The online racing simulator
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gezmoor
S2 licensed
To be able to provide decent voice quality the VoIP part of the game will have to have priority over processing. This can only lead to a detriment in performance of the core physics processing. The physics processing is only going to get more CPU intensive as the game develops, so yet another real time processing element to the client will only make on line gaming worse.

On top of which how would it actully be implimented? P2P or through the LFS server? I would imagine it would have to go through the particular server that you're racing on. There would be a not insignificant impact on server resources use if there was voice packets flying between all the different players back and forth between the clients and the servers.

Then there is the issue of all the rubbish that people will use it for as already stated.

All in all, a bad idea.
gezmoor
S2 licensed
I appologise if this has already been mentioned, (and appologise again if it already does it and i'm just being blind), but it would be good if the graphs could have a track position (ie distance) as well as time. Time makes it difficult to compare braking points and throttle positions because faster/slower drivers will reach the same points on the circuit at different times.

To clarify. Could we have the X-Axis have distance as an option for the Gear/Throttle/Brake/Speed graphs etc. Rather than time as it is currently.


Edit - Scrap that, I've just found the Sync button.

Thanks.
Last edited by gezmoor, .
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