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Rec.Autos.Simulators Archive

Cutting Edge Development

11 posts by 8 people · 17 Dec 1998 - 20 Dec 1998

After being hanged for disagreeing with a CERTAIN group of r.a.s. regulars about GPL's online capabilities, I thought I'd post something they might find interesting. While I think the people at Papyrus are obviously loaded with talent, I still realize (like I'm sure the Papyrus employees would readily admit) that there are many, many other talented people in the sim industry. They don't all start and end their careers with one company either. Whether or not you are interested in the style of racing game, the technology I'm about to describe should interest everyone here. Thedevelopers of Powerslide have created something very special. They have developed a graphics engine which runs at 60 fps and 300,000 polygons per second. The cars have 800 polygons compared to the avg. of 150-300. Smooth as silk. And yes, the physics model is VERY advanced (150 variables and 33 graphs define the relationship between variables) so don't try and tell me that the physics model is so weak which enables a high frame rate. The graphics engine is cutting edge and that's why it runs so fast. What I've been TRYING to explain to some of you is that the arguement that online *** technology has hit the wall and we have to accept the status quo is not true. The Powerslide developers have created a unique internet multiplay system which is fantastic. They use innovative compression techniques (remember this) and quaternionic orientation smoothing to deal with internet latency problems and their system compensates for the deficiencies in a network. It has a system of even information distribution and synchronisation between the different players that allows the game to continue smoothly even if a player(s), including the host, drops out. Telling people to "get a new ISP" is poor advice. Telling them that there is no way to make intenet racing better due to the condition of the internet is wrong. There are MANY very talented people who are spread out among the different developers in racing sims who are able to do some fascinating and innovative work. That's why I get annoyed with some of you who are so damn quick to just***on the developers of sims. You might want to open your eyes and stop with the bu**shit comments that I read so often and start researching what these talented people are creating. David G Fisher
Trips 17 Dec 1998#440570
<bunch o'bullsh*t snipped> <more bullsh*t snipped> How many variables in F1RS physics model? How many "graphs"?? How about in GPL? or Nascar2? or MGPRS? Is the "number of variables" even a direct indicator of how computationally intensive a particular physics model is? Thanks for playing, please try again! Trips
Uhhhhhhh......... is Powerslide a sim? Can anybody else hear a loud buzzer in the background announcing a NO!!!!!????
Quoted text (38 lines)> After being hanged for disagreeing with a CERTAIN group of r.a.s. regulars > about GPL's online capabilities, I thought I'd post something they might > find interesting. While I think the people at Papyrus are obviously loaded > with talent, I still realize (like I'm sure the Papyrus employees would > readily admit) that there are many, many other talented people in the sim > industry. They don't all start and end their careers with one company > either. > Whether or not you are interested in the style of racing game, the > technology I'm about to describe should interest everyone here. > Thedevelopers of Powerslide have created something very special. They have > developed a graphics engine which runs at 60 fps and 300,000 polygons per > second. The cars have 800 polygons compared to the avg. of 150-300. Smooth > as silk. And yes, the physics model is VERY advanced (150 variables and 33 > graphs define the relationship between variables) so don't try and tell me > that the physics model is so weak which enables a high frame rate. The > graphics engine is cutting edge and that's why it runs so fast. > What I've been TRYING to explain to some of you is that the arguement that > online *** technology has hit the wall and we have to accept the status > quo is not true. The Powerslide developers have created a unique internet > multiplay system which is fantastic. They use innovative compression > techniques (remember this) and quaternionic orientation smoothing to deal > with internet latency problems and their system compensates for the > deficiencies in a network. It has a system of even information distribution > and synchronisation between the different players that allows the game to > continue smoothly even if a player(s), including the host, drops out. > Telling people to "get a new ISP" is poor advice. Telling them that there is > no way to make intenet racing better due to the condition of the internet is > wrong. There are MANY very talented people who are spread out among the > different developers in racing sims who are able to do some fascinating and > innovative work. That's why I get annoyed with some of you who are so damn > quick to just***on the developers of sims. You might want to open your > eyes and stop with the bu**shit comments that I read so often and start > researching what these talented people are creating. > David G Fisher
