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Rec.Autos.Simulators Archive

Re: What Processor Occupancy is alright?

7 posts by 7 people · 05 Aug 2000 - 06 Aug 2000 11:43 UTC

Dan Belcher 05 Aug 2000#245035
At any PO higher than 100%, the game starts to go into slow-mo. Try to keep it under 100 the majority of the time during the race. The start will be the exception. ----------------------------------------- Dan Belcher Team Racing Unlimited http://simcrash.00game.com
Falcon26 05 Aug 2000 21:49 UTC#245032
Ok here's the deal, when starting a race at say, brazil the processor occupancy is at about 100%, when the light goes green and their's alot of smoke it goes to about 150%, but after the traffic straights out it goes between 60% and 120%, when I pit its at about 120% but in general it goes between 50% and say 130% is this to high or what? I have a P3 700 with 128 megs of ram and a Elsa Geforce 2 video card, running on a Abit VIA Apollo Pro 133a chipset. Should I lower the graphics, I run it in the highest resolution with graphics set to about medium. What I guess I'm asking is, as a general rule of thumb, what should the processor occupancy be at most of the time? Thanks, Falcon26
Tony Rickard 05 Aug 2000 23:18 UTC#245046
The aim must be for <=100% Any time over 100% and you are into the infamous slowmo - which is highly unrealistic and detested by most here! The odd blip (say at the start) might be ok, but in general running I would aim for not exceeding 100% Tony "Falcon26" <[email hidden]> wrote in message news:UZ%i5.62$[email hidden]...
Quoted text (8 lines)> Ok here's the deal, when starting a race at say, brazil the processor > occupancy is at about 100%, when the light goes green and their's alot of > smoke it goes to about 150%, but after the traffic straights out it goes > between 60% and 120%, when I pit its at about 120% but in general it goes > between 50% and say 130% is this to high or what? I have a P3 700 with 128 > megs of ram and a Elsa Geforce 2 video card, running on a Abit VIA Apollo > Pro 133a chipset. Should I lower the graphics, I run it in the highest > resolution with graphics set to about medium. What I guess I'm asking is,
as > a general rule of thumb, what should the processor occupancy be at most of > the time? > > Thanks, Falcon26 > >
Arne Martin 06 Aug 2000#244932
Bart Westra wrote: > Btw, on the upside the replay consisting of recorded player input ensures > that the lap was driven on the same track layout that is it replayed on. If > not, the replay will end off track. That has happened to me several times anyway. Imagining my surprise when watching a replay of one of my quick laps, and then the suddenly the car crashes in the replay! It feels very weird seeing a replay which didn't happen, like the FIA has been messing with the evidence of your lap, "Honestly I really did a fast lap, and didn't crash!" :-) And the replay continues to try and drive the lap when you sit there in the graveltrap, so when watching the replay, the car stuck in the gravel will sit there and upchange, downchange and turn the steering wheel, but not go anywhere, looks really weird :-) -- Arne Martin
On Sun 06 Aug 2000 01:34:20am, Gary Wampler wrote: >Oh No! Please tell me that GP3 doesn't still have the slo-mo >problem from GP2! Why can't they just slow down the frame rate >instead of the action (like every other game on the market)?<snip> Because Lord Crammond has decreed it so. And as we all know, Lord Crammond is infallible in all things... -- David. (GPLRank handicap: -5.12) "After all, a mere thousand yards - such a harmless little knoll, really." (Raymond Mays on Shelsley Walsh)
Gary Wampler 06 Aug 2000 00:22 UTC#245071
Oh No! Please tell me that GP3 doesn't still have the slo-mo problem from GP2! Why can't they just slow down the frame rate instead of the action (like every other game on the market)? "Tony Rickard" <[email hidden]> wrote in message news:gp0j5.7236$[email hidden]... > The aim must be for <=100% > > Any time over 100% and you are into the infamous slowmo - which is highly > unrealistic and detested by most here! > > The odd blip (say at the start) might be ok, but in general running Iwould > aim for not exceeding 100% > > Tony >
Bart Westra 06 Aug 2000 11:43 UTC#244923
"Gary Wampler" <[email hidden]> wrote in message news:pd2j5.440077$[email hidden]... > Oh No! Please tell me that GP3 doesn't still have the slo-mo problem from > GP2! Why can't they just slow down the frame rate instead of the action > (like every other game on the market)? >The replay problem, the slomo problem and the multiplayer problems are all a consequence of the design of the game engine and will require a major rewrite to fix or improve. Replays are actually recorded player input that is reprocessed when played back. Therefor there is no rewind or jumping through the replay. Even the frame rate is fixed, replaying on a faster machine will not give a better frame rate since the physics would be "speeded up". Fast forward would be possible if the machines PO allows it, which is one of the things GP2Lap can do for GP2 (pressing f while replaying toggles the feature). I think the cause of this behaviour is that in GP2/3 the graphics rendering is completely integrated in the physics engine. So it cannot replay graphics without calculating physics again, it cannot drop frames because it would mean leaving out physics calculations at the same time, and all machines in a multiplayer configuration need to run at the same frame rate to keep the physics in sync. Lot of work for the programmers to change this, if they ever will ... Btw, on the upside the replay consisting of recorded player input ensures that the lap was driven on the same track layout that is it replayed on. If not, the replay will end off track. Bart Westra

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