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What's left to sim?

41 posts by 24 people · 21 Nov 2004 01:22 UTC - 06 Dec 2004 00:21 UTC

What is left to improve in racing sims?

John DiFool asked what aspects of sims still needed improvement. Suggestions included tyre models, aerodynamics and drafting, multiplayer prediction, damage, dual-rate shocks, better force feedback and wheels, head-mounted displays and open standards for content. A side discussion clarified that physics update rates are independent of frame rate, and Greg Campbell noted Kaemmer's First Racing was rumoured to be working on a Champ Car sim.

physics/realism debatecommunity/meta

Automated summary.

John DiFool 21 Nov 2004 01:22 UTC#28810
I mean issues like tires, drafting, variable weather, better FF and AI, etc., and not new types of cars or series necessarily. In other words what kinds of stuff still bears to be improved upon (or even invented), and what has been pretty much optimized? What will we see 5-10 years down the road? [Pun kind of intended...] When I watch a NASCAR telecast I get the impression that a lot more is going on than there is in either of our NASCAR titles, as teams feverishly try to tweak the car back to optimum during a race. [Not that you'll get a lot of this technical info from the announcers, just a bunch of stuff like "Gordon is tight in the middle of the turn, loose on exit"...]. John DiFool
"John DiFool" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (7 lines)> I mean issues like tires, drafting, variable weather, > better FF and AI, etc., and not new types of cars or > series necessarily. In other words what kinds of stuff > still bears to be improved upon (or even invented), > and what has been pretty much optimized? What will > we see 5-10 years down the road? [Pun kind of > intended...]
Rubber behaves in a very complex way, and with temps (ambient, surface & tyre), surface type & so on so varied from one race format & track to another there's probably quite a bit of mileage left in the perfect tyre model. Most if the rest of a car (at least a racing car with rose joints) is pretty straightforward mathematically speaking so there probably isn't much that can be improved, just tweaks for things like chassis flex etc. The main improvement I can see coming over the next few years is the damage model, both from mechanical abuse (do a donut & pop a driveshaft etc) and panel/body damage. There's an awful lot of variables here too & I'd like to see a move away from look-up tables to modelled wear & damage, a bit like Viper Racing's ace body damage but taking into account the varying strengths of different parts of the car. Other than that it's just a matter of simulating different racing formats but the problem there is what sells gets made ;-) Malc.
John DiFool <[email hidden]> wrote in news:[email hidden]:
Quoted text (18 lines)> I mean issues like tires, drafting, variable weather, > better FF and AI, etc., and not new types of cars or > series necessarily. In other words what kinds of stuff > still bears to be improved upon (or even invented), > and what has been pretty much optimized? What will > we see 5-10 years down the road? [Pun kind of > intended...] > > When I watch a NASCAR telecast I get the impression > that a lot more is going on than there is in either of our > NASCAR titles, as teams feverishly try to tweak the car > back to optimum during a race. [Not that you'll get a > lot of this technical info from the announcers, just a > bunch of stuff like "Gordon is tight in the middle of the > turn, loose on exit"...]. > > John DiFool >
(this is a topic I've covered about once a year for the last 4 or5 years) An online pitcrew sim. 7 or 8 guys sit around and do nothing for 30 minutes, then they all jump over the wall, change the tires and jump back over the wall. One player, the crewchief, makes the calls for tire pressure, wedge adjustment etc. A Doom3 engine or Halflife would make an excellant base for such a sim. You could even meld in a real racing sim, so that the driver needs to recruit the country's best online pitcrew. Crews could be like hired professionals, pitting for drivers in various leagues all over the world. you'd need voice comms, you'd need telemetry, you'd need a way to interact with the racing sim itself...sheesh...a couple of weeks coding right??? dave henrie ps...due to the limitations F1 always puts on multiplayer, you could have a bigger crew..but they could only hotseat compete against another team at the same site. dh
John DiFool wrote:
Quoted text (7 lines)> I mean issues like tires, drafting, variable weather, > better FF and AI, etc., and not new types of cars or > series necessarily. In other words what kinds of stuff > still bears to be improved upon (or even invented), > and what has been pretty much optimized? What will > we see 5-10 years down the road? [Pun kind of > intended...]
