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Rec.Autos.Simulators Archive

Brazil VGA Bug

7 posts by 7 people · 06 Aug 1996 - 10 Aug 1996

Mike Wonha 06 Aug 1996#331918
Hi. Just want to confirm if it's my video setup or the game. I'm running in VGA mode with not much turned on. I've noticed that if you go off the track at the second right hand hairpin in Brazil (it happens to the best of us) as I'm trying to get back on I see a large green polygon floating over the track, with shadow. It goes when I get roughly back on the racing line. Comments? Mike
Quoted text (13 lines)>Hi. >Just want to confirm if it's my video setup or the >game. >I'm running in VGA mode with not much turned on. >I've noticed that if you go off the track at the >second right hand hairpin in Brazil (it happens to >the best of us) as I'm trying to get back on I see >a large green polygon floating over the track, with >shadow. It goes when I get roughly back on the >racing line. >Comments?
This happens in SVGA too. I think it's a problem with the model of the track; a polygonal error(s). It depends on which way the camera looks at that corner. =========================================================== Alex Fernandez MTS Lucent Technologies No. Andover, MA email: tel: (508)960-6510 ===========================================================
Thomas Krei 07 Aug 1996#332135
Quoted text (8 lines)>I've noticed that if you go off the track at the >second right hand hairpin in Brazil (it happens to >the best of us) as I'm trying to get back on I see >a large green polygon floating over the track, with >shadow. It goes when I get roughly back on the >racing line. >Comments?
Its a bug. Cheers Thomas --- Get up, dive down, no problem
Quoted text (13 lines)> Hi. > Just want to confirm if it's my video setup or the > game. > I'm running in VGA mode with not much turned on. > I've noticed that if you go off the track at the > second right hand hairpin in Brazil (it happens to > the best of us) as I'm trying to get back on I see > a large green polygon floating over the track, with > shadow. It goes when I get roughly back on the > racing line. > Comments?
That green polygon glitch is floating very well in SVGA too. Besides, if you park your car in front of it you can even see the other cars through the wall as they approach the corner. Somewhat annoying, but Ill live with it...
Quoted text (19 lines)> >Hi. > >Just want to confirm if it's my video setup or the > >game. > >I'm running in VGA mode with not much turned on. > >I've noticed that if you go off the track at the > >second right hand hairpin in Brazil (it happens to > >the best of us) as I'm trying to get back on I see > >a large green polygon floating over the track, with > >shadow. It goes when I get roughly back on the > >racing line. > >Comments? > This happens in SVGA too. I think it's a problem with the model of the > track; a polygonal error(s). It depends on which way the camera looks at > that corner. > >Mike
I've seen this several times particulary when I've just left the track to take a detour via the grass, as I seem to manage at that corner 1 lap in 3! It seems surprising that this wasn't noticed in testing, unless it's an error that has crept in during duplication? Chris Fisher
> > >Hi. > > >Just want to confirm if it's my video setup or the > > >game. ... > > >a large green polygon floating over the track, with > > >shadow. It goes when I get roughly back on the > > >racing line. ... > I've seen this several times particulary when I've just left > the track to take a detour via the grass, as I seem to manage at > that corner 1 lap in 3! It seems surprising that this wasn't > noticed in testing, unless it's an error that has crept in > during duplication? It's not a bug per se. Rather it is a discrepancy of the 3D engine that they have developed. In order for a 3D engine to be quick it cannot calculate everything to the nth decimal so to speak, and hence there will be cosmetic errors. Usually that is most noticeable when polygons are not properly displayed. The culprit is usually the algorithm that handles the sorting of the polygons. Accuracy is more or less inversely proportional to the speed of the algorithm. So that's why Crammond and Co must go with inaccuracy and consequently cosmetic imperfection. Actually a perfect sorting algorithm is very hard to come by. And that's why you can see similar oddities in almost every 3D game that is one the market, it is just that it is a lot more noticeable in certain 3D games, eg. GP2 and ICR2. One remedy is to use Z-buffering(here the Z-axis is perpendicular to the face of the screen). You have one Z-buffer and one frame buffer(the frame that will be put on screen once all polygons in the frame have been processed). Without getting technical, an algorithm has to calculate the X, Y, and Z value of each pixel in a polygon. Then another algorithm will compare this Z value with the one at coordinate (X,Y) in the Z-buffer. If the current Z value is smaller, ie closer to you, the algorithm will store the new Z value in the Z-buffer and store the color of that pixel in the frame buffer. But if our current Z value is larger, ie further away from you, this pixel is discarded, ie not stored because it isn't visible since there is another pixel in that same 2D spot that is closer to us, and the next pixel of the polygon will be computed. Suffice to say that Z-Buffering takes a lot more time(and memory) than sort the polygons and then fill them or texture them. But there will be no overlapping polygons. A normal sorting algorithm will just have to sort each polygon, usually by its middle Z-coordinate, and then fill or texture it. Much faster but overlapping is bound to occur but actually surprisingly seldom compared to all of the sorting that is being done. That's why developers usually stick to plain polygon sorting. Btw some of the new 3D accelerators chip sets will do Z-buffering in hardware and hence it will outperform software sorting in relatively low resolutions. But hardware sorting will be even faster... The bottom line is that in games 100% accuracy really isn't required and hence many developers will stick to normal sorting. But with Z-buffering comes many other advantages, especially with light sourcing and ray tracing so we will get to see games that do that in real time through hardware in the not so distant future. Maybe in GP3 or ICR3 or NASCAR III? :-) -- --- Terje Wold Johansen --- http://www.ifi.uio.no/~terjjo/ --- "I am your inferior superior." O.W.

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