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I've fixed GP4 - 50fps GF2 32mb


Author: alan
F*ckin hell, I've fixed the game :)) 1.33Ghz Athlon GeForce2MX 32MB 1024*768 50fps :)))) Medium geomatry Bump mapping Lighting and? manually edited graphics file http://www.mczepp.pwp.blueyonder.co.uk/f1graphics.cfg delete your old one, and the backup, and use the above one. In the game don't use the graphics menu, although it doesnt make any difference anyway. The frame rate slider does work, so play around with that and use FRAPS to see what you can sustain. When you first start on the grid the frame rate falls, but by the time the lights go out it should have gone to the correct amount. In audio I have 2D and 3D Not selected. I also added the following two lines from readme.txt into cards.txt, but I don't know if they are making any difference, CubeMaps=0 surfaceAsRenderTarget=0 In control panel I have audio on full acceleration, and conversion rate at the lowest setting(running WIN98SE) The funny thing is, the graphics calibration always said I could get about 50fps at 1024 and now I can :)

Re: I've fixed GP4 - 50fps GF2 32mb

Author: Cai
Oh my god...that's just not on. My system smacks that easily and I get 35fps on 800x600x16 with sound quality at its lowest!

Re: I've fixed GP4 - 50fps GF2 32mb

Author: Zcott
Under Win98SE, XP1600+, 384mb RAM, and Matrox G400 graphics card, it ran great. But I missed the mirror textures, and the visor overlays.

Re: I've fixed GP4 - 50fps GF2 32mb

Author: -qwerty-
The Matrox cards appear to run it suprisingly well...I got 14fps at best with my 8mb G200 (I was happy!) but then I realised I prefered gp3 2000's 'feel' to gp4's

Re: I've fixed GP4 - 50fps GF2 32mb

Author: Ellis
this works? I have Car Geometry and Textures on Medium Reflection on low everything else medium 17-22fps

Re: I've fixed GP4 - 50fps GF2 32mb

Author: Cai
I take my hat off to Alan - that's a great graphics.cfg set-up. I now get 60fps :-D With sound acceleration to full!

Re: I've fixed GP4 - 50fps GF2 32mb

Author: -qwerty-
Go away....I bet mine looks better though

Re: I've fixed GP4 - 50fps GF2 32mb

Author: Cai
Yeah well most of the trackside details are gone with that cfg....like stands and stuff. But Im still chuffed with 60fps - it really flies. And it's a Geforce 4 mx 420 - They are really not as bad as you people think.

Re: I've fixed GP4 - 50fps GF2 32mb

Author: -qwerty-
Well I get the track.

Re: I've fixed GP4 - 50fps GF2 32mb

Author: -qwerty-
But its a beautiful track

Re: I've fixed GP4 - 50fps GF2 32mb

Author: Zcott
Needless to say, I reverted back to my original ;-) Qwerty, can you take a picture of you racing in T-Cam view? I need to see something about your wheels. I think it only happens on Matrox cards, but they're quite grainy looking.

Re: I've fixed GP4 - 50fps GF2 32mb

Author: Zcott
Make that tyres. The wheels are great!

Re: I've fixed GP4 - 50fps GF2 32mb

Author: -qwerty-
Well, here's the thing. I prefer gp3 2000. It runs better (obviously) and looks nicer. Because of this, and AOE2 being rediscovered (who'd have thought I'd find that and Delta Force under my bed?) plus my limited disk space (2 gig for games) I had to delete GP4. But as I recall, there were no problems in Tcam view regarding wheels; I drove from this view to reduce proccessor occupancy, and the wheels certainly did'nt look perfect, but not really grainy. I'd say it's because Matrox cards have brilliant 2D, but less good 3D; therefore much of Gp4's graphics look odd, whilst gp3 2000 looks quite good, as it is mostly 2D. Just a thought.

Re: I've fixed GP4 - 50fps GF2 32mb

Author: BorgDroneX
i tried it but deleted it.........it may give you xtra FPS (i got 40 with 800x600 WinXP Pro) but with most graphics gone.......i like a fast game but i also like my graphical xtras too......sorry

Re: I've fixed GP4 - 50fps GF2 32mb

Author: Järvi Göransson
*The frame rate slider does work, so play around with that and use FRAPS to see what you can sustain.* What do you mean with that, what is it a program what should I do to fix this!? And where can I download that graphics file? Do you think it will fly on my pc as well? specs: PIII 800mhz GeForce 2 64mb TI 400MB ddr ram win xp now without tweaking I get: 23fps at 1024, everything medium, bump map off, sound 2d and 3d off, PO 100-110 sometimes 150!

Re: I've fixed GP4 - 50fps GF2 32mb

Author: Ellis
The graphics file url is up top, here it is again

Re: I've fixed GP4 - 50fps GF2 32mb

Author: Simon Mallett
Quote: "Well, here's the thing. I prefer gp3 2000. It runs better (obviously) and looks nicer." Looks nicer???.. on a high end system GP4 blows away GP3 in all respects....... you will love it when you get chance to upgrade your system. http://dynamic2.gamespy.com/~hg/forums/attachment.php?s=&postid=349758

Re: I've fixed GP4 - 50fps GF2 32mb

Author: Cai
Wow this is unbelievable. Here are my specs: P4 2ghz Processor Geforce 4mx420 256mb DDR ram I downloaded that config file for the graphics, and like I said I got 60fps, but all the trackside details were off. So, I wondered if I turned them all on again in this file, if I could maybe get a better fps than before. Boy what results I got. I now have everything the same as before (all trackside deatils, everything cranked on high settings) and I STILL get 60fps!! Even in the wet!! So now I've got all details turned on, and get 60fps!!

Re: I've fixed GP4 - 50fps GF2 32mb

Author: alan
Its the other secret modifications I made that seem to have done the trick :) I have just switched near stands,far stands,far land,near buildings and walls back on myself. It must be the reflection and distance changes I made which made the big difference. I lowered these kind of things, Distance cull ALL track objects Threshold distance in metres to switch in low LOD track Reflect static objects within this distance I think the reflections and distance things were all set too high, the car looks like it is made of chrome on some peoples screenshots, and having to calculate all that was putting too much load on recources.

Re: I've fixed GP4 - 50fps GF2 32mb

Author: Paolo Francesco Selva
So what is then that makes the difference?

Re: I've fixed GP4 - 50fps GF2 32mb

Author: Paolo Francesco Selva
Can you cut&paste here the lines that made the difference?