Here are a few that jump to mind. How about non-linear client vehicle prediction for multiplayer racing. AFAIK, every multiplayer sim out there defines client car paths as a series of short straight lines. This stepped car paths leads to warp collisions and whatnot. Papy has yet to give us dual rate shocks. Voice recognition and intelligent pit crew answers. You ask the computer, "Has Eldred pitted yet?" The team boss replies "no." Dynamic marbles, oil, and other junk on road surface. -Greg
Greg Campbell <[email hidden]> wrote in news:UBXnd.116316$bk1.73598 @fed1read05: > > Dynamic marbles, oil, and other junk on road surface. > > -Greg > don't they already have corvettes? <teeehheeee> dave henrie
Better FF.. better wheels. Wheels that turn in a 1:1 ratio that the car's wheel would turn.. and be totally linear. Mike http://mikebeauchamp.com "John DiFool" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (18 lines)>I mean issues like tires, drafting, variable weather, > better FF and AI, etc., and not new types of cars or > series necessarily. In other words what kinds of stuff > still bears to be improved upon (or even invented), > and what has been pretty much optimized? What will > we see 5-10 years down the road? [Pun kind of > intended...] > > When I watch a NASCAR telecast I get the impression > that a lot more is going on than there is in either of our > NASCAR titles, as teams feverishly try to tweak the car > back to optimum during a race. [Not that you'll get a > lot of this technical info from the announcers, just a > bunch of stuff like "Gordon is tight in the middle of the > turn, loose on exit"...]. > > John DiFool >
In article <[email hidden]>, [email hidden] (John DiFool) wrote: > what kinds of stuff > still bears to be improved upon As well as tyre behaviour, I'm sure there's still a *lot* of work to be done and CPU cycles to be absorbed on advanced aerodynamics, particularly in complex situations like drafting. However it may be that we're increasingly close to the point where additional simulation can't translate well through our limited interface to the computer. The law of diminishing returns may have kicked in for sim developers... why bother putting in the extra programming & debugging hours when most folk probably won't notice or feel the difference? Actually for me that started with GPL. It's not perfect, as we all know, but I can still imagine having it on my HD in 20 years' time. Whether I'll be able to find it among the 24 squillion terrabytes of other accumulated detritus is a different matter. Still, I hope developers keep trying to push the boundaries. Sometimes you don't know a threshold is there until someone crosses it. Andrew McP
Quoted text (8 lines)>"John DiFool" <[email hidden]> wrote >I mean issues like tires, drafting, variable weather, > better FF and AI, etc., and not new types of cars or > series necessarily. In other words what kinds of stuff > still bears to be improved upon (or even invented), > and what has been pretty much optimized? What will > we see 5-10 years down the road? [Pun kind of > intended...]
The whole simracing world is slowly closing the gap between their physics and graphical engine. The transition is long, and it'll take a while. Around 10 years (makes sense). Someday everything on screen, will be a real entity and not be a bunch of polygons together, with a hidden set of parameters for the physics engine to take in consideration. The oil a car will let on the track, will run down it if it's banked. A fence will be a fence, not just a transparent polygon with a texture on it. It'll be deformable. Same goes for any part of a car. They will become more and more complex. The only thing I hate of the whole thing, is the lack of cooperation, or open-standardness between companies. Heck, FIVE years ago a company like Motorsims created the most incredible tracks I've ever seen. Not even today companies have devoted that much attention to them. All that work is wasted. Developpers spend TONS of money recreated existing tracks. How many fucking version of Laguna exist? Now if Laguna Seca would create their own perfect model and sell it to companies, it would always be perfect. Or perhaps a company that would sell track information to other developpers. -- -- Fran�ois M�nard <ymenard> -- This announcement is brought to you by the Shimago-Dominguez Corporation - helping America into the New World...
>"Andrew MacPherson" <[email hidden]> wrote > However it may be that we're increasingly close to the point where > additional simulation can't translate well through our limited interface > to the computer. The law of diminishing returns may have kicked in for > sim developers... why bother putting in the extra programming & debugging > hours when most folk probably won't notice or feel the difference? That's where open-sourced stuff or a large SDK-type tool would give you the advantage. Weight in the millions of hours in development, why do ALL companies waste their time redoing what others have already done... Really it's crazy the work they waste modeling tracks and cars when a set of standards would make it possible to seriously advance the simulation in other aspects while still offering the same level of quality in the final product. In other domains, they never do that. Movie directors don't have to re-invent the camera each time they make a movie. Same for about every other form of entertainment. -- -- Fran�ois M�nard <ymenard> -- This announcement is brought to you by the Shimago-Dominguez Corporation - helping America into the New World...
Papy...gone. "Greg Campbell" <[email hidden]> wrote in message news:UBXnd.116316$bk1.73598@fed1read05...
