torodenson
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Bringing cream pies to nuke fights since saturday
Posts: 57
Registered on: February 2017
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Post by torodenson on Feb 27, 2017 8:53:26 GMT
I don't have anything earth shattering kaboom insightful to add, but I too believe FPS is linked to road speed.
I started GTA PC with a 6 yo build that couldn't render GTA4 properly, but with an upgrade (yes, lol) to a 960 gpu as a bung gap until I can obtain a 10 series card. I had an i7 2800 cpu, mechanical drives and 8 gig of ddr3. Mod for mod, straight line, my friends were ripping me.
When I updated (same card), but to a 6700k, 16 giggities of ddr4, sitting pretty on 60fps (except for the wooded area south of Pilato where I drop to the high 40s) instantly I was matching roadspeed for roadspeed. And... with the obvious funs being had, my wife bought a copy too... Her system is on part to what mine was and she can't keep up with the same vehicles, straight line speed.
GTA does have this possibly unique design that seems to be more cpu dependant that most games.
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scenic
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Social Club: Scenic_route
Discord: scenic_route#6404
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Post by scenic on Feb 27, 2017 12:56:00 GMT
So regarding showing a demonstration... I dont record anything I do, so I cant provide any footage unfortunately. But I have done and gotten assistance with testing things like these a few times. One moment 30fps is suggested to be faster according to bump tests, the next second 160fps is inferior to a stuttery mess barely hitting 110fps reliably when testing for pure speed circling the entire map and looking for oddities along the way. And then there's lewjen (smithyonetwelve) keeping up with people despite him being capped at 60fps and the others running some crazy high framerate. Seeing as everyone's results are so all over the damn place it's hard to truly nail down the real reason behind these speed differences, which is why I'm not buying the framerate = speed argument. One group claims one thing, another group claims the opposite. Who's word are you going to take as the truth? Who's word are we taking? The ones that can demonstrate their claim. Or people that we trust to be competent, if Smithy and Kasumi agree no significant difference between (their) 60 and 144, that's pretty solid since they're so good at the game they would notice if there was. I fully agree that framerate in itself is not the end-all indicator of speed, just in this thread there are multiple demonstrations and reasonable claims that suggest framerate is an insufficient predictor, but by the same token, the fluctuation theory isn't well documented either, and some tests here even debunk it as an universal blanket statement (120-145 fluctuations not faster than 60/144). Which is why I find Story's data invaluable, he is elite class driver capable of consistent laps and he gets 2+ seconds difference (1%) on SPA on Osiris/Tempesta, which is significant, and he gets the Nero around even faster mostly due to top speed (probably special case in glitch-category). Laptime measurements by a consistent skilled driver trumps tests on defined stretches of road, or taking a slow line for consistency, I value going the fastest line, at the end of the day that's the metric we care about. If we could identify a test stretch that was easy to use (consistency) and still predict the real-life laptime, that would be great, but it's still inferior to the real thing. I believe lucky boosts and randomness is addressed by many laps and driver consistency, just review mean time and standard deviation on clean laps. Based on the data here, I would think an unlocked Story would easily beat Kasumi/Smithy/Serenniel around SPA, as he presumably has a 2+ seconds advantage in unlocked mode, if he restricts himself to 60fps, it's presumably even and a driver's race. If racing with Neros, the advantage is 4 seconds. I speculate it's due to Story's high fps, that's the one thing that stands out in my mind. To put it bluntly, if I upgraded hardware and could do Story-like ~165 fps, I believe I would get ~2 second improvement in laptime on SPA. Again speculation based on few data points and resorting to FPS as the indicator. Serenniel's tests were also very interesting, showing an advantage with in-game Vsync 144, about 3% faster than fastest 60 variant and unlocked (on glitch suspect Nero). Obviously testing many setups (one run) rather than in-depth testing of a few setups, but still a datapoint worthy of further exploration, for example two 4-5 lap runs of SPA with 144 vsync vs. fastest 60, is there a difference on fastest lap? (assuming at least one clean lap each and PC can hold 144 w/o stutter). Would be more interesting with Osiris/T20 than Nero, so we're not skewing results with a glitchy car. Not trying to be an ass about this, I am aware that my driver skill and knowledge about car-setup and GTA quirks are quite mediocre (I could probably not reliably detect/verify a 1% speed difference, but I can certainly notice and demonstrate a 3% one), but I don't think the data here makes a compelling case for the fluctuation theory (that I do not understand well). I think there's no question that it works differently now than a year ago (or pre stunts/I&E DLC). Also I have no idea (and limited interest in) what might happen at 30 fps.
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Post by SteveJEWBZ on Feb 27, 2017 14:33:02 GMT
Wouldn't making a race out of stunt pieces be a good way to test the cars on a flat road? Just make a giant drag strip with the flattest prop and test from there. I definitely don't have anything valuable to add because I run on a kektop and am having to make do with a slightly fluctuating 40-50fps with various degrees of frame drops. However, I'd like to throw that idea out on the table.
