The online racing simulator
Real time versus Game lap time
(25 posts, started )
Real time versus Game lap time
I have a PC with an AMD FX57 processor, 2GB of Ram and Twin 256Mb Geforce 7800 GTX (SLI) Graphics cards.

Its amazingly quick!

However, a 5 lap race taking 8:28.51 to complete (Game recorded time) actually in real time took 5:31.25 thanks to a handy stopwatch.

I am sure this is going to cause problems when i race online, and it certainly causes problems trying to lap, as reactions have to be very quick. Average laptime of 1:35.00 only takes 56 seconds real time.

Anyone out there have any idea how to get the game to run in real time?

Ta
That's a dualcore CPU, isn't it? I've heard LFS has problems with these. Try to find a program that lets it run on a single core only.
#3 - _Rob_
FX57 isn't dual core
Then I have no idea either
#5 - ajp71
Odd, I've never heard of this happening in LFS, although it was almost impossible to set GP4 to run in real time with decent graphics settings (you had to set the FPS not cap the max so if there was a drop like in the start it would still display the same number of frames for every game second making it run slow).
I have fixed FPS at 25 and have reduced gap to 5 seconds per lap, but still game is reading 5 secs different from real time
I'll have same kind of problem. Athlon 3200+ and Radeon X800 Pro. When race time has reached one minute my stop watch has only 55-56 sec. Annoying....
--
I think that this causes the "game freezes" in network games. About every 5 secs the game totally freezes for a less than a second. Maybe my machine waits for the rest of the palyers because their clock is slover (normal) than mine. q-patch did not help.
I know a few people who had that freezing problem, but they never had issues with the game time speed (or at least never noticed). They did all manage to fix it but I can never seem to remember the solution. I think it was something to do with software loading in the background?
Maybe this is a AMD Problem

I have a P4 3.4 Ghz
Radeon X850XT
and 2 Gigabite Ram

And everything runs fine, at least i never noticed anything else.
ahhh, ive had this freezing problem recently too.

im not sure if it is related to this, but it sounds similar. LFS would just hang, and then eventually come back. i have no idea what caused it, but it never used to happen until recent patches? its very rare that it does hang anyway.

like bob says, i presumed it was something in the background, but it wasnt anything i could see popping up. myabe just an annoying process

im a 3GHz AMD 64, 1Gb RAM, GForce 6800 128Mb.
exactly the same problem here... BUT -
Carthvean !

Yep. I get your problem too. My lap timing is way too fast! 1 min lap time is actually about 20-30 seconds realtime! And the cars are very twitchy and sensitive as they are running fast too! ?

All this at only 30fps average?

I did narrow my problem down to being my wireless controller. If I'd try to play LFS S2 with it plugged in, i'd get the timing problem.

No controller = game running absolutley fine and normal!

Do you play the game with a controller of any sort? If you do, might I suggest that you unplug it and use default keyboard setup, just to see if the timing returns to normal?
Sorry...not really a good solution, but it may find the cause
Quote from BLuuRKo :I did narrow my problem down to being my wireless controller. If I'd try to play LFS S2 with it plugged in, i'd get the timing problem.

Intruiging. It will be interesting to see if this is the common problem, however I can't fathom why that would do what it does.
Quote from Highsider9 :Maybe this is a AMD Problem
.

I am afraid it isn't. On RSC forum was reported similar problem some time ago on OC'ed P4(from 2.4 - 2.7 GHz). I don't remember if downclocking it solved that "overspeeding", but I think it did. If you can, try to downclock your CPU and do a test. Maybe the time sync in LFS is somehow dependant on CPU clock, but I don't know.

But when I think about it, there was some time ago posted by Scawen method how LFS gets time update from Windows API. Check your real system clock, if they're going too too fast, it is not LFS problem.
Quote from MadCatX :Check your real system clock, if they're going too too fast, it is not LFS problem.