Re: I've fixed GP4 - 50fps GF2 32mb

Author: Cai
Okay the following contents of the graphics.cfg file are based on Alans, but I modified bits and so kept the high FPS that Alan's one created for me a;lready (cheers alan ;-) ). Anyone with specs similar to mine (I posted them above) I recommend using these. 1 ; f1graphics.cfg controls all settings (default 0) 1024 ; [RELEASE] Game 3D Horizontal Resolution 768 ; [RELEASE] Game 3D Vertical Resolution 0 ; [RELEASE] Enable 32bit mode if available NB. If Windowed then is forced to desktop format 1 ; [RELEASE] Enable hardware T&L if available 0 ; [RELEASE] Run in a window 0 ; [RELEASE] Number of multisamples if available (0-16 :: 0 => off, 1 unused) 0 ; [RELEASE] Force use of reference rasterizer 0 ; [RELEASE] Vsync (0=>off, or every nth frame) v2 89 ; [RELEASE] AutoPerformance (Automatic Performance Setting) 0 ; [RELEASE] TestedPerformanceLow (Tested Performance Setting) 0 ; [RELEASE] TestedPerformanceHigh (Tested Performance Setting) 800 ; [DEBUG] Game 3D Horizontal Resolution 600 ; [DEBUG] Game 3D Vertical Resolution 0 ; [DEBUG] Enable 32bit mode if available NB. If Windowed then is forced to desktop format 1 ; [DEBUG] Enable hardware T&L if available 1 ; [DEBUG] Run in a window 0 ; [DEBUG] Number of multisamples if available (0-16 :: 0 => off, 1 unused) 0 ; [DEBUG] Force use of reference rasterizer 0 ; [DEBUG] Vsync (0=>off, or every nth frame) v2 153 ; [DEBUG] AutoPerformance (Automatic Performance Setting) 0 ; [DEBUG] TestedPerformanceLow (Tested Performance Setting) 0 ; [DEBUG] TestedPerformanceHigh (Tested Performance Setting) 0 ; Texture quality : 0 => max 2 => half 4 => qtr 8 => eigth 1 ; Increase car texture quality (1 on, 0 off) 0 ; Low track geometry (1 on, 0 off) 0 ; Crude quadtree cull only (0=> off, 1=>always, 2=>only for TNL); recommended for fast gfx, low cpu 4 ; Number of mipmaps (0 => off) v2 1 ; Use compressed textures if supported 0 ; Full 32bit textures 7 ; Set 0 => no 8bit alpha (all stencil - yuck) 8 => all 8bit alpha (no stencil - nice) else 1-7 as cut off 1 ; If using compressed then ramp 1bit DXT1 to nbit DXT5 to avoid edge bleed v2 1 ; Render targets must match the main formats v2 1 ; Enable Fogging 1 ; Enable AdvancedCarShader v2 0 ; Low res geometry track (1 low res, 0 normal) 1 ; Rotate wheels via textures v2 1 ; Bump map track (requires DP3; 0 => off) 4 ; Load balance : Frames over which to sample occupancy 110 ; Load balance : Start load decrease if occupancy over this 90 ; Load balance : Start load increase if occupancy under this v2 75 ; Load balance : Speed of load decrease ( < slower > faster) 33 ; Load balance : Speed of load increase ( < slower > faster) 0 ; Enable mirrors 2 ; Angle left mirror 0(in)-16(parallel)-32(out) v2 2 ; Angle right mirror 0(in)-16(parallel)-32(out) v2 16 ; Magnify mirror (16 => normal <16 wide >16 zoom) 133 ; Show own car (0 never, bit 1 trans, bit 2 solid, bit 3 context only bit7-fullpolycar in tcam) v3 1 ; Overide show own car if mirrors set low 100 ; Cockpit zoom (0 to 100) v2 1 ; Enable external view mirrors (0 0ff, 1 onboard, 2 all external views) v2 1 ; Enable track map (0 off, 1 arcade views only, 2 all non trackside) 6 ; Num overdraws for blur effects (eg reflections) Should be one of {2,4,6,9,12,16} 0 ; Reflect effect (0 => none-very sharp reflections), 1 => mipmapfilter, 2 => overdraw(best), 3 => hardwareboxfilter, 4 => swmungefilter(2nd best-best for 16bit), 5 => jitter(GP3 stylee) v3 512 ; If Jitter, how many ? 60 ; For normal reflections scale LOD (0 to 100%) v3 20 ; For blured effect reflections scale LOD (0 to 100%) v3 0 ; Maximum allowed heat hazes in a single view v2 0 ; Haze size in pixels : 0 => auto as proportion of main resolution (recommended) 1 ; Enable rain droplets on lens/visor 0 ; Enable visor when in cockpit view 0 ; Full dynamic video walls 0 ; Size of video wall textures (dynamic) 0=>auto scale to game resolution 200000 ; Number of particle time slices per second. 1 ; TV style overlays on track cameras. 24 ; Multiplayer overlays 1:on 2:+cockpit 3:+allviews 4:+text 5:+gfx 6:+allcars 4 ; Multiplayer overlays - show for N closest 0 ; Enable user-defined gamma ramp v2 100 ; Gamma ramp for Reds (min value) range signed : 0-200 => -1 to 1 v4 200 ; Gamma ramp for Reds (max value) range signed : 0-200 => -1 to 1 v4 200 ; Gamma ramp for Reds (pow value) range signed : 0-200 => -1 to 1 v4 100 ; Gamma ramp for Greens (min value) range signed : 0-200 => -1 to 1 v4 200 ; Gamma ramp for Greens (max value) range signed : 0-200 => -1 to 1 v4 200 ; Gamma ramp for Greens (pow value) range signed : 0-200 => -1 to 1 v4 100 ; Gamma ramp for Blues (min value) range signed : 0-200 => -1 to 1 v4 200 ; Gamma ramp for Blues (max value) range signed : 0-200 => -1 to 1 v4 200 ; Gamma ramp for Blues (pow value) range signed : 0-200 => -1 to 1 v4 131 ; Enable cockpit gamma 0 off,1 player for all, 2 player for player only, 3 driver specific. Bit 7 (only when visor on) v2 100 ; Cockpit Gamma ramp for Reds (min value) range signed : 0-200 => -1 to 1 v3 190 ; Cockpit Gamma ramp for Reds (max value) range signed : 0-200 => -1 to 1 v3 190 ; Cockpit Gamma ramp for Reds (pow value) range signed : 0-200 => -1 to 1 v3 100 ; Cockpit Gamma ramp for Greens (min value) range signed : 0-200 => -1 to 1 v3 190 ; Cockpit Gamma ramp for Greens (max value) range signed : 0-200 => -1 to 1 v3 190 ; Cockpit Gamma ramp for Greens (pow value) range signed : 0-200 => -1 to 1 v3 100 ; Cockpit Gamma ramp for Blues (min value) range signed : 0-200 => -1 to 1 v3 190 ; Cockpit Gamma ramp for Blues (max value) range signed : 0-200 => -1 to 1 v3 190 ; Cockpit Gamma ramp for Blues (pow value) range signed : 0-200 => -1 to 1 v3 64 ; Size in texels for shadows over each car v2 256 ; Size in texels for projected shadows under each car 256 ; Size in texels for blurred projected shadows under each car 0 ; Attempt to page the over shadows 0 ; Attempt to page the under shadows 1 ; Animation rendering mode. (0 - cheap lighting, 1 - proper lighting, 2 - VS) v2 2 ; [MAIN VIEW] Texture filter quality (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic, 5 => gaussiancubic) v3 1 ; [MAIN VIEW] Texture filter quality for mipmaps - if any - (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic/quincunx, 5 => gaussiancubic) v3 4 ; [MAIN VIEW] Max anisotropic filtering (1 => off, to max 7) v2 92 ; [MAIN VIEW] Mipmap bias (0 => -8 to 200 => +8) -ve=> sharper v2 1200 ; [MAIN VIEW] Distance cull ALL track objects past this distance (overides LOD, 0 => off) v2 5 ; [MAIN VIEW] Fade out (cull) track objects band depth as % of cull distance (0 => immediate at cull point) 141 ; [MAIN VIEW] Scale track LOD distance - make larger to force lower LOD earlier 49 ; [MAIN VIEW] Constant min distance in metres for track LOD calcs - make larger to force lower max LOD - else 0 for full LOD range 250 ; [MAIN VIEW] Threshold distance in metres to switch in low LOD track 1 ; [MAIN VIEW] Display track shadows 1 ; [MAIN VIEW] Shadow type (under cars) (0=> off, 1=> static, 2=> composite, 3=> projected) 0 ; [MAIN VIEW] Blur shadows (projected shadows only)(should be 0 (no blur),2,4,6,9,12, or 16) 4 ; [MAIN VIEW] Max number of shadow maps that are allowed in view UNDER CAR 0 ; [MAIN VIEW] Max number of shadow maps that are allowed in view OVER CAR 1 ; [MAIN VIEW] Enable wet weather reflections (if main view is disabled, then all views are disabled) 100 ; [MAIN VIEW] Reflect static objects within this distance (0 => off) v3 1 ; [MAIN VIEW] Reflect cars in wet track 0 ; [MAIN VIEW] Reflect car particles (broken subassemly) in wet track v3 1 ; [MAIN VIEW] Enable static environment reflections (0=>off 1=>on) v3 30 ; [MAIN VIEW] Enable dynamic environment reflections to X metres (for advanced carshader only) v3 0 ; [MAIN VIEW] Max number of dynamic envmaps to use (1 to 22(!), 0=>off - for advanced carshader only) v3 1 ; [MAIN VIEW] Draw Particles 1 ; [MAIN VIEW] Draw rain (0 => off, 1 => on) 0 ; [MAIN VIEW] DrawBrakeGlows (0 => off, 1 => on) 1 ; [MAIN VIEW] DrawExternalSteering (0 => off, 1 => on) 2 ; [MAIN VIEW] Draw crowds (0 => off, 1 => on, 2 => on and animating) 11 ; [MAIN VIEW] Draw X objects in pit lane (0 => off, else max number of 'teams' to draw) 1 ; [MAIN VIEW] Draw crowd camera flashes 1 ; [MAIN VIEW] Draw sky 1 ; [MAIN VIEW] Draw heat haze v3 3 ; [MAIN VIEW] Draw lens flare (0 => off, 1 => 'real' camera views only, 2 => all views but cockpit, 3 => always) 1 ; [MAIN VIEW] Draw Bushes 1 ; [MAIN VIEW] Draw trackside cameras 1 ; [MAIN VIEW] Draw trackside cranes 1 ; [MAIN VIEW] Draw distant buildings 1 ; [MAIN VIEW] Draw near buildings 1 ; [MAIN VIEW] Draw horizon strips 1 ; [MAIN VIEW] Draw trackside photographers 1 ; [MAIN VIEW] Draw track (0 => off, 1 => basic, 2 => with detail maps) 1 ; [MAIN VIEW] Draw trackside platforms 0 ; [MAIN VIEW] Draw videowalls 1 ; [MAIN VIEW] Draw Misc. trackside objects 1 ; [MAIN VIEW] Draw trackside fences 1 ; [MAIN VIEW] Draw trackside walls 1 ; [MAIN VIEW] Draw track kerbing 1 ; [MAIN