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Nascar Simulation New Video at EA

47 posts by 19 people · 12 Jan 2005 02:44 UTC - 14 Jan 2005 21:31 UTC

First EA NASCAR SimRacing video and the Papyrus collision code

A new trailer for EA's NASCAR SimRacing drew mixed reactions, with some calling it arcade-like and others defending it. Posters noted that it was built on ISI technology from the EA F1 games and that former Papyrus staff were involved. Jan Verschueren and JP debated why Papyrus's online collision code produced 'rocket launch' crashes, and it was reported that a demo was due the following week.

release/newsgame comparisononline racing/leaguesNASCAR SimRacingNASCAR Racing 2003 Season

Automated summary.

yeah :) "JP" <[email hidden]> wrote in message news:IP0Fd.851$[email hidden]...
Quoted text (21 lines)> Yeah, very closely resembles the Papy online collision code, eh ? <g> > > > "Phillip Malphrus, Jr" <[email hidden]> wrote in message > news:zL0Fd.126$[email hidden]... >> thats great, you see cars flip over the wall off of turn 4 at Indy all >> the >> time in real life. lol >> >> "Braddo" <[email hidden]> wrote in message >> news:cs22t4$3tnb$[email hidden]... >> > Just received this in email >> > >> > http://www.easports.com/games/nascarsimracing/videos/exclusive.jsp >> > >> > >> > >> >> > >
Yeah, very closely resembles the Papy online collision code, eh ? <g> "Phillip Malphrus, Jr" <[email hidden]> wrote in message news:zL0Fd.126$[email hidden]...
Quoted text (13 lines)> thats great, you see cars flip over the wall off of turn 4 at Indy all the > time in real life. lol > > "Braddo" <[email hidden]> wrote in message > news:cs22t4$3tnb$[email hidden]... > > Just received this in email > > > > http://www.easports.com/games/nascarsimracing/videos/exclusive.jsp > > > > > > > >
JP 12 Jan 2005 03:32 UTC↳ reply to mjones53#26909
"mjones53" <[email hidden]> wrote in message news:PO0Fd.431$[email hidden]... > not holding my breath still looks very arcade, can't see it beatingNR2003. How *exactly* does it look arcade ? Just curious. >
mjones53 12 Jan 2005 03:36 UTC↳ reply to JP#26910
the hands on the wheel, look jerky, maybe they were using the keypad or something. "JP" <[email hidden]> wrote in message news:2T0Fd.852$[email hidden]...
Quoted text (14 lines)> > "mjones53" <[email hidden]> wrote in message > news:PO0Fd.431$[email hidden]... >> not holding my breath still looks very arcade, can't see it beating > NR2003. > > > How *exactly* does it look arcade ? Just curious. > > > >> > >
> the hands on the wheel, look jerky, maybe they were using the keypad or > something. Hands on the wheel looked fine to me... like someone with a bad setup doing too much steering. Honestly, other than the 38 car going airborne from what looked like minimal contact, I didn't see anything indicating it'll be worse than, the same as, or better than NR2003. Alan
JP 12 Jan 2005 04:42 UTC↳ reply to Alan Le#26913
"Alan Le" <[email hidden]> wrote in message news:8l1Fd.9649$[email hidden]... > > the hands on the wheel, look jerky, maybe they were using the keypad or > > something. > > Hands on the wheel looked fine to me... like someone with a bad setupdoing > too much steering. Honestly, other than the 38 car going airborne fromwhat > looked like minimal contact, I didn't see anything indicating it'll beworse > than, the same as, or better than NR2003. > > Alan Exactly. >
JP 12 Jan 2005 04:44 UTC↳ reply to mjones53#26914
Pretty poor basis for labeling a game arcade, as many things could cause that. Didn't see that myself anyway. Btw, the Papy games can be steered via keypad keys too. Must be arcade I guess <g> "mjones53" <[email hidden]> wrote in message news:3X0Fd.432$[email hidden]...
Quoted text (20 lines)> the hands on the wheel, look jerky, maybe they were using the keypad or > something. > "JP" <[email hidden]> wrote in message > news:2T0Fd.852$[email hidden]... > > > > "mjones53" <[email hidden]> wrote in message > > news:PO0Fd.431$[email hidden]... > >> not holding my breath still looks very arcade, can't see it beating > > NR2003. > > > > > > How *exactly* does it look arcade ? Just curious. > > > > > > > >> > > > > > >
ymenard 12 Jan 2005 05:06 UTC↳ reply to Braddo#26916
>"Braddo" <[email hidden]> wrote > http://www.easports.com/games/nascarsimracing/videos/exclusive.jsp Looks like they are cloning everything Papyrus has done. Really it's all there, from the GUI to the replays and all. You know, anybody could do the same movie with NR2003 and tight editing, bing bang whoosh sounds and rock music. The way the car goes down the apron is laughable at Bristol. Take this the guy who was whining about N3's apron. N3 was HALF A DECADE ago. Btw if you check the static shots, the textures are very low-res. Shame again. Oh and that crash in the end... yikes that was ugly. -- -- Fran�ois M�nard <ymenard> -- This announcement is brought to you by the Shimago-Dominguez Corporation - helping America into the New World...
ymenard 12 Jan 2005 05:07 UTC↳ reply to Alan Le#26917
Quoted text (8 lines)>"Alan Le" <[email hidden]> wrote > Hands on the wheel looked fine to me... like someone with a bad setup > doing > too much steering. Honestly, other than the 38 car going airborne from > what > looked like minimal contact, I didn't see anything indicating it'll be > worse > than, the same as, or better than NR2003.
