08-26-2022, 01:32 AM
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08-26-2022, 05:29 AM
(08-25-2022, 09:06 PM)checkpoint10 Wrote: [ -> ]I've also confirmed that the FPS slowdown near Turn 3 is related to textures on the Renaissance Center so now I have to think about a solution for that.You can try also the switch distance option.
08-26-2022, 06:00 AM
(08-26-2022, 01:32 AM)samsepi0l Wrote: [ -> ]Do you have problems with DOS running Denver at full frame rate?30 FPS all around Denver
(08-26-2022, 05:29 AM)Dennis Wrote: [ -> ]You can try also the switch distance option.I'm not sure - because the game has no problem drawing the entire Renaissance Center when far away. Only when getting very close to it, even as much of the building goes off the screen, that's when FPS drops. So it's' not like I can take away detail using Switch Distance as the player comes close to the object.
08-26-2022, 04:27 PM
One possibility I'm thinking of, is to divide the towers into 2 or 3 segments, because when a car gets close to the tower, maybe the game will ignore the top section that is entirely off the screen, and only calculate the mip for the bottom section.
08-26-2022, 05:20 PM
Dividing the towers into segments is a good idea. But I think, you must make the segments different to get the right result. I wouldn't be surprised, if the game only uses 2D distances to calculate visibility.
08-30-2022, 07:46 PM
I have been doing some testing of Detroit and I have noticed that at some of the sharper turns, there is an invisible wall that doesn't correlate to what the .3DO shows. In the screenshot below, the car is actually stuck against the wall and cannot move forward (i.e. it will slide against the red line that I drew below, as though there is a wall there).
![[Image: attachment.php?aid=2159]](https://www.icr2.net/forum/attachment.php?aid=2159)
I think this is a serious bug because it affects gameplay, and I probably need to go back and change the SG to widen the corner radius in some corners to eliminate this effect. Fortunately I should be able to do this without affecting the placement of the trackside objects.
I think this is a serious bug because it affects gameplay, and I probably need to go back and change the SG to widen the corner radius in some corners to eliminate this effect. Fortunately I should be able to do this without affecting the placement of the trackside objects.
08-30-2022, 08:40 PM
I think, this is, because the geometry of the TRK is more detailed as the geometry of the 3DO.
Here is a screenshot of a corner in Detroit.
[attachment=2160]
As you can see, the track polygons in the 3DO are made by simply connecting some specific points of the TRK.
Another illustration is this place on the way up to the Corkscrew on the original Laguna Seca, where the cars jump, because the surface polygons of the 3DO can't follow the surface curvature of the TRK.
[attachment=2161]
Here is a screenshot of a corner in Detroit.
[attachment=2160]
As you can see, the track polygons in the 3DO are made by simply connecting some specific points of the TRK.
Another illustration is this place on the way up to the Corkscrew on the original Laguna Seca, where the cars jump, because the surface polygons of the 3DO can't follow the surface curvature of the TRK.
[attachment=2161]
08-30-2022, 08:53 PM
Checkpoint10, before changing anything and if AICar cars can run through this sharp section without problems you can try few things:
- devide this corner section in to several sections
- move left inside wall closer to centerline.
If this will not help then you need to increase section radius.
- devide this corner section in to several sections
- move left inside wall closer to centerline.
If this will not help then you need to increase section radius.
08-30-2022, 09:33 PM
(08-30-2022, 08:40 PM)Dennis Wrote: [ -> ]I think, this is, because the geometry of the TRK is more detailed as the geometry of the 3DO.
Here is a screenshot of a corner in Detroit.
As you can see, the track polygons in the 3DO are made by simply connecting some specific points of the TRK.
Another illustration is this place on the way up to the Corkscrew on the original Laguna Seca, where the cars jump, because the surface polygons of the 3DO can't follow the surface curvature of the TRK.
In my Detroit corner, I noticed that the invisible wall goes right up to that white line which is unexpected even if the 3DO is following more closely what I expected the TRK is doing.
I never noticed the flying cars at Laguna - that is interesting!
(08-30-2022, 08:53 PM)Pavel 69 Wrote: [ -> ]Checkpoint10, before changing anything and if AICar cars can run through this sharp section without problems yo can try few things:
- decide this corner section in to several sections
- move left inside wall closer to centerline.
If this will not help then you need to increase section radius.
I will try these suggestions.
08-30-2022, 11:10 PM
My turn 11 in Denver has a tight radius too and the AI isn't really bad there but it isn't nearly perfect like I was able to get it everywhere else. If I could go back I would have not done it this way.