View Full Version : Tire sidewall graphics
lowgoods
21st April 2006, 21:08
Even when driving 300 km/h one can still catch the letters of the manufacturer on the tires. This feels pretty strange. Maybe some blurry texture could be used instead...
XCNuse
21st April 2006, 21:14
either that.. or let our eyes do it, and figure out why the tires in LFS dont spin like they should.. kinda strange, never have figured out why they dont spin like they should
or.. atleast at times like this, they dont look right
Frankmd
21st April 2006, 22:04
Some blur would be nice, but the reason why you dont see the tyregraphics behave as on tv is because the framerate on a tv is fixed at a low framerate. In lfs the framerate fluctuates, and is also at a very high value.
If you limit the fps to 25, you will see exactly the same behaviour as on tv, except from the blur.
lowgoods
22nd April 2006, 06:24
... but the reason why you dont see the tyregraphics behave as on tv is because the framerate on a tv is fixed at a low framerate. In lfs the framerate fluctuates, and is also at a very high value ...
No, don't think this has something to do with the frame rate. The difference is, that a rendered frame represents an instant in time while a TV frame represents a period in time due to the exposure time of the camera. So if you snapshot a single frame on TV of a fast spinning tire it does look blured, not so for a computer game. This is also why TV always looks smooth even with 25fps only, while computer games need a lot more for fast movements...
BWX232
22nd April 2006, 06:36
Yeah the only way to do it would be with a blurring texture like Gran Turismo on the PS2 or rFactor has.. That would be a good improvement.
Nick_ll
22nd April 2006, 06:56
A good idea might also be to texture the whole sidewall and not just the middle poly strip.
BWX232
22nd April 2006, 06:59
Or the entire wheel, sidewall, brakes, everything that spins.
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