I'm giving you an hint : Two letter word starting with E, and ending with an A. -- -- Fran�ois M�nard <ymenard> -- This announcement is brought to you by the Shimago-Dominguez Corporation - helping America into the New World...
Here's a bunch more words; "Online Play: PS2 (EA SPORTS Nation)" and "Online Play: Xbox Live" -- 1904 - Daytona Beach Florida Glenn H. Curtiss American aviation pioneer, makes first official 60mph motorcycle run. Powered by one of the first American made twin cylinder engines.
On Wed, 12 Jan 2005 14:20:13 +1100, Bruce Kennewell wrote: > Why do these releases (previews) have to be accompanied by "exciting" > music??! Have you ever watched a recent NASCAR TV broadcast? They do it, too (mostly during the race recaps and crashes), so it has to be part of the sim. I really wonder what audience they're trying to please with that, but that's a completely different matter ;^) Cheers uwe
JP 12 Jan 2005 14:23 UTC↳ reply to ymenard#26948
"ymenard" <[email hidden]> wrote in message news:if2Fd.33129$[email hidden]...
Quoted text (7 lines)> >"Braddo" <[email hidden]> wrote > > http://www.easports.com/games/nascarsimracing/videos/exclusive.jsp > > > > Looks like they are cloning everything Papyrus has done. Really it's all > there, from the GUI to the replays and all. You know, anybody could do
the
Quoted text (15 lines)> same movie with NR2003 and tight editing, bing bang whoosh sounds and rock > music. The way the car goes down the apron is laughable at Bristol. Take > this the guy who was whining about N3's apron. N3 was HALF A DECADE ago. > > Btw if you check the static shots, the textures are very low-res. Shame > again. > > Oh and that crash in the end... yikes that was ugly. > > > -- > -- Fran�ois M�nard <ymenard> > -- This announcement is brought to you by the Shimago-Dominguez > Corporation - helping America into the New World... >
<laughter> Yes, and Papy's collision code is soooo well done <sarcasm mode off> Wrecks on the EA clip looked just like a typical 03 wreck. O3 cars do the exact same thing at Bristol's apron too. p.s. the N3 comment was to show an example, but I guess to a blind fanboy, the common sense/obvious can be hard to see at times.
JP 12 Jan 2005 14:49 UTC↳ reply to ymenard#26954
"ymenard" <[email hidden]> wrote in message news:if2Fd.33129$[email hidden]...
Quoted text (7 lines)> >"Braddo" <[email hidden]> wrote > > http://www.easports.com/games/nascarsimracing/videos/exclusive.jsp > > > > Looks like they are cloning everything Papyrus has done. Really it's all > there, from the GUI to the replays and all. You know, anybody could do
the
Quoted text (8 lines)> same movie with NR2003 and tight editing, bing bang whoosh sounds and rock > music. The way the car goes down the apron is laughable at Bristol. Take > this the guy who was whining about N3's apron. N3 was HALF A DECADE ago. > > Btw if you check the static shots, the textures are very low-res. Shame > again. > > Oh and that crash in the end... yikes that was ugly.
Btw, the entire point here is simple; NSR may well be a pos. Or it may not. But the fact is, if it is lousy, it *won't be just because it's different than a Papy game*. It'll be because of obvious flaws. There's plenty of real-life items that Papy has never got right, (or took multiple versions before they did get it right) and 03 included. What's funny, is that if someone comes along with the correct way something should be done, the cries of, "Hey, that's wrong ! Why ? Um, because that's not how it was in the Papy games !" Instead of, um, because that's not how it is in real life. And that's the mindset you seem to have; if it's different than Papy, it's bad/wrong, period.
The video looks pretty good to me....Sadler's airborne looked a little cheesy. I once had my car get stuck up in the fence and stay there in a pre-race practice session in N2003. N2003 is and will be a great sim but I for one am hoping EA does a good job with this game. I am ready to try something new. Steve P
"Plowboy2" wrote...
Quoted text (8 lines)> There is a movie on OLR, where Joe L, interviewed James Hawkins > (producer)... > > Anywho in the interview JH stated that a major chunk of this > sim's (whatever) is based in the F1 tittled games... > > SO me never having even tried the F1 stuff from EA, I want to > know, is that bad, or good?
It's good and bad. If the racing series in question is well implemented, the ISI physics engine or development thereof will yield a richer and "more natural" driving experience than anything Papyrus have ever done. However, unless they have really fixed some issues this time around (and, seeing as a lot of annoying stuff that was in F1 2k1 is still in GTR and rFactor, I'm not holding my breath), a lot of users will have some degree of difficulty and will possibly need to manually edit files to get their controller setup "just so" as to be able to fully enjoy the greater detail offered by the engine. And, again: unless spectacular advancements have been made, the multi will be: - not as robust and straightforward as with Papyrus titles. - require a lot of bandwidth on the part of the host and a stable, low ping connection on the part of the player. - still not look quite right, even under ideal conditions(*). I don't want to sound as if I'm dismissing it outright, because I'm not. I truly honestly want the simracing genre to advance and be successfull and I will give the demo a fair shot at convincing me EA NASCAR Simracing is the next step forward. However, to do that certain things will have to be fixed with regard to preceding titles, otherwise there will be fairly little point in owning the latest version. Jan. =--- (*)Rem.: ok, this is highly subjective and if everthing else worked I could live with it, but I have this problem with F1 2k2/F1C/GTR/rFactor multiplayer where it appears to me as if the other cars in my field of view are objects being moved along a similar trajectory to mine, rather than cars being driven by the other players. Even when conditions are perfect, i.e. a monster machine/connect as a host and all players geographically close to it with less than 30ms pings. On the other hand, when in GPL/NR2003 cars jitter or warp a little (it's very rare to see a truly terrible connect nowadays), I don't get this same level of estrangement than in the ISI sims.
