The online racing simulator
Inconsistent sim engine fluency twice
(23 posts, started )
Inconsistent sim engine fluency twice
I dont know if I have these problems because of Linux software:

There is no automatic shift+f mode
My driving movement fluency depends on how soon shift+f is pressed
It is like I can not learn driving in this game, because it is a different driving game every time.

fix: add / always shift+f Yes




(optional)
driving fluency bug/fix online vs offline:
cause
multiplayer loads track directly, no server menu (if server is not empty)
single player has different driving fluency, because it first shows server menu, and then the track is opened

this makes confusion in driving , and in setup development, seemingly the setups just do not work online

I guess single player needs to be changed in to joining track first to match the multiplayer way in order to have stable driving fluency in the game


as long as I know LFS, I can guess, there should be automatic car join to track in order to introduce another stable element to the graphic engine




in these fixes, clear screen and car model loading to track would always happen at the same time ensuring the same (fps)movement fluency in the game



(I have been driving in this unstable environment for long, I now know, that I am not learning driving in this game, but I am learning what fluency frequency difference has been given to me for the moment, and learning what is the best control usage response to it.
and this all changes once the track is loaded again)
I have no idea what you just wrote, I don't understand what, do you mean by fluency? Are you talking about micro stutering? If so, just wait a little bit longer, the new update will have 1000Hz physiscs which should provide a very smooth gameplay and a minimal stutering (non-fluency) at any screen refresh rate above say 60Hz.
I say fluency as the simulation of how the car moves around the track, and how it responds to steering and throttle.
The closest comparation to this is as if the fps number was different for every track load and it changed car behaviour. And that looks like I am not driving the same car from last time. But it has the same fps number.
If this was stuttering, it would be a constant fps change on the same places on the track and I would learn to drive with it. I dont have much stuttering in the game any more, I improved it over the time. In fact I now have the best LFS driving I have seen so far over the years.

This fluency is dependent on the timing of shift+f key press (and maybe the timing of first car spawn on to track)


If automatic shift+f mode fixes this bug
I believe a new test patch with this single function would be worth it
It still doesn't make any sense to me. Unfortunately, I give up, maybe someone else can help..
#5 - zeeaq
Quote :fluency

I've heard that dialect before on AA demo server from a monk who is very fast on BLGP.

White, is this you?

EDIT: I just read it again and I think he is suggesting that there be a "No Distraction" option that can be turned on or off via settings instead of having to press Shift + F.
Quote from zeeaq :I

I dont mind pressing shift+f
but I can not do it at the same millisecond of time every time track
loads


Word fluency also contains continuity
aka continuos movement of an object in linear way

fluidity and smoothness of car movement on track is different every
time track loads (not to mention EVERY time I go to spectate or to
garage or save replay or load layout or press shift+f again or when server
disconnects me / in that case I have to reboot computer again
I cant even save all important replays from short races, I dont have it
in me to restart computer every time in to linux gaming destkop that
takes longer boot up. I would lose racing time and race win position.


comparation:
when asteroid flyes throught space, it is deaccelerating continuously
at all time at a constant rate and it can be calculated what speed it
is going to have and where and when.

( It used to be so bad in my LFS that there were no constant phisics like
this when I drove on track around corners like every corner
has its own rate of time - faster and slower (it was real messed up
deal) )

Nowdays the only problem is that LFS provides different linear movement
every time. like it would be possible to calculate the path of commet
continuously at the same rate, but it appears the world has different
rate of time and the travel distance is different every day and you
would need to know the current constant of the universe.




manual shift+f causes variable car movement rate and If I drove for 24
hours, I would be able to learn it, only to never see it again the next
day.

I guess manual car join to track causes it also

lfs has text configuration file, auto function therefor may be added
quickly to the game i guess
You can achieve pressing Shift + F automatically after joining the track by editing some script files.

