Using lfsw info for that is not really a good solution for host control insim program, since there is no way to check the info of hidden or /usemaster=no server.
Regarding physics calculations resolution and frame rates, I heard that today's games usually use up to 500Hz physics clock and yet they do use interpolation technique.
Just did a rough testing with paused MP replay (32 cars grid viewing from the cockpit of the last car).
FPS increased like by 1.5! (90 instead of 60). Epic win here
The graph works well. I get something in the Wait field only sometimes (and I can't reproduce this), or when VSync is enabled. What does it show exactly? Waiting for GPU?
There is a little enhancement you can do. When I have UI center shift + UI scaling I get somewhat funny result with LFSLazy interface. (pic 1)
In the main LFS screen it causes buttons highlight to work wrong, while clicking is alright (it clicks the button under cursor, not the highlighted one). (pic 2)
And when I tune the buttons I get significant offset in the lower part of the screen. (pic 3)
There are more and more open config usage in events these days, so I am here again with couple more ideas on how to identify the tracks.
First is intercepting insim button packages. You can get track name from airio powered servers by passing !tr message packet and then intercepting the response (which is either buttons window with track name or just message in the chat).
Another way which doesnt require airio or any tracker on server, is using md5sum or any similar hashing algorithm on the layout. You can get the layout info by setting ISF_AXM_LOAD in the IS_ISI packet. Then you collect whole layout into some buffer and then calculate hash sum of the resulting buffer. That way you will get unique ID for every possible track.
And lastly, it would be nice to simply be able to enter track name manually to LFSLazy until we come up with something proper here.
Yes, I totally agree that non-cycling way would be more flexible.
EDIT: and there is even way tomake it compatible to the older version. We can have Home and End buttons for it for example, that do not cycle through, while keeping arrows working as it was before.
New button system is disabled, but here is one more screenshot where I draw borders around buttons as well.
Are you gonna do them rounded and with configurable transparency?
Also text shadow is must have here, because then you don't need those button backgrounds opaque too much.
Also, apparently it looks like you're able to draw transparent stuff O_o. Then why don't you make car radar opacity configurable? I had to make it really small, otherwise I can't read some important stuff on F12 menu (like amount of fuel to put on pitstop). And by the way, you can make yet another option to reduce radar opacity while in F12 mode.
I do not see any parameter going in that way ... but I am not expert.
The board is an amd radeon 7950.
On that note, I have to say that I couldn't figure out how to set my AMD GPU to full-power mode. Using standard AMD driver control panel or windows config whatever I do it drops to 300 MHz occasionally (having low gpu load and pretty low temperature like 50 celsius), so those FPS drops are hard to test for me.
I heard of people forcing the card to go on full power by using some overclocking software, but I never had a go with it.
One more strange bug found. When I connect to host (with no cars on track) sky isn't shown initially. To reproduce this I need non-empty host, so that its not in the lobby screen.