"Phillip Malphrus, Jr" wrote... > yeah :) Nothing wrong with Papy collision code per se, as it was designed for and works fairly well in a low ping environment (i.e. LAN multiplayer). Online was tagged on to GPL at a late stage and, apparently, only slightly improved for the NR200x iterations. As pings rise (and you turn on more cars in NR200x) the design flaw of having each player calculate collisions locally (i.e. clientside) rears its ugly head, as the time needed to exchance info between the players leads to ever more erroneous values being put into the simulation. This creates the infamous and always unexpected online "explosion", even though a contact may, at first, appear minor. Jan. =---
Wow, your so dang eloquent... so I couldnt say it better, so Rfactor and GTR & this EA version of nascar, are same dang things? Wow. GTR demo I have tried was OK, I liked the Rfactor better, I think, but is not a fair test ya know. cant be all bad then, unless EA does to LSI? what Sierra and corp did to papy Id guess... Jan Verschueren enlightened us with:
Quoted text (51 lines)> "Plowboy2" wrote... >> There is a movie on OLR, where Joe L, interviewed James Hawkins >> (producer)... >> >> Anywho in the interview JH stated that a major chunk of this >> sim's (whatever) is based in the F1 tittled games... >> >> SO me never having even tried the F1 stuff from EA, I want to >> know, is that bad, or good? > > It's good and bad. > > If the racing series in question is well implemented, the ISI physics > engine or development thereof will yield a richer and "more natural" > driving experience than anything Papyrus have ever done. > > However, unless they have really fixed some issues this time around > (and, seeing as a lot of annoying stuff that was in F1 2k1 is still > in GTR and rFactor, I'm not holding my breath), a lot of users will > have some degree of difficulty and will possibly need to manually > edit files to get their controller setup "just so" as to be able to > fully enjoy the greater detail offered by the engine. > > And, again: unless spectacular advancements have been made, the multi > will be: > > - not as robust and straightforward as with Papyrus titles. > - require a lot of bandwidth on the part of the host and a > stable, low ping connection on the part of the player. > - still not look quite right, even under ideal conditions(*). > > I don't want to sound as if I'm dismissing it outright, because I'm > not. I truly honestly want the simracing genre to advance and be > successfull and I will give the demo a fair shot at convincing me EA > NASCAR Simracing is the next step forward. However, to do that > certain things will have to be fixed with regard to preceding titles, > otherwise there will be fairly little point in owning the latest > version. > Jan. > =--- > (*)Rem.: ok, this is highly subjective and if everthing else worked I > could live with it, but I have this problem with F1 > 2k2/F1C/GTR/rFactor multiplayer where it appears to me as if the > other cars in my field of view are objects being moved along a > similar trajectory to mine, rather than cars being driven by the > other players. Even when conditions are perfect, i.e. a monster > machine/connect as a host and all players geographically close to it > with less than 30ms pings. On the other hand, when in GPL/NR2003 cars > jitter or warp a little > (it's very rare to see a truly terrible connect nowadays), I don't > get this same level of estrangement than in the ISI sims.
Bruce Kennewell wrote: > Why do these releases (previews) have to be accompanied by "exciting" > music??! > Far better to simply incorporate the real-life sounds, IMO. I totally agree. But they will sell more units to asswipes if the include shit musik -- "For instance I can't think of the last time I actually paid for a copy of Windows." -- James Calivar
"Plowboy2" wrote... > Wow, your so dang eloquent... so I couldnt say it better, I'm just trying to give the "you're a Papy fanboy"-crowd as little ammunition as possible. > so Rfactor and GTR & this EA version of nascar, are same dang > things? Wow. They are 3 different implementations based on the same simulation technology, yes. > GTR demo I have tried was OK, I liked the Rfactor better, > I think, but is not a fair test ya know. > > cant be all bad then, No, like I said, if you manage to get it configured correctly for your rig, the actual driving part (and off-line racing) should be very good indeed. > unless EA does to LSI? what Sierra and corp did to papy Id guess... No chance of that, EA and ISI have already parted company. All EA can do (and has done) is hire someone else to advance the code. Let's hope they haven't "fixed" what didn't need fixing, but improved upon the existing weaker areas instead. Jan. =---
"Jan Verschueren" <[email hidden]> wrote in message news:hteFd.28928$g%[email hidden]...
Quoted text (8 lines)> "Phillip Malphrus, Jr" wrote... > > yeah :) > > Nothing wrong with Papy collision code per se, as it was designed for and > works fairly well in a low ping environment (i.e. LAN multiplayer). > > Online was tagged on to GPL at a late stage and, apparently, only slightly > improved for the NR200x iterations. As pings rise (and you turn on more
cars > in NR200x) the design flaw of having each player calculate collisions > locally (i.e. clientside) rears its ugly head, as the time needed to > exchance info between the players leads to ever more erroneous valuesbeing > put into the simulation. This creates the infamous and always unexpected > online "explosion", even though a contact may, at first, appear minor. > > Jan. > =--- Blaming it on ping is incorrect. I've seen it exist in any net numbers you can think of, high or low. As I've asked before; how come Heat's code didn't do this then, if it's net/ping related ?
