But those qualities you state are not diametrically opposed either.
Which would you choose *given the opportunity*
A fantastic game with great gameplay and all the hacking and slashing you could dream of with a story that makes [insert famous author here] look amateur,
OR
The exact same game with amazing eye candy, devoid of sub-par textures and art which constantly rattle at your suspension of disbelief?
Bottom line is, given the exact same gameplay experience, it would be stockholm syndrome to state that you enjoy the low poly count low resolution stick man version of the same game MORE than the work of art in motion.
It will only limit the precision of said 100hz calculations, which are not necessarily in bed with timing & positional updates.
Here's a backwards analogy but you get the idea: even if your graphics card can't draw a decent framerate - your "visual accuracy" will drop but things are still happening in the background.
edit: That's fine, I don't disagree with you that it would *ideal* to run at the same frequency, but for the sake of 1 360th of a second... who gives a toot if you're on a 1 degree incline now, that 360th of a second isn't enough time for any non-cataclysmic force to have any appreciable effect on the mass of a speeding car - therefore decoupling timing from new physics being applied to the car is a totally reasonable, and probably more accurate approach than simply truncating values.
LFS' general physics run at 100Hz, the tire model runs at 2000Hz. Guess it doesn't really matter though.
You could introduce higher fidelity time keeping, it doesn't have to be synced with the physics engine . It's not like the cars stop moving between increments or something, it's just that new forces are introduced to it every 1/100th of a second. Let's call it "mathematical inertia"
I stand corrected on the framerates then. And no it's not stable, consoles can drop in framerate too - the output signal doesn't mean it's always being rendered at the max... just playing the demos at the store is enough to notice that.
I haven't run into (blatant enough to notice anyway) cheaters yet on BFBC2 but I agree the propensity there. I can't, however, imagine trying to run around like a tard using a fricken thumbpad and lining up shots that way. They really should make all the multiplayer cross-platform... That way you'd realize that all your awesomeness is offset by a ludicrous control scheme (for an FPS)
And about 3D, I already have been enjoying it for some time...
Long before any console is running any 3D, I'll be able to run it at a jawdropping 5760x1200
If PCs were incapable of being upgraded, I'm sure developers would be forced to make obsessively efficient use of 4MB of VRAM on this platform as well. Thankfully, that's not the case so it's therefore a moot point. It's like some guy with a limited budget (can't rebuild anything) doing everything he can to make his 1927 moped fast in the 1/4 mile drag race. Very noble, and I'm sure very skillful but totally irrelevant by modern drag racing standards.
Additionally, pretty much every single modern release has the capability to push modern hardware if you want it to.
One other question I have for you: doesn't it bother you that you're limited to 29.97fps or 25fps? Or do modern consoles output at PAL50 / ATSC 60 these days? Somehow I doubt either a PS3 or an Xbox will fire out 60fps @ 1080p, but correct me if I am wrong. edit: before you even state it doesn't; yes it indeed does matter and makes a difference depending on how much panning or fast motion is occuring. No it doesn't matter if you're playing checkers, but it can matter for pong!
As well, last time I checked, consoles don't have a working 3D solution available, and the one I have, although not perfect all the time, works rather well and indeed pushes my PC rather hard - considering rendering frames twice is a bit of a burden.
Enjoy your console, nobody is telling you not to enjoy it or say you can't or anything of the sort... Shot's point is that it's just physically/mathematically impossible for the games to have the graphic potential that a PC game can have. That's all he's saying, and you keep trying to bring up other dreadful points that nobody is talking about.
The rest is subjective, what's completely objective is that PCs are drastically more powerful - and let's just throw versatile in there for shits & giggles
Feeling a tad dramatic? Of course they "push the same games", as long as the game has been turned into a eunach, had it's hair shaved & replaced with a straw wig and had it's teeth punched out...
In Rookie, finishing high doesn't really matter, just finishing cleanly.
The few Rookie races I actually did, I placed quite high simply by a) not qualifying (crazy strategy I know) and b) letting the spacial-awareness-challenged folk sort themselves out, and patiently weaving through them... worked like a charm.
Though I only had a handful of races that had major issues, that was a long time ago. Maybe now that it's more populated (and getting more everyday - people actually race the radical now) it's more of a crap shoot?
There would probably be a pretty decent amount of friction between the car & the truck since the car is, you know, being pushed SIDEWAYS at 100km/h. It's not like a lane change is akin to a high speed hairpin or something, it's easily conceivable that a lane change could occur without losing the car. In fact, the article says that he maneovered onto the hard shoulder and judging by the context of what else is said, the car went with him.
Honestly I'm not sure why you would call it that? Perhaps in terms of bytes you may be right since it sounds like a new track will be in there, but there really isn't anything new being added to the LFS experience from what I can tell (which is only what's been explicitly said).
LFS has tracks, LFS has cars, LFS has tire physics. It's going to be the same sim with what is likely a very slightly different feel - if it's better, it'll probably feel more like iRacing.
I would call the transmission model update a bigger patch since it actually added something new to the sim.
A "big patch" would be maybe brake heat/wear, a use for the 8yr old gauges on the dashboards like oil & coolant, better damage modelling, some graphical updates, some track dynamics maybe, etc.
...
I have no idea why anybody is impatient for this patch to hit... When it does, the new track will get beaten to a pulp for a couple of months, 24/7. Same will happen to the (2?) new cars, and then pretty much the exact same (slightly different) driving experience will persist and then this type of thread will pop up again. OR, maybe I'm wrong and the LFS "community" will be eternally gratified by 2 or 3 pieces of new content (not likely).
Well, I guess I'd probably be burnt out and unmotivated if I was working every day on the same project for this many years too. It all makes sense now!
That was easily the most ominous post Scawen's ever made.
I 100% blame you both for the coffee dripping out of my nose as well as possibly alerting coworkers within 50 feet of my office that I probably wasn't really working right then.