Quoted text (27 lines)> John DiFool wrote: > > > I mean issues like tires, drafting, variable weather, > > better FF and AI, etc., and not new types of cars or > > series necessarily. In other words what kinds of stuff > > still bears to be improved upon (or even invented), > > and what has been pretty much optimized? What will > > we see 5-10 years down the road? [Pun kind of > > intended...] > > > Here are a few that jump to mind. > > How about non-linear client vehicle prediction for multiplayer racing. > AFAIK, every multiplayer sim out there defines client car paths as a > series of short straight lines. This stepped car paths leads to warp > collisions and whatnot. > > Papy has yet to give us dual rate shocks. > > Voice recognition and intelligent pit crew answers. > You ask the computer, "Has Eldred pitted yet?" > The team boss replies "no." > > Dynamic marbles, oil, and other junk on road surface. > > -Greg
Bernie Ecclestone? "John DiFool" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (18 lines)> I mean issues like tires, drafting, variable weather, > better FF and AI, etc., and not new types of cars or > series necessarily. In other words what kinds of stuff > still bears to be improved upon (or even invented), > and what has been pretty much optimized? What will > we see 5-10 years down the road? [Pun kind of > intended...] > > When I watch a NASCAR telecast I get the impression > that a lot more is going on than there is in either of our > NASCAR titles, as teams feverishly try to tweak the car > back to optimum during a race. [Not that you'll get a > lot of this technical info from the announcers, just a > bunch of stuff like "Gordon is tight in the middle of the > turn, loose on exit"...]. > > John DiFool >
PS2/Logitech already has that: 2-1/2 turns lock-to-lock. "Mike Beauchamp" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (30 lines)> Better FF.. better wheels. > Wheels that turn in a 1:1 ratio that the car's wheel would turn.. and be > totally linear. > > Mike > http://mikebeauchamp.com > > > "John DiFool" <[email hidden]> wrote in message > news:[email hidden]... > >I mean issues like tires, drafting, variable weather, > > better FF and AI, etc., and not new types of cars or > > series necessarily. In other words what kinds of stuff > > still bears to be improved upon (or even invented), > > and what has been pretty much optimized? What will > > we see 5-10 years down the road? [Pun kind of > > intended...] > > > > When I watch a NASCAR telecast I get the impression > > that a lot more is going on than there is in either of our > > NASCAR titles, as teams feverishly try to tweak the car > > back to optimum during a race. [Not that you'll get a > > lot of this technical info from the announcers, just a > > bunch of stuff like "Gordon is tight in the middle of the > > turn, loose on exit"...]. > > > > John DiFool > > > >
Not that it's to do with the guts of sims themselves, but the next big step for me will be when you have a headset like the Track-IR but the headset will have 3D sound in the ears and a pair of small monitors over each eye - now that will be total immersion for all computer games! :) The peripheral vision problem will be a thing of the past! "John DiFool" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (18 lines)> I mean issues like tires, drafting, variable weather, > better FF and AI, etc., and not new types of cars or > series necessarily. In other words what kinds of stuff > still bears to be improved upon (or even invented), > and what has been pretty much optimized? What will > we see 5-10 years down the road? [Pun kind of > intended...] > > When I watch a NASCAR telecast I get the impression > that a lot more is going on than there is in either of our > NASCAR titles, as teams feverishly try to tweak the car > back to optimum during a race. [Not that you'll get a > lot of this technical info from the announcers, just a > bunch of stuff like "Gordon is tight in the middle of the > turn, loose on exit"...]. > > John DiFool >
JP 21 Nov 2004 14:48 UTC↳ reply to John DiFool#28826
John DiFool <[email hidden]> wrote in message news:[email hidden]...
Quoted text (17 lines)> I mean issues like tires, drafting, variable weather, > better FF and AI, etc., and not new types of cars or > series necessarily. In other words what kinds of stuff > still bears to be improved upon (or even invented), > and what has been pretty much optimized? What will > we see 5-10 years down the road? [Pun kind of > intended...] > > When I watch a NASCAR telecast I get the impression > that a lot more is going on than there is in either of our > NASCAR titles, as teams feverishly try to tweak the car > back to optimum during a race. [Not that you'll get a > lot of this technical info from the announcers, just a > bunch of stuff like "Gordon is tight in the middle of the > turn, loose on exit"...]. > > John DiFool
Lots of good new ideas posted by others. Stuff that still bears to be improved (especially since some of it has taken steps backwards). Better/more accurate track modeling, better online collision/detection code, better damage models, better physics, especially drafting. Of these four, the latter three have decreased in quality over the years, in terms of Nascar sims. >
In article <[email hidden]>, [email hidden] says...
