Wrong. If you PC can do 60+ all the time, you must use VSync. This way your hardware won't be pushed to limits = less overheating and less power usage.
Actually, he's right. Although there's no point in turning Vsync off unless you get an FPS higher than your monitor's refresh rate, it can still cause visual tearing on the screen.
The 3 screen support works very well. But, my cars are all now shiny and blue which I don't like, any way of getting this 'lighting' effect back to the original?
3: In al those years.. from the beginning at voodoo cards, s3 virge cards i have never noticed such behavior. If a frame is not ready when your screen is ready to receive, a 3d-engine will just wait for the refresh and display the frame as soon as possible. There is no intentional cut in fps. Although vsync will certainly reduce fps, but the devider by two?? no way! Well that said, there are so many programmers around the world, most likely there will be someone who managed to get this behavior out of his program And then its called a bug.
4: Limiting lfs to 100fps is a very efficient way to save energy. It also relieves your cpu. On fast systems it will save well over 50 watts of power. Certainly worth it.
refresh-rate of 60Hz is low, so if a frame is just not ready to be displayed at a screen refresh, you will be shown the next frame about 1/60th of a second too late. Add to that the significant input-lag many lcd-screens have.... you might be lagging, in worst case, up to 5/60th of a second behind. Espacially many samsung lcd' s which are often notoriously slow. This lag is not caused by the leds in the lcd-panel, it is caused by the electronics in the monitor which send the signals to the lcd-panel.
"Wrong". If double buffering (one front-, one backbuffer) is used and you hardware can't reach display refresh rate, you get FPS 1/2 (1/3,1/4..) of display refresh rate. To get around this there is tripple buffering (one front-, two backbuffers), this will eliminate the framedrops and the little extra lag. It costs a bit more video memory, though.
First, with double buffering vsync adds a maximum lag of 1 frame. Correct implemented tripplebuffering with vsync adds near to zero lag. The problem here is, in directx there is no given method for tripplebuffering, gamedevs have to implement one thereselfs. and often it means a render ahead queue of three buffers is called tripplebuffering, which it is not. So in worst case, you switch on vsync, click tripplebuffering in game and end up with additional lag of 3 frames.
Too much off-topic, but heck... For example Porsche 944 has bumper-mounted lights, as well flip-flop lights. And I never drive using flip-flops during a day.
Tire dont know , but the fuel is for strategy, so, no one can see the fuel of other racer´s and guess, in what lap is aprox hes/her gona make the pit stop.
I know, this is not actually z17 bug:
I put bl1, and demo cars on server, what normally s2(0.5 z13), and the lfsworld say it is demo server. My friend try join to server (with demo licence), but he can't, lfs say: it is s1 server.
This may have been mentioned, but you are unable to click on the car icons on the map without having the connection list open. If the connection list isn't open, there's no mouse. Perhaps set it so that the mouse shows up and disappears after a few seconds regardless of whether there are buttons on the screen?
+1. Pain in butt to move mouse for 2 seconds trying to find the cursor, then finding out you have to hit N twice, then move the mouse again to click on the arrow. Would be worthless if you needed to spec a teammate during a race, you'd probably crash.
I don't think this feature is mostly used during races, so pressing N once (it works without the list, too) and clicking on the map is not that difficult.
Right, but if you want to spectate a special car by choosing it from the map, you probably would like to know who he is. So once selected the car you either have to press V several times to see his name in the TV or chase view, or you have to press N again to see the little arrow pointing at his name...