VIEW] Draw bridges 1 ; [MAIN VIEW] Draw Near stands 1 ; [MAIN VIEW] Draw Far stands 1 ; [MAIN VIEW] Draw Near land 1 ; [MAIN VIEW] Draw Far land 1 ; [MAIN VIEW] Draw track marshalls 1 ; [MAIN VIEW] Draw large trackside signs 1 ; [MAIN VIEW] Draw small trackside signs 1 ; [MAIN VIEW] Draw Near trees 1 ; [MAIN VIEW] Draw Far trees 1 ; [MAIN VIEW] Draw video-wall screens 1 ; [MAIN VIEW] Draw shadows on track v2 1 ; [MAIN VIEW] Draw Required trackside buildings 46 ; [MAIN VIEW] Car lod : load balance as % of notional max possible number of car polys (at highest LOD) v9 80 ; [MAIN VIEW] Car lod : maximum LOD (scalar 100=>1) v2 300 ; [MAIN VIEW] Car lod : distance at which to cull cars in view (metres) v3 80 ; [MAIN VIEW] Car lod : scalar 1 ; [MAIN VIEW] If using advanced car shader, then we can also (optionally) use improved wheel lighting 2 ; [MIRROR VIEW] Texture filter quality (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic, 5 => gaussiancubic) v3 1 ; [MIRROR VIEW] Texture filter quality for mipmaps - if any - (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic/quincunx, 5 => gaussiancubic) v3 1 ; [MIRROR VIEW] Max anisotropic filtering (1 => off, to max 7) v2 115 ; [MIRROR VIEW] Mipmap bias (0 => -8 to 200 => +8) -ve=> sharper v2 700 ; [MIRROR VIEW] Distance cull ALL track objects past this distance (overides LOD, 0 => off) 5 ; [MIRROR VIEW] Fade out (cull) track objects band depth as % of cull distance (0 => immediate at cull point) 190 ; [MIRROR VIEW] Scale track LOD distance - make larger to force lower LOD earlier 99 ; [MIRROR VIEW] Constant min distance in metres for track LOD calcs - make larger to force lower max LOD - else 0 for full LOD range 50 ; [MIRROR VIEW] Threshold distance in metres to switch in low LOD track 0 ; [MIRROR VIEW] Display track shadows 1 ; [MIRROR VIEW] Shadow type (under cars) (0=> off, 1=> static, 2=> composite, 3=> projected) 0 ; [MIRROR VIEW] Blur shadows (projected shadows only)(should be 0 (no blur),2,4,6,9,12, or 16) 2 ; [MIRROR VIEW] Max number of shadow maps that are allowed in view UNDER CAR 0 ; [MIRROR VIEW] Max number of shadow maps that are allowed in view OVER CAR 0 ; [MIRROR VIEW] Enable wet weather reflections 50 ; [MIRROR VIEW] Reflect static objects within this distance (0 => off) 0 ; [MIRROR VIEW] Reflect cars in wet track 0 ; [MIRROR VIEW] Reflect car particles (broken subassemly) in wet track v2 0 ; [MIRROR VIEW] Enable static environment reflections (0=>off 1=>on) v3 0 ; [MIRROR VIEW] Enable dynamic environment reflections to X metres (for advanced carshader only) v3 0 ; [MIRROR VIEW] Max number of dynamic envmaps to use (1 to 22(!), 0=>off - for advanced carshader only) v3 0 ; [MIRROR VIEW] Draw Particles 0 ; [MIRROR VIEW] Draw rain (0 => off, 1 => on) 0 ; [MIRROR VIEW] DrawBrakeGlows (0 => off, 1 => on) 0 ; [MIRROR VIEW] DrawExternalSteering (0 => off, 1 => on) 0 ; [MIRROR VIEW] Draw crowds (0 => off, 1 => on, 2 => on and animating) v2 0 ; [MIRROR VIEW] Draw X objects in pit lane (0 => off, else max number of 'teams' to draw) v2 0 ; [MIRROR VIEW] Draw crowd camera flashes v2 0 ; [MIRROR VIEW] Draw sky v2 0 ; [MIRROR VIEW] Draw heat haze v2 0 ; [MIRROR VIEW] Draw lens flare (0 => off, 1 => 'real' camera views only, 2 => all views but cockpit, 3 => always) v2 0 ; [MIRROR VIEW] Draw Bushes v2 0 ; [MIRROR VIEW] Draw trackside cameras v2 0 ; [MIRROR VIEW] Draw trackside cranes v2 0 ; [MIRROR VIEW] Draw distant buildings v2 0 ; [MIRROR VIEW] Draw near buildings v2 0 ; [MIRROR VIEW] Draw horizon strips v2 0 ; [MIRROR VIEW] Draw trackside photographers v2 0 ; [MIRROR VIEW] Draw track (0 => off, 1 => basic, 2 => with detail maps) v2 0 ; [MIRROR VIEW] Draw trackside platforms v2 0 ; [MIRROR VIEW] Draw videowalls v2 0 ; [MIRROR VIEW] Draw Misc. trackside objects v2 0 ; [MIRROR VIEW] Draw trackside fences v2 0 ; [MIRROR VIEW] Draw trackside walls v2 0 ; [MIRROR VIEW] Draw track kerbing v2 0 ; [MIRROR VIEW] Draw bridges v2 0 ; [MIRROR VIEW] Draw Near stands v2 0 ; [MIRROR VIEW] Draw Far stands v2 0 ; [MIRROR VIEW] Draw Near land v2 0 ; [MIRROR VIEW] Draw Far land v2 0 ; [MIRROR VIEW] Draw track marshalls v2 0 ; [MIRROR VIEW] Draw large trackside signs v2 0 ; [MIRROR VIEW] Draw small trackside signs v2 0 ; [MIRROR VIEW] Draw Near trees v2 0 ; [MIRROR VIEW] Draw Far trees v2 0 ; [MIRROR VIEW] Draw video-wall screens v2 0 ; [MIRROR VIEW] Draw shadows on track v2 0 ; [MIRROR VIEW] Draw Required trackside buildings 19 ; [MIRROR VIEW] Car lod : load balance as % of notional max possible number of car polys (at highest LOD) v9 57 ; [MIRROR VIEW] Car lod : maximum LOD (scalar 100=>1) v2 320 ; [MIRROR VIEW] Car lod : distance at which to cull cars in view (metres) v2 57 ; [MIRROR VIEW] Car lod : scalar 0 ; [MIRROR VIEW] If using advanced car shader, then we can also (optionally) use improved wheel lighting 2 ; [VIDEOWALL VIEW] Texture filter quality (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic, 5 => gaussiancubic) v3 1 ; [VIDEOWALL VIEW] Texture filter quality for mipmaps - if any - (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic/quincunx, 5 => gaussiancubic) v3 1 ; [VIDEOWALL VIEW] Max anisotropic filtering (1 => off, to max 7) v2 115 ; [VIDEOWALL VIEW] Mipmap bias (0 => -8 to 200 => +8) -ve=> sharper v2 925 ; [VIDEOWALL VIEW] Distance cull ALL track objects past this distance (overides LOD, 0 => off) 5 ; [VIDEOWALL VIEW] Fade out (cull) track objects band depth as % of cull distance (0 => immediate at cull point) 177 ; [VIDEOWALL VIEW] Scale track LOD distance - make larger to force lower LOD earlier 87 ; [VIDEOWALL VIEW] Constant min distance in metres for track LOD calcs - make larger to force lower max LOD - else 0 for full LOD range 100 ; [VIDEOWALL VIEW] Threshold distance in metres to switch in low LOD track 1 ; [VIDEOWALL VIEW] Display track shadows 1 ; [VIDEOWALL VIEW] Shadow type (under cars) (0=> off, 1=> static, 2=> composite, 3=> projected) 0 ; [VIDEOWALL VIEW] Blur shadows (projected shadows only)(should be 0 (no blur),2,4,6,9,12, or 16) 2 ; [VIDEOWALL VIEW] Max number of shadow maps that are allowed in view UNDER CAR 0 ; [VIDEOWALL VIEW] Max number of shadow maps that are allowed in view OVER CAR 0 ; [VIDEOWALL VIEW] Enable wet weather reflections 50 ; [VIDEOWALL VIEW] Reflect static objects within this distance (0 => off) 0 ; [VIDEOWALL VIEW] Reflect cars in wet track 0 ; [VIDEOWALL VIEW] Reflect car particles (broken subassemly) in wet track v2 0 ; [VIDEOWALL VIEW] Enable static environment reflections (0=>off 1=>on) v3 0 ; [VIDEOWALL VIEW] Enable dynamic environment reflections to X metres (for advanced carshader only) v3 0 ; [VIDEOWALL VIEW] Max number of dynamic envmaps to use (1 to 22(!), 0=>off - for advanced carshader only) v3 0 ; [VIDEOWALL VIEW] Draw Particles 0 ; [VIDEOWALL VIEW] Draw rain (0 => off, 1 => on) 0 ; [VIDEOWALL VIEW] DrawBrakeGlows (0 => off, 1 => on) 0 ; [VIDEOWALL VIEW] DrawExternalSteering (0 => off, 1 => on) 0 ; [VIDEOWALL VIEW] Draw crowds (0 => off, 1 => on, 2 => on and animating) v2 1 ; [VIDEOWALL VIEW] Draw X objects in pit lane (0 => off, else max number of 'teams' to draw) v2 0 ; [VIDEOWALL VIEW] Draw crowd camera flashes v2 1 ; [VIDEOWALL VIEW] Draw sky v2 0 ; [VIDEOWALL VIEW] Draw heat haze v2 0 ; [VIDEOWALL VIEW] Draw lens flare (0 => off, 1 => 'real' camera views only, 2 => all views but cockpit, 3 => always) v2 0 ; [VIDEOWALL VIEW] Draw Bushes v2 0 ; [VIDEOWALL VIEW] Draw trackside cameras v2 0 ; [VIDEOWALL VIEW] Draw trackside cranes v2 0 ; [VIDEOWALL VIEW] Draw distant buildings v2 0 ; [VIDEOWALL VIEW] Draw near buildings v2 1 ; [VIDEOWALL VIEW] Draw horizon strips v2 0 ; [VIDEOWALL VIEW] Draw trackside photographers v2 1 ; [VIDEOWALL VIEW] Draw track (0 => off, 1 => basic, 2 => with detail maps) v2 0 ; [VIDEOWALL VIEW] Draw trackside platforms v2 0 ; [VIDEOWALL VIEW] Draw videowalls v2 0 ; [VIDEOWALL VIEW] Draw Misc. trackside objects v2 1 ; [VIDEOWALL VIEW] Draw trackside fences v2 1 ; [VIDEOWALL VIEW] Draw trackside walls v2 1 ; [VIDEOWALL VIEW] Draw track kerbing v2 1 ; [VIDEOWALL VIEW] Draw bridges v2 0 ; [VIDEOWALL VIEW] Draw Near stands v2 0 ; [VIDEOWALL VIEW] Draw Far stands v2 1 ; [VIDEOWALL VIEW] Draw Near land v2 0 ; [VIDEOWALL VIEW] Draw Far land v2 1 ; [VIDEOWALL VIEW] Draw track marshalls v2 1 ; [VIDEOWALL VIEW] Draw large trackside signs v2 1 ; [VIDEOWALL VIEW] Draw small trackside signs v2 0 ; [VIDEOWALL VIEW] Draw Near trees v2 0 ; [VIDEOWALL VIEW] Draw Far trees v2 0 ; [VIDEOWALL VIEW] Draw video-wall screens v2 0 ; [VIDEOWALL VIEW] Draw shadows on track v2 0 ; [VIDEOWALL VIEW] Draw Required trackside buildings 22 ; [VIDEOWALL VIEW] Car lod : load balance as % of notional max possible number of car polys (at highest LOD) v10 60 ; [VIDEOWALL VIEW] Car lod : maximum LOD (scalar 100=>1) v3 367 ; [VIDEOWALL VIEW] Car lod : distance at which to cull cars in view (metres) v5 60 ; [VIDEOWALL VIEW] Car lod : scalar v2 0 ; [VIDEOWALL VIEW] If using advanced car shader, then we can also (optionally) use improved wheel lighting

