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Yawn - Update at West-racing

51 posts by 28 people · 11 Sep 2003 10:26 UTC - 26 Sep 2003 01:35 UTC

Notable threadWest Racing's engine renders and the realism of detail

A new West Racing update showing a detailed engine and garage for Racing Legends left most readers puzzled about the priorities of a project with no drivable build. Some suspected the renders served as a portfolio for other work, while Jason Moyer defended the Wests' ambition. The thread became a technical discussion of how much physics detail is useful, with Performance Simulations developer Todd Wasson and Racer developer Ruud van Gaal discussing CPU budgets, simulation step sizes and collision methods.

With J. Todd Wasson (Performance Simulations); Ruud van Gaal (Racer)

rumour/speculationphysics/realism debateindustry/businessRacing Legends

Automated summary.

In article <k5Y7b.13968$[email hidden]>, [email hidden] (Trick Dacy) wrote: > New renders etc... I must admit while I remain enthusiastic (in a "it'll give me something to look forward to when I'm retired" kind of way) about RL, I find their update puzzling. Is anyone really interested in an interactive garage and the process of getting the car to the track at this stage? Just gimme a car on a track guys! It's not as if we'll have a garage of cars to choose from for at least a decade at this rate. Still, the pix are very pretty and you've got to admire the vision and potential even if the reality's several nibbles short of a full byte of code so far. Andrew McP
Personally.. I think they are using this whole thing as a way to "show their stuff" hoping that someone will come to them for other opportunities. There really can not be too much hope left that it will actually ever amount to a real game "Trick Dacy" <[email hidden]> wrote in message news:k5Y7b.13968$[email hidden]... > www.west-racing.com > > New renders etc... > > I don't think we will see anything actually 'move' until end 2005, Ifear... > > >
"Andrew MacPherson" <[email hidden]> wrote in message news:[email hidden]... > In article <k5Y7b.13968$[email hidden]>, > [email hidden] (Trick Dacy) wrote: > > > New renders etc... > If all those engine parts are actually gonna be functional then i think its worth the wait :)
In article <7C_7b.33741$[email hidden]>, [email hidden] (Cliff Roman) wrote: > hoping that someone will come to them for other opportunities That's a good point. Their website is a good advert for their design skills if nothing else. Andrew McP
I agree fully, Andrew... But the most important word you've used is 'IF'... ;-) "frederickson" <[email hidden]> wrote in message news:DI_7b.1472$[email hidden]...
Quoted text (10 lines)> > "Andrew MacPherson" <[email hidden]> wrote in message > news:[email hidden]... > > In article <k5Y7b.13968$[email hidden]>, > > [email hidden] (Trick Dacy) wrote: > > > > > New renders etc... > > > > If all those engine parts are actually gonna be functional then i think
its > worth the wait :) > >
"frederickson" <[email hidden]> wrote in message news:DI_7b.1472$[email hidden]...
Quoted text (10 lines)> > "Andrew MacPherson" <[email hidden]> wrote in message > news:[email hidden]... > > In article <k5Y7b.13968$[email hidden]>, > > [email hidden] (Trick Dacy) wrote: > > > > > New renders etc... > > > > If all those engine parts are actually gonna be functional then i think
its > worth the wait :) That's why it's taking so long... they're waiting for the hardware to catch up to their minimum requirements... P4 4Ghz with 1Gb Radeon11500 :\ KK
Andrew MacPherson wrote:
Quoted text (18 lines)> > In article <k5Y7b.13968$[email hidden]>, > [email hidden] (Trick Dacy) wrote: > > > New renders etc... > > I must admit while I remain enthusiastic (in a "it'll give me something to > look forward to when I'm retired" kind of way) about RL, I find their > update puzzling. Is anyone really interested in an interactive garage and > the process of getting the car to the track at this stage? Just gimme a > car on a track guys! It's not as if we'll have a garage of cars to choose > from for at least a decade at this rate. > > Still, the pix are very pretty and you've got to admire the > vision and potential even if the reality's several nibbles short of a full > byte of code so far. > > Andrew McP
From the website: I think it also interesting for people to be able to learn how these cars were put together and how they worked. I also believe that it adds to the realism of the sim knowing that you driving more than just a 3 dimensional shape with pretty textures and might prompt drivers to take more care of the machines. Can we vote on that? I'm with you Andrew. I really admire the vision and dedication these folks have. Isn't it time for a beta? We'd pay for it, and they wouldn't need to sell their house. I'm going to be disappointed if the distributor doesn't have the correct dwell, or if the gap in the spark plugs isn't correct. I'm starting to wonder if my 600 MHz P3, with Voodoo 5500, is going to be able to get 30 FPS at 1600x1200x32 with all the graphics options maxed. I'd like to know the frame rates on today's top of the line systems, like a 4 processor 2.8GHz Xeon unit. West brothers and associates, don't let us get you down. We're just having a little fun. You are already a legend at SCI. Good luck. Larry
I give them credit.. but I do wish they'd talk about the actual GAME more often. Mostly they talk about flashy stuff, like the whole garage diorama thing. THe last update did have a mention of calculating chasis flex, which blew my mind.. I'd love to see all that implemented. Mike http://mikebeauchamp.com "Trick Dacy" <[email hidden]> wrote in message news:k5Y7b.13968$[email hidden]... > www.west-racing.com > > New renders etc... > > I don't think we will see anything actually 'move' until end 2005, Ifear... > > >
Tim 11 Sep 2003 20:55 UTC↳ reply to Trick Dacy#54760
LOL -- Tim White "Trick Dacy" <[email hidden]> wrote in message news:k5Y7b.13968$[email hidden]... > I don't think we will see anything actually 'move' until end 2005, I fear... >
"Andrew MacPherson" wrote: > I must admit while I remain enthusiastic (in a "it'll give me somethingto > look forward to when I'm retired" kind of way) about RL, I find their > update puzzling. Is anyone really interested in an interactive garage and > the process of getting the car to the track at this stage? Just gimme a > car on a track guys! It's not as if we'll have a garage of cars to choose > from for at least a decade at this rate. I am puzzled too! Some interesting ideas to incorporate in further releases once we are hooked on the physics etc. but the time taken to create a fully working visual engine seems an unusual priority. I thought shift-r was enough of a chore after wrecking an engine! If I have to spend nights mending the darn thing my family are going to despair... --- Outgoing mail is certified Virus Free. Checked by AVG anti-virus system (http://www.grisoft.com). Version: 6.0.515 / Virus Database: 313 - Release Date: 01/09/2003
Tony Rickard wrote: > > I am puzzled too! Some interesting ideas to incorporate in further releases > once we are hooked on the physics etc. but the time taken to create a fully > working visual engine seems an unusual priority. I thought shift-r was > enough of a chore after wrecking an engine! If I have to spend nights > mending the darn thing my family are going to despair... I hear adjusting the valves clearances and getting the cam timings set correctly on a 48 valve, 4 cam, V12 can be quite entertaining.... Beers and cheers (uncle) Goy "goyl at nettx dot no" http://www.theuspits.com "A man is only as old as the woman he feels........" --Groucho Marx--
> www.west-racing.com > > New renders etc... > > I don't think we will see anything actually 'move' until end 2005, Ifear... That's if there's even anything capable of moving it at that time. I imagine we'll be using 4.5 - 5 GHz PCs at that time. I don't think a machine of that speed could even fully do F1C justice.
"Goy Larsen" wrote... > <snip> > I hear adjusting the valves clearances and getting the > cam timings set correctly on a 48 valve, 4 cam, V12 can > be quite entertaining.... Trust me, a friend of mine's older brother deals in 2nd hand luxury cars. He had a Lambo Countach on the lot at one stage and I can tell from experience having helped it's an f'ing pain in the behind. If he drove it over a bad road, that would mess it up and it would start chunking. Then if he happened to stall it, it wouldn't start again. Oh the fun times he had with that car. The early Countachs are definately for parade purposes only. Unless you got nothing better to do than take half the engine apart each time you drive it. Jan. =---
In article <k5Y7b.13968$[email hidden]>, [email hidden] says... > www.west-racing.com > > New renders etc... > > I don't think we will see anything actually 'move' until end 2005, I fear... By far the best car parked in a garage simulator I have ever seen! Cheers, Rod.
In article <Hu58b.7703$[email hidden]>, [email hidden] (Tony Rickard) wrote: > If I have to spend nights > mending the darn thing my family are going to despair.. Stop it, you'll put ideas in their head. Of course that may be how they plan to finance RL longterm... you have to pay someone to come and fix the car after every crash! Damn, it'll be cheaper for me to buy a real race car :-) Andrew McP PS Actually I do like the idea that RL could keep a rough record of how bad your crashes are, giving you a guestimate of how much it might have cost to fix. We could have a RLrank-style "rank per unit repair cost" to see who's the cheapest driver to run :-)
Do you have any clue what kind of puter you need to generate that kind of detail and image at a frame rate of 10 per seconds, lets say?. Even if it is ready to drive in 2005 it won't run on any personnel pc. Lol "frederickson" <[email hidden]> wrote in message news:DI_7b.1472$[email hidden]...
