: I would love to hear from others on this...
: GP2 deals with processor overload by slowing the world time down rather than
: dropping frames. That's why things seem like they are in slow motion on first
: turns of races, time really is moving slower. Every other sim I can think of,
: from ICR2/NASCAR to flying sims to mech warrior sims will drop frames rather
: than slow down time.
[snip]
I agree. I don't totally hate it, but I does add a kinda arcadish touch
to the sim. However, I don't like how Papyrus has handled their sims
when it comes to the first corner either. Instead of the simulated
world time slowing down, the AI's brains go into slow motion. I'm
running along and all of a sudden the cars ahead of me are going
half-speed. It's not a gradually "braking" affect. It also seems that
the AI have memory gaps. I guess the cpu is overtaxed and can't keep
the AI's memory cups full.
Dropping frames can be hazardous too. As the frame rate drops any
driving correction is multiplied by the frame drop rate. I guess until
we all get multi-cpu machines with full blown 3D video cards, we will
have to live with the limitations.
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
I would love to hear from others on this...
GP2 deals with processor overload by slowing the world time down rather than
dropping frames. That's why things seem like they are in slow motion on first
turns of races, time really is moving slower. Every other sim I can think of,
from ICR2/NASCAR to flying sims to mech warrior sims will drop frames rather
than slow down time.
To me, if you cannot rely on the world time being constant, you cannot rely on
what you see to pick up time/distance cues. Having the world time change as you
approach a hairpin corner is as much a problem as having the distances changing
in real time. Imagine trying to drive into a corner while the track was
changing shape! But if time/distance cues are how we drive a sim, having the
world time change is just the same thing.
This says to me that GP2 is is a Twilight Zone sim and not a racing sim if time
can slow down and speed up. And that happens very easily with GP2, no matter
what the graphics are set to, whenever there are several cars close.
Is this a problem for others as well as me? I would love to know.
Bill aka BillyJoe on Hawaii
--------------------------------------------------------------
Centrimedia web development
http://www.centrimedia.com/
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Quoted text (27 lines)
> I would love to hear from others on this... > GP2 deals with processor overload by slowing the world time down rather than > dropping frames. That's why things seem like they are in slow motion on first > turns of races, time really is moving slower. Every other sim I can think of, > from ICR2/NASCAR to flying sims to mech warrior sims will drop frames rather > than slow down time. > To me, if you cannot rely on the world time being constant, you cannot rely on > what you see to pick up time/distance cues. Having the world time change as you > approach a hairpin corner is as much a problem as having the distances changing > in real time. Imagine trying to drive into a corner while the track was > changing shape! But if time/distance cues are how we drive a sim, having the > world time change is just the same thing. > This says to me that GP2 is is a Twilight Zone sim and not a racing sim if time > can slow down and speed up. And that happens very easily with GP2, no matter > what the graphics are set to, whenever there are several cars close. > Is this a problem for others as well as me? I would love to know. > Bill aka BillyJoe on Hawaii > -------------------------------------------------------------- > Centrimedia web development > http://www.centrimedia.com/ > --------------------------------------------------------------Quoted text (20 lines)
> I would love to hear from others on this... > GP2 deals with processor overload by slowing the world time down rather than > dropping frames. That's why things seem like they are in slow motion on first > turns of races, time really is moving slower. Every other sim I can think of, > from ICR2/NASCAR to flying sims to mech warrior sims will drop frames rather > than slow down time. > To me, if you cannot rely on the world time being constant, you cannot rely on > what you see to pick up time/distance cues. Having the world time change as you > approach a hairpin corner is as much a problem as having the distances changing > in real time. Imagine trying to drive into a corner while the track was > changing shape! But if time/distance cues are how we drive a sim, having the > world time change is just the same thing. > This says to me that GP2 is is a Twilight Zone sim and not a racing sim if time > can slow down and speed up. And that happens very easily with GP2, no matter > what the graphics are set to, whenever there are several cars close. > Bill...and when will that day be coming? ;) I want to mark it in my wish
list calendar of PC upgrades/purchases! (currently Xmas '96) :)
Kyle
I even believe some guy called Einstein said that time goes SLOWER when you
yourself move FASTER.
Is the conclusion that it doesn't really matter how fast you drive?
?!x%?!
(confused people please consult your psychiatrist)
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The most civilized civilizations are as close to barba-
rism as polished iron is to rust.