Edit the following files in data/script:

road.lfs
sequential.lfs
ev.lfs
paddle.lfs
kart.lfs

Add the following line in each of them:

/shift f

Are you playing LFS in Linux? That may be the problem you are observing and not the LFS itself.
Flame CZE
it is good improvement,
it still does not seem to work online

-->> track loads without shift f

I still have to press shift+f as soon as possible or newly shift+j
in both cases it still produces variable fluency rate dependent on user input

this may take more than simple programming

//edit:
when it comes to online it fails to work when track restarts or car spectates

seems i can not use this online
(It also introduces disruption at offline)

it is 10 % of good fix
It would help us if you attach a video of such inconsistency, because it is very hard for us to understand what you are talking about. To me, it seems very subjective how you percive things in LFS, I know that you are an extremely fast driver and that driving on the limit requres a special attention to smallest details.

A concept where you mentioned that time doesn't flow the same in every corner is quite fascinating for me as a scientist. It is well known since 1905 that time does not flow the same for all observers that move away with different speeds relative to each other. What you are proposing is a mind blow that similair phenomenon may exist even in the virtual world Smile
#11 - w126
I'm not sure if I understand the description. Maybe it's something similar to the 'cpu occupancy > 99 %' warning in Assetto Corsa when the game is not able to perform all the calculations in real time. When this happens, players may have the impression of time slowing down sometimes when driving in the game.

However, LFS has very low hardware requirements, so it seems less likely, unless you use very old hardware or use drivers which are not able to achieve full hardware's performance, for example nouveau with Nvidia GPU.

LFS is complex software, so I can imagine situations where depending on how something is initialized some additional calculations are performed or not during driving session even when their results are not displayed, so it is not seen as a bug, but may lead to the behaviour you described.
---if you attach a video
it would be no use
video cap has its own fluency rate
but I think there are examples, I have about 10 videos and I think it is possible to recognize the fluency difference in them.
either 200 mb or 2 gb of examples to show
this is the last of them still live
https://streamable.com/ut1ydh
https://streamable.com/y9e6zz
https://streamable.com/fg8ma8 (blackwood lesson)
https://streamable.com/m1t6of
https://streamable.com/3byx35
https://streamable.com/stdbz3 (official avg license 1:33.13)
https://streamable.com/f6bore

but they are recent, maybe the difference is not that big

but i think there are ones that look like they are not from the same driving simulator due to the fluency change
I will take a look at it, and upload 2 the most differential examples


---you are an extremely fast driver
Thipple Alien license online
Twin Tri Megalien license offline (official statistics)

(the difference in online and offline driving seems quite big for me)


---special attention to smallest details
I did so many things in lfs and operating system for best sport simulator on computer ...


---that similar phenomenon may exist even in the virtual world
it used to be some time ago
performance problems and hard variable-unstable framerate turned sport simulator in to clown world
every corner was from different driving simulator and with its own time flow rate
it is was not cool when flow of time changes three times in 1 corner
you can imagine it like if fps number changed to 40 70 110 in just one corner
also, linux graphic performance may be too sensitive




I would say time constant is now about constant.... Car seems to be driving in corners like they are all from the same universe.
but it is constant as if from different driving simulators every day Big grin


!
the new auto shift+f only works appropriately in a single offline race (which is good to have) or when there is nobody online on a server and race never restarts


---What you are proposing is a mind blow
pretty much imagine if you had to drive 1 corner in 20 fps another at 10 fps and next in 300 fps
would you consider that to be a sport simulator ?
it would be like time flows at different rate


(there are pretty important fps settings to prevent this)
Yes, I see now. This is just sad Frown

For the love of god, please get a Windows PC and play LFS as it's meant to be played. This Linux crap doesn't even deserve to be called LFS as the gaming experience is so bad that it's shameful, from gfx to fluency as you describe it.
ha ha aha
I think you mistaken textures for lfs graphics
I am not using lfs graphics, I have monocolor single bit track textures

some video has very good fluency, and I forgot to say this fluency is not from my full performace destkop. the videos are recorded from lfs in window. the window has fluency of its own, but the fluency differences are there.

The track graphics was not in question, but the movement of corners and objects near.
Maybe just an experienced eye can tell, whether this is constant sim engine movement fluency or not.

Other thing is the fluency from playing replay is not the same as driving live ?


if i get windows, i dont know how to set mouse speed in the same linux way
#15 - w126
Quote from rane_nbg :This Linux crap

But LFS can run very well on Linux, for example: https://www.lfs.net/forum/thread/98925

This strange graphics from the videos above is probably a result of replaced game textures to get it suitable to some rare high perception level, to get advantage in hotlapping or to run it on very old or poor performing hardware.
I forgot to mention 1000 FPS on Blackwood
//edit
only briefly
minimum fps less than 300 or 400
Since you are so empirical about this, I guess it is best for you to try LFS on Windows with medium to high hardware specs once to ensure you are leaving no stone unturned.