Quoted text (19 lines)> I mean issues like tires, drafting, variable weather, > better FF and AI, etc., and not new types of cars or > series necessarily. In other words what kinds of stuff > still bears to be improved upon (or even invented), > and what has been pretty much optimized? What will > we see 5-10 years down the road? [Pun kind of > intended...] > > When I watch a NASCAR telecast I get the impression > that a lot more is going on than there is in either of our > NASCAR titles, as teams feverishly try to tweak the car > back to optimum during a race. [Not that you'll get a > lot of this technical info from the announcers, just a > bunch of stuff like "Gordon is tight in the middle of the > turn, loose on exit"...]. > > John DiFool > >
That watchamacallit to do with being able to emulate the bumps on the road. Yeah, I forget the name and I'm pressed for time to look it up. <BG> Unfortunately, we'll need sims that run at 1000fps I'd guess. :) -- Pete Ives Remove All_stRESS before sending me an email
I've always wondered: if you adjust your seat in GTR, does it change the center of gravity of the car / driver combination? cheers, uwe -- mail replies to Uwe at schuerkamp dot de ( yahoo address is spambox) Uwe Schuerkamp //////////////////////////// http://www.schuerkamp.de/ Herford, Germany \\\\\\\\\\\\\\\\\\\\\\\\\\ (52.0N/8.5E) GPG Fingerprint: 2E 13 20 22 9A 3F 63 7F 67 6F E9 B1 A8 36 A4 61
Uwe =?iso-8859-15?Q?Sch=FCrkamp?= <[email hidden]> wrote in news:[email hidden]:
Quoted text (7 lines)> I've always wondered: if you adjust your seat in GTR, does it change > the center of gravity of the car / driver combination? > > cheers, > > uwe >
I think the cg is defined in their hidden .hdv files. The point of view is merely a convieance for a driver's paticular taste. When I drive coupes like those in GTR, I tend to raise the viewpoint up so I can see the top edges of the fenders, and thus the apex of a corner. I usually move it back some too, as I prefer to see all of the mirrors. In an open LeMans prototype, I generally stick to the default setting, being 'canyoned' down low between the front tires, gives me great immersion. dave henrie
Uwe Sch�rkamp <[email hidden]> wrote in message news:[email hidden]...
Quoted text (14 lines)> > I've always wondered: if you adjust your seat in GTR, does it change > the center of gravity of the car / driver combination? > > cheers, > > uwe > > > -- > mail replies to Uwe at schuerkamp dot de ( yahoo address is spambox) > Uwe Schuerkamp //////////////////////////// http://www.schuerkamp.de/ > Herford, Germany \\\\\\\\\\\\\\\\\\\\\\\\\\ (52.0N/8.5E) > GPG Fingerprint: 2E 13 20 22 9A 3F 63 7F 67 6F E9 B1 A8 36 A4 61
Visual affect only would be my guess.
"JP" <[email hidden]> wrote in message news:iW1od.187$[email hidden]...
Quoted text (8 lines)> > John DiFool <[email hidden]> wrote in message > news:[email hidden]... >> Lots of good new ideas posted by others. Stuff that still bears to be > improved (especially since some of it has taken steps backwards). > Better/more accurate track modeling, better online collision/detection > code, better damage models, better physics, especially drafting. > Of these four, the latter three have decreased in quality over the
years, > in terms of Nascar sims. I think rFactor will improve a lot on those four. Here's a quote from today from a from a post at RSC that I thought sounded kind of interesting regarding aero modeling. Another thing I just discovered is how the airflow vibration is reduced when drafting and seems to increase above normal when I pulled out to pass the draftee - really great effect." Not a big deal I guess, but it's something I've never seen before. David G Fisher
On Sun, 21 Nov 2004 15:10:48 -0000, Peter <[email hidden]> wrote: >That watchamacallit to do with being able to emulate the bumps on the >road. Yeah, I forget the name and I'm pressed for time to look it up. ><BG> Unfortunately, we'll need sims that run at 1000fps I'd guess. :) High frequency bumps? BTW, the fps don't matter when you're talking physics... Cheers! Remco
>"Remco Moedt" <[email hidden]> wrote > High frequency bumps? BTW, the fps don't matter when you're talking > physics... fysics per seconds <g> -- -- Fran�ois M�nard <ymenard> -- This announcement is brought to you by the Shimago-Dominguez Corporation - helping America into the New World...
"David G Fisher" <[email hidden]> wrote
Quoted text (11 lines)> "JP" <[email hidden]> wrote >> John DiFool <[email hidden]> wrote >>> Lots of good new ideas posted by others. Stuff that still bears to be >> improved (especially since some of it has taken steps backwards). >> Better/more accurate track modeling, better online collision/detection >> code, better damage models, better physics, especially drafting. >> Of these four, the latter three have decreased in quality over the > years, >> in terms of Nascar sims. > > I think rFactor will improve a lot on those four.
Hmmm, tracks can't be "improved" over REAL sims when they are fantasy tracks. They can't even match up to Motorsims' tracks back 5 years ago or what Papy does in terms of polygonal smoothness anyway. And considering it's semi-serious nature (similar to LFS), the physics are bound to be degraded. -- -- Fran�ois M�nard <ymenard> -- This announcement is brought to you by the Shimago-Dominguez Corporation - helping America into the New World...
David G Fisher <[email hidden]> wrote in message news:[email hidden]...
