Race Sim Central
Rec.Autos.Simulators Archive

CPR Graphics Woes

1 post by 1 person · 01 Dec 1997 - 01 Dec 1997

Paul Jenki 01 Dec 1997#385033
Dean or anyone, I have a Velocity 128 card on a P166 w/ 64MB RAM. The program looks good and seems to drive good, but I can just about forget about racing with other cars on the track. Besides the fact that I only get about 8 FPS when going down the front stretch with other cars in the pits, every time I get near a car, the sim pauses for about a quarter-second. I would assume this would be to draw the graphics on the car, but none-the-less, I still go from 200 mph to a standstill while this is happening, completely screwing up my timing. Add to that the screwy things that car may do, and I have about a 40 percent chance of dying (which brings another point, stated below). Put me at the start of a race with all of the cars on the track, and it's a certified slide show. If I do happen to survive the start (done only once in about three dozen attempts), then I cruise around Miami with cars averaging about 120 MPH. Since the crispness of the sim is not great (640 x 480) I usually see them one frame and, after the pregnant pause for rendering, blast them the next. Now, ICR2 had idiot AI too, but at least I could see them in time to slow down and avoid shoving their gearbox up their...anyway, my point is the pausing is killing me. I have the polling thingamajig on the joystick off, hardware accel on, full screen, window reduced (and I forgot how to get it back to the normal size, so now I can't see my mirrors), rendering distances anywhere from min to max, with no apparent impact on framerate or flicker. I don't have an odd setup, and have obtained the latest drivers for the graphics card and D3D, with no change. Another point I touched on above. Let me put it this way. I bumped the wall a couple of times and it seemed nothing real bad happened... I was curious, so I started at the end of one of Australia's long straights, got the car up to about 180, and drove it straight into the wall at the end of the straight. The nose popped off. I drove away. Had I done the same thing in ICR2, there would be parts scattered all the way to Sydney. What gives? Are we stuck with indestructable cars? No matter how hard I hit the wall, the pit crew always manages to fix my car right up (usually in under 30 seconds). Almost made me reach for another quarter in my pocket, waiting for the "Game Over" message to spin up from the background! Please tell me I forgot to set some realism flag somewhere? Cars that go airborne are all fine and good, but to be able to drive away from a crash that would send real drivers to see God is not my idea of a simulation. Contrary to popular belief, I think MS has some outstanding programmers out there. Here's to hoping that the patch won't make a liar out of me. Let's try to get it right this time. Great idea, decent effort, but please don't forget the funamentals here. You can make the hottest sim in the world, but not one person alive is going to be able to play it with a 5 frame per second rate. It's not fun trying to drive with people who's sole purpose is to kill you. Sim first, eye candy later. Please. P. ------>>>SPAM me not, for tho shalt face the reign of.....well, it will end up badly for you....or something...

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