Quoted text (10 lines)> > "Andrew MacPherson" <[email hidden]> wrote in message > news:[email hidden]... > > In article <k5Y7b.13968$[email hidden]>, > > [email hidden] (Trick Dacy) wrote: > > > > > New renders etc... > > > > If all those engine parts are actually gonna be functional then i think
its > worth the wait :) > >
Renders <> functional game I want to believe in RL, I really do, but this is pointless screwing around. Are we all part of the world's largest practical joke? Do the West's release these renders, smoke pot then read r.a.s for a good laugh? There is no way a good render of internal engine parts is an essential part of a racing simulation. Model the part numerically and move on. In fact, don't even bother... my enjoyment of RL won't be determined by accurate replication of a connecting rod. Program in the engine parameters and get on with the job. Nope... that's it. As of today I fully beileve that RL is an elaborate practical joke or at best research on a psychology thesis. You know... this "update" reminds me of the kind of work I do at my job when I'm not doing any real work on a project. Boss: "Is that report done?" Me: "No, but I've done the contour plots for the data." Boss: "Oooo... nice graphs."
Oh man that was funnny... :) Mike http://mikebeauchamp.com "RodP" <[email hidden]> wrote in message news:MPG.19cbaa241081bbcd989e2c@news-server...
Quoted text (7 lines)> In article <k5Y7b.13968$[email hidden]>, > [email hidden] says... > > www.west-racing.com > > > > New renders etc... > > > > I don't think we will see anything actually 'move' until end 2005, I
fear... > > By far the best car parked in a garage simulator I have ever seen! > > Cheers, > Rod.
Wow.. your post got me thinking, and it does make sense. About the fancy coloured graphs, they're useless and we know that, but people do buy into them. A lot of people are impressed by powerpoint presentations, even though the same data can be shown more efficiently with a lot less work too. Same with this whole engine thing... So, the question is.. who are they trying to impress?? I don't think it is us.. My guess is that website could be there PURELY for funding, or in an attempt to get themselves nice jobs as 3D artists. Those renders are AMAZING, I'll admit it. I'd hire them to model cars and engine parts if I ever needed someone to do so. Or, they are actually making a game. I guess if you did model all these cars AND you wrote a physics engine that is still in testing phaze, how would you graphically show on a website what you have done? Some nice render shots of the cars, or a screenshot of some code from your physics engine? The physics engine and grapic engine could definately be in development, but there's no way of really showing it off yet. Whereas the car models can be nicely rendered in software and shown and be very impressive. Mike http://mikebeauchamp.com "Dale Green" <[email hidden]> wrote in message news:[email hidden]... > Renders <> functional game > > I want to believe in RL, I really do, but this is pointless screwingaround. > Are we all part of the world's largest practical joke? Do the West's > release these renders, smoke pot then read r.a.s for a good laugh? > > There is no way a good render of internal engine parts is an essentialpart
Quoted text (9 lines)> of a racing simulation. Model the part numerically and move on. In fact, > don't even bother... my enjoyment of RL won't be determined by accurate > replication of a connecting rod. Program in the engine parameters and get > on with the job. > > Nope... that's it. As of today I fully beileve that RL is an elaborate > practical joke or at best research on a psychology thesis. > > You know... this "update" reminds me of the kind of work I do at my job
when
Quoted text (7 lines)> I'm not doing any real work on a project. > > Boss: "Is that report done?" > Me: "No, but I've done the contour plots for the data." > Boss: "Oooo... nice graphs." > >
"Trick Dacy" <[email hidden]> wrote in message news:k5Y7b.13968$[email hidden]... > www.west-racing.com > > New renders etc... > > I don't think we will see anything actually 'move' until end 2005, Ifear... You'd have thought the artist time would have been better spent on the mammoth task of making detailed tracks for the game, rather than intricate modelling of pistons and con-rods. The engine model *is* a nice piece of work though - if it is all animated it will be a nice teaching tool to demonstrate how internal combustion engines work. - Michael
On Fri, 12 Sep 2003 00:29 +0100 (BST), [email hidden] (Andrew MacPherson) wrote: >PS Actually I do like the idea that RL could keep a rough record of how >bad your crashes are, giving you a guestimate of how much it might have >cost to fix. We could have a RLrank-style "rank per unit repair cost" to >see who's the cheapest driver to run :-) Which will turn soon into a "The highest bill" contest, since you don't have to pay it yourself anyway <g> Remco
"MichaelJP"said... > You'd have thought the artist time would have been better spent on the > mammoth task of making detailed tracks for the game, rather than intricate > modelling of pistons and con-rods. Or start working on other cars for that matter. Details *are* nice, but this is miles over the top IMHO. I'd much rather have more cars and tracks than a few super-detailed models. A sim is to be raced - not looked at! :-) -- ed_
In article <[email hidden]>, [email hidden] (Remco Moedt) wrote: > Which will turn soon into a "The highest bill" contest Of course :-) But after contemplating this, I think an incentive *not* to crash would actually be rather interesting. Given enough time on the track most people can become "fast enough" drivers. But becoming a "fast enough" driver without breaking thousands of cars might be quite a challenge in the same way that things like monster rank have become. And while I'm thinking about it, I was flying around in FS2004 earlier on. I flew one of the biplanes for the first time and noticed that in the 3d cockpit view you could see bits of the engine moving at the front... you know, tappety pistony valve wossits jiggling up and down (or something techy and engine-esque like that). It was actually quite fascinating to see that level of detail simulated and it made me think a little harder about the Wests' ideas. But I still want something to drive before they go modelling bubbles in the petrol feed. Andrew McP
"Andrew MacPherson" <[email hidden]> wrote in message news:[email hidden]...
Quoted text (22 lines)> In article <[email hidden]>, [email hidden] > (Remco Moedt) wrote: > > > Which will turn soon into a "The highest bill" contest > > Of course :-) But after contemplating this, I think an incentive *not* to > crash would actually be rather interesting. Given enough time on the track > most people can become "fast enough" drivers. But becoming a "fast enough" > driver without breaking thousands of cars might be quite a challenge in > the same way that things like monster rank have become. > > And while I'm thinking about it, I was flying around in FS2004 earlier on. > I flew one of the biplanes for the first time and noticed that in the 3d > cockpit view you could see bits of the engine moving at the front... > you know, tappety pistony valve wossits jiggling up and down (or something > techy and engine-esque like that). > > It was actually quite fascinating to see that level of detail simulated > and it made me think a little harder about the Wests' ideas. > > But I still want something to drive before they go modelling bubbles in > the petrol feed.
I'm only buying RL if they move "Chitty Chitty Bang Bang" up their list of cars to model. Talk about your moving dookickeys and dynamic wotsits! Stephen p.s. I also get all glassy-eyed watching the moving bits and bobs on the planes.
In article <3f61d244$[email hidden]>, [email hidden] (Stephen F.) wrote: > p.s. I also get all glassy-eyed watching the moving bits and bobs on the > planes Pathetic isn't it :-) I've no idea which gene is responsible for it, but I hope they find a cure soon. Andrew McP
>"Dale Green" <[email hidden]> wrote > Do the West's release these renders, smoke pot then read r.a.s for a goodlaugh? I think the order is different, but alas true. Why can't they at least admit they are doing this for potential business reasons? There's NO reason to waste developing time at this stage. -- -- Fran�ois M�nard <ymenard> -- http://ymenard.cjb.net/ -- This announcement is brought to you by the Shimago-Dominguez Corporation - helping America into the New World...
Perhaps this is a Rendering Simulation? It (the development of RL) reminds me of the development by Howard Hughes of his plywood flying boat (dubbed the "Spruce Goose"). It was a magnificent creation - totally awesome and mightily impressive - but by the time it undertook its one and only flight the reason for its initial creation had gone; the war was over. So it appears to be with RL; by the time the first car turns a wheel in anger, the rest of the simulation world may well have passed it by. Bruce. "Dale Green" <[email hidden]> wrote in message news:[email hidden]... > I want to believe in RL, I really do, but this is pointless screwingaround.
>"Bruce Kennewell" <[email hidden]> wrote > So it appears to be with RL; by the time the first car turns a wheel in > anger, the rest of the simulation world may well have passed it by. Indeed, with the emergence of simulations like F1C, with third-party addons made of pretty high-standard car modeling, physics and tracks, WSC.. err RL, as time goes by, seems more and more useless. Even Papy entered that game with the ("someday my patch will come, [] and how thrilling that moment will be...") addition of 3 new set of physics and the track tools. So I ask you, West Bros., what's the point!? -- -- Fran�ois M�nard <ymenard> -- http://ymenard.cjb.net/ -- This announcement is brought to you by the Shimago-Dominguez Corporation - helping America into the New World...
On Sun, 14 Sep 2003 03:40:46 -0400, "ymenard" <[email hidden]> wrote: >Indeed, with the emergence of simulations like F1C, with third-party addons >made of pretty high-standard car modeling, physics and tracks, WSC.. err RL, >as time goes by, seems more and more useless. I would hardly compare F1C to a professional-quality driving simulation, which is what I was under the impression the Westies were aiming for. Jason
>"jason moyer" <[email hidden]> wrote > >Indeed, with the emergence of simulations like F1C, with third-partyaddons > >made of pretty high-standard car modeling, physics and tracks, WSC.. errRL, > >as time goes by, seems more and more useless. > > I would hardly compare F1C to a professional-quality driving > simulation, which is what I was under the impression the Westies were > aiming for. I disagree. F1C is at least an existing sim. RL is just renders created to attract business possibilities. F1C has tons of fanatics, you know, me, you, racing fans, who are creating dozens of mods. They are as much devoted as the West Bros. are with their renders. Teddy bears, leather wallets to put in your business card CD, a garage where you roll your car out.. CMON!!! -- -- Fran�ois M�nard <ymenard> -- http://ymenard.cjb.net/ -- This announcement is brought to you by the Shimago-Dominguez Corporation - helping America into the New World...