Quoted text (7 lines)> > "JP" <[email hidden]> wrote in message > news:iW1od.187$[email hidden]... > > > > John DiFool <[email hidden]> wrote in message > > news:[email hidden]... > >> Lots of good new ideas posted by others. Stuff that still bears to
be
Quoted text (8 lines)> > improved (especially since some of it has taken steps backwards). > > Better/more accurate track modeling, better online collision/detection > > code, better damage models, better physics, especially drafting. > > Of these four, the latter three have decreased in quality over the > years, > > in terms of Nascar sims. > > I think rFactor will improve a lot on those four. Here's a quote from
today > from a from a post at RSC that I thought sounded kind of interesting > regarding aero modeling. > > Another thing I just discovered is how the airflow vibration is reducedwhen > drafting and seems to increase above normal when I pulled out to pass the > draftee - really great effect." > > Not a big deal I guess, but it's something I've never seen before. > > David G Fisher Interesting info., thanks. > >
When will sim go from polygons/surface to solid modling? Probably when we all going to be able to buy a home PC not running copper cpu. EL "ymenard" <[email hidden]> wrote in message news:HMZnd.10$[email hidden]...
Quoted text (14 lines)> >"John DiFool" <[email hidden]> wrote > >I mean issues like tires, drafting, variable weather, > > better FF and AI, etc., and not new types of cars or > > series necessarily. In other words what kinds of stuff > > still bears to be improved upon (or even invented), > > and what has been pretty much optimized? What will > > we see 5-10 years down the road? [Pun kind of > > intended...] > > > > The whole simracing world is slowly closing the gap between their physics > and graphical engine. The transition is long, and it'll take a while. > Around 10 years (makes sense). Someday everything on screen, will be a
real > entity and not be a bunch of polygons together, with a hidden set of > parameters for the physics engine to take in consideration. > > The oil a car will let on the track, will run down it if it's banked. A > fence will be a fence, not just a transparent polygon with a texture onit.
Quoted text (7 lines)> It'll be deformable. Same goes for any part of a car. They will become > more and more complex. > > > The only thing I hate of the whole thing, is the lack of cooperation, or > open-standardness between companies. Heck, FIVE years ago a company like > Motorsims created the most incredible tracks I've ever seen. Not even
today > companies have devoted that much attention to them. All that work is > wasted. Developpers spend TONS of money recreated existing tracks. How > many fucking version of Laguna exist? Now if Laguna Seca would createtheir > own perfect model and sell it to companies, it would always be perfect.Or
Quoted text (12 lines)> perhaps a company that would sell track information to other developpers. > > > > > > -- > -- Fran�ois M�nard <ymenard> > -- This announcement is brought to you by the Shimago-Dominguez > Corporation - helping America into the New World... > >
Byron Forbes wrote: > > Not that it's to do with the guts of sims themselves, but the next big > step for me will be when you have a headset like the Track-IR but the > headset will have 3D sound in the ears and a pair of small monitors over > each eye - now that will be total immersion for all computer games! :) The > peripheral vision problem will be a thing of the past! I'd love to see it, but I wonder if anyone's dealt with the depth of field (visual focus) issues yet, or if they can be dealt with... Charlie
"ymenard" <[email hidden]> wrote in message news:<sH8od.4623$[email hidden]>...
Quoted text (8 lines)> "David G Fisher" <[email hidden]> wrote > > I think rFactor will improve a lot on those four. > > Hmmm, tracks can't be "improved" over REAL sims when they are fantasy > tracks. They can't even match up to Motorsims' tracks back 5 years ago or > what Papy does in terms of polygonal smoothness anyway. And considering > it's semi-serious nature (similar to LFS), the physics are bound to be > degraded.
Hmmm, not sure I follow here, Frank. What is it about rFactor's fantasy test track that makes you think the potential for quality recreations of real facilities is in doubt? In terms of PC sims, the graphics, IMNSHO, are a marked step up from anything else I've seen. Certainly makes the Papy efforts look almost 2 years out of date... Dynamic time-of-day effects are stunning and really add to the immersion factor. Far better than, say, Papy's perma-dusk "night" races. I would also ask where you get the idea that this is "semi-serious"? Papy had a fantastic run of form and were for their day unbeatable. Nothing felt as convincing to drive for me. Until now. RBR and rFactor give me the sort of grin I haven't experienced since GPL first came out all those years ago... The king is dead, etc.
