It runs really great on my cheap PC, I gained around 25% FPS in H10 compared to version H. Now even my business laptop with Intel HD 4000 graphics accelerator can run LFS at a usable speed as well.
That is strange. Has anyone else seen anything like that?
Do you have a frame rate limit set? As now the frame rate can go high and there is a higher possibility of overheating graphics cards. Just in case it's a graphics issue rather than a bug...
It's best to set a limit now with the new frame rate limitation system.
When this happens does it stay like that? Does it change if you use different views or look in different directions? What exactly do you mean by the screen overlapping itself?
it does it for a split second every few minutes, I have the rate locked at 60, ive tried a few misc options but no avail. Ive check my graphics card and a few other games and lfs seems to be the only one. I reverted back to H6 but its still doing it. the screen goes into sort of an infinite loop for a few seconds
I have a strange stuttering on BL carpark when I'm driving around a layout. When I don't use V-Sync LFS runs at 100-120 FPS. When V-Sync is enabled I get stuttering when I'm turning and new parts of the layout have to be drawn. See attached screenshot.
I just tried turning on VSYNC and got crazy stutters. Soon I found the issue, my CPU underclocked to 1000 MHz from original 3200 MHz (saw on LFSLazy gadgets). Normally when VSYNC is off I get 250+ FPS, so I guess same problem is on your PC.
It seems that it's something like that because it's stuttering less when the minimum processor speed is set to 100% in the Power Settings. But the stuttering is still there sometimes so I guess the other power saving options are working in the background. I never thought I'd see the day when LFS uses so little CPU power that my low spec computer goes into power saving while playing
(I tried LFSLazy and it seems that because it uses some CPU power it smoothes out LFS ) Thanks for the advice
It should use almost to no CPU, but default LFSLazy set LFS to high priority which should help a bit. Just messing around with something to programatically set Minimum processor state to 100% when LFS is in foreground. Will see the results.
The only way to get completely stutter free is to resample/interpolate from game to graphics or get HW that supports G-sync or free-sync or simlar.. Or make LFS sync to refresh rate clock if that is possible.
The only way to get completely stutter free is to resample/interpolate from game to graphics or get HW that supports G-sync or free-sync or simlar.. Or make LFS sync to refresh rate clock if that is possible.
Yeah, I know that completely stutter free gaming is not possible with the current system but if you check my screenshot that is far from the random little stutter that you are referring to.
Regarding the interpolation, isn't some kind of interpolation already used in calculating the positions of other cars in multiplayer? Or does that system only use the last know parameters for the calculations?
Yeah, I know that completely stutter free gaming is not possible with the current system but if you check my screenshot that is far from the random little stutter that you are referring to.
Well I could understand that you had improved the stutter since that Screenshot was taken as you say here in a later post:
because it's stuttering less when the minimum processor speed is set to 100%
So i was assuming "less" would be only one frame less or more per physics clock? and that you can't avoid even if you have 1000FPS in overhead and it is still very annoying and very noticable, especially now when the general frame rate is very high and smooth
Regarding the interpolation, isn't some kind of interpolation already used in calculating the positions of other cars in multiplayer? Or does that system only use the last know parameters for the calculations?
If anything it would be extrapolation and/or prediction of position, and as i understand it, it has nothing to do with graphics. But there is a synchronization between local and server game clock going on, which could change how these random stutter patterns behave on your PC when switching between offline and online gaming. but it is probably not something most people will notice :-)
hetner, the improvement of the synchronisation between physics frames and vertical sync had to wait for another update, along with a few other things inspired by this patch. Thanks for the feedback!