On Sun, 14 Sep 2003 17:12:58 -0400, "ymenard" <[email hidden]> wrote: >I disagree. F1C is at least an existing sim. RL is just renders created to >attract business possibilities. F1C has tons of fanatics, you know, me, >you, racing fans, who are creating dozens of mods. They are as much devoted >as the West Bros. are with their renders. I dunno, I still see what the Wests say they're aiming for and what someone like ISI has done as two completely different things. The Wests are attempting to redefine the driving simulation genre with a level of atmosphere and attention to detail that has never been approached. ISI have released 7 games using the same engine and still don't have a functional tire model. FWIW, I'm as disappointed as anyone else that it's been over a year since the hype machine started rolling with the big website countdown and we haven't seen anything of substance from them. On the other hand, I'm willing to give them the benefit of the doubt and assume that the amount of time it's taking to code Racing Legends is a result of the complexity of simulation they're aiming for. All we can see is the work being done by the artist, none of the core program has been revealed to the public yet. If their engine models things like chassis flex and multiple contact patches with the ability to wear and flatspot individual sections of tire then they will have done more than anyone else in the genre has thusfar, and the wait will be worth it. Jason
"Mike Beauchamp" <[email hidden]> wrote in message news:[email hidden]... > how would you > graphically show on a website what you have done? Some nice render shotsof > the cars, or a screenshot of some code from your physics engine? > > The physics engine and grapic engine could definately be in development,but > there's no way of really showing it off yet. Whereas the car models can be > nicely rendered in software and shown and be very impressive. At last - an iota of sensibility. Doug
On Mon, 15 Sep 2003 10:25:52 +0100, Doug Ellison wrote: > At last - an iota of sensibility. They could show nice plots of various effects that they are able to handle in their physics engine, but I guess that it would not appeal the majority of the audience. ;) Everybody seems to be saying that it would take a hell of a graphics card to run the game. I don't agree. With this level of detail in the physics it is necessary to have a rather powerful processor, unless they manage to "cheat" or eliminate some calculations by using lookup tables instead... But on the other hand I've heard of vehicle simulations with over 70 degrees of freedom running in real time on a not too fancy computer. The modeled all of the linkage arms and a powertrain too I think together with a tire model. It was all done using "dymola" (http://www.dynasim.com). I haven't tried the software, but if it is possible to create simulation code for racing games using it I guess that the modelling time would decrease by several months! I spoke to the founder of Dynasim about this a couple of weeks ago and he found the idea interesting, but it is no market for them I guess. Too little money... /Stefan
"Stefan Larsson" said:
Quoted text (7 lines)> > Everybody seems to be saying that it would take > a hell of a graphics card to run the game. I don't > agree. With this level of detail in the physics it > is necessary to have a rather powerful processor, unless > they manage to "cheat" or eliminate some calculations > by using lookup tables instead...
IIRC I seem to have read that the physics in todays sims only account for a few precentage of the CPU usage.... Graphics on the otherhand need a helluffa lot more CPU- and VC-power. -- ed_
"Mike Beauchamp" <[email hidden]> wrote in message news:<[email hidden]>...
Quoted text (11 lines)> Or, they are actually making a game. I guess if you did model all these cars > AND you wrote a physics engine that is still in testing phaze, how would you > graphically show on a website what you have done? Some nice render shots of > the cars, or a screenshot of some code from your physics engine? > > The physics engine and grapic engine could definately be in development, but > there's no way of really showing it off yet. Whereas the car models can be > nicely rendered in software and shown and be very impressive. > > Mike > http://mikebeauchamp.com
Has everyone forgotten the movies of WSC in development that were released several years ago? Didn't one of them show the suspension movement of a bare naked 333sp over a test course? IMO, those movies were a physics demonstration. RG RSDG
Quoted text (22 lines)>From: "Ed Solheim" [email hidden] >Date: 9/16/2003 8:07 AM Central Daylight Time >Message-id: <3f670bc0$[email hidden]> > > >"Stefan Larsson" said: > >> >> Everybody seems to be saying that it would take >> a hell of a graphics card to run the game. I don't >> agree. With this level of detail in the physics it >> is necessary to have a rather powerful processor, unless >> they manage to "cheat" or eliminate some calculations >> by using lookup tables instead... > >IIRC I seem to have read that the physics in todays sims only account for a >few precentage of the CPU usage.... Graphics on the otherhand need a >helluffa lot more CPU- and VC-power. > >-- >ed_ >
True. You might have seen the bland, simple graphics in my sig. That physics model does the whole suspension system except for the actual physical ARB installation and attachment points, tie rods, and steering rack location (not much CPU time there really anyway with a good approach). Roll centers and so forth are essentially moving in real time and all that fun stuff, and it still runs around 200-250 fps on my P4. (That looks worse than 60, quite frankly, but that's not the point.) Stefan, lookup tables like you describe are used to speed things up in some areas, but to give a sense of graphics/physics CPU usage scale: This is currently running so fast the physics engine has to stop and wait a few milliseconds every graphics frame because the clock resolution is only 0.001 second, and if the engine can't get a few cycles in during that 1 millisecond (meaning it repeats all of the physics calculations several times, including doing the entire set of tire force calculations several times for each tire), it'll time warp. At 200-250 fps it time warps by a factor of around 4, so you tell me what percentage of the CPU time is being used by the physics engine every cycle :-P 0.0...%? 0.2%? I.e., the physics runs so fast the CPU can't even tell the engine how much time elapsed since the last time the physics calculations RAN, much less how long it actually took them to run... Again, that timer's minimum duration is 0.001 second. Granted, if you threw in a bunch of cars running the same model and added good collision detection/response code that percentage will climb, but my point is that on today's PCs what we've considered to be really nasty car models over the past few years will run basically for free. Collision detection/response is most likely the greatest hog in a typical physics engine, but then only when a few objects get close to each other. As another example, on our current project we're giving the physics engine 5-10% of the CPU. Really it's not using more than probably 1-2% at this point, and I've got just about every bell and whistle in there I can think of (well....almost.... ;-)). Adding some chassis flex or tire distortion would not impact anything unless you insisted on duplicating FEM engineering software line for line. What if you could get within 5% of the same results but on code that runs 10,000 times faster? If your tire data might be off by any more than 5% there's no point bothering with the FEM approach because the model is no more accurate either way. It's cool to say "this has an FEM model", but if it's not more accurate because of it's inclusion, isn't it just hype? (Of course you have to take your hat off to whoever wrote it anyway!) Anyway, the other 95-98% currently is all graphics. The vehicle model does quite a lot of things the GPL model does not do (and skips a couple things it did), but what's great is that GPL was intended to run on only a Pentium 166 if I remember correctly. I'm surprised it ran, quite frankly, let alone with such pretty graphics for the time. That was brilliantly done, but on a 1Ghz+ system that technology runs pretty much for free as far as the CPU is concerned. So really the doors are blown wide open now for physics again. You could increase the complexity probably 100 or 1000 times and now you'd be back in David Kaemmer's position a few years ago writing GPL for a Pentium 166. So what do you do with all the new CPU power available for the physics department? Quite frankly I don't see much to add to a vehicle physics model that isn't already being done that a player would ever notice. Give the same physics model to five different groups of people and tell them to model a certain car with a certain set of tires on it and you and anyone else will swear you're driving five different physics models when you get the cars back. You're not. Hand them a physics model with FEM suspension versus one with straight, geometrically calculated suspension kinematics, don't say anything, and see if anyone notices a difference. The upper rod shortened 0.0000003 mm in turn two. Did you catch that? ;-) The FEM suspension still won't run on today's PCs in real time. Other approaches do easily. Either way you can bet that the tire force and aerodynamic input data is not accurate enough to make up for the added complexity. At this stage you could dive into better tire models, more sophisticated aerodynamics simulation approaches, and so forth. Keep in mind though that if you have good measured data for any of that than there may not be much point. What impresses me is how guys like Sebastien Tixier deal with programming good dynamics for Playstations' CPU :-) Ack... Got carried away. It's late and I'm getting delirious.. 8-) Todd Wasson Racing Software http://PerformanceSimulations.com http://performancesimulations.com/scnshot4.htm
On Wed, 17 Sep 2003 08:42:56 +0000, J. Todd Wasson wrote:
Quoted text (7 lines)> True. You might have seen the bland, simple graphics in my sig. That physics > model does the whole suspension system except for the actual physical ARB > installation and attachment points, tie rods, and steering rack location (not > much CPU time there really anyway with a good approach). Roll centers and so > forth are essentially moving in real time and all that fun stuff, and it still > runs around 200-250 fps on my P4. (That looks worse than 60, quite frankly, > but that's not the point.)
I've only seen stills on your webpage.
