When is papy going to do something about the sign and billboard textures?
In Nascar Racing 1, I noticed that the backside of the outside walls (in
replays) showed the text backwards (like looking at it in a mirror. Here
we are, four years (and three sims) later, and GPL exhibits the same
problem. How hard is it to add one more texture on the back of the signs
to hide the reversed text.
I realize this is a small detail, but it's attention to the small details
like this that matters most.
If you're sitting there wondering what the hell I'm ranting about, run a
lap at Spa and watch the replay where you're approaching the hairpin -
the distance marker signs are the primary culprit here.
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John Simmons - Redneck Techno-Biker (Zerex12)
http://www.members.home.net/jms1/index.html
John Simmons - Barbarian Diecast Collector
http://members.home.net/jsimm/diecast_index.html
If you want to send me email, go to either of the URL's
shown above & click "Send Me Mail" in the contents frame.
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: When is papy going to do something about the sign and billboard textures?
: In Nascar Racing 1, I noticed that the backside of the outside walls (in
: replays) showed the text backwards (like looking at it in a mirror. Here
: we are, four years (and three sims) later, and GPL exhibits the same
: problem. How hard is it to add one more texture on the back of the signs
: to hide the reversed text.
Just pretend the billboards are made of thin paper.
Geez. If it saves textures and increases framerate, it's a good thing. Say
it. It's a mantra.
>When is papy going to do something about the sign and billboard textures?
>In Nascar Racing 1, I noticed that the backside of the outside walls (in
>replays) showed the text backwards (like looking at it in a mirror. Here
>we are, four years (and three sims) later, and GPL exhibits the same
>problem. How hard is it to add one more texture on the back of the signs
>to hide the reversed text.
Pretty simple, but ask yourself whether it is more important to have
correct textures in replays on those few occasions you happen to see
them or to have improved frame-rate by polygon and texture reduction?
Unquestionably the latter for me.
Cheers!
John
Quoted text (12 lines)
>>When is papy going to do something about the sign and >>billboard textures? In Nascar Racing 1, I noticed that >>the backside of the outside walls (in replays) showed >>the text backwards (like looking at it in a mirror. >>Here we are, four years (and three sims) later, and GPL >>exhibits the same problem. How hard is it to add one >>more texture on the back of the signs to hide the >>reversed text. >Pretty simple, but ask yourself whether it is more important to have >correct textures in replays on those few occasions you happen to see >them or to have improved frame-rate by polygon and texture reduction?>It's called attention to detail. With as few of these turn marker as
>there are in the sim, not to mention their small size, I really have a
>hard time accepting that it would have much of an affect on frame rates.
Attention to detail could be construed also as giving as good a
frame-rate as possible. You may not notice the difference, but someone
who's frame-rate is marginal and who perhaps couldn't otherwise run
the sim will.
Now you can't blame Papy for that surely ;-)
Cheers!
John
>It's called attention to detail. With as few of these turn marker as
>there are in the sim, not to mention their small size, I really have a
>hard time accepting that it would have much of an affect on frame rates.
>(In GPL, I usually end up seeing the backs of the signs while I'm
>racing, too.)
Hmm... well thinking about it logically. Each texture you have to display
adds a little overhead so it will cause a hit on framerate. However, I'm sure
adding a generic texture to the back of all signs wouldn't be too bad as it's
one load only.
M


































