Race Sim Central
Rec.Autos.Simulators Archive

CART graphic thoughts....

11 posts by 10 people · 07 Nov 1997 - 11 Nov 1997

Kasparo 07 Nov 1997#381568
Now I have a question about the graphics...Will CPR have the option to reduce the video mode to 512x384 when using D3D??? Even with my P5 200 and 3dfx card, I have a poor framerate when the***pit is turned on. It would be nice if you could use a lesser video mode in order to make up for the loss in framerate. This works nicely in MotoRacer which is another D3D title. I used the [ and ] keys to reduce the window and that helps a lot but it also cuts on your field of vision as well as the mirrors and that is not a good thing. I think it would be a good advantage if you could turn off the textures on the track itself and just use a grayish track with some skid marks like in ICR2 by Papyrus. Removing the textures on the track always gave much room for improvement in the FPS department. Perhaps being able to reduce the amount of graphics in a more specific way would help get the FPS to a 25-30 level with the***pit turned on. for example, being able to turn off the textures on the walls only or the dirt/grass on the side of the track...things that are not that important but greatly increase the framerate when removed. I really like CPR but I am still worried about the FPS when there will be more than just 3 other cars on the track and the***pit turned on. I hope that this is an issue that is still being worked on before the release. Also, why cant Windows have a simple and easy way to get the T2 steering wheels to work without having to go through so much of a hassle??? Seems like such a trivial thing compared to all the other capabilities of the OS...so why such a problem with getting to work??? Thanks Kas
Eric Strau 07 Nov 1997#381569
Hi Kasparov, 512x384 is an interesting idea - I'll check into that. As for a no texture mode, we investigated that & although I know it doesn't make sense, with this graphics engine not doing textures has very very little effect on framerate (if it did fix framerate, we'd do it in heartbeat - that's why we added the other featurs for clipping plane & window size). We have heard the feedback on framerate though (very loud and clear) & we're investigating some options. I can't say much more than that at this point, but stay tuned. I really don't know why it's so darn tough to get wheels setup (I agree it's harder than it should be). I wish it was easier as well. Heck, just look at the gazillion step procedures in our readme. I guess part of it is that the wheel manufactures are really just now having to deal with Windows (because most of the games which use them are DOS based). This is something I expect to improve over time as the controller manufacturers start having to care more about Windows based games as more of them are published. Eric.
Eric (and Kasparov) Re: The T2 problem... I had the same kind of problem. Win95 wouldn't recognize my T2, with or without the adapter. I had a disastorus hard drive crash and decided to get a new drive and re-install everything. Because of some flakey original Win95 installation floppies and a cranky floppy drive I ended up having Win95B installed on the new hard drive. I decided that with CPR coming out I was going to get my T2 sorted out once and for all. Went to the control panel/jgame controllers and found that it now (Win95B ?) had the Thrustmaster T1/2 with _or_ without the adapter listed as options. Clicked on the "without adapter" and it instantly recognized it. No problems since, works for both Win95 and DOS sims. Perhaps there's a patch from MS.
Quoted text (20 lines)>Hi Kasparov, >512x384 is an interesting idea - I'll check into that. As for a no texture >mode, we investigated that & although I know it doesn't make sense, with >this graphics engine not doing textures has very very little effect on >framerate (if it did fix framerate, we'd do it in heartbeat - that's why we >added the other featurs for clipping plane & window size). We have heard >the feedback on framerate though (very loud and clear) & we're >investigating some options. I can't say much more than that at this point, >but stay tuned. >I really don't know why it's so darn tough to get wheels setup (I agree >it's harder than it should be). I wish it was easier as well. Heck, just >look at the gazillion step procedures in our readme. I guess part of it is >that the wheel manufactures are really just now having to deal with Windows >(because most of the games which use them are DOS based). This is something >I expect to improve over time as the controller manufacturers start having >to care more about Windows based games as more of them are published. >Eric.
greg 07 Nov 1997#381571