Rivarol
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Quoted text (9 lines)
> I would love to hear from others on this... > GP2 deals with processor overload by slowing the world time down rather than > dropping frames. That's why things seem like they are in slow motion on first > turns of races, time really is moving slower. >SNIP>>>> Is this a problem for others as well as me? I would love to know. > Bill aka BillyJoe on Hawaii >Bill,Well you have some good points. But I think that this is an
interesting approach to the issue of framerate vs graphics. Those that
dont care too much about absolute authenticity can play it with all
the graphic options on and see a real pretty sim while the action goes
on slow enough that they can react to it. Those that that kind of
thing bothers can just adjust the desired framerate down 2-3 frames
below the estimated and lower the graphic options down and enjoy the
sim at speed. I know the sim absolutely ROCKS on my 166 but then again
I dont have textures on BANKS, VERGES, SKY but who needs them Im
driving a F1 car not sightseeing.
Pierre PAPA DOC Legrand
Quoted text (11 lines)
> > I would love to hear from others on this... > > GP2 deals with processor overload by slowing the world time down rather than > > dropping frames. That's why things seem like they are in slow motion on first > > turns of races, time really is moving slower. Every other sim I can think of, > > from ICR2/NASCAR to flying sims to mech warrior sims will drop frames rather > > than slow down time. > Yeah!...I agree > One thing we cannot do in GP2 is cut out the background while still > having the foreground to what aver level we need.That would have helped > the frame rate...Quoted text (14 lines)
>I would love to hear from others on this... >GP2 deals with processor overload by slowing the world time down rather than >dropping frames. That's why things seem like they are in slow motion on first >turns of races, time really is moving slower. Every other sim I can think of, >from ICR2/NASCAR to flying sims to mech warrior sims will drop frames rather >than slow down time. >To me, if you cannot rely on the world time being constant, you cannot rely on >what you see to pick up time/distance cues. Having the world time change as you >approach a hairpin corner is as much a problem as having the distances changing >in real time. Imagine trying to drive into a corner while the track was >changing shape! But if time/distance cues are how we drive a sim, having the >world time change is just the same thing.Actually, I don't really mind the time slow down that occurs
when the processor occupancy goes over 100%. If the CPU can't
handle it, then there's nothing you can do... by adjusting your
frame rate you can decide if you prefer to slow down real-time
or have a lower frame rate.
But what I don't like is the fact that the game doesn't make
full use of the CPU when the processor occupancy goes below 100%.
Think of all those wasted clock cycles... The way it is now, you
can adjust your worst-case but at the expense of your best-case!
However, I think I understand why it has been coded that way. If
you think about it, the sim-time difference between each frame
is always constant (1/FPS second), no matter how long it takes
to create and display the frame in real-time. I'm sure this
probably simplified a lot the coding...
i.e. 20 FPS -> 1 frame = 0.05 s
1) reset real-time timer
2) increase sim-time by 0.05 s
3) calculate frame
4) display frame
5) if real-time timer < 0.05 s then
wait until timer reaches 0.05 s
goto 1
else
goto 1
endif
Patrick
: >Think of like this:-
: >reducing frame rate:- you might miss your braking point because you skipp right passed it in
: >betweenn frames (you can be travling at arround 200mph).
: >slowing the game down:- no frames skipped, so you won't miss your braking point.
: Ah, but you might (as I have done) misjudge your actual speed and not
: brake enough. When it seems like you're moving 30 mph slower, there's
: that much less braking that you think you'll need.
Good fast racing is a rhythm thing. One gets the rhythm down and one
does well. I develope a feel for when/how long/how hard/ to brake, when
to shift, when/how fast/how hard/ to accelerate.
S-L-O-O-O-O-W-W-W-W-W'ing down the race world creates havoc on my
rhythm. I brake too early, brake too hard, over accelerate and generally
blow it. Steering isn't too bad though. I'm sorry, but it just doesn't
cut the mustard, however it certainly does cut-the-cheese :-)
--
**************************** Michael E. Carver *************************
Upside out, or inside down...False alarm the only game in town.
=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<[ /./. [- < ]>=-=-=-=-=-=-=-=-=-=-=-=-=-=
>Think of like this:-
>reducing frame rate:- you might miss your braking point because you skipp right passed it in
>betweenn frames (you can be travling at arround 200mph).
>slowing the game down:- no frames skipped, so you won't miss your braking point.
Ah, but you might (as I have done) misjudge your actual speed and not
brake enough. When it seems like you're moving 30 mph slower, there's
that much less braking that you think you'll need.
--
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