Re: I've fixed GP4 - 50fps GF2 32mb

Author: alan
The main things are in the file I uploaded, its just that you can put the stands,walls and buildings back on and it still runs at 50fps :))) http://www.mczepp.pwp.blueyonder.co.uk/f1graphics.cfg

Re: I've fixed GP4 - 50fps GF2 32mb

Author: Fred Nilsson
From a post at Simbin: I have a 1Ghz Athlon, 256mb RAM, GeForce2 Ti 64mb, and Sb Live. I`m not sure how the split axis works for me but I`ll explain what I did - you can`t just choose `wheel` from the options menu, you have to choose `advanced` and make a custom user setting which you then save as a filename. Once you have setup a custom controller the game seems to recognise all the axis and buttons. By doing this I managed to get split axis working perfectly. Just choosing the `wheel` option from the four default control options wasn`t enough - it didn`t recognise my braking pedal at all. My framerate is good because I use 16 bit colour. The resolutions in the graphics options menu (in game) are mainly for 32 bit colour - you`ll notice that it only has 640 res and 800 res at the bottom of the list as selectable 16 bit options. So instead of using 800 res (too low for me) I decided to edit the `F1Graphics.cfg` file and force 1024x768 in 16 bit colour. Here is a bit of the file; 1 ; f1graphics.cfg controls all settings (default 0) 1024 ; [RELEASE] Game 3D Horizontal Resolution 768 ; [RELEASE] Game 3D Vertical Resolution 0 ; [RELEASE] Enable 32bit mode if available NB. If Windowed then is forced to desktop format You have to change the first line to `1` otherwise it won`t use this file for the games graphics settings. Then type in the resolution you want and put a `0` next to the Enable 32 bit mode line so it won`t try to run it in 32 bit. For me this made a massive difference to the way the game runs - I can even use 2x Antialiasing without any problems at all and I`m only running a GeForce 2. However once you have edited this file you shouldn`t go into the graphics options in the actual game or it will reset the graphics options at that particular time (it won`t change the F1Graphics.cfg file back to normal but you would have to exit and reload in order for the 1024x768 16bit res to be working again). It doesn`t matter that much as you can edit all of the in-game graphic options from this file so you don`t need to bother with the ingame stuff. You can also change a load of other stuff from this file which aren`t options from the in-game menus. You can get rid of the `track map` while keeping damage and speed displayed in T-Cam mode, you can turn on track reflections for wet races, choose lens flare (didn`t seem to work for me though) and a lot of other things such as level of detail distances. Just to get to the point.. My exact graphic setup (to get a super smooth game) went like this - I loaded the game, went to graphic options, chose 800x600 with 16bit colour (it`s at the bottom of the list), selected the graphics options I wanted from the `manual` menu (everything highest except reflections and bump and enviroment mapping) ran the `test` option twice (the first time didn`t give an accurate read-out), and then once it had recommended 51 average fps I changed this down to 35 fps so that it would run smoothly all the time. Once this was done I exited the game, made my changes to the F1Graphics.cfg file (so I could have 1024 res and still keep 16 bit colour) and then loaded the game with 2x Antialiasing and it runs perfectly in a full race and it even looks quite nice. Also turning off 3D sound really helps (depending on your sound card) but selecting 16 bit colour was the thing that made a massive difference for me.

Re: I've fixed GP4 - 50fps GF2 32mb

Author: Michael Griggs
Have PIII 840mhz,GeForce2GTS(the only things that matter in this sim.) Prior to alans file I was running 1280x1024 for a frame rate of 21-22 @ around 100-120%. I also have forced the game to use 16bit High colour by adding this line FMTA8R8G8B8=1 in the cards.txt file under the heading for your graphics card. Used Alans file and did the test for frame rate. It suggested 45fps. I then entered the game and found out why. All the stands,buildings, people etc were turned off. Even the pit crew were just round shadows on the floor! It also was set a 1024x768. car teture quality was also set off. So I set it to 1280x1024,set all the eye candy that was off to on,car texture quality back on and did a test for frame rate. It suggested 34. ran Monaco, Interlagos(highest hit track) and occupancy was 100-130%. So set the frame rate manually to 25. now po is always around 100% sometimes under,not much over. So, thanks Alan! Ran Fraps and it displays 25 all the way around the tracks.

Re: I've fixed GP4 - 50fps GF2 32mb

Author: black celica
Nowonder its faster, most of the backgrounds are missing. It's like playing Lego grand prix. I prefer full amount of detail@26fps than flat field racing at 53fps. Has anyone modified this file further to put the backgrounds back in? if so please post

Re: I've fixed GP4 - 50fps GF2 32mb

Author: BenGaL-TiGeR
It may bump my FPS up, but there's hardly any to no Scenery (Trackside objects) And you cant see that much infront of you. If you are desperate for good FPS try it, but if you like alot of detail, dont bother =) Just my opinion.

Re: I've fixed GP4 - 50fps GF2 32mb

Author: Keith B
I've used this and it's fantastic-all graphics on except for mirrors still don't work.Any ideas please?

Re: I've fixed GP4 - 50fps GF2 32mb

Author: Cai
For christ sake people you gotta read all the posts.... I posted a modified .cfg file of alans, which kept the high frame rate with all the details ON. It's above.