Quoted text (15 lines)> Stefan, lookup tables like you describe are used to speed things up in some > areas, but to give a sense of graphics/physics CPU usage scale: This is > currently running so fast the physics engine has to stop and wait a few > milliseconds every graphics frame because the clock resolution is only 0.001 > second, and if the engine can't get a few cycles in during that 1 millisecond > (meaning it repeats all of the physics calculations several times, including > doing the entire set of tire force calculations several times for each tire), > it'll time warp. At 200-250 fps it time warps by a factor of around 4, so you > tell me what percentage of the CPU time is being used by the physics engine > every cycle :-P 0.0...%? 0.2%? > > I.e., the physics runs so fast the CPU can't even tell the engine how much time > elapsed since the last time the physics calculations RAN, much less how long it > actually took them to run... Again, that timer's minimum duration is 0.001 > second.
This depends on the time resolution of the simulation. If you only intend to simulate the vehicle dynamics... Fine. But if you are going into the engine to simulate the combustion also (wouldn't that be necessary to be able to adjust valve timings and such?) you would end up with a much smaller time scale and the resulting model of the car would probably be stiff (big difference between different time scales of the model). A smaller time scale combined with a larger model would certainly increase the computational load. I read somewhere that to be able to simulate a car responding to small variations in the surface it is necessary to increase the time resolution to around 8000 - 10000 Hz... Then add some more cars to the track... And add the possibility to keep track of the wear of many of the parts in the car and/or engine. It seems as if it would be quite easy to get the simulation taking a lot of time... Using better resolution would also require more detailed data... I.e. more data shuffling. :P > Granted, if you threw in a bunch of cars running the same model and added good > collision detection/response code that percentage will climb, but my point is > that on today's PCs what we've considered to be really nasty car models over > the past few years will run basically for free. Collision detection/response > is most likely the greatest hog in a typical physics engine, but then only when > a few objects get close to each other. Agree... This is a very complicated problem if it is going to be accurate. One cannot test collision between all possible surfaces at the same time. Hopefully these kinds of calculations will be included in future graphics cards... I read that in an interview with a developer at Nvidia regarding his vision of GPU:s in the future.
Quoted text (11 lines)> As another example, on our current project we're giving the physics engine > 5-10% of the CPU. Really it's not using more than probably 1-2% at this point, > and I've got just about every bell and whistle in there I can think of > (well....almost.... ;-)). Adding some chassis flex or tire distortion would > not impact anything unless you insisted on duplicating FEM engineering software > line for line. What if you could get within 5% of the same results but on code > that runs 10,000 times faster? If your tire data might be off by any more > than 5% there's no point bothering with the FEM approach because the model is > no more accurate either way. It's cool to say "this has an FEM model", but if > it's not more accurate because of it's inclusion, isn't it just hype? (Of > course you have to take your hat off to whoever wrote it anyway!)
Depends on if you're into entertainment or engineering. In engineering it is very important to get it right. In entertainment it would not be as crucial, but then why use a complicated model at all?
Quoted text (19 lines)> Anyway, the other 95-98% currently is all graphics. The vehicle model does > quite a lot of things the GPL model does not do (and skips a couple things it > did), but what's great is that GPL was intended to run on only a Pentium 166 if > I remember correctly. I'm surprised it ran, quite frankly, let alone with such > pretty graphics for the time. That was brilliantly done, but on a 1Ghz+ system > that technology runs pretty much for free as far as the CPU is concerned. > > So really the doors are blown wide open now for physics again. You could > increase the complexity probably 100 or 1000 times and now you'd be back in > David Kaemmer's position a few years ago writing GPL for a Pentium 166. > > So what do you do with all the new CPU power available for the physics > department? > > Quite frankly I don't see much to add to a vehicle physics model that isn't > already being done that a player would ever notice. Give the same physics > model to five different groups of people and tell them to model a certain car > with a certain set of tires on it and you and anyone else will swear you're > driving five different physics models when you get the cars back. You're not.
The damage models... If you crash into a wall in GPL only the wheels will fall off. A more accurate damage model where the hull is getting damaged and probably aerodynamics is affected too and where the damage (and wear) is inherited to the next race unless you fix it? > Hand them a physics model with FEM suspension versus one with straight, > geometrically calculated suspension kinematics, don't say anything, and see if > anyone notices a difference. The upper rod shortened 0.0000003 mm in turn two. > Did you catch that? ;-) Probably. FEM is overkill for games... But I guess it could be used with advantage in damage simulation? > The FEM suspension still won't run on today's PCs in real time. Other > approaches do easily. Either way you can bet that the tire force and > aerodynamic input data is not accurate enough to make up for the added > complexity. Depends on the number of nodes you are using... And if the model is linear or nonlinear. > At this stage you could dive into better tire models, more sophisticated > aerodynamics simulation approaches, and so forth. Keep in mind though that if > you have good measured data for any of that than there may not be much point. True. The next step would maybe be to make the computer control a hydraulic seat where you actually feel the small details much better? > What impresses me is how guys like Sebastien Tixier deal with programming good > dynamics for Playstations' CPU :-) > > Ack... Got carried away. It's late and I'm getting delirious.. 8-) Fine with me... I'm discussing this issue due to my own simulations which are of crank angle resolution... These don't run i real time... :( /Stefan
On Wed, 17 Sep 2003 13:33:25 +0200, "Stefan Larsson" <[email hidden]> wrote:
Quoted text (18 lines)>On Wed, 17 Sep 2003 08:42:56 +0000, J. Todd Wasson wrote: > >... >> I.e., the physics runs so fast the CPU can't even tell the engine how much time >> elapsed since the last time the physics calculations RAN, much less how long it >> actually took them to run... Again, that timer's minimum duration is 0.001 >> second. > >This depends on the time resolution of the simulation. If you only intend >to simulate the vehicle dynamics... Fine. But if you are going into the >engine to simulate the combustion also (wouldn't that be necessary to be >able to adjust valve timings and such?) you would end up with a much >smaller time scale and the resulting model of the car would probably be >stiff (big difference between different time scales of the model). A >smaller time scale combined with a larger model would certainly increase >the computational load. I read somewhere that to be able to simulate a car >responding to small variations in the surface it is necessary to increase >the time resolution to around 8000 - 10000 Hz...
Still, what extra accuracy would that give you? The problem is that you're simulating more & more, modeling more inaccuracies with every model. At some point you lose progress. Even for scientific things I wonder about the purposes of too much modeling. The more complex the model, the more off your variable guesses will be. As Todd indicated somewhat, for entertainment purposes we're nearly there, CPU-wise, except perhaps for damage modeling.
Quoted text (13 lines)>> Granted, if you threw in a bunch of cars running the same model and added good >> collision detection/response code that percentage will climb, but my point is >> that on today's PCs what we've considered to be really nasty car models over >> the past few years will run basically for free. Collision detection/response >> is most likely the greatest hog in a typical physics engine, but then only when >> a few objects get close to each other. > >Agree... This is a very complicated problem if it is going to be accurate. >One cannot test collision between all possible surfaces at the same time. > >Hopefully these kinds of calculations will be included in future graphics >cards... I read that in an interview with a developer at Nvidia regarding >his vision of GPU:s in the future.
Scenegraph operations are almost impossible to do efficiently for every situation out there. On the other hand, perhaps some techniques can be thought off that are generally useful and do ok with brute force. Just like the Z-buffer is actually a very inefficient brute-force way of doing Z-sorting, but so suited for hardware that's it's now really useful. :) >Depends on if you're into entertainment or engineering. In engineering it >is very important to get it right. In entertainment it would not be as >crucial, but then why use a complicated model at all? Right, the last few percent of the detail is lost already for entertainment purposes. For engineering, the data becomes more important than the model, I think. No use in simulating cylinders to get extra 'realism' if you give it the wrong data, and often you can't get accurate data either. >Probably. FEM is overkill for games... But I guess it could be used with >advantage in damage simulation? For entertainment, just denting a model at the point of impact is enough. Who cares if it's totally accurate; as long as it looks dented & damaged, it's ok. >> At this stage you could dive into better tire models, more sophisticated >> aerodynamics simulation approaches, and so forth. Keep in mind though that if >> you have good measured data for any of that than there may not be much point. > >True. The next step would maybe be to make the computer control a >hydraulic seat where you actually feel the small details much better? That's what we do. :) A high-end steering wheel does help you feel details better. But for now, I just use a simple noise function to simulate road granularity. Works ok. Who can tell the difference if I were to input the exact road structure? The projects needing that kind of info are getting more niche. >> What impresses me is how guys like Sebastien Tixier deal with programming good >> dynamics for Playstations' CPU :-) Indeed. :) Doing things in a shortcut way is always more difficult than taking the real-life approach (well, considering you want realistic results). >Fine with me... I'm discussing this issue due to my own simulations which >are of crank angle resolution... These don't run i real time... :( That's fortunately just a matter of time. The problem with simulations at one point is that you need so much knowledge to build good data for it (i.e. a car built out of components gets harder to simulate if you model it inside & out). Simplifications will always be used, no matter if the hardware can deal with it. Ruud van Gaal Free car sim: http://www.racer.nl/ Pencil art : http://www.marketgraph.nl/gallery/
On Wed, 17 Sep 2003 13:39:57 +0000, Ruud van Gaal wrote:
Quoted text (9 lines)> Still, what extra accuracy would that give you? The problem is that > you're simulating more & more, modeling more inaccuracies with every > model. At some point you lose progress. > Even for scientific things I wonder about the purposes of too much > modeling. The more complex the model, the more off your variable > guesses will be. > > As Todd indicated somewhat, for entertainment purposes we're nearly > there, CPU-wise, except perhaps for damage modeling.
