im finished with monaco

Posted by Caelen 
Re: im finished with monaco
Date: September 02, 2004 11:34PM
Posted by: WaZz
@murkz

Can you post your F1graphics please
Re: im finished with monaco
Date: September 03, 2004 12:08AM
Posted by: murkz
Here you go, also use radtool and have that set on 2*aa and 2*af.

Jeff

1 ; f1graphics.cfg controls all settings (default 0)
1280 ; [RELEASE] Game 3D Horizontal Resolution
1024 ; [RELEASE] Game 3D Vertical Resolution
1 ; [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
73 ; [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
1 ; [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
1 ; Pre-light track (Update track lighting using CPU)
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
0 ; Enable track map (0 off, 1 arcade views only, 2 all non trackside)
9 ; Num overdraws for blur effects (eg reflections) Should be one of {2,4,6,9,12,16}
2 ; 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
0 ; Enable visor when in cockpit view
1 ; Enable sky messages
1 ; Enable true type fonts
0 ; Environment map strength (0=>use game default)
0 ; Full dynamic video walls v2
30 ; Velocity m/s at which dynamic video walls are disabled (0 => no cutoff)
0 ; Size of video wall textures (dynamic) 0=>auto scale to game resolution
200000 ; Number of particle time slices per second.
0 ; 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
2500 ; [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)
100 ; [MAIN VIEW] Scale track LOD distance - make larger to force lower LOD earlier
0 ; [MAIN VIEW] Constant min distance in metres for track LOD calcs - make larger to force lower max LOD - else 0 for full LOD range
300 ; [MAIN VIEW] Threshold distance in metres to switch in low LOD track
1 ; [MAIN VIEW] Display track shadows
3 ; [MAIN VIEW] Shadow type (under cars) (0=> off, 1=> static, 2=> composite, 3=> projected)
9 ; [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
4 ; [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)
400 ; [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
200 ; [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)
1 ; [MAIN VIEW] DrawBrakeGlows (0 => off, 1 => on)
1 ; [MAIN VIEW] DrawExternalSteering (0 => off, 1 => on)
1 ; [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
0 ; [MAIN VIEW] Draw heat haze v3
1 ; [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
1 ; [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
70 ; [MAIN VIEW] Car lod : load balance as % of notional max possible number of car polys (at highest LOD) v9
100 ; [MAIN VIEW] Car lod : maximum LOD (scalar 100=>1) v2
1000 ; [MAIN VIEW] Car lod : distance at which to cull cars in view (metres) v3
100 ; [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
812 ; [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)
183 ; [MIRROR VIEW] Scale track LOD distance - make larger to force lower LOD earlier
93 ; [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
2 ; [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
1 ; [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
1 ; [MIRROR VIEW] Draw X objects in pit lane (0 => off, else max number of 'teams' to draw) v2
1 ; [MIRROR VIEW] Draw crowd camera flashes v2
1 ; [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
1 ; [MIRROR VIEW] Draw Bushes v2
1 ; [MIRROR VIEW] Draw trackside cameras v2
1 ; [MIRROR VIEW] Draw trackside cranes v2
1 ; [MIRROR VIEW] Draw distant buildings v2
1 ; [MIRROR VIEW] Draw near buildings v2
1 ; [MIRROR VIEW] Draw horizon strips v2
1 ; [MIRROR VIEW] Draw trackside photographers v2
1 ; [MIRROR VIEW] Draw track (0 => off, 1 => basic, 2 => with detail maps) v2
1 ; [MIRROR VIEW] Draw trackside platforms v2
1 ; [MIRROR VIEW] Draw videowalls v2
1 ; [MIRROR VIEW] Draw Misc. trackside objects v2
1 ; [MIRROR VIEW] Draw trackside fences v2
1 ; [MIRROR VIEW] Draw trackside walls v2