"Jan Verschueren" <[email hidden]> wrote in message news:MceFd.28907$[email hidden]...
Quoted text (13 lines)> "Plowboy2" wrote... > > There is a movie on OLR, where Joe L, interviewed James Hawkins > > (producer)... > > > > Anywho in the interview JH stated that a major chunk of this > > sim's (whatever) is based in the F1 tittled games... > > > > SO me never having even tried the F1 stuff from EA, I want to > > know, is that bad, or good? > > It's good and bad. > > If the racing series in question is well implemented, the ISI physics
engine > or development thereof will yield a richer and "more natural" driving > experience than anything Papyrus have ever done. > > However, unless they have really fixed some issues this time around (and, > seeing as a lot of annoying stuff that was in F1 2k1 is still in GTR and > rFactor, I'm not holding my breath), a lot of users will have some degreeof
Quoted text (14 lines)> difficulty and will possibly need to manually edit files to get their > controller setup "just so" as to be able to fully enjoy the greater detail > offered by the engine. > > And, again: unless spectacular advancements have been made, the multi will > be: > > - not as robust and straightforward as with Papyrus titles. > - require a lot of bandwidth on the part of the host and a > stable, low ping connection on the part of the player. > - still not look quite right, even under ideal conditions(*). > > I don't want to sound as if I'm dismissing it outright, because I'm not. I > truly honestly want the simracing genre to advance and be successfull and
I > will give the demo a fair shot at convincing me EA NASCAR Simracing is the > next step forward. However, to do that certain things will have to befixed > with regard to preceding titles, otherwise there will be fairly littlepoint > in owning the latest version. > > Jan. > =--- > (*)Rem.: ok, this is highly subjective and if everthing else worked Icould > live with it, but I have this problem with F1 2k2/F1C/GTR/rFactor > multiplayer where it appears to me as if the other cars in my field ofview > are objects being moved along a similar trajectory to mine, rather thancars > being driven by the other players. Even when conditions are perfect, i.e.a > monster machine/connect as a host and all players geographically close toit > with less than 30ms pings. > On the other hand, when in GPL/NR2003 cars jitter or warp a little (it's > very rare to see a truly terrible connect nowadays), I don't get this same > level of estrangement than in the ISI sims. Excellent points.
"Plowboy2" <stingre.removethis_@yahoo!.removeit> wrote in message news:oEeFd.21441$Wo.3306@lakeread08... > Wow, your so dang eloquent... so I couldnt say it better, so Rfactor and > GTR & this EA version of nascar, are same dang things? Wow. GTR demo I > have tried was OK, I liked the Rfactor better, I think, but is not a fair > test ya know. rFactor uses ISI's latest game engine (gMotor2). GTR uses the previous game engine. The rFactor demo does not actually contain the final physics and graphics either, but is for testing the multiplayer component. If you like the demo now, it only will be better when the full version is released. -- David G Fisher
"Jan Verschueren" <[email hidden]> wrote in message news:MceFd.28907$[email hidden]... > =--- > (*)Rem.: ok, this is highly subjective and if everthing else worked Icould > live with it, but I have this problem with F1 2k2/F1C/GTR/rFactor > multiplayer where it appears to me as if the other cars in my field ofview > are objects being moved along a similar trajectory to mine, rather thancars > being driven by the other players. Even when conditions are perfect, i.e.a > monster machine/connect as a host and all players geographically close toit > with less than 30ms pings. > On the other hand, when in GPL/NR2003 cars jitter or warp a little (it's > very rare to see a truly terrible connect nowadays), I don't get this same > level of estrangement than in the ISI sims. I understand you have two different experiences with the two sims, but it could it be due to your internet connection? You consistently have a rough connection to our RASCAR server (blinking in and out). If it's just our server you have trouble with when racing online, then I have no idea why you see what you do with the ISI games. -- David G Fisher
"JP" <[email hidden]> wrote in message news:yOgFd.875$[email hidden]...
Quoted text (7 lines)> > "Jan Verschueren" <[email hidden]> wrote in message > news:hteFd.28928$g%[email hidden]... > > "Phillip Malphrus, Jr" wrote... > > > yeah :) > > > > Nothing wrong with Papy collision code per se, as it was designed for
and > > works fairly well in a low ping environment (i.e. LAN multiplayer). > > > > Online was tagged on to GPL at a late stage and, apparently, onlyslightly
Quoted text (17 lines)> > improved for the NR200x iterations. As pings rise (and you turn on more > cars > > in NR200x) the design flaw of having each player calculate collisions > > locally (i.e. clientside) rears its ugly head, as the time needed to > > exchance info between the players leads to ever more erroneous values > being > > put into the simulation. This creates the infamous and always unexpected > > online "explosion", even though a contact may, at first, appear minor. > > > > Jan. > > =--- > > > > Blaming it on ping is incorrect. I've seen it exist in any net numbers > you can think of, high or low. As I've asked before; how come Heat's code > didn't do this then, if it's net/ping related ?