"Steve Smith" <[email hidden]> wrote in message news:vP0od.3447$[email hidden]... > Bernie Ecclestone? > Too easy - just a random answer generator! :)
Quoted text (22 lines)> "John DiFool" <[email hidden]> wrote in message > news:[email hidden]... > > I mean issues like tires, drafting, variable weather, > > better FF and AI, etc., and not new types of cars or > > series necessarily. In other words what kinds of stuff > > still bears to be improved upon (or even invented), > > and what has been pretty much optimized? What will > > we see 5-10 years down the road? [Pun kind of > > intended...] > > > > When I watch a NASCAR telecast I get the impression > > that a lot more is going on than there is in either of our > > NASCAR titles, as teams feverishly try to tweak the car > > back to optimum during a race. [Not that you'll get a > > lot of this technical info from the announcers, just a > > bunch of stuff like "Gordon is tight in the middle of the > > turn, loose on exit"...]. > > > > John DiFool > > > >
"Charlie" <[email hidden]> wrote in message news:[email hidden]... > Byron Forbes wrote: > > > > Not that it's to do with the guts of sims themselves, but the nextbig > > step for me will be when you have a headset like the Track-IR but the > > headset will have 3D sound in the ears and a pair of small monitors over > > each eye - now that will be total immersion for all computer games! :)The > > peripheral vision problem will be a thing of the past! > > I'd love to see it, but I wonder if anyone's dealt with the depth of > field (visual focus) issues yet, or if they can be dealt with... > > Charlie 'corse they can!
In article <[email hidden]>, [email hidden] says...
Quoted text (14 lines)> On Sun, 21 Nov 2004 15:10:48 -0000, Peter > <[email hidden]> wrote: > >That watchamacallit to do with being able to emulate the bumps on the > >road. Yeah, I forget the name and I'm pressed for time to look it up. > ><BG> Unfortunately, we'll need sims that run at 1000fps I'd guess. :) > > High frequency bumps? BTW, the fps don't matter when you're talking > physics... > > Cheers! > > Remco > >
Eh? Are you saying that simulating high frequency bumps is nothing to do with physics? They certainly would be in my world coz they're going to affect how the car behaves. And I thought hfb could not be reproduced in an effective enough way because, in the time it takes to jump from 1 frame to the next, the car would have travelled too far along the track in order to allow for hfb's to be simulated correctly. Hence more fps required. -- Pete Ives Remove All_stRESS before sending me an email
Quoted text (7 lines)> Eh? Are you saying that simulating high frequency bumps is nothing to > do with physics? They certainly would be in my world coz they're going > to affect how the car behaves. And I thought hfb could not be reproduced > in an effective enough way because, in the time it takes to jump from 1 > frame to the next, the car would have travelled too far along the track > in order to allow for hfb's to be simulated correctly. Hence more fps > required.
FPS has nothing to do with the physics. There's lots of examples of sims that have a physics engine which updates independantly of the frame rate. I believe the ISI engine games update the physics at up to 400 times per second.
alexti 23 Nov 2004 03:29 UTC↳ reply to Peter#28849
Peter <[email hidden]> wrote in news:[email hidden]:
Quoted text (24 lines)> In article <[email hidden]>, > [email hidden] says... >> On Sun, 21 Nov 2004 15:10:48 -0000, Peter >> <[email hidden]> wrote: >> >That watchamacallit to do with being able to emulate the bumps on the >> >road. Yeah, I forget the name and I'm pressed for time to look it >> >up. <BG> Unfortunately, we'll need sims that run at 1000fps I'd >> >guess. :) >> >> High frequency bumps? BTW, the fps don't matter when you're talking >> physics... >> >> Cheers! >> >> Remco >> >> > Eh? Are you saying that simulating high frequency bumps is nothing to > do with physics? They certainly would be in my world coz they're going > to affect how the car behaves. And I thought hfb could not be > reproduced in an effective enough way because, in the time it takes to > jump from 1 frame to the next, the car would have travelled too far > along the track in order to allow for hfb's to be simulated correctly. > Hence more fps required.
He said that simulating HFB has nothing to do with fps. FPS reflects how often the image is drawn on the screen. When the time to draw the next frame arrives, renderer takes the current state from the physics engine (which may either operate on higher frequency or use continuous model, or combination of both). Alex.
>"Mark" <[email hidden]> wrote > Hmmm, not sure I follow here, Frank. What is it about rFactor's > fantasy test track that makes you think the potential for quality > recreations of real facilities is in doubt? I just think it's much more easy to create a fantasy track in terms of # of details than to recreate meticulously a real track. You spent lots less time with data gathering compared to the track designing, so your efforts can be moved towards more 3d modeling and 2d artistery. Like time-of-day dynamics like you told. But heck like I told lots of times, 5 years ago with Motorsims you had complete facilities modeling highly detailed by some companies. Those tracks had everything, on *and* off the track. Road access, parkings, you name it, it was there. By today's standards the 2d renderings aren't up to par but still... > Far better than, say, Papy's perma-dusk "night" races. Hey they at least gave us a rainbow from time to time at Dover <g> -- -- Fran�ois M�nard <ymenard> -- This announcement is brought to you by the Shimago-Dominguez Corporation - helping America into the New World...
