kasumi
Member
wat
Posts: 114
Registered on: August 2015
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Post by kasumi on Jan 17, 2017 17:48:03 GMT
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Post by Grumples_Plox (grimreaper977) on Jan 17, 2017 18:33:47 GMT
While the top speed is the same, in a racing situation (2nd half) it can make a difference while not completely stable I was running as close to a constant 115-120 FPS for that part, I would focus on the acceleration out of the chicane and even when I get a lucky boost on 60 FPS I was still quicker up the hill.
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kasumi
Member
wat
Posts: 114
Registered on: August 2015
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Post by kasumi on Jan 17, 2017 18:51:52 GMT
interesting u are faster with 60 fps on a straight ( game is random tho ). and the second half of the video u would have to recreate the situation on that track like 500 times and get all the informations together and crystallize or what ever its called in english. and again the game is random. u get random boosts. u take turns always slightly different and leave them with a little bit more or less speed. so thats why the second half of the video is meh. you know
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Post by Grumples_Plox (grimreaper977) on Jan 17, 2017 19:09:15 GMT
interesting u are faster with 60 fps on a straight ( game is random tho ). and the second half of the video u would have to recreate the situation on that track like 500 times and get all the informations together and crystallize or what ever its called in english. and again the game is random. u get random boosts. u take turns always slightly different and leave them with a little bit more or less speed. so thats why the second half of the video is meh. you know As I said I am focusing on the exit of the chicane, I am next to the sprunk sign at the same position (a bit tighter for 60 fps) same speed out of the chicane, but by the start of the bridge (road changes colour) I am still going 3-4mph quicker (I even get a stronger boost by taking more of the rumble strip for 60fps.) Edit If I had a monitor that could run 144 fps stable I would do this over and compare times, but I dont, so that what I got atm and I think it would be the same results. (I would only take the ones that hit that same speed that being around 54 mph).
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kasumi
Member
wat
Posts: 114
Registered on: August 2015
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Post by kasumi on Jan 21, 2017 22:03:54 GMT
I still think u almost had a little slide on the second apex of the chicane (on the left video) - (and on the right) u straightened your car/line very well after u goin upwards the hill but u did not do that as good on (the left). imo if u wouldve driven exactly the same way ( what you can't, noone can because we are humans ) both cars would've ended up ontop at the same time. and on the straight the 60 fps was faster. imo stable 60 fps are very very good. not saying its better than higher fps ^^ people that play with keyboard and mouse on 144hz and lock to 60 get motion sickness. its kinda okish with controller. still there is no difference for me atm after some recent patches. there was a difference before tho. I was going faster on straights. but now even simon with his 300 $ laptop overtakes me on bumpy city straights. so yeah idk
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Hystery
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Posts: 556
Registered on: August 2016
Steam: DraconisRex
Social Club: Hystery
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Post by Hystery on Jan 21, 2017 22:20:24 GMT
I personally just experienced it yesterday with a couple NoDo fellows on a highway race with some tight hairpins. Me and another racer both had a 900R. Fully upgraded. I run the game around 35-45FPS depending on the area. His acceleration was almost double as mine and he left me on spot on the straights, even though we had the exact same car.
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kasumi
Member
wat
Posts: 114
Registered on: August 2015
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Post by kasumi on Jan 21, 2017 22:43:09 GMT
I don't think they fixed the suspension boost from the 900R.
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bladecruiser
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Posts: 1,287
Registered on: June 2015
Social Club: BladeCruiser
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Post by bladecruiser on Jan 23, 2017 1:40:29 GMT
I don't think they fixed the suspension boost from the 900R. It got fixed at the same time they removed "stancing" cars, but then that got put back in and so did the suspension bug on the 900R and 811.
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Post by Sarah on Jan 23, 2017 2:22:35 GMT
the 900r is an isolated case and should not be considered when testing fps differences as for the 811, i have no idea what goes on with that one. sometimes i leave every single living thing in the dust, even other 811s - at other times turismos and the like keep up with me on the straight. surface type seems to matter a lot, same with the comet retro
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pindadoper
Member
K.Y.S.A.
Posts: 209
Registered on: January 2015
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Post by pindadoper on Jan 23, 2017 11:26:07 GMT
Maybe thats why i am soms slow i run at 40 FPS average
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seanrpsx
Member
Posts: 9
Registered on: January 2017
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Post by seanrpsx on Jan 24, 2017 3:18:26 GMT
Personally I'm me on it, I sit at 75fps when I'm in free mode but in any event or no do race I drop to 60fps, as an attempt to keep things fair
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seanrpsx
Member
Posts: 9
Registered on: January 2017
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Post by seanrpsx on Jan 24, 2017 3:19:28 GMT
I play at 60fps in anything nodo, but 75fps in free roam, as it keeps things interesting
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Hiebly
Member
Comet β€οΈοΈ
Posts: 37
Registered on: June 2015
Steam: Hiebly
Social Club: Hiebly
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Post by Hiebly on Jan 30, 2017 4:34:37 GMT
in my straight line testing my top speed seemed to be about 2-3% faster when playing at 100-120 fps compared to 60
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scenic
Member
Posts: 126
Registered on: February 2016
Social Club: Scenic_route
Discord: scenic_route#6404
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Post by scenic on Jan 31, 2017 1:23:06 GMT
The FPS number does not say all. Aside from the top speed glitch (811, 900r etc), I notice a massive difference between reducing fps by Vsync or Rivatuner. Vsync seems to limit the cpu-usage and presumably the processing of the game engine, whereas Rivatuner set to 60 fps has very similar cpu-usage as unlocked (100-135fps in my case). On Kloden's Maze-Whiz, the two methods of achieving 60fps translates into 3-4 seconds per lap (about 3%), and they both say 60fps in the corner. With Vsync, I can't get the damn car into overdrive no matter what I do, but with Rivatuner's FPS cap at 60, it feels like unlocked 100+ fps (which is my case appears to be limited by the i5 cpu). I guess my point is that the fps number is not an universal indicator of (dis)advantage, there are a lot of moving parts (car-setup, surface, random boosts, how FPS is limited etc) and any findings are only valid until next R* update.
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Post by Grumples_Plox (grimreaper977) on Jan 31, 2017 16:42:11 GMT
The FPS number does not say all. Aside from the top speed glitch (811, 900r etc), I notice a massive difference between reducing fps by Vsync or Rivatuner. Vsync seems to limit the cpu-usage and presumably the processing of the game engine, whereas Rivatuner set to 60 fps has very similar cpu-usage as unlocked (100-135fps in my case). On Kloden's Maze-Whiz, the two methods of achieving 60fps translates into 3-4 seconds per lap (about 3%), and they both say 60fps in the corner. With Vsync, I can't get the damn car into overdrive no matter what I do, but with Rivatuner's FPS cap at 60, it feels like unlocked 100+ fps (which is my case appears to be limited by the i5 cpu). I guess my point is that the fps number is not an universal indicator of (dis)advantage, there are a lot of moving parts (car-setup, surface, random boosts, how FPS is limited etc) and any findings are only valid until next R* update. Thus why people who host events normally say to participants to limit FPS via the ingame vsync or use AMD or Nvidias own graphical setting Vsync, plus for me at least on my monitor, limiting the fps with riva or dtoxy, etc causes a lot of screen tearing
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