Eliminating curbs and turns from the speed testing somewhat gives us a starting point with the frames discussion.
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kasumi
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wat
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Registered on: August 2015
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Post by kasumi on Feb 27, 2017 15:56:12 GMT
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Post by Grumples_Plox (grimreaper977) on Feb 27, 2017 16:25:50 GMT
Fps gives nothing on a flat surface, there is no difference in speed or acceleration.
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scenic
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Social Club: Scenic_route
Discord: scenic_route#6404
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Post by scenic on Feb 27, 2017 16:29:16 GMT
Wouldn't making a race out of stunt pieces be a good way to test the cars on a flat road? Yeah, but who cares about flat straight roads? I'm more interested in understanding the difference on the tracks we actually race, where boosts and curves are key components. A sterile straight stunt track might be useful to compare PC vs. PC and car(setup) vs. car(setup), it's a controlled environment since driver skill is taken out of the equation. But it still doesn't help us understand how that difference, if any, translates into an actual racing situation. I would be more interested in seeing a sizable number of lap-times from SPA, where different people compare their best laps on 60/144/unlocked/whatever with same car and note their settings. Perhaps it would illuminate the picture somewhat, even with times from us scrubs several seconds off Story's pace. I think that might be interesting data, to put in a table akin to gtaracing.net.
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kasumi
Member
wat
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Registered on: August 2015
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Post by kasumi on Feb 27, 2017 16:30:43 GMT
Wouldn't making a race out of stunt pieces be a good way to test the cars on a flat road? Just make a giant drag strip with the flattest prop and test from there. I'd like to throw that idea out on the table. Eliminating curbs and turns from the speed testing somewhat gives us a starting point with the frames discussion. I already did a test on a city straight. But steve wanted to see something on a flat stunt road.
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Post by MindlessRiff on Feb 27, 2017 16:40:13 GMT
What you could do instead which may or may not be interesting is make a stunt track with artificial bumps (i.e, rumble strips going across the road). What would make this more useful than normal bumpy city roads is that the bumps are much more easily visible and consistent than the barely detectable 'phantom bumps' you can get on some surfaces (like spa).
Plus you could make a super curb zone™ which would 1. be prescribed to people to satisfy compulsive curbing disorder, and 2. exaggerate the results a bit to see them more clearly.
Just another .2 cents.
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bladecruiser
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Post by bladecruiser on Feb 27, 2017 17:24:37 GMT
Having a 100% controlled environment will let you narrow down exactly what is happening, where it's happening, and when it's happening. For example, in Kasumi's city straight video, which curbs did he hit? Which ones did he miss? Did he hit the same ones on the next run? Did he hit them with all wheels or just one side?
If people are going to try and narrow down what's happening beyond a basic statement of "FPS makes the game engine wonky AF", then you have to have some kind of control where the only variables in play (or as few as we can get them to be) are the ones we are looking to test for. So you make a 5 mile long stunt road straight without bumps, then with a 1 "value" bump every "short straight stunt road" piece. Then you do one with a 2 "value" bump at the same distance markers as the 1's, and compare. Then change your FPS and do it again.
And repeat until you get the info you're looking for, which you can then apply to a racing situation with the added variable that you can't really tell where curbs are at and just have to pray to god that you're on the "voodoo line" going down the Spa straight and getting every invisible bump possible, plus all of the visible ones.
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kasumi
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wat
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Registered on: August 2015
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Post by kasumi on Feb 27, 2017 17:46:32 GMT
another quick test with bumps and curbs. ofc I am a human and can not do exactly the same lines and I do not do this shit over and over again. just because grim said flat roads doesn't show any difference in speed although I just did that video before for steve and I already had a city straight comparison. but not one with actual curbing, on the last clip with 60 fps I missed some curb lines in the end but what ever. same/close times as always
Fun fact : my car is way more stable with 60 fps and I have to tap my steering buttons way less and I don't have to be afraid of losing traction
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Post by CHILLI on Feb 27, 2017 18:49:36 GMT
scenic I do understand why people prefer footage or at least pictures of the test results, that is a fair point I can not deny. But what raises red flags for me is that going by tests that require a siginificant amount of driver input, giving you too many uncertainties and factors to take into account. Questions like "did they steer too much and negated a boost?" or "is all the tyre screeching neglible or slowing him down?" and "did they hit that strangely angled bump in the road in the same spot every time?". I'm not trusting Story's video because his fastest laps include some number of mistakes, meaning that human error is having a big say in the results. If you want to figure this out properly you have to do these seemingly "duh, that's obvious" tests so that you can rule out certain factors with 100% certainty. Also what I've been saying with my previous two posts isnt completely going against what others have been saying. Sarah and MindlessRiff do poke their science sticks at the right things though, although I felt the need to correct Mindless on a few things he still got the core concept right. In my posts so far I havent given away the right answer, because I want people to think for themselves. I have realized with