I don't know, more "accuracy"? Is there any studies done on which level of details that is unnecessary with e.g. a screen and a force-feedback wheel as the only user inputs?
Quoted text (7 lines)> Scenegraph operations are almost impossible to do efficiently for > every situation out there. On the other hand, perhaps some techniques > can be thought off that are generally useful and do ok with brute > force. > Just like the Z-buffer is actually a very inefficient brute-force way > of doing Z-sorting, but so suited for hardware that's it's now really > useful. :)
I guess that is something that they are aiming at. > Right, the last few percent of the detail is lost already for > entertainment purposes. > For engineering, the data becomes more important than the model, I > think. No use in simulating cylinders to get extra 'realism' if you > give it the wrong data, and often you can't get accurate data either. The only thing I can think of is to simulate more realistic engine sound and capturing individual misfires and such... > For entertainment, just denting a model at the point of impact is > enough. Who cares if it's totally accurate; as long as it looks dented > & damaged, it's ok. Hardcore fans care? The average 14-year old PS/2 owner won't. I would indeed find it quite amusing if the car actually gets affected in a "realistic" sense. > That's what we do. :) A high-end steering wheel does help you feel > details better. But for now, I just use a simple noise function to > simulate road granularity. Works ok. Who can tell the difference if I > were to input the exact road structure? The projects needing that kind > of info are getting more niche. Probably. After all it's all about fooling the user to think it is real? Maybe one should work more with psychology than modelling? :)
Quoted text (10 lines)>>Fine with me... I'm discussing this issue due to my own simulations which >>are of crank angle resolution... These don't run i real time... :( > > That's fortunately just a matter of time. > > The problem with simulations at one point is that you need so much > knowledge to build good data for it (i.e. a car built out of > components gets harder to simulate if you model it inside & out). > Simplifications will always be used, no matter if the hardware can > deal with it.
The upside is that you, as a constructor, learn a lot about the behaviour of the system you are trying to simulate, even if the model does not capture the reality precisely... And by building a complicated model you are more aware of what particular effects a simplification would lead to. /Stefan
On Thu, 18 Sep 2003, Stefan Larsson wrote: > The upside is that you, as a constructor, learn a lot about the behaviour > of the system you are trying to simulate, even if the model does not > capture the reality precisely... And by building a complicated model > you are more aware of what particular effects a simplification would > lead to. Haven't been getting all of this thread on my news server... Anyway, it will be a long time before anyone can model tires completely, off-line or especially realtime! As I understand it, current finite element models work fairly well (non-realtime) for constant temp operation, but add in temperature effects (material properties change) and the problem gets much bigger. So we continue to work with various different simplified schemes, some of which have the advantage of also giving some physical feel for the tire as a flexible structure that grips and/or slides over the road.
"ymenard" wrote: > > I would hardly compare F1C to a professional-quality driving > > simulation, which is what I was under the impression the Westies were > > aiming for. > I disagree. F1C is at least an existing sim. RL is just renders createdto > attract business possibilities. F1C has tons of fanatics, you know, me, > you, racing fans, who are creating dozens of mods. They are as muchdevoted > as the West Bros. are with their renders. True, but EA have put out god knows how many retail versions of this series and it still feels unfinished. Sure the modders have done some great jobs but at the back of at least my mind there is the ultimate deficiencies of the game & graphics engine and the limited multiplayer (and singleplayer come to that). I know many will disagree with the graphics engine bit - it makes for great screen shots but still doesn't feel right on the move IMHO. Whilst it has provided some fun - I don't feel that F1C provides a basis for the future of simming. That may lie with what the modders can do with the enabled NR2003, or who knows, with the Wests > Teddy bears, leather wallets to put in your business card CD, a garagewhere > you roll your car out.. CMON!!! I have to agree, that isn't the future for simming. If RL really is aimed at the niche enthusiasts then they should know we just want something to drive, even if it is a single track, single car with beta written on every trackside advert. That should be priority one, not garages or working engine internals. The goal, however, if achieved is way beyond what the EA F1 series ever set out to attain. Cheers Tony
Quoted text (14 lines)>> True. You might have seen the bland, simple graphics in my sig. That >physics >> model does the whole suspension system except for the actual physical ARB >> installation and attachment points, tie rods, and steering rack location >(not >> much CPU time there really anyway with a good approach). Roll centers and >so >> forth are essentially moving in real time and all that fun stuff, and it >still >> runs around 200-250 fps on my P4. (That looks worse than 60, quite >frankly, >> but that's not the point.) > >I've only seen stills on your webpage.
What exactly are you implying? ;-)
Quoted text (28 lines)> >> Stefan, lookup tables like you describe are used to speed things up in some >> areas, but to give a sense of graphics/physics CPU usage scale: This is >> currently running so fast the physics engine has to stop and wait a few >> milliseconds every graphics frame because the clock resolution is only >0.001 >> second, and if the engine can't get a few cycles in during that 1 >millisecond >> (meaning it repeats all of the physics calculations several times, >including >> doing the entire set of tire force calculations several times for each >tire), >> it'll time warp. At 200-250 fps it time warps by a factor of around 4, so >you >> tell me what percentage of the CPU time is being used by the physics engine >> every cycle :-P 0.0...%? 0.2%? >> >> I.e., the physics runs so fast the CPU can't even tell the engine how much >time >> elapsed since the last time the physics calculations RAN, much less how >long it >> actually took them to run... Again, that timer's minimum duration is 0.001 >> second. > >This depends on the time resolution of the simulation. If you only intend >to simulate the vehicle dynamics... Fine. But if you are going into the >engine to simulate the combustion also (wouldn't that be necessary to be >able to adjust valve timings and such?)
No, this would not be necessary unless you wanted transient engine effects. For valve timing and so forth you could run an engine simulation like yours before the race starts and simply save the power curves at different throttle positions, etc.. I've been doing this for about two or three years already with QuickEngine Builder, although that model is pretty simplistic. Transient engine effects could probably be done reasonably accurately through other means. For instance, you could save curves at different engine acceleration or jerk rates. However, most vehicle dynamics guys running comp simulations of real cars don't bother from what I understand. A full power torque curve is all that is needed. Personally I want more too :-) you would end up with a much >smaller time scale and the resulting model of the car would probably be >stiff (big difference between different time scales of the model). If you wanted a real time engine model running, then yes, of course you're right. The picture you posted showed piston location in world space varying with time. If you wanted that then of course you're probably going to need to run the system on the order of 1 MHz or better (I think I used 3 MHz on an experimental engine model awhile back..) That would of course bring any PC to its knees as you've already seen in your own work, I'm sure. However, you could easily get by with running the vehicle model at a lower sampling rate as is already done (say 200-300 Hz), then running the engine model at a higher rate as you said. I'm not sure what you mean when you say the car model would become stiff. I run my tires at a higher frequency than the rest of the car and it does nothing but improve performance. Going as high as 30,000 Hz for the tires and 200Hz for the car doesn't do anything funny to the car that I can see. Anyway, running a real time engine model still would have a huge impact and may not be feasible unless you used a very simple engine model. So yes, hardware has a long way to go for this type of thing to become possible using standard engineering approaches. A >smaller time scale combined with a larger model would certainly increase >the computational load. I read somewhere that to be able to simulate a car >responding to small variations in the surface it is necessary to increase >the time resolution to around 8000 - 10000 Hz... Then add some more cars to >the >track... Maybe.. I've run my vehicle model at 6000Hz and things were still pretty fast. It depends on how you're handling the suspension, I suppose. And add the possibility to keep track of the wear of many of the >parts in the car and/or engine. It seems as if it would be quite easy to >get the simulation taking a lot of time... > If wear was being handled through methods used in the wear research papers I've seen, then yes, this could kill you. However, then we get back into an area where adding complexity doesn't necessarily improve accuracy. Are you sure the component moduli and so forth are accurate? I don't think anybody except manufacturers have data on brake wear, for instance. Here's an area where you could probably do just as well with a simplified model because of so many unknown variables. For instance, tire wear in my system is handled through a very basic, simple equation and then adjusted with a coefficient. As long as the basic relationship is right you can fine tune things. The same could easily be done for all the other parts on the car without a noticable hit. You could probably get away with modelling wear for a particular part with only 4-10 math operations per cycle (my PII-333MHz could do about 50-60 million per second). And again, you could do that at the vehicle sampling rate or a fraction of it. Cut the "wear sampling rate" from 300Hz down to 30Hz. Would that really reduce accuracy? That can't be determined without test results available of course, but suddenly you can model 10 times as many parts... My bet is that you could model 1,000 parts this way and not even know it's running. So again, depending on the method you might not even notice that every part on the car was wearing over time. This may not be good enough for the engineers at GM, but then again we don't have the data they have for input so using the latest whiz-bang SAE approach may not improve accuracy anyway. >Using better resolution would also require more detailed data... I.e. >more data shuffling. :P > Not sure what you mean here.
