whistles
to the drag car predictors. It's pretty cool seeing a 7 second car pull the
front wheels in 3-D, with the tires spinning crazily off the line:-) Adjusting
the shocks to 90/10 drag types gives the right reaction now too, so perhaps SAS
Pro could be in the works soon. Either that or I'll dive back into engine
simulation and get something really nice going in that dept. Seems I get more
hits from search engines looking for "engine dyno simulators" than "drag
simulators" anyway. Decisions, decisions... ;-)
Todd Wasson
---
Performance Simulations
Drag Racing and Top Speed Prediction
Software
http://PerformanceSimulations.Com
On 19 Feb 2001 23:48:46 GMT, [email hidden] (J. Todd Wasson) wrote:
Ouch, hm, so you *do* have an OpenGL capable machine probably? (The
P-400). It does need a controller, but not the SGI version, so I might
consider doing the mouse version which was in the 1st version (but is
awful hehe). Or keyboard, but I don't use DirectInput for that yet (so
I get events, not too great for controlling a vehicle).
Yep, same here. :)
I'll have to add some collision points to the roof and the floor.
>>PS How's the Straightline Acceleration Simulation sales going? Too bad
>>you don't accept credit cards.
>
> Not too bad. Had a few orders during the two week sale. Only about half of
>the emailers actually sent checks though! lol
Ouch! What the world is coming to! ;-)
Hm, sounds good. Graphics are always nice (although my focus is
sometimes too much on that instead of physics).
I gotta run, have to get to the studio. Hopefully I won't have to do
too much, because I received Genta's book 2 days ago. :)
Ruud van Gaal, GPL Rank +53.25
Pencil art : http://www.marketgraph.nl/gallery/
Car simulation: http://www.marketgraph.nl/gallery/racer/


































