additionally
in best theory there can not be a moving graphical interface on screen
i would use static car map arrows without track display. just arrows with 2 distances and 2 colors, it would be diode style
is this really a graphic software issue or
video game issue ?
LFS has so many other fps sensitive items it also causes fluency difference between single player, and multiplayer
I am guessing this graph needs to be turned off to preserve fps/fluency
and i am assuming this from other-type experiences in this game
It was said LFS is not a version 1 yet
some things are missing !
Over time I grew an assumption that LFS does not have very many FPS handlers yet, because there was not time and resources for 1 developer to do it.
It is more likely a game issue, than graphic software one
but I also have theoretically unstable directX software in Wine
not an unstable brand, but officially offered
Gallium 9
Lets take a look at the fact that LFS runs perfect in Single player and there is no need for change
The only thing I can look for, is the in game Multi player handling system causing issue so i try to fix it
I would welcome option turn off net graph, and turn off live stop watch
Well
You are looking at monocolor single bit FPS fluency based textures
with euqualized file formats for best game play, which highly limits object colors
1000 FPS blackwood and low fps around 300 if i remember correctly
shift+F has another problem
i tried to fix it in bug section, and i still can not use it
(I would need automatic shift+f option in the game)
it is hard to work with something when everything is sensitive to everything in LFS, that is how it is
the remove or option, can just be called: on/off switch
people should have choice about what they see while driving, I am surprised this graph is forced since it has such fps effect, as seen as in my linux environment
it is such sensitive that I would rather recommend this lfs improvement
in the case of single player and multi player
one of them needs to be changed to equal the other
-
multi player loads track in to on track spectate and you can see cars
single player does not
sp opens server menu, before spectating on track
- it makes fps/style/rate/frequency fluency difference
if you ask about shift+f more then,
the problem is that it has to be pressed at the same millisecond every time track is loaded
if not, then it makes different driving simulator every day
lets not remove
Let's add on display view option:
Show Net Graph: on/off
should i change this topic title name?
title:
" Add option: Show Net Graph: yes/no "
Linux environment is graphically sensitive, this graph represents unstable fps handling due to its variable graphic data
It is also a piece of on screen graphic item (function) that draws additional fps to run itself
It seems to be built in subroutine without and option/setting to turn it off
Screenshot included (with an arrow pointing to it)
( I wonder if this is the cause, that makes such difference in driving between single player and multi player for me )
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?)
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 ?
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
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
!
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)
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
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
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 thought lfs converts jpg skins in to dds, but I could not find that function. there was skin in the game but didnt find dds.
It could have converted track texture too ?
Which format and which DDS compression is LFS using by default ?
Or is there a better way than default ?
Well I dont know which one it uses, but thanks alot, now I can avoid imagemagick open dds in gimp, and save as raw.
I would hope the best way is to let LFS make the DDS textures back. (lfs might use outdated algorithm ?)
update: gimp does not have raw files , but it can edit and save dds, and it works in the game even without dds compression but I dont know which is better for fluency. (a compression or non compression)
Hello
Being on linux I need every FPS I can find
low resolution textures has great effect but I can not make it myself because imagemagick with its command convert in linux makes unusable textures because the game then tears and flickers everywhere even when it makes the fps higher.
I am not picky although I have youtube channel with many lfs videos and have to think about the people too. I would just use any super low texture that makes the game look in normal world colors, even if an incompatible textures would be used. (currently using grey grass np )
I observed that minimum size for transparent textures is 16 px. (after this it works as non trasparent barrier)
On the other hand maybe I am only missing some imagemagic setting to make the textures move fluent in the game ?
(I downloaded textures that does the same thing as my converted textures, maybe somebody used imagemagic to convert image to dds.)
The textures that makes diference are
trees fence bushes vegetation barrier armco wall rail tire wall (there are some tire textures that works as wall) cement concrete sand rally road (maybe there is more)
I am not sure if my image resizer is allright, maybe I need the _AD.jpg's too.
Maybe I only need a dds converter that works for gaming purposes ?
When there is an error so the nickanme is not unloged from server. How to make it unlog ?
Lfs crashed, my nickname is on the server I can not play.
Is there any manual unlog from the server ?
How long it takes so it unlog itself ?
Could lfs have manual unlog button somewhere ? I think it would be useful.
It is currently 1,7 hour blocking me from playing.
It is server [LsC]LifeStyle Cruise 2
//edit: It is finally unlogged,but I do not want to wait that time again if some error occur.
Help
Hi, I think you should talk more about codec for compression tool. (xvid etc.)
How to work with it. What setting is good for lfs. I think its different from dvd rip seting.
Can somebody show how to work with xvid ?
Can somebody test x264 compresor ? I think its good. Nice quality for me.