Quoted text (15 lines)>> Granted, if you threw in a bunch of cars running the same model and added >good >> collision detection/response code that percentage will climb, but my point >is >> that on today's PCs what we've considered to be really nasty car models >over >> the past few years will run basically for free. Collision >detection/response >> is most likely the greatest hog in a typical physics engine, but then only >when >> a few objects get close to each other. > >Agree... This is a very complicated problem if it is going to be accurate. >One cannot test collision between all possible surfaces at the same time. >
Sure you can ;-) But resolving the collision impulses between multiple contacts is not something I've seen done even for a rigid body system, so I have to agree. >Hopefully these kinds of calculations will be included in future graphics >cards... I read that in an interview with a developer at Nvidia regarding >his vision of GPU:s in the future. > That would be interesting to read and I'm sure they've given that a lot more thought than I have, but then manufacturer's might be getting into standardizing something that may not be the best approach for all situations. You can get away with simpler collision detection/response in a car sim than you could in say a FPS where a dead character falls against a wall and needs to bend accordingly. If the graphics card or other add-on "collision chip" is set up to handle the complex scenario by design than we're losing a lot of optimization potential. It's a waste. I'm sure the same thing was said about 3-D cards to begin with, so maybe this isn't really a concern. Do you have a link to the interview? It would be interesting to read.
Quoted text (22 lines)>> As another example, on our current project we're giving the physics engine >> 5-10% of the CPU. Really it's not using more than probably 1-2% at this >point, >> and I've got just about every bell and whistle in there I can think of >> (well....almost.... ;-)). Adding some chassis flex or tire distortion >would >> not impact anything unless you insisted on duplicating FEM engineering >software >> line for line. What if you could get within 5% of the same results but on >code >> that runs 10,000 times faster? If your tire data might be off by any more >> than 5% there's no point bothering with the FEM approach because the model >is >> no more accurate either way. It's cool to say "this has an FEM model", but >if >> it's not more accurate because of it's inclusion, isn't it just hype? (Of >> course you have to take your hat off to whoever wrote it anyway!) > >Depends on if you're into entertainment or engineering. In engineering it >is very important to get it right. In entertainment it would not be as >crucial, but then why use a complicated model at all? >
My point is that even the accuracy of an FEM or Magic Tire Model is questionable when introduced into a real time vehicle sim, whether it's a game or real engineering application. There are no transient effects in Pacejka, for example, although the steady-state stuff can of course be very close since the force output comse from measurements. But tires do not appear to behave the same way when a slip angle is first introduced as they do when they've been operating at that slip angle for a few seconds, for one thing. So even if you measure these things on a tire tester and reproduce the force data, how accurate is the model as a whole when the steering angle changes? FEM models are probably developed partially by looking at test data, which itself has limitations. Regardless, this is still in my opinion the biggest unknown variable in vehicle modelling. Nobody really knows how tires work yet. Anyway, full blown FEM tire models are a long, long way off. Super computers can't even approach real time with these. Why use a complicated model at all, you asked? I guess we'd have to be more specific about the different areas. You of course have to decide on how much complexity you want. If you want diagonal weight jacking with caster or kingpin inclination, you'll have to model the suspension to some extent of course. But using FEM to do so is pointless. If you're trying to design the lightest possible system and need to do stress analysis on it, then yeah, you'll need FEM. But a straight geometrical calculation will give you the same results when you want to know how much diagonal load transfer or body roll occurs because of the caster/kingpin inclination. Etc.. The only big things lost are suspension and tire compliance, but that can be added in through other means using test data if it's available. If you want jacking from moving roll centers and anti-dive/pitch/etc., you'll have to model the suspension more fully, but again, I only go as complex as is necessary to get the "right answer." Once you go overboard with it and introduce lots of variables that you don't have data for, you run the risk of ending up with more error than you would get with a simpler, faster approach.
Quoted text (31 lines)>> Anyway, the other 95-98% currently is all graphics. The vehicle model does >> quite a lot of things the GPL model does not do (and skips a couple things >it >> did), but what's great is that GPL was intended to run on only a Pentium >166 if >> I remember correctly. I'm surprised it ran, quite frankly, let alone with >such >> pretty graphics for the time. That was brilliantly done, but on a 1Ghz+ >system >> that technology runs pretty much for free as far as the CPU is concerned. >> >> So really the doors are blown wide open now for physics again. You could >> increase the complexity probably 100 or 1000 times and now you'd be back in >> David Kaemmer's position a few years ago writing GPL for a Pentium 166. >> >> So what do you do with all the new CPU power available for the physics >> department? >> >> Quite frankly I don't see much to add to a vehicle physics model that isn't >> already being done that a player would ever notice. Give the same physics >> model to five different groups of people and tell them to model a certain >car >> with a certain set of tires on it and you and anyone else will swear you're >> driving five different physics models when you get the cars back. You're >not. > >The damage models... If you crash into a wall in GPL only the wheels will >fall off. A more accurate damage model where the hull is getting damaged >and probably aerodynamics is affected too and where the damage (and wear) is >inherited to the next race unless you fix it? >
Yes, you're definately right about damage models. I was thinking more along the lines of the handling model when that was written, which you've essentially agreed already that there's a point where there's not much left to do there. FEM damage modelling is of course done on super computers already and takes weeks of computing time to simulate an impact that lasts a fraction of a second. Obviously that can't be done, but as you've also pointed out you could use a simplified FEM model with less node densitiy that might run in real time. It's something I've thought about, but haven't tried yet. I think there is already a game doing this, but don't recall the title. Aerodynamics as you said is another area where we'll need a lot more processor power than is available. http://cfd4pc.com is a 2-D aerodynamic wind tunnel. On my P-II 333MHz I ran a test with nothing but a simple airfoil in the air stream. After running for about an hour, it had not yet completed calculations for ONE time step. I forget how small the time step was, but it was more on the order of what you'd use in an engine simulation. Granted, you may get about as accurate of an answer as is possible without testing in a real tunnel, but obviously the approach is nowhere close to something that will be done in real time this decade. Extend that to 3-D... Forget it! :-D Of course this is an area where you'd have to try a much simpler approach. And again, if you can run a different system in real time that gets you within say 5-10% of what the full program predicts, is that close enough? Probably not for the final design of a real product, but definately a start for even real engineering when coming up with initial design ideas. My view is that if it gets significantly closer to the right answer then go for it. Regardless, in a game where if you damage the front end of the car and the aero is screwed up, it would be fun, but there's a balance in there to hunt for that's part of the "art" of developing these models. How complicated do you want to get and why? If you do something just because it's cool but doesn't add any accuracy or effects, you're just killing FPS and wasting CPU time, in my opinion.
Quoted text (10 lines)>> Hand them a physics model with FEM suspension versus one with straight, >> geometrically calculated suspension kinematics, don't say anything, and see >if >> anyone notices a difference. The upper rod shortened 0.0000003 mm in turn >two. >> Did you catch that? ;-) > >Probably. FEM is overkill for games... But I guess it could be used with >advantage in damage simulation? >
Yes, I agree. I imagine a different system for this that acts basically like FEM, but for games instead. Haven't tried it yet so can't comment on how well it doesn't work :-P
Quoted text (8 lines)>> The FEM suspension still won't run on today's PCs in real time. Other >> approaches do easily. Either way you can bet that the tire force and >> aerodynamic input data is not accurate enough to make up for the added >> complexity. > >Depends on the number of nodes you are using... And if the model is linear >or nonlinear. >
True... However, if for a game or even an engineering app you might simply want to be able to calculate roll center positions, camber, wheel position, etc.. Does an FEM model do this more accurately enough to bother with? So what if the camber is off by 0.000001 degree because the arms bent a little? The tire behavior is certainly off by a much greater factor, so again here is an area where increasing complexity doesn't add anymore accuracy to the handling model. One manufacturer will be using my "car game physics engine" to help design the real suspension systems for their RC cars, and they don't care if it uses FEM or not because they're interested in camber gain and roll center location changes with wheel travel and body attitude primarily. The feasibility of whether they can use it to actually test handling (they've asked) is going to be determined by one thing: The tire model. Again, if the tire forces are off by 10-20% under certain conditions, this will overshadow any benefit that would be gained by increasing the physical car model's complexity (adding FEM suspension or real time aerodynamics for example). It's best to focus IMO on the least accurate areas of the model. Improving other areas doesn't necessarily add anything.
Quoted text (9 lines)>> At this stage you could dive into better tire models, more sophisticated >> aerodynamics simulation approaches, and so forth. Keep in mind though that >if >> you have good measured data for any of that than there may not be much >point. > >True. The next step would maybe be to make the computer control a >hydraulic seat where you actually feel the small details much better? >
Ruud is working on this :-) Looks very cool :-)
Quoted text (9 lines)>> What impresses me is how guys like Sebastien Tixier deal with programming >good >> dynamics for Playstations' CPU :-) >> >> Ack... Got carried away. It's late and I'm getting delirious.. 8-) > >Fine with me... I'm discussing this issue due to my own simulations which >are of crank angle resolution... These don't run i real time... :( >
Frustrating, isn't it? :-P >/Stefan Todd Wasson Racing Software http://PerformanceSimulations.com http://performancesimulations.com/scnshot4.htm
Quoted text (20 lines)>From: "Stefan Larsson" [email hidden] >Date: 9/18/2003 3:36 AM Eastern Daylight Time >Message-id: <[email hidden]> > >On Wed, 17 Sep 2003 13:39:57 +0000, Ruud van Gaal wrote: > >> Still, what extra accuracy would that give you? The problem is that >> you're simulating more & more, modeling more inaccuracies with every >> model. At some point you lose progress. >> Even for scientific things I wonder about the purposes of too much >> modeling. The more complex the model, the more off your variable >> guesses will be. >> >> As Todd indicated somewhat, for entertainment purposes we're nearly >> there, CPU-wise, except perhaps for damage modeling. > >I don't know, more "accuracy"? Is there any studies done on which level of >details that is unnecessary with e.g. a screen and a force-feedback wheel >as the only user inputs? >
To me, good "simulation accuracy" means you could run a telemetry system off it and given steering angle and power application percentage the simulation matches well with what a real life car does. I.e., could a vehicle dynamics engineer use it to design a real car and come up with understeer gradients and so forth? Screen and force-feedback issues and so forth are a matter of communicating this to the user and is a seperate issue (to me anyway). Is the model accurate, does it feel accurate, or both? Of course as you point out you need all of the above.