Heat definitely did do it at times; I raced Heat a lot back in the day and seeing cars somersaulting through the air from warp-driven collisions was far from unheard of. That said, when you had a good connections you could lean on each other and rub doors till your mirrors fell off. Great fun emulating the BTCC door bashers with the DTM mod. One thing Heat did (and so does rFactor) is turn off collisions when latency passes a certain point - Heat evened turned them into ghost cars. I've gone right through guys in rFactor who had lousy connections without ever leaving a mark. Papy apparently didn't like the idea of heavy prediction code so much and preferred to stick closer to the raw data they were getting, resulting in the infamous jittering opponents. You don't want to get anywhere near them for fear of The Bomb... ;-) But all this speculation about the new EA product is pretty pointless. Doesn't look so hot from that video, but no matter; we'll all know if it sucks or not in a week or so. SB
"JP" wrote... > <snip> > Blaming it on ping is incorrect. Ping is not directly the cause, no, the trouble is the way GPL/NR200x servers compensate for it, but not for the position errors this system causes when collisions are calculated. > I've seen it exist in any net numbers you can think > of, high or low. It works pretty well if the combined ping of the players is under 40ms. E.g. back in the days when I was one of the first group of people on broadband where I live and my ping to Norway was 23ms, I could race my buddy Asgeir on the server at the university (his ping < 10ms) without taking online issues into account. Once we went one and a half laps around Monaco side by side, banging wheels Villeneuve vs Arnoux style (and those sissies had a lot of run off ;-)) as we went along without GPL getting really out of shape. Anything much higher (say 70ms and above) and things deteriorate rapidly. Also, in NR200x you are able to turn on more cars to view than the bandwidth between you and the server allows. In GPL terms, NR200x bandwidth allows you to view 6 cars and, while stationary, you will only see this amount. Once you start moving and prediction kicks in you can see up to 42 cars if your config allows, but this has to be at the cost of update rate. Which is to say, position info on any opponent car will arrive only once every 3 communications with the server (for 18 opponents in view) and, even if your combined ping is very low for internet standards nowadays, say 60ms, the effective update rate between two players may be as bad as 6 times that, or 360ms. > As I've asked before; how come Heat's code > didn't do this then, if it's net/ping related ? It's because of the way GPL/NR200x compensates for latency and then calculates collisions client side, for both clients. A GPL/NR200x server collects data about the player's position and compares the amount of time which has passed in the client's race with the amount of time it knows the race has been underway. It uses this data to sent out info to the clients on their opponents in such a way that the information will be current when it arrives at the client PC, assuming latency is the same both ways AND constant. Because all data has to pass sequentially from the server, this means that, relative to the server and eachother all players are at a different point in the timeline with regard to the start of the race, i.e. each player's game reality is slightly different to all the others. Say a collisions starts at one players end... his game calculates his car's reaction to the collision and send it to the server. This info is then passed on to the other game where either seperate collision is in progress or an accident hasn't occured yet. It sends back the local cars reaction to this time delayed, coming from another version of reality information and the whole mess keeps feeding back and forth until it spirals out of control because the two games were too far out of sync due to their relative latencies (compounded by the update rate in NR200x games) when the accident started. It's similar to the ball bearing bouncing on the marble plate in the explanation why the simulation update frequency plays such a big part in how accurate its results are. Anyhow, ISI and the people behind LFS use a different system (as yet unexplained to me), so nudges between cars remain just that, nudges. It's pretty obvious the trade off is more data being passed between the participants, but otherwise I'm not aware of the merits/flaws/workings of this system. Jan. =---
"Steve Blankenship" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (15 lines)> "JP" <[email hidden]> wrote in message > news:yOgFd.875$[email hidden]... > > > > "Jan Verschueren" <[email hidden]> wrote in message > > news:hteFd.28928$g%[email hidden]... > > > "Phillip Malphrus, Jr" wrote... > > > > yeah :) > > > > > > Nothing wrong with Papy collision code per se, as it was designed for > and > > > works fairly well in a low ping environment (i.e. LAN multiplayer). > > > > > > Online was tagged on to GPL at a late stage and, apparently, only > slightly > > > improved for the NR200x iterations. As pings rise (and you turn on
more > > cars > > > in NR200x) the design flaw of having each player calculate collisions > > > locally (i.e. clientside) rears its ugly head, as the time needed to > > > exchance info between the players leads to ever more erroneous values > > being > > > put into the simulation. This creates the infamous and alwaysunexpected
Quoted text (8 lines)> > > online "explosion", even though a contact may, at first, appear minor. > > > > > > Jan. > > > =--- > > > > > > > > Blaming it on ping is incorrect. I've seen it exist in any net
numbers > > you can think of, high or low. As I've asked before; how come Heat'scode
Quoted text (10 lines)> > didn't do this then, if it's net/ping related ? > > Heat definitely did do it at times; I raced Heat a lot back in the day and > seeing cars somersaulting through the air from warp-driven collisions was > far from unheard of. That said, when you had a good connections you could > lean on each other and rub doors till your mirrors fell off. Great fun > emulating the BTCC door bashers with the DTM mod. One thing Heat did (and > so does rFactor) is turn off collisions when latency passes a certain > point - Heat evened turned them into ghost cars. I've gone right through > guys in rFactor who had lousy connections without ever leaving a mark.
Papy > apparently didn't like the idea of heavy prediction code so much and > preferred to stick closer to the raw data they were getting, resulting in > the infamous jittering opponents. You don't want to get anywhere nearthem
Quoted text (7 lines)> for fear of The Bomb... ;-) > > But all this speculation about the new EA product is pretty pointless. > Doesn't look so hot from that video, but no matter; we'll all know if it > sucks or not in a week or so. > > SB
<shrug> I raced Heat online like crazy too. Never once saw a Papy-like rocket launch, fwiw.
"Jan Verschueren" <[email hidden]> wrote in message news:muiFd.29215$[email hidden]...
Quoted text (12 lines)> "JP" wrote... > > <snip> > > Blaming it on ping is incorrect. > > Ping is not directly the cause, no, the trouble is the way GPL/NR200x > servers compensate for it, but not for the position errors this system > causes when collisions are calculated. > > > I've seen it exist in any net numbers you can think > > of, high or low. > > It works pretty well if the combined ping of the players is under 40ms.