1 ; [MIRROR VIEW] Draw track kerbing v2
1 ; [MIRROR VIEW] Draw bridges v2
1 ; [MIRROR VIEW] Draw Near stands v2
1 ; [MIRROR VIEW] Draw Far stands v2
1 ; [MIRROR VIEW] Draw Near land v2
1 ; [MIRROR VIEW] Draw Far land v2
1 ; [MIRROR VIEW] Draw track marshalls v2
1 ; [MIRROR VIEW] Draw large trackside signs v2
1 ; [MIRROR VIEW] Draw small trackside signs v2
1 ; [MIRROR VIEW] Draw Near trees v2
1 ; [MIRROR VIEW] Draw Far trees v2
1 ; [MIRROR VIEW] Draw video-wall screens v2
1 ; [MIRROR VIEW] Draw shadows on track v2
1 ; [MIRROR VIEW] Draw Required trackside buildings
25 ; [MIRROR VIEW] Car lod : load balance as % of notional max possible number of car polys (at highest LOD) v9
62 ; [MIRROR VIEW] Car lod : maximum LOD (scalar 100=>1) v2
400 ; [MIRROR VIEW] Car lod : distance at which to cull cars in view (metres) v2
62 ; [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
1037 ; [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)
171 ; [VIDEOWALL VIEW] Scale track LOD distance - make larger to force lower LOD earlier
81 ; [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
2 ; [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
1 ; [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
1 ; [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
1 ; [VIDEOWALL VIEW] Draw Bushes v2
1 ; [VIDEOWALL VIEW] Draw trackside cameras v2
1 ; [VIDEOWALL VIEW] Draw trackside cranes v2
1 ; [VIDEOWALL VIEW] Draw distant buildings v2
1 ; [VIDEOWALL VIEW] Draw near buildings v2
1 ; [VIDEOWALL VIEW] Draw horizon strips v2
1 ; [VIDEOWALL VIEW] Draw trackside photographers v2
1 ; [VIDEOWALL VIEW] Draw track (0 => off, 1 => basic, 2 => with detail maps) v2
1 ; [VIDEOWALL VIEW] Draw trackside platforms v2
1 ; [VIDEOWALL VIEW] Draw videowalls v2
1 ; [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
1 ; [VIDEOWALL VIEW] Draw Far stands v2
1 ; [VIDEOWALL VIEW] Draw Near land v2
1 ; [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
1 ; [VIDEOWALL VIEW] Draw Near trees v2
1 ; [VIDEOWALL VIEW] Draw Far trees v2
1 ; [VIDEOWALL VIEW] Draw video-wall screens v2
1 ; [VIDEOWALL VIEW] Draw shadows on track v2
1 ; [VIDEOWALL VIEW] Draw Required trackside buildings
31 ; [VIDEOWALL VIEW] Car lod : load balance as % of notional max possible number of car polys (at highest LOD) v10
67 ; [VIDEOWALL VIEW] Car lod : maximum LOD (scalar 100=>1) v3
479 ; [VIDEOWALL VIEW] Car lod : distance at which to cull cars in view (metres) v5
67 ; [VIDEOWALL VIEW] Car lod : scalar v2
0 ; [VIDEOWALL VIEW] If using advanced car shader, then we can also (optionally) use improved wheel lighting
Re: im finished with monaco
Date: September 03, 2004 12:28AM
Posted by: Hal
Awesome track! I especially love the shadows from the trees, and the improved skyline images of the far-off buildings. My PC is suffering too, but mainly on the trackside cams. PO is about 125 on race start, and can occasionally hit 150 when replaying using trackside views. I'm undecided about whether I can live with this, but T-cam view seems acceptable, so racing should be OK. I'm running a Jetway Nforce2 board with a Barton 2500+ at 239FSB x 9.5 = 2275MHz, with an FX5900 XT with 4x AA and 4x AF. I have all GP4 graphics settings on max, except heat haze and video walls, with 30fps. I'm just about hanging in there!



Re: im finished with monaco
Date: September 03, 2004 12:39AM
Posted by: team cason
Switch dynamic environments to static and you'll gain a lot of performance.

____________________________________________________________

Re: im finished with monaco
Date: September 03, 2004 01:10AM
Posted by: WaZz
@murkz : thx but your graphics looks like GP2 :)

I use @team cason f1graphics and everything is fine, except with that new track, for everything else my PO is about 80 at the start of the race and 60 in race.
I even use Caelen's Moza track and my PO increase a bit but not that much...