> Hi Kasparov, > 512x384 is an interesting idea - I'll check into that. As for a no texture > mode, we investigated that & although I know it doesn't make sense, with > this graphics engine not doing textures has very very little effect on > framerate I think No texture mode is very good idea, specially, for GRASS and ROAD section, because in other SIMS, frame rate actually improves, or maybe its just visual effect. Another reason for adding this option, is because Asphalt looks ugly in my opinion at Laguna Sega(very strange color indeed :) and I already got used to driving with no asphalt textures in other sims. And it would be nice to have that option. -- Gregory Alferov, "Greg" ~~_____~~ http://home.inreach.com/tifosi/ [__]=[_(-)_]=[__]
> Hi Kasparov, <SNIP> > I really don't know why it's so darn tough to get wheels setup (I agree > it's harder than it should be). Eric, please dont take this as a flame, it isnt meant to be. I can tell you in two words, Windows 95! Thats why we manufacturers have trouble, if W95 had a better js applet there would be no problem. <SNIP> I guess part of it is There is no magic cure that we manufacturers can come up with, controllers have always worked the same way and under DOS there is no problem, dont attempt to lay this off on us when its really MS that is at fault for not making a better js applet, let the MS W95 programmers come up with something that will work. Right now for instance with the CART PR sim, our TSW works fine as a single js, however the model that can be either single or dual with a switch will not work because CART doesnt allow control axes to be assigned, IMO this is a mistake on MS/TRIs part. ICR2, N2, GP2 all allow this so why not CART? I think you guys should add this feature ASAP because it will allow ours and the TM controllers to work without al lot of the problems seen ATM. Trev
David Gree 09 Nov 1997#381851
[snipped] Does anyone else think that's a bit backwards. Perhaps it will improve when Microsoft widens its view and decides to implement better support into its OS. I never quite understood why Win95 required the T2 use an axis converter As far as I can see, manufacturers have already fulfilled their obligations by making their products compatible with the required hardware (ie a joystick port) which must mean that the problem is because Win95 has partial support for a perfectly valid joystick configuration.
papa.. 10 Nov 1997#381995
Flying Corps allows you to use this in Direct3d and it can be a real boost to poor framerates. PAPA DOC
Randy BO 10 Nov 1997#381996
Microsoft widens its view and decides to implement better support into its OS. I never quite understood why Win95 required the T2 use an axis converter >> This is no longer required. DirectX 5 now has a setting for a T2 with or without the adapter. Randy Randy Magruder Staff Writer Digital Sportspage http://www.digitalsports.com/
Greg Cisko 10 Nov 1997#381997
Which did not work for me. I have to follow the instructions from the Thrustmaster web site to get it to work. It seems to be on of many things which show up as an option in Microsoft products, but do not work. -- Header address intentionally scrambled to ward off the spamming hordes.
Greg Cisko 11 Nov 1997#382153
I added a CUSTOM device and told it that it was a car controller. I named it T2 and calibrated it. Now I just need to select it using ADD/Remove and it even remembers my calibration settings. Whenever I selected the canned Thrustmaster T2 With or Without adapter devices from the list, it never worked. I even tried changing the device from the ID display as you suggested. -- Header address intentionally scrambled to ward off the spamming hordes. > >Which did not work for me. I have to follow the instructions from the > >Thrustmaster web site to get it to work. It seems to be on of many > >things which show up as an option in Microsoft products, but do not > >work. > Odd...how did you do it. I found the [Add..] button to be useless, > but going in and changing the device attached to ID 1 to the correct > device. > Randy
>Which did not work for me. I have to follow the instructions from the >Thrustmaster web site to get it to work. It seems to be on of many >things which show up as an option in Microsoft products, but do not >work. Odd...how did you do it. I found the [Add..] button to be useless, but going in and changing the device attached to ID 1 to the correct device. Randy

Sponsors

Affiliate Links

Sim Gaming Expo MOZA Racing Sim-Lab Fanatec TrakRacer Asetek Internet Privacy From NordVPN Dreamhost Capital One Credit Card Application Fanatical CDKeys Amazon Amazon UK Project Motor Racing iRacing Get your racing gloves, boots and more from Demon Tweeks. Enlist at Roberts Space Industries, developers of Star Citizen and Squadron 42


Back from the ashes since July, 2019. First created in 2001 with the merger of Legends Central (founded 1999) and simracing.dk.

A site by a sort of sim racer, for sim racers, about racing sims. News and information on both modern and historic sim racing software titles.

All products and licenses property of their respective owners.


Facebook Threads Bluesky Twitter Mastodon Instagram YouTube Tiktok Twitch Reddit Google News Apple News Subscribe via WordPress Flipboard eBay

Race Sim Central © 1999-2026 | Some links pay RSC a commission. Advertising does not equal endorsement.Cookie Policy