>"Steve Simpson" <[email hidden]> wrote > FPS has nothing to do with the physics. pssst, don't tell that to Geoff Crammond ;-P Btw, what's happened with him? I guess he's gone back living on his island with all the ca$h he made cowing a 15 year old game engine. -- -- Fran�ois M�nard <ymenard> -- This announcement is brought to you by the Shimago-Dominguez Corporation - helping America into the New World...
Peter 23 Nov 2004 12:27 UTC↳ reply to alexti#28859
In article <[email hidden]>, [email hidden] says...
Quoted text (36 lines)> Peter <[email hidden]> wrote in > news:[email hidden]: > > > In article <[email hidden]>, > > [email hidden] says... > >> On Sun, 21 Nov 2004 15:10:48 -0000, Peter > >> <[email hidden]> wrote: > >> >That watchamacallit to do with being able to emulate the bumps on the > >> >road. Yeah, I forget the name and I'm pressed for time to look it > >> >up. <BG> Unfortunately, we'll need sims that run at 1000fps I'd > >> >guess. :) > >> > >> High frequency bumps? BTW, the fps don't matter when you're talking > >> physics... > >> > >> Cheers! > >> > >> Remco > >> > >> > > Eh? Are you saying that simulating high frequency bumps is nothing to > > do with physics? They certainly would be in my world coz they're going > > to affect how the car behaves. And I thought hfb could not be > > reproduced in an effective enough way because, in the time it takes to > > jump from 1 frame to the next, the car would have travelled too far > > along the track in order to allow for hfb's to be simulated correctly. > > Hence more fps required. > > He said that simulating HFB has nothing to do with fps. FPS reflects how > often the image is drawn on the screen. When the time to draw the next > frame arrives, renderer takes the current state from the physics engine > (which may either operate on higher frequency or use continuous model, or > combination of both). > > Alex. >
Cheers to those who put me straight. So are HFB's being simulated in some sims? I remembered an old discussion here on ras which, after some google groups research, may have been to do with GPL and some time ago, that said that pc's weren't fast enough to simulate them. Has that changed now? -- Pete Ives Remove All_stRESS before sending me an email
"Peter" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (8 lines)> In article <[email hidden]>, > Cheers to those who put me straight. So are HFB's being simulated in > some sims? I remembered an old discussion here on ras which, after some > google groups research, may have been to do with GPL and some time ago, > that said that pc's weren't fast enough to simulate them. Has that > changed now? > --
Yes, in numerous sims. But for just one (easy to paste) example, here's the basic track variable stanza from the terrain.ini file in ISI's latest, rFactor (though similar lines are in its predecessors as well). Note there are high-frequency bump length and amplitude values for three different road surface types. [TRACKVARS] RoadDryGrip=1.00 RoadWetGrip=0.80 RoadmetalGrip=0.80 RoadDustGrip=0.90 RoadBumpAmp=0.010 RoadBumpLen=13.0 RumbleDryGrip=0.95 RumbleWetGrip=0.60 RumbleBumpAmp=0.015 RumbleBumpLen=8.0 MiscBumpAmp=0.08 MiscBumpLen=4.0 There are also other stanzas in the file that modify these HF variables as well as add more for washboard bumps, road cracks, cement patches, dusty berms, grass, gravel and rumblestrips. SB
Quoted text (51 lines)>From: Peter [email hidden] >Date: 11/23/2004 6:27 A.M. Central Standard Time >Message-id: <[email hidden]> > >In article <[email hidden]>, >[email hidden] says... >> Peter <[email hidden]> wrote in >> news:[email hidden]: >> >> > In article <[email hidden]>, >> > [email hidden] says... >> >> On Sun, 21 Nov 2004 15:10:48 -0000, Peter >> >> <[email hidden]> wrote: >> >> >That watchamacallit to do with being able to emulate the bumps on the >> >> >road. Yeah, I forget the name and I'm pressed for time to look it >> >> >up. <BG> Unfortunately, we'll need sims that run at 1000fps I'd >> >> >guess. :) >> >> >> >> High frequency bumps? BTW, the fps don't matter when you're talking >> >> physics... >> >> >> >> Cheers! >> >> >> >> Remco >> >> >> >> >> > Eh? Are you saying that simulating high frequency bumps is nothing to >> > do with physics? They certainly would be in my world coz they're going >> > to affect how the car behaves. And I thought hfb could not be >> > reproduced in an effective enough way because, in the time it takes to >> > jump from 1 frame to the next, the car would have travelled too far >> > along the track in order to allow for hfb's to be simulated correctly. >> > Hence more fps required. >> >> He said that simulating HFB has nothing to do with fps. FPS reflects how >> often the image is drawn on the screen. When the time to draw the next >> frame arrives, renderer takes the current state from the physics engine >> (which may either operate on higher frequency or use continuous model, or >> combination of both). >> >> Alex. >> >Cheers to those who put me straight. So are HFB's being simulated in >some sims? I remembered an old discussion here on ras which, after some >google groups research, may have been to do with GPL and some time ago, >that said that pc's weren't fast enough to simulate them. Has that >changed now? >-- >Pete Ives >Remove All_stRESS before sending me an email >