E.g. > back in the days when I was one of the first group of people on broadband > where I live and my ping to Norway was 23ms, I could race my buddy Asgeiron > the server at the university (his ping < 10ms) without taking onlineissues
Quoted text (7 lines)> into account. Once we went one and a half laps around Monaco side by side, > banging wheels Villeneuve vs Arnoux style (and those sissies had a lot of > run off ;-)) as we went along without GPL getting really out of shape. > > Anything much higher (say 70ms and above) and things deteriorate rapidly. > > Also, in NR200x you are able to turn on more cars to view than the
bandwidth > between you and the server allows. In GPL terms, NR200x bandwidth allowsyou > to view 6 cars and, while stationary, you will only see this amount. Once > you start moving and prediction kicks in you can see up to 42 cars if your > config allows, but this has to be at the cost of update rate. Which is to > say, position info on any opponent car will arrive only once every 3 > communications with the server (for 18 opponents in view) and, even ifyour > combined ping is very low for internet standards nowadays, say 60ms, the > effective update rate between two players may be as bad as 6 times that,or
Quoted text (10 lines)> 360ms. > > > As I've asked before; how come Heat's code > > didn't do this then, if it's net/ping related ? > > It's because of the way GPL/NR200x compensates for latency and then > calculates collisions client side, for both clients. > > A GPL/NR200x server collects data about the player's position and compares > the amount of time which has passed in the client's race with the amount
of > time it knows the race has been underway. It uses this data to sent outinfo > to the clients on their opponents in such a way that the information willbe > current when it arrives at the client PC, assuming latency is the sameboth
Quoted text (7 lines)> ways AND constant. Because all data has to pass sequentially from the > server, this means that, relative to the server and eachother all players > are at a different point in the timeline with regard to the start of the > race, i.e. each player's game reality is slightly different to all the > others. > > Say a collisions starts at one players end... his game calculates his
car's > reaction to the collision and send it to the server. This info is then > passed on to the other game where either seperate collision is in progress > or an accident hasn't occured yet. It sends back the local cars reactionto > this time delayed, coming from another version of reality information and > the whole mess keeps feeding back and forth until it spirals out ofcontrol > because the two games were too far out of sync due to their relative > latencies (compounded by the update rate in NR200x games) when theaccident > started. It's similar to the ball bearing bouncing on the marble plate in > the explanation why the simulation update frequency plays such a big partin
Quoted text (10 lines)> how accurate its results are. > > Anyhow, ISI and the people behind LFS use a different system (as yet > unexplained to me), so nudges between cars remain just that, nudges. It's > pretty obvious the trade off is more data being passed between the > participants, but otherwise I'm not aware of the merits/flaws/workings of > this system. > > Jan. > =---
Exactly. Anyway, my point is that folks have a tendency to blame it on everything but what it is, which is Papy's code.
"David G Fisher" wrote...
Quoted text (7 lines)>> <snip> > I understand you have two different experiences with the > two sims, but could it be due to your internet connection? > You consistently have a rough connection to our RASCAR > server (blinking in and out). If it's just our server you > have trouble with when racing online, then I have no idea > why you see what you do with the ISI games.
Well, the RASCAR problems are a 3-way thing... Saturday night seems to be an extra-ordinarily busy time at my providers, so my connect is worse then than at other times. Secondly the route to the RASCAR server is particularly bad compared to other servers in the US I have used (Blademan, Eldred's, etc...) and, thirdly, for some reason this server seems to react particularly poorly to my connection problems. Sometimes, it will start adjusting the wrong way for my connection difficulties and, when that starts to happen, it never recovers and I have to disconnect to avoid taking the field with me. It's one thing to have latency spikes in upload (thus dissappearing for the other players from time to time) but being able to keep tabs on the other guys (thanks to one of the improvements in NR200x multiplayer over GPL, i.e. the server keeps sending you data even though there's a momentary interuption in the data flow from your end) and re-appearing more or less where they expect you to be. It's another for the server to force my game to slow down or accellerate because it doesn't believe I'm where my game says I am and then immediatly correcting the other players' positions once it realises it's been forcing me to adjust the wrong way. That is extremely difficult to adjust to as a player and extremely dangerous in an online scenario as it make me appear unpredictable to the other players. Now, I know you can't do anything about that and this is just the way things are with me running NR2003 on the RASCAR server. If we were using an ISI derived game for our races on this server, online play would be impossible for me even on the best of nights. However, things are quite different on a Sunday morning at 9am and a server that's only 3.5km away from me. There's absolutely no online issues then. Actually, the guy who runs that says that I'm imagining things as well. Even after I pointed it out to him standing behind him as he played. He says: "yeah, it does that sometimes, but it's rare and it doesn't bother me." I say: "it does that on every corner and every bit in between of every lap and it really bothers me". Like I said, it's highly subjective. Jan. =---
JP 13 Jan 2005 00:35 UTC↳ reply to Buck411#26865
Seeing as it's a pace lap, kind of hard to lead if you're not on the pole <g> Funny pic though. "Buck411" <[email hidden]> wrote in message news:eajFd.232289$[email hidden]... > You would think Ryan Newman would be leading the pack in this picture,since
Quoted text (16 lines)> he is racing a Cup car against Craftsman Trucks... > > http://img47.exs.cx/img47/9886/image21at.jpg > > > > "Braddo" <[email hidden]> wrote in message > news:cs22t4$3tnb$[email hidden]... > > Just received this in email > > > > http://www.easports.com/games/nascarsimracing/videos/exclusive.jsp > > > > > > > >
"JP" wrote... >> <snip> > Exactly. Anyway, my point is that folks have a tendency > to blame it on everything but what it is, which is Papy's > code. Sure, but it's also unfair to blame it on code not originally intended to operate in the environment it was transferred into. Also, I think the Papy system has a lot of merit to it, in a community sense. Do you want online racing to be limited to those who can (collectively) pay for a powerfull server with a guaranteed 10Mbit throughput and top of the range private broadband connections to it or do you want everyone who owns a PC and an analog modem to, through getting an account from some free provider and carefully managing their connection settings, be able to race on a P3 455Mhz with 128Mb RAM a bunch of enthousiasts threw together out of spare computer parts and which is connected to someone's 512kb/512kb ADSL connection at work to use at night while the bosses don't care 'cuz it's payed for anyway? The trade off is drivers have to watch their step in close quarter combat, but that's a small price to pay for the independance and accessibility this model provides, IMO. Jan. =---
"Jan Verschueren" <[email hidden]> wrote in message news:ZmjFd.29242$r%[email hidden]...
