The online racing simulator
can potato laptop be used with night mode?

does that mean night mode soon ? Big grin

This is very cool i love it!!!!!!!!!!!!
Quote from tankslacno :I just have that concern that making strategic pit stops for AI may become unnecessarily harder. Is there a reason for this change? Uhmm

Of course there is a reason, I'm way too busy to waste my time coding random changes pointlessly. Big grin

Eric found that on the "Kyoto Chicanes" configuration (that uses a lot of the Oval) AIs in some cars would run out of fuel, because they decided to pit too late, given their starting fuel load.

At first I thought it must be an error in their fuel calculation but all seemed OK, they were just heading into the pits too late. It turned out that they made their decision at the last split, but on at least this configuration, the AI drivers' imaginary line to head for the pits starts before that final split point.

So when they would decide to pit, it was too late, I guess you see what I mean. So I made them make the decision to pit or not, at the last moment they could still enter the pits, which of course makes more sense and solves the bug.
If this mode doesn't come this year, Live for Speed will lose a lot of players because people are tired of playing on the same maps. That's why it needs to come as soon as possible because it's been years.
#29 - Eric
Quote from PedroXDBR :How much FPS? Looking

I have my FPS locked at 120 at 3840x2160. My FPS hardly drops below 120.
Quote from Eric :I have my FPS locked at 120 at 3840x2160. My FPS hardly drops below 120.

pc specs ?
Quote from Scawen :Of course there is a reason, I'm way too busy to waste my time coding random...

Thanks for the explanation! Smile Haven't seen that issue happening on any track configuration (that has pits) ever before. Strange that it has happened on that particular track configuration

And I just realized, of course I can still force those AI drivers to make a pit stop, I just have to react faster as I have less time to clear that stop-go penalty from them
Quote from tankslacno :Thanks for the explanation! Smile Haven't seen that issue happening on any track configuration (that has pits) ever before. Strange that it has happened on that particular track configuration

I think the same will happen on "Chicanes" and "Oval" in the new version as Chicanes is just the Oval with a couple of chicanes.

The attached image shows how the issue came up - basically the pit lane is so long compared with the track. It would be dangerous for them to swerve off into that pit lane after passing the last split.
Attached images
ky_last_split.jpg
That looks great as always! Fine looking job.
Is the 1000Hz now running smooth and is the video done with that (I would say yes)?
Thank you for the update and the videos devs.
Awesome work you put into this Eric! Looks pretty realistic from layout perspective (not only) and can't wait to explore it.

I do not see any track marshals in the videos. Are they subject to be reworked maybe? Would be a great to have realistic looking ones that may even wave flags.

*daydreaming*
Especially when looking at the endurance layout at Kyoto, it would be great if at some point in the future we could have (community made?) layout objects to make the track seem more alive (like a typical (endurance) race weekend).
Like food/drink stands, tents, flags, fire & smoke effects and people (and groups of people) in different poses etc.


All in all great preview Thumbs up
Quote from loopingz :That looks great as always! Fine looking job...

Yes, it's all with the 1000 Hz physics and multithreading which seems stable and solid.

I don't know if this helps, but I just ran 8 BF1 AI at KY Oval, in daytime, on my old PC, with everything turned up, I got 80 to 100 FPS.
EDIT: Internal view, mirrors on, shadow maps in mirrors, 4 shadow map cascades at 2048x2048 each, 1920x1080.

Spec:
Intel Core 2 DUO (dual core) E8500 3.17 GHz
8 GB RAM
NVIDIA GeForce GTX 1050 Ti

You can save by reducing textures to half res and reducing shadow maps and environment maps if needed.

I think it runs well on a lot of older computers. I think we tested and it ran OK (with some things turned down) on a really slow laptop with onboard graphics. But we don't have the resources to run tests on all sorts of configurations, so can't promise anything. I guess we'll find out in public testing. Smile

Graphics and physics are both more demanding than in the old version but they are split over two CPU cores instead of just one.
Quote from Eric :We have illuminated windows at Kyoto but the way I've done it is a bit expensive with polygons so I can't use the same method at South City.

Hopefully we'll think of a more efficient illumination method for a future release.

The answer is obvious....the same thing that usually means your car is broken....fire! Candlelight! Big grinOmg omg omg
Quote from Scawen :I guess we'll find out in public testing. Smile

Graphics and physics are both more demanding than in the old version but they are split over two CPU cores instead of just one.

Yes we will... ready to test and report Big grin

Also good to see (at least from what I can see in the 2 videos) that AI seem to have a smoother transition into the pitlane. In the current public version, in some configurations, AI can swerve pretty heavily to get into the pitlane, or when exiting, they will brake and turn (e.g. BL1 into chicane). Or maybe it's just the updated tracks that have their blend lines reworked?

On the multithreading front, I was wondering: you say graphics and physics are split over 2 cores, but aren't you using more threads now for various things? Is the out-of-pit stutter mitigation only about spreading the loading over several frames, but not several threads? I was also wondering about splitting car physics over a few (physical) cores, say 16 cars per core or something.

But in any case, I just hope you (and Eric) are now closing in on the finishing touches leading to the test patch, so we can both enjoy it and hopefully have some useful feedback for you.
Quote :Daylight saving time is now accounted for (on the UK tracks)
Specified start time is now given in track local time (not UTC)

I assume those UK tracks are all tracks except Fern Bay (which is in Jamaica) and Kyoto Ring (which is in Japan) and therefore use UTC time (or UTC+1 on daylight saving time)? Smile

We know that:
- Blackwood, South City, Aston and Rockingham (I'd be worried if it wasn't Big grin) are confirmed to be located on the UK
- Westhill technically isn't explicitly mentioned as UK track on the website/manual, but it has left-hand traffic, so... well, Australia, New Zealand and some other countries also have that
- Autocross and Layout Square can technically be anywhere, but I can't really figure out any other country where they would be located other than UK
Quote from NiceDoriDori :[b]If this mode doesn't come this year, Live for Speed will lose a lot of...

No we are very happy that Scawen shares his progress, he made a lot of progress this far!
Quote :May:

Daylight saving time is now accounted for (on the UK tracks)
Specified start time is now given in track local time (not UTC)
Accurate sun direction using astronomical calculations
- previously used a rough model based on circular orbit
- apparent sun direction now adjusted for atmospheric refraction
Leap years are now supported (can set 29 February on a leap year)
Fixed time renamed to "set" and includes a time multiplier option

As someone who had to recreate this for my own avatar lighting, I appreciate this greatly. (Side note: is this something that will be available via telem/sdk, or at least could we get the altitude and azimuth of the sun for simple recreation of it? This would be the second game I could integrate with!)
Insanely beautiful ! Congrats !
Hope we soon can try this out?

Can't wait Omg omg omg
That is definitely a great job, but this makes me wonder what about the 2 new track rumours?
Thanks for the update gents, and the AI videos.

Once the update drops, the first thing I'll do is set up an AI race and a static camera somewhere using Shift + U, and enjoy the day / night transition like a spectator.

Then of course, I'll jump in a car and experience the 1000 Hz physics with multithreading.

Legends!
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FGED GREDG RDFGDR GSFDG