Well, according to Nvidia's explanation, this clamp is supposed to lock the program's MIP settings, but also give me the best quality, which it didn't. I'M SUING!!
Thank you guys for your help! The above quote turned out to be the problem, although the weird thing is it was REVERSE!
Apparently, LFS does not work well with the Clamp settings, because it seems to default to the worst MIP level rather than the best. I unclamped (or "allowed") Negative MIP bias, and the slider now functions correctly in LFS. The most negative setting, of course, giving me the best image.
Unfortunately, that was not the problem. In fact, the slider did nothing as far as visual changes go.
I attached a picture I took just to illustrate what I am talking about. Notice how low-res the road looks compared to the rest of the game as the depth increases. Nasty!
Alright, so now I have an Nvidia 7800 GT, a Sempron 3000+, and 1 GB of RAM. When I fired up LFS after the upgrade, I saw that the image quality had become worse!
The main problem is that as the road texture goes off into the distance, it becomes blurry very fast. I thought it might be my Anisotropic Flitering settings, but I cranked it all the way up to 16x with no difference.
All my LFS settings are the same as when the image was better, no half texture sizes, full LOD and all the goodies. I'm running 1280 x 960 (32 bit) in-game, and my video card settings seem to be fine. Lastly, LFS is the only game that this happened to, so I'm sure it's a localized issue, maybe it has a problem with this card or something.
Anyway, does anyone have anything I can try to try to solve this annoying texture issue?
Well jeez, if you want to get all technical. Yes, it's a production of Minnesota Public Radio, but the point is, A Prairie Home Companion is ON NPR. Oh, and that is DEFINITELY Keillor's voiceover!
Interesting how this thread has grown. Thanks for taking the time to think about this idea everyone.
Anyway, I believe that having one setup is not too unfair to anyone either. For instance, a keyboarder has chimed in on the previous page with one point I'd like to discuss. He said his brakes are on/off, which is expected when using the keyboard, right? So what is the solution to eliminating wheel lock? Lower the braking power. What does lowering the braking power do? It increases your stop distance at full brake. Because there is no way to accurately modulate the brake, you have to go below the max braking capability to accomodate for elevation change and/or threshold braking.
This means that there are control problems inherent to LFS already which are just part of the game and MOST games for that matter. What about other driving games where there AREN'T any (or barely any) setup changes? Does that automatically mean the game is crap just because there are so many different control configurations that there is too much disparity between participants? No. Like has been said, you must adapt to your control style. It's unfortunate, but it's true in this game and many others. It just comes with the territory.
Detailed interiors are the only thing missing graphically from this game in my opinion. I can't wait until they are added, because like it has been said, it really adds to the immersion.
The only other (and very minor) thing I could think of that needs improvement is the material the wheels are made out of. I would like to see them as more metallic looking rather than the weird, flat ceramic look they sport now. Though, that has been talked about before also.
Thank you for your feedback. The idea to have a seperate class of hotlaps in which only the "stock" setups are allowed is a much better. It would increase the range and fun of the whole thing. I guess I didn't allow myself enough time to iron out the details of the idea and think of that myself!
Alright, well if you want to get on the subject of newbies, this idea is actually perfect for them. Let's say a noob is trying to setup their car and it keeps oversteering and generally has wonky handling. Your average noob is not going to know the finer points of how to alter their car. Setups are suited for the driver, yes, but what if the driver doesn't know what they are doing?
Something like having an unchangeable car wouldn't hurt anything. It would take you a dozen, maybe two dozen laps to learn the car's behavior, and that's it. You would then know how to drive it fairly well, and since its characteristics never change, you would just build upon what you know. So, it would be user friendly, and create a nice competitive niche.
Ok, so this idea is sort of odd, I know, but it just came to me and I wanted to post it.
It might be a good idea to include one car that is uneditable (except for fuel and maybe tires for long/short races) for us to drive in hotlap mode to better define true driving skill. This car would already be setup nicely. A good rear wheel drive car, weighing maybe 2800 lbs with 350 HP. Who knows, just something that handles well and is fun to drive.
The main point of this would be so that we could gauge actual driving skill as opposed to driving skill + tuning skill. I know, personally, when I work on a hotlap, I always wonder whether it's my line/entry and exit speed/braking points or my setup that needs more improvement. This would eliminate that frustration, and also create a very competitive new playing field. Just a thought. Tell me what you think.
PS: This idea could also work in multiplayer and would again show who the true drivers are.
Man this is such a blast. You guys were right, oval + F08 is pure excitement! My quickest lap a bit ago was about 24.15 without even really pushing it!