Quoted text (10 lines)> "David G Fisher" wrote... > >> <snip> > > I understand you have two different experiences with the > > two sims, but could it be due to your internet connection? > > You consistently have a rough connection to our RASCAR > > server (blinking in and out). If it's just our server you > > have trouble with when racing online, then I have no idea > > why you see what you do with the ISI games. > > Well, the RASCAR problems are a 3-way thing...
Updated rFactor demo is out now. Maybe things will improve for you. http://www.hcd.com.au/hg/rfactormppatch.rar -- David G Fisher
"Jan Verschueren" <[email hidden]> wrote in message news:TSjFd.29250$[email hidden]...
Quoted text (14 lines)> "JP" wrote... > >> <snip> > > Exactly. Anyway, my point is that folks have a tendency > > to blame it on everything but what it is, which is Papy's > > code. > > > Sure, but it's also unfair to blame it on code not originally intended to > operate in the environment it was transferred into. > > Also, I think the Papy system has a lot of merit to it, in a community > sense. > > Do you want online racing to be limited to those who can (collectively)
pay > for a powerfull server with a guaranteed 10Mbit throughput and top of the > range private broadband connections to it or do you want everyone who ownsa > PC and an analog modem to, through getting an account from some free > provider and carefully managing their connection settings, be able to race > on a P3 455Mhz with 128Mb RAM a bunch of enthousiasts threw together outof > spare computer parts and which is connected to someone's 512kb/512kb ADSL > connection at work to use at night while the bosses don't care 'cuz it's > payed for anyway? > > The trade off is drivers have to watch their step in close quarter combat, > but that's a small price to pay for the independance and accessibilitythis > model provides, IMO. > > Jan. > =--- That's a fair point, and no doubt about it, *up to this point* (fingers crossed), EA's code is a resource hog, in all their different games.
Jan Verschueren wrote:
Quoted text (16 lines)> "Phillip Malphrus, Jr" wrote... >> yeah :) > > Nothing wrong with Papy collision code per se, as it was designed for > and works fairly well in a low ping environment (i.e. LAN > multiplayer). > Online was tagged on to GPL at a late stage and, apparently, only > slightly improved for the NR200x iterations. As pings rise (and you > turn on more cars in NR200x) the design flaw of having each player > calculate collisions locally (i.e. clientside) rears its ugly head, > as the time needed to exchance info between the players leads to ever > more erroneous values being put into the simulation. This creates the > infamous and always unexpected online "explosion", even though a > contact may, at first, appear minor. > Jan. > =---
The online collision code was one of my main gripes - it especially got worse after the new physics model was implemented, and deteriorated from that point on. There was one fella, the guru of this, can't remember his name off hand - once he left, it went downhill. -- Don Burnette "When you decide something is impossible to do, try to stay out of the way of the man that's doing it."
Steve Blankenship wrote:
Quoted text (49 lines)> "JP" <[email hidden]> wrote in message > news:yOgFd.875$[email hidden]... >> >> "Jan Verschueren" <[email hidden]> wrote in message >> news:hteFd.28928$g%[email hidden]... >>> "Phillip Malphrus, Jr" wrote... >>>> yeah :) >>> >>> Nothing wrong with Papy collision code per se, as it was designed >>> for and works fairly well in a low ping environment (i.e. LAN >>> multiplayer). >>> >>> Online was tagged on to GPL at a late stage and, apparently, only >>> slightly improved for the NR200x iterations. As pings rise (and you >>> turn on more cars in NR200x) the design flaw of having each player >>> calculate collisions locally (i.e. clientside) rears its ugly head, >>> as the time needed to exchance info between the players leads to >>> ever more erroneous values being put into the simulation. This >>> creates the infamous and always unexpected online "explosion", even >>> though a contact may, at first, appear minor. >>> >>> Jan. >>> =--- >> >> >> >> Blaming it on ping is incorrect. I've seen it exist in any net >> numbers you can think of, high or low. As I've asked before; how >> come Heat's code didn't do this then, if it's net/ping related ? > > Heat definitely did do it at times; I raced Heat a lot back in the > day and seeing cars somersaulting through the air from warp-driven > collisions was far from unheard of. That said, when you had a good > connections you could lean on each other and rub doors till your > mirrors fell off. Great fun emulating the BTCC door bashers with the > DTM mod. One thing Heat did (and so does rFactor) is turn off > collisions when latency passes a certain > point - Heat evened turned them into ghost cars. I've gone right > through guys in rFactor who had lousy connections without ever > leaving a mark. Papy apparently didn't like the idea of heavy > prediction code so much and preferred to stick closer to the raw data > they were getting, resulting in the infamous jittering opponents. > You don't want to get anywhere near them for fear of The Bomb... ;-) > > But all this speculation about the new EA product is pretty pointless. > Doesn't look so hot from that video, but no matter; we'll all know if > it sucks or not in a week or so. > > SB
Will be interesting to see - I'll wait to see what you guys are saying about it. Right now, it would take a lot to get me back into a Nascar sim. -- Don Burnette "When you decide something is impossible to do, try to stay out of the way of the man that's doing it."