>Uhhhhhhh......... is Powerslide a sim? Can anybody else hear a loud buzzer in >the background announcing a NO!!!!!???? >> Whether or not you are interested in the style of racing game, the >> technology I'm about to describe should interest everyone here. What word in the sentence above can't you understand? I knew the INEVITABLE "not a sim" comment would come quickly. I'll put my knowledge of sims, and my skill at driving them up against you any day so save that ***for another thread. David G Fisher
On Fri, 18 Dec 1998 01:39:43 -0500, "David G Fisher" >I knew the INEVITABLE "not a sim" comment would come quickly. I'll put my >knowledge of sims, and my skill at driving them up against you any day so >save that ***for another thread. Just so I know to set a kill filter for a couple of days, are you guys gonna start comparing*** size now, or go by the way of whose Dad is bigger first of all? ;-) Cheers! John
Andy Jones 18 Dec 1998#440708
Hey, quaternions !! I haven't heard that word in a few years. Some of the control system guys in the missile design team I used to work in some years back used quarternion systems for describing missile motion in simulations. It made some of the calculations simpler, although I don't remember why exactly (probably never understood really ;O) ) How does this help with the smoothing in this case ? Andy > <snip> They use innovative compression > techniques (remember this) and quaternionic orientation smoothing to deal > with internet latency problems and their system compensates for the > deficiencies in a network. > David G Fisher
On Thu, 17 Dec 1998 20:10:20 -0500, "David G Fisher" <snipped lots of good comments> Not if people want to race GPL online and are currently having poor performance. The only way to improve things is to get a more reliable/faster ISP or aa better modem - in other words, improve your connection. For future development there is a lot that can be done, and that ranges from GP2 which elected for totally no networking, far less thinking about internet, to what people like Microsoft, Papyrus and the Powerslide developers are doing to improve internet ***. During all of this the telecoms companies are getting their act together and bandwidth is increasing, latency dropping, and faster access methods proliferating. At some point hopefully these paths will cross and we'll reach a happy nirvana, man :-) Cheers! John
Bring it on!! GPL. Just you and me. In the alley. Bite me, pal. You said in your post that some of us are quick to "piss" on developers of "sims." Does this mean that you consider Powerslide a sim? That is how I interpreted it and if you took my post the wrong way, I'm sorry. I'm not here to make enemies. Ryan Kocher Your friendly Safeway sacker
Quoted text (14 lines)> >Uhhhhhhh......... is Powerslide a sim? Can anybody else hear a loud buzzer > in > >the background announcing a NO!!!!!???? > >> Whether or not you are interested in the style of racing game, the > >> technology I'm about to describe should interest everyone here. > What word in the sentence above can't you understand? > I knew the INEVITABLE "not a sim" comment would come quickly. I'll put my > knowledge of sims, and my skill at driving them up against you any day so > save that ***for another thread. > David G Fisher
David, You make some good points. Thanks for taking the time to introduce some new ideas into the group. Regards Emil
Robert Youn 20 Dec 1998#441017
I think you make a very valid and useful argument. It doesn't matter that the technology is focussed on a piece of software which some wouldn't touch with a bargepole. What matters is whether that technology can be applied to other applications. A case in point is in Flight Sims, which require an enormously assured efficiency in data processing for them to be at all enjoyable. This nearly always translates to frame rates in the end. Look at Falcon 4 - wonderful complexity, but at the moment not really playable in campaign mode on all but the top systems unless you turn off the VERY things that potentially make this sim a great one. If you look at comparable sims, whether driving or flying, there is an enormous variation in the smoothness of play. This inevitably points to programming efficiency and programming innovations. One of the very best implementations of a graphics engine I have seen is in Hornet Korea which is certainly not cutting edge, but it has the most wonderfully designed aircraft models and the airport scenery is extremely effective using relatively simple resources. Falcon 4 has much to learn from this, since the F16 and scenery are not entirely stable (watch the textures jerk to and fro in runway views even with high frame rates), and despite using 3D graphics, all structures and runway markings are extremely pixellated (Hornet Korea somehow manages to paint incredibly smooth lines with minimal pixellation even at the same resolution). Smoothness of gameplay is the absolute holy grail for the vast majority of simmers - If Powerslide developers can achieve this then all credit to them. I wish developers would look around a bit more and learn from what else is going on. Maybe they do, but if that was the case, software should be improving at a greater rate than it currently does. Robert Young

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