Re: I've fixed GP4 - 50fps GF2 32mb

Author: Marko Penttinen
Try This out! It doesn't give as hifh frame rates than the previous ones but it gave me about 10FPS more than the original one. And there is more detail than the previous ones and it has mirrors! 1 ; f1graphics.cfg controls all settings (default 0) 1024 ; [RELEASE] Game 3D Horizontal Resolution 768 ; [RELEASE] Game 3D Vertical Resolution 0 ; [RELEASE] Enable 32bit mode if available NB. If Windowed then is forced to desktop format 1 ; [RELEASE] Enable hardware T&L if available 0 ; [RELEASE] Run in a window 0 ; [RELEASE] Number of multisamples if available (0-16 :: 0 => off, 1 unused) 0 ; [RELEASE] Force use of reference rasterizer 0 ; [RELEASE] Vsync (0=>off, or every nth frame) v2 89 ; [RELEASE] AutoPerformance (Automatic Performance Setting) 0 ; [RELEASE] TestedPerformanceLow (Tested Performance Setting) 0 ; [RELEASE] TestedPerformanceHigh (Tested Performance Setting) 800 ; [DEBUG] Game 3D Horizontal Resolution 600 ; [DEBUG] Game 3D Vertical Resolution 0 ; [DEBUG] Enable 32bit mode if available NB. If Windowed then is forced to desktop format 1 ; [DEBUG] Enable hardware T&L if available 1 ; [DEBUG] Run in a window 0 ; [DEBUG] Number of multisamples if available (0-16 :: 0 => off, 1 unused) 0 ; [DEBUG] Force use of reference rasterizer 0 ; [DEBUG] Vsync (0=>off, or every nth frame) v2 153 ; [DEBUG] AutoPerformance (Automatic Performance Setting) 0 ; [DEBUG] TestedPerformanceLow (Tested Performance Setting) 0 ; [DEBUG] TestedPerformanceHigh (Tested Performance Setting) 0 ; Texture quality : 0 => max 2 => half 4 => qtr 8 => eigth 0 ; Increase car texture quality (1 on, 0 off) 0 ; Low track geometry (1 on, 0 off) 0 ; Crude quadtree cull only (0=> off, 1=>always, 2=>only for TNL); recommended for fast gfx, low cpu 4 ; Number of mipmaps (0 => off) v2 1 ; Use compressed textures if supported 0 ; Full 32bit textures 7 ; Set 0 => no 8bit alpha (all stencil - yuck) 8 => all 8bit alpha (no stencil - nice) else 1-7 as cut off 1 ; If using compressed then ramp 1bit DXT1 to nbit DXT5 to avoid edge bleed v2 1 ; Render targets must match the main formats v2 1 ; Enable Fogging 0 ; Enable AdvancedCarShader v2 0 ; Low res geometry track (1 low res, 0 normal) 1 ; Rotate wheels via textures v2 1 ; Bump map track (requires DP3; 0 => off) 4 ; Load balance : Frames over which to sample occupancy 110 ; Load balance : Start load decrease if occupancy over this 90 ; Load balance : Start load increase if occupancy under this v2 75 ; Load balance : Speed of load decrease ( < slower > faster) 33 ; Load balance : Speed of load increase ( < slower > faster) 1 ; Enable mirrors 2 ; Angle left mirror 0(in)-16(parallel)-32(out) v2 2 ; Angle right mirror 0(in)-16(parallel)-32(out) v2 16 ; Magnify mirror (16 => normal <16 wide >16 zoom) 133 ; Show own car (0 never, bit 1 trans, bit 2 solid, bit 3 context only bit7-fullpolycar in tcam) v3 1 ; Overide show own car if mirrors set low 100 ; Cockpit zoom (0 to 100) v2 1 ; Enable external view mirrors (0 0ff, 1 onboard, 2 all external views) v2 1 ; Enable track map (0 off, 1 arcade views only, 2 all non trackside) 6 ; Num overdraws for blur effects (eg reflections) Should be one of {2,4,6,9,12,16} 0 ; Reflect effect (0 => none-very sharp reflections), 1 => mipmapfilter, 2 => overdraw(best), 3 => hardwareboxfilter, 4 => swmungefilter(2nd best-best for 16bit), 5 => jitter(GP3 stylee) v3 512 ; If Jitter, how many ? 60 ; For normal reflections scale LOD (0 to 100%) v3 20 ; For blured effect reflections scale LOD (0 to 100%) v3 1 ; Maximum allowed heat hazes in a single view v2 0 ; Haze size in pixels : 0 => auto as proportion of main resolution (recommended) 1 ; Enable rain droplets on lens/visor 1 ; Enable visor when in cockpit view 0 ; Full dynamic video walls 0 ; Size of video wall textures (dynamic) 0=>auto scale to game resolution 200000 ; Number of particle time slices per second. 1 ; TV style overlays on track cameras. 24 ; Multiplayer overlays 1:on 2:+cockpit 3:+allviews 4:+text 5:+gfx 6:+allcars 4 ; Multiplayer overlays - show for N closest 0 ; Enable user-defined gamma ramp v2 100 ; Gamma ramp for Reds (min value) range signed : 0-200 => -1 to 1 v4 200 ; Gamma ramp for Reds (max value) range signed : 0-200 => -1 to 1 v4 200 ; Gamma ramp for Reds (pow value) range signed : 0-200 => -1 to 1 v4 100 ; Gamma ramp for Greens (min value) range signed : 0-200 => -1 to 1 v4 200 ; Gamma ramp for Greens (max value) range signed : 0-200 => -1 to 1 v4 200 ; Gamma ramp for Greens (pow value) range signed : 0-200 => -1 to 1 v4 100 ; Gamma ramp for Blues (min value) range signed : 0-200 => -1 to 1 v4 200 ; Gamma ramp for Blues (max value) range signed : 0-200 => -1 to 1 v4 200 ; Gamma ramp for Blues (pow value) range signed : 0-200 => -1 to 1 v4 131 ; Enable cockpit gamma 0 off,1 player for all, 2 player for player only, 3 driver specific. Bit 7 (only when visor on) v2 100 ; Cockpit Gamma ramp for Reds (min value) range signed : 0-200 => -1 to 1 v3 190 ; Cockpit Gamma ramp for Reds (max value) range signed : 0-200 => -1 to 1 v3 190 ; Cockpit Gamma ramp for Reds (pow value) range signed : 0-200 => -1 to 1 v3 100 ; Cockpit Gamma ramp for Greens (min value) range signed : 0-200 => -1 to 1 v3 190 ; Cockpit Gamma ramp for Greens (max value) range signed : 0-200 => -1 to 1 v3 190 ; Cockpit Gamma ramp for Greens (pow value) range signed : 0-200 => -1 to 1 v3 100 ; Cockpit Gamma ramp for Blues (min value) range signed : 0-200 => -1 to 1 v3 190 ; Cockpit Gamma ramp for Blues (max value) range signed : 0-200 => -1 to 1 v3 190 ; Cockpit Gamma ramp for Blues (pow value) range signed : 0-200 => -1 to 1 v3 64 ; Size in texels for shadows over each car v2 256 ; Size in texels for projected shadows under each car 256 ; Size in texels for blurred projected shadows under each car 0 ; Attempt to page the over shadows 0 ; Attempt to page the under shadows 1 ; Animation rendering mode. (0 - cheap lighting, 1 - proper lighting, 2 - VS) v2 2 ; [MAIN VIEW] Texture filter quality (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic, 5 => gaussiancubic) v3 1 ; [MAIN VIEW] Texture filter quality for mipmaps - if any - (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic/quincunx, 5 => gaussiancubic) v3 1 ; [MAIN VIEW] Max anisotropic filtering (1 => off, to max 7) v2 92 ; [MAIN VIEW] Mipmap bias (0 => -8 to 200 => +8) -ve=> sharper v2 1200 ; [MAIN VIEW] Distance cull ALL track objects past this distance (overides LOD, 0 => off) v2 5 ; [MAIN VIEW] Fade out (cull) track objects band depth as % of cull distance (0 => immediate at cull point) 141 ; [MAIN VIEW] Scale track LOD distance - make larger to force lower LOD earlier 49 ; [MAIN VIEW] Constant min distance in metres for track LOD calcs - make larger to force lower max LOD - else 0 for full LOD range 250 ; [MAIN VIEW] Threshold distance in metres to switch in low LOD track 1 ; [MAIN VIEW] Display track shadows 1 ; [MAIN VIEW] Shadow type (under cars) (0=> off, 1=> static, 2=> composite, 3=> projected) 0 ; [MAIN VIEW] Blur shadows (projected shadows only)(should be 0 (no blur),2,4,6,9,12, or 16) 4 ; [MAIN VIEW] Max number of shadow maps that are allowed in view UNDER CAR 0 ; [MAIN VIEW] Max number of shadow maps that are allowed in view OVER CAR 1 ; [MAIN VIEW] Enable wet weather reflections (if main view is disabled, then all views are disabled) 200 ; [MAIN VIEW] Reflect static objects within this distance (0 => off) v3 1 ; [MAIN VIEW] Reflect cars in wet track 1 ; [MAIN VIEW] Reflect car particles (broken subassemly) in wet track v3 1 ; [MAIN VIEW] Enable static environment reflections (0=>off 1=>on) v3 30 ; [MAIN VIEW] Enable dynamic environment reflections to X metres (for advanced carshader only) v3 0 ; [MAIN VIEW] Max number of dynamic envmaps to use (1 to 22(!), 0=>off - for advanced carshader only) v3 1 ; [MAIN VIEW] Draw Particles 1 ; [MAIN VIEW] Draw rain (0 => off, 1 => on) 0 ; [MAIN VIEW] DrawBrakeGlows (0 => off, 1 => on) 1 ; [MAIN VIEW] DrawExternalSteering (0 => off, 1 => on) 0 ; [MAIN VIEW] Draw crowds (0 => off, 1 => on, 2 => on and animating) 11 ; [MAIN VIEW] Draw X objects in pit lane (0 => off, else max number of 'teams' to draw) 0 ; [MAIN VIEW] Draw crowd camera flashes 1 ; [MAIN VIEW] Draw sky 0 ; [MAIN VIEW] Draw heat haze v3 0 ; [MAIN VIEW] Draw lens flare (0 => off, 1 => 'real' camera views only, 2 => all views but cockpit, 3 => always) 0 ; [MAIN VIEW] Draw Bushes 1 ; [MAIN VIEW] Draw trackside cameras 1 ; [MAIN VIEW] Draw trackside cranes 1 ; [MAIN VIEW] Draw distant buildings 1 ; [MAIN VIEW] Draw near buildings 1 ; [MAIN VIEW] Draw horizon strips 1 ; [MAIN VIEW] Draw trackside photographers 1 ; [MAIN VIEW] Draw track (0 => off, 1 => basic, 2 => with detail maps) 1 ; [MAIN VIEW] Draw trackside platforms 0 ; [MAIN VIEW] Draw videowalls 1 ; [MAIN VIEW] Draw Misc. trackside objects 1 ; [MAIN VIEW] Draw trackside fences 1 ; [MAIN VIEW] Draw trackside walls 1 ; [MAIN VIEW] Draw track kerbing 1 ; [MAIN VIEW] Draw bridges 1 ; [MAIN