Alan Le 13 Jan 2005 06:08 UTC↳ reply to Braddo#26887
> Just received this in email > > http://www.easports.com/games/nascarsimracing/videos/exclusive.jsp Looks like we'll get to try it out pretty soon. From BHM: "They will be releasing a demo of the game during the week of the 17th. The cars in the demo will represent the 2004 Season artwork, but when the game releases, we will have a download available in the install that will update with all of the 2005 car art. Game modes will be restricted to Testing and Race Now. Other modes will be displayed on the MAIN MENU but selecting them will induce a popup as below. VEHICLE - NEXTEL Cup Series - 2005 - #97 - K.Busch - Primary - NEXTEL Cup Series - 2005 - #48 - J. Johnson - Primary - NEXTEL Cup Series - 2005 - #24 - J. Gordon - Primary - NEXTEL Cup Series - 2005 - #6 - M. Martin - Primary - NEXTEL Cup Series - 2005 - #8 - D. Earnhardt Jr. - Primary - NEXTEL Cup Series - 2005 - #20 - T. Stewart - Primary - NEXTEL Cup Series - 2005 - #12 - R. Newman - Primary - NEXTEL Cup Series - 2005 - #17 - M. Kenseth - Primary - NEXTEL Cup Series - 2005 - #38 - E. Sadler - Primary - NEXTEL Cup Series - 2005 - #19 - J. Mayfield - Primary Kurt Busch to be selected as the default driver. TRACKS: - Indianapolis - Phoenix" Alan
JP 13 Jan 2005 14:58 UTC↳ reply to Alan Le#26818
"Alan Le" <[email hidden]> wrote in message news:PfoFd.10012$[email hidden]...
Quoted text (7 lines)> > Just received this in email > > > > http://www.easports.com/games/nascarsimracing/videos/exclusive.jsp > > Looks like we'll get to try it out pretty soon. From BHM: > > "They will be releasing a demo of the game during the week of the 17th.
The > cars in the demo will represent the 2004 Season artwork, but when the game > releases, we will have a download available in the install that willupdate > with all of the 2005 car art. Game modes will be restricted to Testing and > Race Now. Other modes will be displayed on the MAIN MENU but selectingthem
Quoted text (23 lines)> will induce a popup as below. > > VEHICLE > > - NEXTEL Cup Series - 2005 - #97 - K.Busch - Primary > - NEXTEL Cup Series - 2005 - #48 - J. Johnson - Primary > - NEXTEL Cup Series - 2005 - #24 - J. Gordon - Primary > - NEXTEL Cup Series - 2005 - #6 - M. Martin - Primary > - NEXTEL Cup Series - 2005 - #8 - D. Earnhardt Jr. - Primary > - NEXTEL Cup Series - 2005 - #20 - T. Stewart - Primary > - NEXTEL Cup Series - 2005 - #12 - R. Newman - Primary > - NEXTEL Cup Series - 2005 - #17 - M. Kenseth - Primary > - NEXTEL Cup Series - 2005 - #38 - E. Sadler - Primary > - NEXTEL Cup Series - 2005 - #19 - J. Mayfield - Primary > > Kurt Busch to be selected as the default driver. > > TRACKS: > > - Indianapolis > - Phoenix" > > Alan
First thing to change, is the default driver <g>
Charlie Heath "Don Burnette" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (33 lines)> Jan Verschueren wrote: >> "Phillip Malphrus, Jr" wrote... >>> yeah :) >> >> Nothing wrong with Papy collision code per se, as it was designed for >> and works fairly well in a low ping environment (i.e. LAN >> multiplayer). >> Online was tagged on to GPL at a late stage and, apparently, only >> slightly improved for the NR200x iterations. As pings rise (and you >> turn on more cars in NR200x) the design flaw of having each player >> calculate collisions locally (i.e. clientside) rears its ugly head, >> as the time needed to exchance info between the players leads to ever >> more erroneous values being put into the simulation. This creates the >> infamous and always unexpected online "explosion", even though a >> contact may, at first, appear minor. >> Jan. >> =--- > > > The online collision code was one of my main gripes - it especially got > worse after the new physics model was implemented, and deteriorated from > that point on. There was one fella, the guru of this, can't remember his > name off hand - once he left, it went downhill. > > > > -- > Don Burnette > > "When you decide something is impossible to do, try to stay out of the > way of the man that's doing it." > >
"Damien Smith" <[email hidden]> wrote in message news:[email hidden]... > And here's a few more .... '...former Papyrus employees working on the > game....." > > Ummm... could those be the employees that (I'll try not to say his name ala Beetlejuice) TP refers too in the "Blast From The Past" thread from several years ago? quote: "****all three of these individuals were mysteriously no longer working at Papyrus!***" he he, set the way-back machine Sherman!

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