Depends really on what you would define to be high frequency. The frame rate and physics sampling rate are two seperate things. If they weren't time would speed up and slow down right along with the frame rate. What you do is move the car several times between each graphics frame that's drawn. So if you're "physics frequency" is 300Hz, that means in the code you're actually moving the car 300 times per second. I.e., you'd need a frame rate of 300 to see everything the car is actually doing. If your graphics are running at 30 fps, then the car is moving 10 times, then the graphics are drawn, etc.. So when talking about high frequency bumps it's not frame rate dependent at all. Instead, it's about the physics engine sampling frequency (the 300, not the 30). How far can the car go in 1/300th of a second? If there's a bump smaller than that then the car will drive right through it without seeing it. In practice the car will sort of go through a bump that's quite a bit longer than that, I'd think at least 4 times the size. So the smallest bump you'd probably feel consistently at 100mph would be: With: 1/300 = 0.0033333.... * 4 = .01333333... seconds of travel 100mph = 146.67 ft/sec 146.67 ft/sec * 0.0133333... = 1.95 feet And that would be a bit inconsistent too, sort of the limit in a way. I.e., if there was a bump 2 feet long and you drove "through" it at 100mph you would definitely hit it every time, but you'd hit it a little differently on each lap probably. I.e., a wheel would hit the bump 4 times with as you passed, but you might hit the peak on one and not another pass. At 200mph of course you'd be at about 4 feet minimum wavelength then. Seems it's worse than I thought. Granted, if one sat to think about this a bit, this sort of standard limitation could undoubtedly be overcome :-) Todd Wasson Racing Software http://PerformanceSimulations.com http://performancesimulations.com/scnshot4.htm
"Steve Simpson" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (10 lines)> > Eh? Are you saying that simulating high frequency bumps is nothing to > > do with physics? They certainly would be in my world coz they're going > > to affect how the car behaves. And I thought hfb could not be reproduced > > in an effective enough way because, in the time it takes to jump from 1 > > frame to the next, the car would have travelled too far along the track > > in order to allow for hfb's to be simulated correctly. Hence more fps > > required. > > FPS has nothing to do with the physics. There's lots of examples of sims > that have a physics engine which updates independantly of the frame rate.
I > believe the ISI engine games update the physics at up to 400 times per > second. > > Yep. I remember someone from Papy saying how much more accurate the physics engine in GPL was due to the cpu's of the day allowing 2XXhz (two hundred and something) running of the physics engine! :)
"Dave Henrie" <[email hidden]> wrote in message news:[email hidden]... <snip<
Quoted text (18 lines)> (this is a topic I've covered about once a year for the last 4 or5 years) > An online pitcrew sim. 7 or 8 guys sit around and do nothing for 30 > minutes, then they all jump over the wall, change the tires and jump back > over the wall. One player, the crewchief, makes the calls for tire > pressure, wedge adjustment etc. A Doom3 engine or Halflife would make an > excellant base for such a sim. You could even meld in a real racing sim, > so that the driver needs to recruit the country's best online pitcrew. > Crews could be like hired professionals, pitting for drivers in various > leagues all over the world. > you'd need voice comms, you'd need telemetry, you'd need a way to > interact with the racing sim itself...sheesh...a couple of weeks coding > right??? > > dave henrie > ps...due to the limitations F1 always puts on multiplayer, you could have > a bigger crew..but they could only hotseat compete against another team > at the same site. > dh
Oh Yea? But what would happen if one of the crew members git's sent a'packin for the weekend? Where would he watch the race from? City 17?
Damage. -Larry "John DiFool" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (18 lines)> I mean issues like tires, drafting, variable weather, > better FF and AI, etc., and not new types of cars or > series necessarily. In other words what kinds of stuff > still bears to be improved upon (or even invented), > and what has been pretty much optimized? What will > we see 5-10 years down the road? [Pun kind of > intended...] > > When I watch a NASCAR telecast I get the impression > that a lot more is going on than there is in either of our > NASCAR titles, as teams feverishly try to tweak the car > back to optimum during a race. [Not that you'll get a > lot of this technical info from the announcers, just a > bunch of stuff like "Gordon is tight in the middle of the > turn, loose on exit"...]. > > John DiFool >

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