I've fixed GP4 - 50fps GF2 32mb

Posted by mczepp 
Re: I've fixed GP4 - 50fps GF2 32mb
Date: July 22, 2002 06:38PM
Posted by: Lilletto
Can you cut&paste here the lines that made the difference?



Re: I've fixed GP4 - 50fps GF2 32mb
Date: July 22, 2002 06:44PM
Posted by: genesis
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
Date: July 22, 2002 06:45PM
Posted by: mczepp
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 :)))

[www.mczepp.pwp.blueyonder.co.uk]
Re: I've fixed GP4 - 50fps GF2 32mb
Date: July 22, 2002 08:21PM
Posted by: Xipe
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
Date: July 22, 2002 09:45PM
Posted by: mickg
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
Date: July 23, 2002 04:02AM
Posted by: blackcelica
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
Date: July 23, 2002 04:33AM
Posted by: 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.



Like my sig? TELL ME!!!! =P
Re: I've fixed GP4 - 50fps GF2 32mb
Date: July 23, 2002 05:12AM
Posted by: Keithb
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
Date: July 23, 2002 05:59AM
Posted by: genesis
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
Date: July 23, 2002 07:19AM
Posted by: make
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
Date: July 23, 2002 07:41AM
Posted by: blackcelica
YOURS STILL HAS NO MIRROR DETAIL. IT LOOKS S**T WITHOUT MIRRORS
Re: I've fixed GP4 - 50fps GF2 32mb
Date: July 23, 2002 07:56AM
Posted by: mczepp
I've updated the file with stands,building fences etc on. It still gives 45fps at 1024 * 768 on my 32MB GF2MX :)

[www.mczepp.pwp.blueyonder.co.uk]
Re: I've fixed GP4 - 50fps GF2 32mb
Date: July 23, 2002 08:34AM
Posted by: make
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
Date: July 23, 2002 09:06AM
Posted by: blackcelica
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
Date: July 23, 2002 09:48AM
Posted by: -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.



-----------------

She says brief things, her love’s a pony
My love’s subliminal
Re: I've fixed GP4 - 50fps GF2 32mb
Date: July 23, 2002 12:30PM
Posted by: bazbarrow
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
Date: July 23, 2002 01:16PM
Posted by: Ellis
why do u need 50fps?

TV is 25 and i dont see anyone downloading drivers for that ;)




Racing Is Life. Anything that happens before or after is just waiting
Jesus may be able to heal the sick and bring the dead back to life, but he can't do shît for low fps
Re: I've fixed GP4 - 50fps GF2 32mb
Date: July 23, 2002 01:23PM
Posted by: mczepp
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
Date: July 23, 2002 01:26PM
Posted by: 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!




Racing Is Life. Anything that happens before or after is just waiting
Jesus may be able to heal the sick and bring the dead back to life, but he can't do shît for low fps
Re: I've fixed GP4 - 50fps GF2 32mb
Date: July 23, 2002 01:28PM
Posted by: -qwerty-
But then he could'nt say I get 50fps with a GF2, could he?



-----------------

She says brief things, her love’s a pony
My love’s subliminal
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