@team cason : is your environment already switch to static ? I check and I believe so...

Re: im finished with monaco
Date: September 03, 2004 01:17AM
Posted by: team cason
Erm i don't know...

____________________________________________________________

Re: im finished with monaco
Date: September 03, 2004 01:24AM
Posted by: WaZz
ok i got it.... i play all tracks on 1280*1024, everything run smooth except monaco, PO 150, if i put a resoltion 1024*768, everything is fine PO 50 to 60

Re: im finished with monaco
Date: September 03, 2004 01:29AM
Posted by: Caelen
not sure why some people get such bad performance, iv got a 9800 pro and an athlonxp 2600 on an nforce2.
i run with a manually edited config, mainly to increase eye candy, not turn it off.
i use only 2 mipmaps, have reduced lod multiplier to increase quality, use full mirrors, shadows etc with 4xAA and 8xAF, i dont use dynamic envmaps as i prefer static plus of course the performance hit. i run at 40 fps, at th rear of grid at monaco my po is about 95, but i normally just run fraps and when i do that my frame rate stays at 40 from start to finish, however from trackside cams the frame rate can drop as low as 33, but this was the same as for monza.

as someone mentioned if you dont like the pitlane just replace the two .bin files with the original ones.

the problems with the tarmacs is that gp4 maps the tarmac 8 times across the road for near bits and 2 or 3 for far bits so from t-cam its a bit noticable, from cockpit its fine and track cams seem ok.
Re: im finished with monaco
Date: September 03, 2004 01:32AM
Posted by: fongu
caelen, i've got a similar spec and i've been using your f1gfx.cfg for a few months now, but i've been getting around 33-35 fps. Maybe i'm running with a bit more AA and AF....... do yo urun with bump map on or off? when you have it on, its set to a really short distance, how do you change it?


Re: im finished with monaco
Date: September 03, 2004 01:36AM
Posted by: Fullers F1
Hi Guys,
I've just installed this great update and have noticed almost no increase in PO at all over the v.9 of Ricardo's that I was previously running. I get about 65 at race start and peaks of 100 PO into first corner due to video wall. During race PO drops to 40's & 50's and even lower in different cam views. Now I am not trying to impress anyone here, but I appear to have found a setup on my machine that just soaks up these updates, and I would just love to help others get the same performance. I have made this claim in previous threads, but so far I don't think I have managed to really help anyone. I'm sure its there for the taking.....!
I have run this update as follows..
1280 x 1024 (16bit colour)
All latest and highest res car updates
Lod_0 only .exe
Dynamic Env mapping on
Video walls on (display settings as per main view)
No heat haze or bump map (hi res tarmac textures look better than bump map)
Mirrors on (display settings as per main view)
No graphic culling at all in .cfg file
30fps
(I think I have a no comprimise set-up appart from the bump and heat haze)
My system spec is....
P4 2.8 800fsb on MSI875P Neo Mobo
512 DDR400 ram
Asus GeForce 4 Ti4600 x4 AGP
Win98SE

A lot of you guys have better hardware now than I have, and you are sacrificing things to get the game playable with these updates. I must have something here that can help you people.
BTW This is one fantastic piece of work! I have nothing but praise and admiration for the people who can bring us stuff like this.


"Anything happens in Grand Prix racing and it usually does" (MW)
Re: im finished with monaco
Date: September 03, 2004 01:37AM
Posted by: team cason
Caelen Wrote:
-------------------------------------------------------
> not sure why some people get such bad performance,
> iv got a 9800 pro and an athlonxp 2600 on an
> nforce2.
> i run with a manually edited config, mainly to
> increase eye candy, not turn it off.
> i use only 2 mipmaps, have reduced lod multiplier
> to increase quality, use full mirrors, shadows etc
> with 4xAA and 8xAF, i dont use dynamic envmaps as
> i prefer static plus of course the performance
> hit. i run at 40 fps, at th rear of grid at monaco
> my po is about 95, but i normally just run fraps
> and when i do that my frame rate stays at 40 from
> start to finish, however from trackside cams the
> frame rate can drop as low as 33, but this was the
> same as for monza.
>
> as someone mentioned if you dont like the pitlane
> just replace the two .bin files with the original
> ones.
>
> the problems with the tarmacs is that gp4 maps the
> tarmac 8 times across the road for near bits and 2
> or 3 for far bits so from t-cam its a bit
> noticable, from cockpit its fine and track cams
> seem ok.