VIEW] Draw Near stands 1 ; [MAIN VIEW] Draw Far stands 1 ; [MAIN VIEW] Draw Near land 0 ; [MAIN VIEW] Draw Far land 1 ; [MAIN VIEW] Draw track marshalls 1 ; [MAIN VIEW] Draw large trackside signs 1 ; [MAIN VIEW] Draw small trackside signs 1 ; [MAIN VIEW] Draw Near trees 0 ; [MAIN VIEW] Draw Far trees 0 ; [MAIN VIEW] Draw video-wall screens 0 ; [MAIN VIEW] Draw shadows on track v2 1 ; [MAIN VIEW] Draw Required trackside buildings 46 ; [MAIN VIEW] Car lod : load balance as % of notional max possible number of car polys (at highest LOD) v9 80 ; [MAIN VIEW] Car lod : maximum LOD (scalar 100=>1) v2 300 ; [MAIN VIEW] Car lod : distance at which to cull cars in view (metres) v3 80 ; [MAIN VIEW] Car lod : scalar 1 ; [MAIN VIEW] If using advanced car shader, then we can also (optionally) use improved wheel lighting 2 ; [MIRROR VIEW] Texture filter quality (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic, 5 => gaussiancubic) v3 1 ; [MIRROR VIEW] Texture filter quality for mipmaps - if any - (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic/quincunx, 5 => gaussiancubic) v3 1 ; [MIRROR VIEW] Max anisotropic filtering (1 => off, to max 7) v2 115 ; [MIRROR VIEW] Mipmap bias (0 => -8 to 200 => +8) -ve=> sharper v2 700 ; [MIRROR VIEW] Distance cull ALL track objects past this distance (overides LOD, 0 => off) 5 ; [MIRROR VIEW] Fade out (cull) track objects band depth as % of cull distance (0 => immediate at cull point) 190 ; [MIRROR VIEW] Scale track LOD distance - make larger to force lower LOD earlier 99 ; [MIRROR VIEW] Constant min distance in metres for track LOD calcs - make larger to force lower max LOD - else 0 for full LOD range 50 ; [MIRROR VIEW] Threshold distance in metres to switch in low LOD track 1 ; [MIRROR VIEW] Display track shadows 1 ; [MIRROR VIEW] Shadow type (under cars) (0=> off, 1=> static, 2=> composite, 3=> projected) 0 ; [MIRROR VIEW] Blur shadows (projected shadows only)(should be 0 (no blur),2,4,6,9,12, or 16) 2 ; [MIRROR VIEW] Max number of shadow maps that are allowed in view UNDER CAR 0 ; [MIRROR VIEW] Max number of shadow maps that are allowed in view OVER CAR 1 ; [MIRROR VIEW] Enable wet weather reflections 50 ; [MIRROR VIEW] Reflect static objects within this distance (0 => off) 0 ; [MIRROR VIEW] Reflect cars in wet track 0 ; [MIRROR VIEW] Reflect car particles (broken subassemly) in wet track v2 0 ; [MIRROR VIEW] Enable static environment reflections (0=>off 1=>on) v3 0 ; [MIRROR VIEW] Enable dynamic environment reflections to X metres (for advanced carshader only) v3 0 ; [MIRROR VIEW] Max number of dynamic envmaps to use (1 to 22(!), 0=>off - for advanced carshader only) v3 1 ; [MIRROR VIEW] Draw Particles 1 ; [MIRROR VIEW] Draw rain (0 => off, 1 => on) 0 ; [MIRROR VIEW] DrawBrakeGlows (0 => off, 1 => on) 0 ; [MIRROR VIEW] DrawExternalSteering (0 => off, 1 => on) 1 ; [MIRROR VIEW] Draw crowds (0 => off, 1 => on, 2 => on and animating) v2 11 ; [MIRROR VIEW] Draw X objects in pit lane (0 => off, else max number of 'teams' to draw) v2 0 ; [MIRROR VIEW] Draw crowd camera flashes v2 0 ; [MIRROR VIEW] Draw sky v2 0 ; [MIRROR VIEW] Draw heat haze v2 0 ; [MIRROR VIEW] Draw lens flare (0 => off, 1 => 'real' camera views only, 2 => all views but cockpit, 3 => always) v2 0 ; [MIRROR VIEW] Draw Bushes v2 0 ; [MIRROR VIEW] Draw trackside cameras v2 0 ; [MIRROR VIEW] Draw trackside cranes v2 0 ; [MIRROR VIEW] Draw distant buildings v2 1 ; [MIRROR VIEW] Draw near buildings v2 0 ; [MIRROR VIEW] Draw horizon strips v2 0 ; [MIRROR VIEW] Draw trackside photographers v2 1 ; [MIRROR VIEW] Draw track (0 => off, 1 => basic, 2 => with detail maps) v2 0 ; [MIRROR VIEW] Draw trackside platforms v2 0 ; [MIRROR VIEW] Draw videowalls v2 0 ; [MIRROR VIEW] Draw Misc. trackside objects v2 0 ; [MIRROR VIEW] Draw trackside fences v2 1 ; [MIRROR VIEW] Draw trackside walls v2 1 ; [MIRROR VIEW] Draw track kerbing v2 0 ; [MIRROR VIEW] Draw bridges v2 1 ; [MIRROR VIEW] Draw Near stands v2 0 ; [MIRROR VIEW] Draw Far stands v2 1 ; [MIRROR VIEW] Draw Near land v2 0 ; [MIRROR VIEW] Draw Far land v2 1 ; [MIRROR VIEW] Draw track marshalls v2 1 ; [MIRROR VIEW] Draw large trackside signs v2 0 ; [MIRROR VIEW] Draw small trackside signs v2 1 ; [MIRROR VIEW] Draw Near trees v2 0 ; [MIRROR VIEW] Draw Far trees v2 0 ; [MIRROR VIEW] Draw video-wall screens v2 1 ; [MIRROR VIEW] Draw shadows on track v2 1 ; [MIRROR VIEW] Draw Required trackside buildings 19 ; [MIRROR VIEW] Car lod : load balance as % of notional max possible number of car polys (at highest LOD) v9 57 ; [MIRROR VIEW] Car lod : maximum LOD (scalar 100=>1) v2 320 ; [MIRROR VIEW] Car lod : distance at which to cull cars in view (metres) v2 57 ; [MIRROR VIEW] Car lod : scalar 0 ; [MIRROR VIEW] If using advanced car shader, then we can also (optionally) use improved wheel lighting 2 ; [VIDEOWALL VIEW] Texture filter quality (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic, 5 => gaussiancubic) v3 1 ; [VIDEOWALL VIEW] Texture filter quality for mipmaps - if any - (0 => none, 1 => point, 2 => bilinear, 3 => anisotropic, 4 => flatcubic/quincunx, 5 => gaussiancubic) v3 1 ; [VIDEOWALL VIEW] Max anisotropic filtering (1 => off, to max 7) v2 115 ; [VIDEOWALL VIEW] Mipmap bias (0 => -8 to 200 => +8) -ve=> sharper v2 925 ; [VIDEOWALL VIEW] Distance cull ALL track objects past this distance (overides LOD, 0 => off) 5 ; [VIDEOWALL VIEW] Fade out (cull) track objects band depth as % of cull distance (0 => immediate at cull point) 177 ; [VIDEOWALL VIEW] Scale track LOD distance - make larger to force lower LOD earlier 87 ; [VIDEOWALL VIEW] Constant min distance in metres for track LOD calcs - make larger to force lower max LOD - else 0 for full LOD range 100 ; [VIDEOWALL VIEW] Threshold distance in metres to switch in low LOD track 1 ; [VIDEOWALL VIEW] Display track shadows 1 ; [VIDEOWALL VIEW] Shadow type (under cars) (0=> off, 1=> static, 2=> composite, 3=> projected) 0 ; [VIDEOWALL VIEW] Blur shadows (projected shadows only)(should be 0 (no blur),2,4,6,9,12, or 16) 2 ; [VIDEOWALL VIEW] Max number of shadow maps that are allowed in view UNDER CAR 0 ; [VIDEOWALL VIEW] Max number of shadow maps that are allowed in view OVER CAR 1 ; [VIDEOWALL VIEW] Enable wet weather reflections 50 ; [VIDEOWALL VIEW] Reflect static objects within this distance (0 => off) 1 ; [VIDEOWALL VIEW] Reflect cars in wet track 0 ; [VIDEOWALL VIEW] Reflect car particles (broken subassemly) in wet track v2 1 ; [VIDEOWALL VIEW] Enable static environment reflections (0=>off 1=>on) v3 0 ; [VIDEOWALL VIEW] Enable dynamic environment reflections to X metres (for advanced carshader only) v3 0 ; [VIDEOWALL VIEW] Max number of dynamic envmaps to use (1 to 22(!), 0=>off - for advanced carshader only) v3 0 ; [VIDEOWALL VIEW] Draw Particles 0 ; [VIDEOWALL VIEW] Draw rain (0 => off, 1 => on) 0 ; [VIDEOWALL VIEW] DrawBrakeGlows (0 => off, 1 => on) 0 ; [VIDEOWALL VIEW] DrawExternalSteering (0 => off, 1 => on) 0 ; [VIDEOWALL VIEW] Draw crowds (0 => off, 1 => on, 2 => on and animating) v2 1 ; [VIDEOWALL VIEW] Draw X objects in pit lane (0 => off, else max number of 'teams' to draw) v2 0 ; [VIDEOWALL VIEW] Draw crowd camera flashes v2 1 ; [VIDEOWALL VIEW] Draw sky v2 0 ; [VIDEOWALL VIEW] Draw heat haze v2 0 ; [VIDEOWALL VIEW] Draw lens flare (0 => off, 1 => 'real' camera views only, 2 => all views but cockpit, 3 => always) v2 0 ; [VIDEOWALL VIEW] Draw Bushes v2 0 ; [VIDEOWALL VIEW] Draw trackside cameras v2 0 ; [VIDEOWALL VIEW] Draw trackside cranes v2 0 ; [VIDEOWALL VIEW] Draw distant buildings v2 1 ; [VIDEOWALL VIEW] Draw near buildings v2 1 ; [VIDEOWALL VIEW] Draw horizon strips v2 0 ; [VIDEOWALL VIEW] Draw trackside photographers v2 1 ; [VIDEOWALL VIEW] Draw track (0 => off, 1 => basic, 2 => with detail maps) v2 0 ; [VIDEOWALL VIEW] Draw trackside platforms v2 0 ; [VIDEOWALL VIEW] Draw videowalls v2 0 ; [VIDEOWALL VIEW] Draw Misc. trackside objects v2 1 ; [VIDEOWALL VIEW] Draw trackside fences v2 1 ; [VIDEOWALL VIEW] Draw trackside walls v2 1 ; [VIDEOWALL VIEW] Draw track kerbing v2 1 ; [VIDEOWALL VIEW] Draw bridges v2 1 ; [VIDEOWALL VIEW] Draw Near stands v2 0 ; [VIDEOWALL VIEW] Draw Far stands v2 1 ; [VIDEOWALL VIEW] Draw Near land v2 0 ; [VIDEOWALL VIEW] Draw Far land v2 0 ; [VIDEOWALL VIEW] Draw track marshalls v2 1 ; [VIDEOWALL VIEW] Draw large trackside signs v2 1 ; [VIDEOWALL VIEW] Draw small trackside signs v2 1 ; [VIDEOWALL VIEW] Draw Near trees v2 0 ; [VIDEOWALL VIEW] Draw Far trees v2 0 ; [VIDEOWALL VIEW] Draw video-wall screens v2 0 ; [VIDEOWALL VIEW] Draw shadows on track v2 0 ; [VIDEOWALL VIEW] Draw Required trackside buildings 22 ; [VIDEOWALL VIEW] Car lod : load balance as % of notional max possible number of car polys (at highest LOD) v10 60 ; [VIDEOWALL VIEW] Car lod : maximum LOD (scalar 100=>1) v3 367 ; [VIDEOWALL VIEW] Car lod : distance at which to cull cars in view (metres) v5 60 ; [VIDEOWALL VIEW] Car lod : scalar v2 0 ; [VIDEOWALL VIEW] If using advanced car shader, then we can also (optionally) use improved wheel lighting