all my car tuning shiz that giving people the answer right away kills curiousity, they will go with whatever you told them is supposedly "right" or "better" and never question it and tell others how their differing ideas are wrong, which is very bad. So what's the damn answer then? Bumps, elevation change, dips & physics update frequency. ...And some mechanics knowledge. Curb/Bump boosting works by hitting the suspension limit of the vehicle, or in the case of tyre clipping cars hitting the rims rather than the tyre, will seemingly "de-ground" the bumped wheel for a split second upping the engine RPM somewhat if it's a driven wheel. Once the wheel settles back down that RPM increase gets translated back as additional acceleration for a moment. Do note that you cant hit bumps too hard or too frequently or you wont give the car enough time to resettle and speed up. This, I suspect, is where these odd framerate "sweet spots" come from, whatever that ends up resonating with the physics engine and its mechanics. So how can Story be so damn fast around Spa and Serenniel's speed test in the same area show such differences? It's a combination of everything at play, really. That stretch of road isnt as smooth as it might appear, the Nero has bad suspension so it boosts really easily and in Serenniel's case the 100+ framerates were never stable, so it's hard to tell if the advantage comes from fps alone or that slight "jitter". If you've ever done stunt races with tubes then you would know that essentially wallriding the tubes is the fastest way to gain speed and shoot ahead. Cars with bad or limited suspension tend to win out, like the Nero or Zentorno with their AWD further aiding the boosting as you bump into each tube segment. Summary:
So the factors we have to consider when reviewing footage/results are these: * Elevation change - does the track have a lot of chances to hit the suspension/rim limit? * Car configuration - is it AWD or simply 2WD? AWD cars will gain far more from bumps than RWD or FWD. ref * Human influence - can the car drive itself for most of the test or is the driver required to apply a lot of precise input? * Were there any oddities? - Was there a large amount of deviation in car behaviour from one run to another? If so, the samples may have to be discarded because of noise unless the differences are directly related to what's observed. With that last two factors Story's comparison falls flat, as his 60fps run showed less precision on the driver's end and even slid at least once losing a ton of speed. His comparison is greatly skewed in the wrong direction because of large amounts of human error, the comparison is thus invalid. That leaves us with Serenniel's big comparison still showing strange behaviour but is unfortunately also in an area of the map where it's hard to predict surface changes, also making that test a little dodgy to analyze but it could potentially still be valuable.
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Post by Grumples_Plox (grimreaper977) on Feb 27, 2017 19:02:27 GMT
another quick test with bumps and curbs. ofc I am a human and can not do exactly the same lines and I do not do this shit over and over again. just because grim said flat roads doesn't show any difference in speed although I just did that video before for steve and I already had a city straight comparison. but not one with actual curbing, on the last clip with 60 fps I missed some curb lines in the end but what ever. same/close times as always Fun fact : my car is way more stable with 60 fps and I have to tap my steering buttons way less and I don't have to be afraid of losing traction Video I never said flat roads, I said flat surfaces which means completely flat no bumps, nothing there is no difference.
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kasumi
Member
wat
Posts: 114
Registered on: August 2015
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Post by kasumi on Feb 27, 2017 19:08:21 GMT
What you could do instead which may or may not be interesting is make a stunt track with artificial bumps (i.e, rumble strips going across the road). What would make this more useful than normal bumpy city roads is that the bumps are much more easily visible and consistent than the barely detectable 'phantom bumps' you can get on some surfaces (like spa). Plus you could make a super curb zone™ which would 1. be prescribed to people to satisfy compulsive curbing disorder, and 2. exaggerate the results a bit to see them more clearly. Just another .2 cents.
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Post by SteveJEWBZ on Feb 27, 2017 19:53:54 GMT
A couple of you are hitting on what I was trying to get at with suggesting the stunt track tests. CHILLI pointed out the massive human error in Story's testing, which is something I noticed when he first posted his video. It's simple logic that if we want to narrow down the problem in the game we want to keep all variables possible within the game. Essentially the question we're trying to answer is that of straight line speed, right? No need to try to drive a car around a track with turns to test straight line speed. We easily have the tools to create a controlled environment. These findings are easily transferable to the "tracks we actually race", wouldn't you say, scenic? All that being said, the results of kasumi's videos do seem to point in the right direction, they support most of what has been said so far. However, he's showing that the differences between 60 and 144 are quite small. How did StoryVS experience such a huge boost from his Nero? Maybe he can run Kasumi's tracks and report back to us with his results on the same track. Just a side note, I'm hopping all this testing results in a simple enough conclusion to explain to people that FPS matters because __________. Not just the blanket statement that "Higher FPS makes you go faster". It's the tires can clip thing all over again, we knew that they did help you go faster in a way but an explanation as to why makes the community so much better. It's just like a parent saying "because I said so".
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Post by CHILLI on Feb 27, 2017 20:09:03 GMT
Just a side note, I'm hopping all this testing results in a simple enough conclusion to explain to people that FPS matters because __________. My version of the blank would be this: FPS matters because the driving will be more physically accurate the faster it runs, assuming stable performance.
"Physically accurate" in this case referring to the increased number of iterations per second smoothing out movements and catching more details in the surfaces.
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