Do you have the tarmacbumpmap.tga that you used in your screenshot because the files you uploaded don't contain it. If so, can i please have it?

:)



____________________________________________________________

Re: im finished with monaco
Date: September 03, 2004 01:43AM
Posted by: fongu
fullers, any chance i can try out your f1gfx.cfg?


Re: im finished with monaco
Date: September 03, 2004 01:47AM
Posted by: Fullers F1
Sure thing Kev, its on its way!


"Anything happens in Grand Prix racing and it usually does" (MW)
Re: im finished with monaco
Date: September 03, 2004 01:48AM
Posted by: fongu
thanks :)

well on my 2.1 processor, i noticed the increase in PO with the extra detail, particularly the video walls, but maybe i'll play with it a bit more. Thanks it looks really good.






Edited 1 time(s). Last edit at 09/03/2004 02:00AM by fongu.
Re: im finished with monaco
Date: September 03, 2004 12:26PM
Posted by: gpxcartworld
Great track Caelen! But as some other already noticed, I don't have your fantastic tarmac too... :( Have you forgotten to include it in the pack? Great track anyway ;-)

Re: im finished with monaco
Date: September 03, 2004 01:18PM
Posted by: Caelen
i dont use bumpmapping because if i enable AA and bump mapping i get a huge frame rate hit, maybe thats a tip for some users struggling with their set ups, either use one or the other, if you like bump mapping then use a higher resolution and no AA.
i didnt include and bump.tga because i never use one, LO2K has released a higher res one which may be of some use.
the tarmac that is in my screenshots is the on thats included in the update
(tarmacmap.tex in part1) this is what gp4 uses if bumpmapping is off.

as mentioned above however i wouldnt recommend this tarmac if you play from t-cam as the mapping changes are very obvious, wheras from cockpit you cant see it.
Re: im finished with monaco
Date: September 03, 2004 02:07PM
Posted by: chet
Caelen - Love the track, my gfx arnt the best, but still looks great! Love it, couldne of asked for a better circuit! I have a gforce 5200, and Athlon 2400+, 512Mb, so not great, but satisfactory. I run 20 fps and have a PO of about 50 on tcam and 30 on trackside, again same as Suzuka and Monza - both hi res :)!






"Trulli was slowing down like he wanted to have a picnic" LOL
Re: im finished with monaco
Date: September 04, 2004 01:18AM
Posted by: ramoats
Well, I installed the update as prescribed onto Ricardo's beta monaco, but I get these gargantuan white boxes in the pit lane and various spots around the circuit...what could this be causing this???
Re: im finished with monaco
Date: September 04, 2004 01:32AM
Posted by: LS.
looks sweet :)


can someone post more pics from the trackside camera angles please so i can see more of the improvements




LS's Tip of the week
ESSENTIAL OILS aren't essential unless you're an engine, a gearbox or a twat
Re: im finished with monaco
Date: September 04, 2004 01:33AM
Posted by: Caelen
could you post a shot, sounds like missing textures.
try again, what version of wadupdater are u using? if not the latest try that, as ive added some new textures and previous versions may not put them in the right place. alternatively use easywad or gpmaster to extract ricardos wad and then mamually drag everthing to the maps/monaco2001 folder and then re wad.
Sorry, only registered users may post in this forum.

Click here to login

Maintainer: mortal, stephan | Design: stephan, Lo2k | Moderatoren: mortal, TomMK, Noog, stephan | Downloads: Lo2k | Supported by: Atlassian Experts Berlin | Forum Rules | Policy