From your responses it does sound like the 1000Hz Physics Update (as Rane rightly pointed) is the solution to how you perceive fluency in the game.

Some other questions w.r.t. display come to mind as well, like what refresh rates is your hardware capable of, does your display match it or cap it etc. Though I think you must already have all this under order.

Also sorry if I missed something that you covered in those clips, but I couldn't watch them because streamable is banned my country.

EDIT: Also 1000 fps? WTH? I know that eyes don't have frame rates but we're talking about an older sim here. In the game's current state can our eyes perceive that many frames?
Hi,
I think unlocked FPS might be an issue, try to lock 100 using gpu driver.
Scawen himself mentioned that there is no point to use more than 100 atleast for now.
Yeah, having more than 100fps is not required because at the moment physics engine runs at 100Hz. If one has more fps than 100, every additional frame in between 10ms is just a duplicate of the previous one. Also, to be able to see all those frames, one also needs a display capable of showing at least 100Hz. The gameplay will never be smooth at 100fps displayed on 60Hz monitor.

A new update with 1000Hz physics engine will certainly help to fix this kind of synchronization issue between fps and display refresh rates because there will be a separate thread that runs the game engine and another one dedicated only to displaying graphics. Moreover, once you have 1000Hz game engine, it's much easier to synchronize the gfx being sent to display as the time step is 1ms. At 60Hz display can show a frame every 16.6ms. Now with a 1ms time step game engine can do this with much better precision than for example with a current engine that has 10ms time steps.

The final result, that we as end users will observe is simply a better game fluidity and more responsive simulation.
Just a reminded that I am not looking to improve the way how lfs generates frame rate
that I kind of already stabilized, and has been proven to make world record I am about 5 ms close to it
bug is in that it is providing stable frame rate but at different rate or frequency every day, becuase it is sensitive for the timing of when shift+f is pressed after track loads.
If lfs does this, then no other operating system can fix this.
I was looking for automatic activation of shift+f , because it will press shift+f by itself exactly at the same time when track is loaded.


If i have to examplefy it
I get to load track and then I press shift+f after 1 second
It is now as if the game has 1 second offset in fluency
the game is stable, I can go driving, its ok
but next day , I press s+f at 0.989753 of a second, and now I have to learn driving in this fluency offset again, it is not the same as yesterday.


I am not solving variable framerate generation
I use manual fps lock for stability

It just fails to be stable in the same way every time track is loaded.


If I was able to press shift+f exactly at the same millisecond after track is loded, it would solve the issue.



All people got confused that I have problem with fps number stability, it more looks like about the way how fps is delivered, and it may not be that big of a problem, because the option for automatic shift+f activation can fix this.




---1000 fps?
eyes do not need to see 1000 fps and eyes do not even see 240 fps and yet people want to use 240 Hz screen refresh, see what I mean ?


the more frames the less delay it gets to be displayed on the hardware




---no point to use more than 100
it would be a testing for another time, I am interested, for now, my WR reach is enough, besides the issue is somewhere else.





I am kind of already doing what you are saying, my manual fps lock is equvivalent to 100 fps it runs well
but do you see that fps generation is dependent on the timing of when shift+f is activated ?
Let's wait for a new update and then continue this discussion. I now understand what you are saying and you are right. This is due to the 10ms time step of the current game engine, which simply isn't fast enough once one goest into the mentaly fast driving mode like you.
the part about understanding
seems if you did, you would say more about automatic shift+f mode
and certainly not move this issue to another time

I am not solving the fact about which bug happens without shift+f
I am just saying this game needs a configuration option, and no 1000 Hz update yet

looks like what should happen in lfs test patch lab:
todo:? just put auto shift+f option to next test patch ?
(and do not lose time in making graphical options switch in the game, just load it from conf file and thats fast it?)


thanks for support rane (except one part Big grin Smile) )

Inconsistent sim engine fluency twice
(23 posts, started )
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