Race Sim Central
Rec.Autos.Simulators Archive

Re: GP3 Patched Framerate Problems

2 posts by 1 person · 05 Sep 2000 10:03 UTC - 05 Sep 2000 15:58 UTC

James 05 Sep 2000 10:03 UTC#234113
> Well you can rule out the carsets, helmets and performance. Those don'tuse > any more system resources than the originals. New tracks and sounds could > cause problems though. True. Would the car shape affect things though? I was wondering whether the 2000 shapes are more complicated and so take more processor time to draw with a grid in front of you? I would imagine this to be negligible though. I'll patch back the original sounds and see if anything changes. I can't imagine track graphics would change anything, after all its just replacing one raster with another. They have to be the same dimensions and file size to work don't they? > Also, if you're using that increased framerate hack, that can cause > problems. Higher framerate means higher occupancy, but you probablyalready > knew that. Nope. Not tried it (yet).
James 05 Sep 2000 15:58 UTC↳ reply to James#234225
Might be my PC having a funny turn then. I'll try the sounds as the most likely cause. "Jo Helsen" <[email hidden]> wrote in message news:[email hidden]... > On Tue, 5 Sep 2000 11:03:18 +0100, "James" <[email hidden]> > wrote: > > >> Well you can rule out the carsets, helmets and performance. Thosedon't > >use > >> any more system resources than the originals. New tracks and soundscould > >> cause problems though. > > > >True. Would the car shape affect things though? I was wondering whether > >the 2000 shapes are more complicated and so take more processor time todraw > >with a grid in front of you? I would imagine this to be negligiblethough.
Quoted text (8 lines)> > Unlikely for two reasons: > > - new cars simply re-use existing vertices (no additional polygons) > - cars in the distance are bitmap representations (still reflecting > the original shape) > > JoH

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