Re: I've fixed GP4 - 50fps GF2 32mb

Author: black celica
YOURS STILL HAS NO MIRROR DETAIL. IT LOOKS S**T WITHOUT MIRRORS

Re: I've fixed GP4 - 50fps GF2 32mb

Author: alan
I've updated the file with stands,building fences etc on. It still gives 45fps at 1024 * 768 on my 32MB GF2MX :) http://www.mczepp.pwp.blueyonder.co.uk/f1graphics.cfg

Re: I've fixed GP4 - 50fps GF2 32mb

Author: Marko Penttinen
It should have mirrors atleast i have. Check if you have put mirrors off in the grfx menu.

Re: I've fixed GP4 - 50fps GF2 32mb

Author: black celica
I take it all back, I've been tweaking it further all afernoon and I can now live without mirrors in t-cam view. I've got it running max detail and without reducing the draw distances like alan had. I'm running it at 1024x768 with a constant 44 fps and no slowdown. Not bad for a 1ghz PIII and a Geforce2mx400. Alan I thank you sir, you have created a superb starting point with your config, this game just keeps on getting better and better.

Re: I've fixed GP4 - 50fps GF2 32mb

Author: -qwerty-
"Looks nicer???.. on a high end system GP4 blows away GP3 in all respects" Well that's my point. I know it would look better than gp3 on a high end system, but with my p2 350, 98mb ram, 8mb G200 gfx, gp3 is MUCH more enjoyable.

Re: I've fixed GP4 - 50fps GF2 32mb

Author: baz barrow
Black celica, Hi, Could you possibly give me a copy of your config file please. Thanks Baz

Re: I've fixed GP4 - 50fps GF2 32mb

Author: Ellis
why do u need 50fps? TV is 25 and i dont see anyone downloading drivers for that ;)

Re: I've fixed GP4 - 50fps GF2 32mb

Author: alan
TV's are interlaced, so it puts half of one frame overlaping half of the next one, so it sort of blends them together as for as your eyes are concerned. Monitors are non-interlaced so the frames are one after the other and your eyes can pick this up, so the more frames the better

Re: I've fixed GP4 - 50fps GF2 32mb

Author: Ellis
but u dont need that many! U can turn on sooo many options and take off 20fps and bring it down to 22 and it looks better cos of all the effects!

Re: I've fixed GP4 - 50fps GF2 32mb

Author: -qwerty-
But then he could'nt say I get 50fps with a GF2, could he?

Re: I've fixed GP4 - 50fps GF2 32mb

Author: Paolo Francesco Selva
The best way to witness how the game changes as FPS increase is to sit in the car during a practice/qualify session and watch CCs as they pass by in the pitlane. Watch that at 20fps and at 50fps and you'll immediately get the difference.

Re: I've fixed GP4 - 50fps GF2 32mb

Author: alan
Ive already got advanced lighting,enviroment maps and bump mapping on, there would be no point lowering the frame rate.

Re: I've fixed GP4 - 50fps GF2 32mb

Author: black celica
Guys guys guys, the point in running it at 50fps are so that when you reduse the fps slider down to say 30fps, its constantly at 30fps with a po of 85 to 100. Super smooth gameplay with not one pixel of slowdown. I'm sure this will all be sorted in a patch anyway. No point in arguing over tv outputs and screen interlacings etc, lifes too short

Re: I've fixed GP4 - 50fps GF2 32mb

Author: alan
Its constant at 50fps without stands and buildings, and constant at 45fps with all of them

Re: I've fixed GP4 - 50fps GF2 32mb

Author: badi
Thanks a lot!!!! I tried it an Wham --> up to 36 and a PO of about 85 a start from the back. But I put all the fancy stuff back on like the pitcrew, heat haze anf mirrors. The sim now feels very different with a framerate above the 30's! Even the races are much more difficult and the car is more alive! Thanks alot!!!

Re: I've fixed GP4 - 50fps GF2 32mb

Author: alan
Glad I could help. With the higher frame rate the other cars movement looks much better, especially when you are alongside other cars, it really feels like you are fighting with them badi wrote: > > Thanks a lot!!!! > > I tried it an Wham --> up to 36 and a PO of about 85 a start > from the back. But I put all the fancy stuff back on like the > pitcrew, heat haze anf mirrors. > > The sim now feels very different with a framerate above the > 30's! Even the races are much more difficult and the car is > more alive! > > Thanks alot!!!