Quoted text (19 lines)>> Scenegraph operations are almost impossible to do efficiently for >> every situation out there. On the other hand, perhaps some techniques >> can be thought off that are generally useful and do ok with brute >> force. >> Just like the Z-buffer is actually a very inefficient brute-force way >> of doing Z-sorting, but so suited for hardware that's it's now really >> useful. :) > >I guess that is something that they are aiming at. > >> Right, the last few percent of the detail is lost already for >> entertainment purposes. >> For engineering, the data becomes more important than the model, I >> think. No use in simulating cylinders to get extra 'realism' if you >> give it the wrong data, and often you can't get accurate data either. > >The only thing I can think of is to simulate more realistic engine sound >and capturing individual misfires and such... >
Good point. And if you recall the simple system I did for this, it was pretty CPU hungry and was very basic. Sounded pretty cool though if I do say so myself :-P
Quoted text (8 lines)>> For entertainment, just denting a model at the point of impact is >> enough. Who cares if it's totally accurate; as long as it looks dented >> & damaged, it's ok. > >Hardcore fans care? The average 14-year old PS/2 owner won't. I would >indeed find it quite amusing if the car actually gets affected in a >"realistic" sense. >
Good point. That would be fun too. Aero effects are not possible to do in real time with a standard engineering approach, but there's nothing stopping developers from moving the centers of pressure around on the car in real time in a way that corresponds somewhat to body damage. That would be free.
Quoted text (9 lines)>> That's what we do. :) A high-end steering wheel does help you feel >> details better. But for now, I just use a simple noise function to >> simulate road granularity. Works ok. Who can tell the difference if I >> were to input the exact road structure? The projects needing that kind >> of info are getting more niche. > >Probably. After all it's all about fooling the user to think it is real? >Maybe one should work more with psychology than modelling? :) >
Again there are two different areas here. The first is the handling mathematical output. Does it match telemetry for a real car under the same conditions? If so, I say it's "an accurate model." The other aspect is indeed psychological. For instance, what field of view do you want to use? How far do you go with modelling road surface bumps and so forth? Do you just want to feel a vibration on your rear end? For these types of things the level of complexity should be determined by "if we add this, 1) will anybody know it? 2) Will it improve accuracy (in the telemetry sense)?"
Quoted text (16 lines)>>>Fine with me... I'm discussing this issue due to my own simulations which >>>are of crank angle resolution... These don't run i real time... :( >> >> That's fortunately just a matter of time. >> >> The problem with simulations at one point is that you need so much >> knowledge to build good data for it (i.e. a car built out of >> components gets harder to simulate if you model it inside & out). >> Simplifications will always be used, no matter if the hardware can >> deal with it. > >The upside is that you, as a constructor, learn a lot about the behaviour >of the system you are trying to simulate, even if the model does not >capture the reality precisely... And by building a complicated model >you are more aware of what particular effects a simplification would >lead to.
True. I'd say most of what I pretend to know about handling dynamics comes from developing the model. You see how everything works together and since you have to write and/or develop the equations yourself, you get insight into it. I'm sure you're familiar with this from your engine work :-P I think what Ruud's point here was similar to mine in regards to using FEM suspension. If you're using a straight kinematic approach and are getting dynamic camber angles with 99.9% accuracy while at the same time unknown tire variables are limiting overall accuracy to only 95%, then adding FEM won't help. Especially if you must guess the FEM inputs and can only do so accurately enough to get within 90% of, for example, the correct dynamic camber angle. Even though you've added complexity, you've also added unknown variables and could easily make the entire model less accurate as a whole. This happened to me recently when we were investigating clutch operation. I tried letting the centrifugal clutch model actually move forwards and rearwards, but it didn't improve anything (a 2 DOF clutch). In fact, I ended up disproving my own theory about what we were looking at :-P Tread carefully. The upside of the more complex approach is, as you've pointed out, you can now study how bending loads and so forth might effect things. The downside is unless you've got really accurate input data, the overall model could easily become less accurate even though it's hi-tech. To me this is a bad thing, as the car now performs less like the real thing than it did with the simpler model. Don't get me wrong, I want all the stuff you've talked about too, but if you can't get the Corvette to drive like a real Corvette because you've added so many unknown variables, then I don't want it in a simulator unless it's for research and my own kicks. Case in point: I just finished up a new tire model that runs on the geometric and physical properties of the tire. It's a far cry from an FEM model (although I suppose I could call it a "quasi-FEM" model, but probably won't) and is no replacement for testing a real tire, but seems to give very good results for the particular cars we're doing (1:10 and 1:8 scale IC RC cars). It's well known that temperature effects grip, but adding that isn't going to necessarily make a pro driver say "this drives more like the real thing than it did before." The only telemetry data we have (yes, they have telemetry on RC cars, crazy isn't it?) is for speed vs. time. By adding temperature effects without having data to correlate anything with, we run the risk of making things less accurate. They don't make tire testers for RC car tires, so I have to put faith in the physical model that the grip is right before handing it to the pros to drive it around. I.e., we don't even have tire force data for grip at one temperature, let alone a whole range of them, let alone how quickly the tires heat up and cool down or an accurate understanding of how they do so. The same principle goes for anything else of course. After a point, adding complexity to things can backfire and you might end up with less accuracy. We may do temperature, but we'll have to be very careful for exactly this reason. The cars are extremely sensitive and we don't suddenly want understeer at point A to turn into oversteer because the temperature effects we added for the "wow, it has temperature effects, isn't it cool factor" weren't quite right. If it was closer before, meaning it matched the telemetry more closely before, it's best to just leave it alone IMHO :-)
Quoted text (9 lines)> >/Stefan > > > > > > >
Todd Wasson Racing Software http://PerformanceSimulations.com http://performancesimulations.com/scnshot4.htm
Quoted text (21 lines)>From: Doug Milliken [email hidden] >Date: 9/18/2003 11:12 AM Eastern Daylight Time >Message-id: <[email hidden]> > > >On Thu, 18 Sep 2003, Stefan Larsson wrote: > >> The upside is that you, as a constructor, learn a lot about the behaviour >> of the system you are trying to simulate, even if the model does not >> capture the reality precisely... And by building a complicated model >> you are more aware of what particular effects a simplification would >> lead to. > >Haven't been getting all of this thread on my news server... > >Anyway, it will be a long time before anyone can model tires completely, >off-line or especially realtime! As I understand it, current finite >element models work fairly well (non-realtime) for constant temp operation, >but add in temperature effects (material properties change) and >the problem gets much bigger. >
Unfortunately Chuck passed away.... Todd Wasson Racing Software http://PerformanceSimulations.com http://performancesimulations.com/scnshot4.htm
On 25 Sep 2003 09:41:29 GMT, [email hidden] (J. Todd Wasson) wrote: ...
Quoted text (9 lines)>>smaller time scale combined with a larger model would certainly increase >>the computational load. I read somewhere that to be able to simulate a car >>responding to small variations in the surface it is necessary to increase >>the time resolution to around 8000 - 10000 Hz... Then add some more cars to >>the >>track... > >Maybe.. I've run my vehicle model at 6000Hz and things were still pretty fast. > It depends on how you're handling the suspension, I suppose.