Re: I've fixed GP4 - 50fps GF2 32mb

Author: Wrath_of_Prophet
I went from 28 FPS ( everything high .. except enviroment bitmaps OFF ) to 46 FPS ( everything highest possible here.. bitmaps dynamic .. 1280x1024) But the mirrors are still too 'blur' .. can't see objects through it :( anyway.. i am happy with 46 fps hehe.. so thanks for the work . ~cheers~ PIII 933@1050 256MB SDR -133 Nvidia Leadtek geforce 4 ti4200 128mb 17" monitor 40 GB WD-7200 RPM HD Creative Soundblaster Live! Creative 4 point surround sound FPS-1500

Re: I've fixed GP4 - 50fps GF2 32mb

Author: Wrath_of_Prophet
But i have 1 question though .. how do i replace it correctly ... i mean ... with the settings Cai posted ? i mean .. everytime i start GP4 .. the resolution will be back at 640x480 etc...

Re: I've fixed GP4 - 50fps GF2 32mb

Author: alan
It says 640 in the menu, but it is overwritten by whatever is in the f1graphics file. I have updated the file to include stands buildings etc I can sustain 45fps at 1024 ,and 60fps (lol) at 800*600. It is here, http://www.mczepp.pwp.blueyonder.co.uk/f1graphics.cfg Wrath_of_Prophet wrote: > > But i have 1 question though .. how do i replace it correctly > ... i mean ... with the settings Cai posted ? > i mean .. everytime i start GP4 .. the resolution will be > back at 640x480 etc...

Re: I've fixed GP4 - 50fps GF2 32mb

Author: Wrath_of_Prophet
okay thanx for ur reply .. :)

Re: I've fixed GP4 - 50fps GF2 32mb

Author: baz barrow
how can you tell what fps you are getting as the graphics menu seems to hae nothing to do with the cfg file?

Re: I've fixed GP4 - 50fps GF2 32mb

Author: alan
Start FRAPS before you start the game http://www.fraps.com/ baz barrow wrote: > > how can you tell what fps you are getting as the graphics > menu seems to hae nothing to do with the cfg file? > >

Re: I've fixed GP4 - 50fps GF2 32mb

Author: Michael Griggs
It appears this line in the above examples makes a lot of difference to frame rate: 0 ; Increase car texture quality (1 on, 0 off) If you can live with low texture cars then these settings are great. But the car looks crappy, however, when the texture is on there is a fairly big hit on frame rate. Try it, your choice.

Re: I've fixed GP4 - 50fps GF2 32mb

Author: Michael Griggs
I should have added 'Well done Alan' to my previous post. Youv'e made a lot of guys happy!

Re: I've fixed GP4 - 50fps GF2 32mb

Author: Simon Mallett
Paolo Francesco Selva wrote: > > The best way to witness how the game changes as FPS increase > is to sit in the car during a practice/qualify session and > watch CCs as they pass by in the pitlane. > Watch that at 20fps and at 50fps and you'll immediately get > the difference. > > Thats true, but you won't notice much (if any) difference between 35fps and 50fps......... so you may as well turn up the res any give it more eye candy........ I run with all maxed out (including larger draw distances) at 1280x960x16 res with Aniostropic filtring x4 and FSAA x3 , it runs great at 35fps and never goes above 100% PO.... I would rather do that than reduce anything I have to get to 50fps.... Simon.

Re: I've fixed GP4 - 50fps GF2 32mb

Author: -Alex-
[i]I should have added 'Well done Alan' to my previous post. You've made a lot of guys happy![/i] Including me! This graphics file works wonders! Thanks very much, Alan! Please, if you find any more enhancements, post them here!

Re: I've fixed GP4 - 50fps GF2 32mb

Author: mike3
Alan, you are god!!!!!!!!!!!!!!!!!!!!!!

Re: I've fixed GP4 - 50fps GF2 32mb

Author: Haldo
Thanks Allan and Cai. I will try these *.cfg right when i get home.

Re: I've fixed GP4 - 50fps GF2 32mb

Author: Neil Stratton
[i]I would rather do that than reduce anything I have to get to 50fps....[/i] Why do you have to get 50fps? I'll tell you what, get 50fps and after a day or so playing go back to 30fps. I bet you can hardly tell the difference.

Re: I've fixed GP4 - 50fps GF2 32mb

Author: Simon Mallett
Neil Stratton wrote: > > [i]I would rather do that than reduce anything I have to get > to 50fps....[/i] > > Why do you have to get 50fps? > > I'll tell you what, get 50fps and after a day or so playing > go back to 30fps. I bet you can hardly tell the difference. > > Thats what I said, and I quote "Thats true, but you won't notice much (if any) difference between 35fps and 50fps......... so you may as well turn up the res any give it more eye candy........ I run with all maxed out (including larger draw distances) at 1280x960x16 res with Aniostropic filtring x4 and FSAA x3 , it runs great at 35fps and never goes above 100% PO.... I would rather do that than reduce anything I have to get to 50fps...."

Re: I've fixed GP4 - 50fps GF2 32mb

Author: Paolo Francesco Selva
Neil Stratton wrote: > > [i]I would rather do that than reduce anything I have to get > to 50fps....[/i] > > Why do you have to get 50fps? LOL you two are saying just the same thing > I'll tell you what, get 50fps and after a day or so playing > go back to 30fps. I bet you can hardly tell the difference. Ehm I have arguments here :) > No arguments please, the moon IS made of cheese Here not!

Re: I've fixed GP4 - 50fps GF2 32mb

Author: baz barrow
Simon, hi, wow, i bet the games looks awesome at that res with all details. What hardware are you using? baz

Re: I've fixed GP4 - 50fps GF2 32mb

Author: John Leslie
So who else has got ' invisible pit crew syndrome' ? And more to the point, how do i solve it ?

Re: I've fixed GP4 - 50fps GF2 32mb

Author: Simon Mallett
baz barrow wrote: > > Simon, > > hi, > > wow, i bet the games looks awesome at that res with all > details. > What hardware are you using? > > baz > > Hi Baz. Specs: Athlon xp1900+ @ xp2200+ speed 512MB PC2700 DDR GF4 Ti4600 @ 325/725Mhz Abit AU10 3D sound card Abit KG7 Raid M/board 19" Monitor. and alot of fans to keep it cool now its summer... lol Simon.

Re: I've fixed GP4 - 50fps GF2 32mb

Author: Cai
I have the same problem John...must be something wrong in the .cfg file.

Re: I've fixed GP4 - 50fps GF2 32mb

Author: jordangp2001
simon could u post ur cfg file plz....... cos i have p4 2.0ghz geforce 4 ti4600 512mb ram everything at highest including dynamic env. at 10xx x 7xx or smthing like that. i get 30fps but at the start of races when im at the back it goes over 170po. cheers

Re: I've fixed GP4 - 50fps GF2 32mb

Author: baz barrow
Anyone running a P4-1500, WIndows ME, GeForce Nvidia 2 otimised cfg file? As I am only getting 25 fps using Alans cfg. I have turned the car draw distance up to 400 as I didnt like cars appearing halfway along straight from track view. cheers b

Re: I've fixed GP4 - 50fps GF2 32mb

Author: badi
Simon can you please post you file? I have almost the same setup and i'm nowhere near on what you reach! Thanks

Re: I've fixed GP4 - 50fps GF2 32mb

Author: alan
I've changed that back to 400, and I'm getting 40fps constant around Monaco at 1028 res. What res are you using??? I have also added the following lines from readme into cards.txt. CubeMaps=0 surfaceAsRenderTarget=0 wheelSpecular=0 MipTyres=0 the last makes the grooves on tyres of the other cars look a bit different, but it seems to help performance baz barrow wrote: > > Anyone running a P4-1500, WIndows ME, GeForce Nvidia 2 > otimised cfg file? > > As I am only getting 25 fps using Alans cfg. I have turned > the car draw distance up to 400 as I didnt like cars > appearing halfway along straight from track view. > > cheers > b > >

Re: I've fixed GP4 - 50fps GF2 32mb

Author: badi
Switch "trackmarshals" to 1 or something like that...

Re: I've fixed GP4 - 50fps GF2 32mb

Author: Simon Mallett
badi wrote: > > Simon can you please post you file? I have almost the same > setup and i'm nowhere near on what you reach! > > Thanks Yeah sure, what are your specs then?? Cause I had to overclock both the CPU,fsb and GF4 before I could it under 100% at the details I wanted..... You will need to drop the fps or turn some details off if your not running at xp2200+ speed,or your memory is too slow (I have mine at 300Mhz DDR) or your GF4 card is slower... I have mine at 325/725Mhz...... Simon.

Re: I've fixed GP4 - 50fps GF2 32mb

Author: Whitey
Do you continue to update your uploaded file whenever you make a change (ie is the cf file on the net your latest?) Cheers

Re: I've fixed GP4 - 50fps GF2 32mb

Author: alan
I've just uploaded my current one. hope it helps.

Re: I've fixed GP4 - 50fps GF2 32mb

Author: -Alex-
Is that an updated one, Alan? And I assume it's the same URL... Cheers!

Re: I've fixed GP4 - 50fps GF2 32mb

Author: Vitali
About your GP4 graphics file. How do I save it and overwrite the one in the directory. I only seem to be able to save it as a .txt or a webpage