I recently read a very interesting article on floating point precision. The boundary was something (when using floats) of 10^-4 (0.0001) for the stepsize. After that, floating point roundoff got worse, so your accuracy actually suffers while you'd think a 0.00001 (10^-5) would give you more. So with 6000Hz you're already pretty close to the limit, unless you move to doubles, which for game purposes at least totally overboard. >>Agree... This is a very complicated problem if it is going to be accurate. >>One cannot test collision between all possible surfaces at the same time. > >Sure you can ;-) But resolving the collision impulses between multiple >contacts is not something I've seen done even for a rigid body system, so I >have to agree. I'm not sure what you mean, but ODE (www.opende.org IIRC) does multiple contacts quite nicely. Still, I manage to average out all the generated contact points into 1 (just average the normals and contact depth) and it still continues to do nicely (if you hit a pilar at the edge; don't do this at home, kids). >That would be interesting to read and I'm sure they've given that a lot more >thought than I have, but then manufacturer's might be getting into >standardizing something that may not be the best approach for all situations. >You can get away with simpler collision detection/response in a car sim than >you could in say a FPS where a dead character falls against a wall and needs to >bend accordingly. I agree that a software library which handles low-end things (like generating contacts between various types of primitives) looks far more useful. But let's not stop them from trying to think of something; they might have a brilliant insight somehow which we're overlooking. ;-) After all, that's how revolutions come to pass; everybody thinks something is impossible, then someone approaches the problem in another way. > If the graphics card or other add-on "collision chip" is set >up to handle the complex scenario by design than we're losing a lot of >optimization potential. It's a waste. Unless the hardware is significantly faster at the brute force method. That's what Z-buffers are doing for example; wasting a lot of power where you could mostly just sort your polygons. But in practice, the hardware is faster than your Z-sorter often. >>True. The next step would maybe be to make the computer control a >>hydraulic seat where you actually feel the small details much better? > >Ruud is working on this :-) Looks very cool :-) Feels very cool too. :) Ruud van Gaal Free car sim: http://www.racer.nl/ Pencil art : http://www.marketgraph.nl/gallery/
Quoted text (25 lines)>And add the possibility to keep track of the wear of many of the >>parts in the car and/or engine. It seems as if it would be quite easy to >>get the simulation taking a lot of time... >> > >If wear was being handled through methods used in the wear research papers >I've >seen, then yes, this could kill you. However, then we get back into an area >where adding complexity doesn't necessarily improve accuracy. Are you sure >the >component moduli and so forth are accurate? I don't think anybody except >manufacturers have data on brake wear, for instance. Here's an area where >you >could probably do just as well with a simplified model because of so many >unknown variables. > >For instance, tire wear in my system is handled through a very basic, simple >equation and then adjusted with a coefficient. As long as the basic >relationship is right you can fine tune things. The same could easily be >done >for all the other parts on the car without a noticable hit. You could >probably >get away with modelling wear for a particular part with only 4-10 math >operations per cycle (my PII-333MHz could do about 50-60 million per second). >
Just to add some number for the lurkers to put things in perspective: If it took 10 math ops to model wear on a particular part and you wanted to dedicate 1% of a low end PII - 333MHz processors time to modelling part wear, you'd be doing wear for 50,000 parts and might not even notice a frame rate hit. Jack that up to a more complex model with 50 calculations per cycle and just do wear every 10 cycles (1/10th as often) and you're doing 100,000 parts in real time... Try it on a P4-2.66GHz (8 times faster math ops) and you could be doing something like a million parts. How many parts do you want and how many cars are there? Part wear is close to free. Maybe a full blown engineering approach could be done after all for a few hundred parts... Todd Wasson Racing Software http://PerformanceSimulations.com http://performancesimulations.com/scnshot4.htm
Quoted text (26 lines)>From: [email hidden] (Ruud van Gaal) >Date: 9/25/2003 6:43 AM Eastern Daylight Time >Message-id: <[email hidden]> > >On 25 Sep 2003 09:41:29 GMT, [email hidden] (J. Todd Wasson) wrote: > >... >>>smaller time scale combined with a larger model would certainly increase >>>the computational load. I read somewhere that to be able to simulate a car >>>responding to small variations in the surface it is necessary to increase >>>the time resolution to around 8000 - 10000 Hz... Then add some more cars to >>>the >>>track... >> >>Maybe.. I've run my vehicle model at 6000Hz and things were still pretty >fast. >> It depends on how you're handling the suspension, I suppose. > >I recently read a very interesting article on floating point >precision. The boundary was something (when using floats) of 10^-4 >(0.0001) for the stepsize. After that, floating point roundoff got >worse, so your accuracy actually suffers while you'd think a 0.00001 >(10^-5) would give you more. >So with 6000Hz you're already pretty close to the limit, unless you >move to doubles, which for game purposes at least totally overboard. >
Interesting...
Quoted text (13 lines)>>>Agree... This is a very complicated problem if it is going to be accurate. >>>One cannot test collision between all possible surfaces at the same time. >> >>Sure you can ;-) But resolving the collision impulses between multiple >>contacts is not something I've seen done even for a rigid body system, so I >>have to agree. > >I'm not sure what you mean, but ODE (www.opende.org IIRC) does >multiple contacts quite nicely. Still, I manage to average out all the >generated contact points into 1 (just average the normals and contact >depth) and it still continues to do nicely (if you hit a pilar at the >edge; don't do this at home, kids). >
I was referring to impulse methods, not penalty. I haven't yet found a paper or discussion where multiple impulse calculations were made for the rigid body case.
Quoted text (18 lines)>>That would be interesting to read and I'm sure they've given that a lot more >>thought than I have, but then manufacturer's might be getting into >>standardizing something that may not be the best approach for all >situations. >>You can get away with simpler collision detection/response in a car sim than >>you could in say a FPS where a dead character falls against a wall and needs >to >>bend accordingly. > >I agree that a software library which handles low-end things (like >generating contacts between various types of primitives) looks far >more useful. But let's not stop them from trying to think of >something; they might have a brilliant insight somehow which we're >overlooking. ;-) >After all, that's how revolutions come to pass; everybody thinks >something is impossible, then someone approaches the problem in >another way. >
My first impressions are frequently wrong. Hopefully this is another example of that. :-) I'm looking forward to seeing whatever they're doing, of course!
Quoted text (9 lines)>> If the graphics card or other add-on "collision chip" is set >>up to handle the complex scenario by design than we're losing a lot of >>optimization potential. It's a waste. > >Unless the hardware is significantly faster at the brute force method. >That's what Z-buffers are doing for example; wasting a lot of power >where you could mostly just sort your polygons. But in practice, the >hardware is faster than your Z-sorter often. >
Yeah, you're probably right.
Quoted text (7 lines)>>>True. The next step would maybe be to make the computer control a >>>hydraulic seat where you actually feel the small details much better? >> >>Ruud is working on this :-) Looks very cool :-) > >Feels very cool too. :) >
You finally got to drive it? :-)
Quoted text (10 lines)> >Ruud van Gaal >Free car sim: http://www.racer.nl/ >Pencil art : http://www.marketgraph.nl/gallery/ > > > > > >
Todd Wasson Racing Software http://PerformanceSimulations.com http://performancesimulations.com/scnshot4.htm
On 25 Sep 2003 11:17:35 GMT, [email hidden] (J. Todd Wasson) wrote: ...
Quoted text (10 lines)>>I'm not sure what you mean, but ODE (www.opende.org IIRC) does >>multiple contacts quite nicely. Still, I manage to average out all the >>generated contact points into 1 (just average the normals and contact >>depth) and it still continues to do nicely (if you hit a pilar at the >>edge; don't do this at home, kids). > > >I was referring to impulse methods, not penalty. I haven't yet found a paper >or discussion where multiple impulse calculations were made for the rigid body >case.
Ah indeed, sorry about that. ODE's penalties seem ok though; it allows for some interpenetration, which probably can save you from doing too much collision checks to make sure every object doesn't interpenetrate. And there was a linear step collision solver that was talked about some time ago (I stopped reading the maillist) which avoided big matrices and instead could do it with little matrices step by step (and faster too).
Quoted text (8 lines)>>>>True. The next step would maybe be to make the computer control a >>>>hydraulic seat where you actually feel the small details much better? >>> >>>Ruud is working on this :-) Looks very cool :-) >> >>Feels very cool too. :) > >You finally got to drive it? :-)
Yep, some time ago. :) Actually one drove it once. Now that my cars can tumble over without flying into space though, I might need to test again. ;-) Ruud van Gaal Free car sim: http://www.racer.nl/ Pencil art : http://www.marketgraph.nl/gallery/
Quoted text (29 lines)>From: [email hidden] (Ruud van Gaal) >Date: 9/25/2003 4:30 PM Eastern Daylight Time >Message-id: <[email hidden]> > >On 25 Sep 2003 11:17:35 GMT, [email hidden] (J. Todd Wasson) wrote: > >... >>>I'm not sure what you mean, but ODE (www.opende.org IIRC) does >>>multiple contacts quite nicely. Still, I manage to average out all the >>>generated contact points into 1 (just average the normals and contact >>>depth) and it still continues to do nicely (if you hit a pilar at the >>>edge; don't do this at home, kids). >> >> >>I was referring to impulse methods, not penalty. I haven't yet found a >paper >>or discussion where multiple impulse calculations were made for the rigid >body >>case. > >Ah indeed, sorry about that. ODE's penalties seem ok though; it allows >for some interpenetration, which probably can save you from doing too >much collision checks to make sure every object doesn't >interpenetrate. >And there was a linear step collision solver that was talked about >some time ago (I stopped reading the maillist) which avoided big >matrices and instead could do it with little matrices step by step >(and faster too). >
Sounds cool. A new collision system is the next major thing on my list, so I'll probably be sending you some emails :-)
Quoted text (14 lines)>>>>>True. The next step would maybe be to make the computer control a >>>>>hydraulic seat where you actually feel the small details much better? >>>> >>>>Ruud is working on this :-) Looks very cool :-) >>> >>>Feels very cool too. :) >> >>You finally got to drive it? :-) > >Yep, some time ago. :) Actually one drove it once. >Now that my cars can tumble over without flying into space though, I >might need to test again. ;-) > >
Hehe, right. I'm sure it was a too dangerous before that problem was fixed :-P YEAAAAH!!!!!! (hole in ceiling... legs dangling...) >Ruud van Gaal >Free car sim: http://www.racer.nl/ >Pencil art : http://www.marketgraph.nl/gallery/ > Todd Wasson Racing Software http://PerformanceSimulations.com http://performancesimulations.com/scnshot4.htm

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