I have got a similar problem with my computer. In about 1 out of 10 computer restarts my real time clock is running 20% too fast. Then every timer in Windows runs 20% too fast, including LFS (you can see the mentioned online "hickups" then, offline its just running too fast) and any other game and the Windows Clock. Usually the problem is gone after a restart and even the time is corrected by the BIOS-RTC, so that after a restart the fast running clock displays the right time again. I dont know what is causing this. Its an ASUS Mainboard with nForce2-Chipset and AMD Athlon XP 3200+ (Barton).
Here you see it. LFS gets time speed from Windows API, API uses system clock. And when system clock runs faster than it should, LFS too runs faster... try to update BIOS.
Just like to add...
I tried the original LFS (not S2) with the same new controller and did not get the timing problem.

Im only getting affected in LFS S2.

Also tried an older controller (Logitech Wingman Rumblepad) with S2 and found it worked fine.

Only when i use the new controller (being a Logitech Cordless Rumblepad 2) the timing problem occurs.

This is driving me insane as my method of control ultimately makes the game non-playable
Quote from BLuuRKo :This is driving me insane as my method of control ultimately makes the game non-playable

Well, I guess your only resort is to go out and buy a DFP.
I am using logitech formula 1 racing wheel, also have saitek r220, but both make no difference to speed differential. However 25fps has narrowed difference to 5 secs...best i can hope for, as i will not be messing with my bios just yet.
I've updated to my Asus latest BIOS. No help. The gap is about 5secs. I Can't drive with it.

Now I unplugged my USB Logitech Wingman Force 3D flight stick. The game was running on the backgroud. The gap is gone... I drive with my keyboard anyway so this solved the problem.

Is this a problem with USB and Windows? Or USB and LFS. Or just USB drivers? Is my computer faster with USB cable plugged in? Who knows... but if I someday will get USB wheel and pedals the problem occurs again, maybe.
I'm using an AMD dual core CPU with SLI graphics and all the shebang that goes with a high end gaming system, the game 'could' run at 100+fps on max settings but i've capped it to 60fps (as fast as the eye can discern) in order that the excess is not just generating more heat for the sake of something I cannot see.

I've noticed no speed impediments of any kind on my system whilst playing online. I've no idea about single player as I have never got into non-social gaming - but my guess is the problem you discribe is due to network traffic.

I suspect you have software installed that is momentarily taking your bandwidth away and causing lag. When I first started LFS a few weeks ago I was on wireless and I had major lag, so i'd go for an ethernet connection as soon as you can. You might try turning of DNS Caching in your computer management (services section) which can cause internet bottlenecks under Windows 2000 and XP which could be interfering with LFS.

Finaly, check for spyware, malware etc. Programs downloading adverts or hijacking your browser are notorious for stealing your internet bandwidth - try to view less porn sites and download less pirated software as this is where the majority of malware infections are picked up from.
What exactly did you reply to?
http://support.microsoft.com/d ... aspx?scid=kb;en-us;327809 could that be the reason for some of the problems?

Quote :
SYMPTOMS
Certain programs (for example, games) may not run correctly on hyper-threaded computers, dual-processor computers, or single proc computers in which the CPU speed is greater than 2 gigahertz (GHz).

Quote from Becky Rose :i've capped it to 60fps (as fast as the eye can discern)

wrong

The eye already gives the first info about things you watching at after a few thoudsands, and even though this info isnt "made visible in your imagination" yet, it has a big influence on your feelings. Seeing is not also seeing an object and it's colors - different parts of the brain are all connected with each other in a way. This is also the reason why you feel cold in a room with blue walls, and warm when they'r red.

The only result of limiting the fps to 60 is: You have a network ping that is 16,7ms higher when using 60fps / 60Hz.
At 100fps (which requires 100Hz to make sense), you have only a ping increase of 10ms, which is 6,7ms lower. -> better

Baisically, you cant have enough fps, because the more fps you have, the more up-to-date will the image be, which is sent to your screen. Vsync is complete rubbish imo, because it stores the images and sends them later -> delay.

Limiting the fps in LFS to 100 makes sense, because 100fps is enough for a race game. In shooters, where almost only the reaction time decides whether you are dead or the others, you cant have enough fps.
Quote from ORION :wrong

The eye already gives the first info about things you watching at after a few thoudsands, and even though this info isnt "made visible in your imagination" yet, it has a big influence on your feelings. Seeing is not also seeing an object and it's colors - different parts of the brain are all connected with each other in a way. This is also the reason why you feel cold in a room with blue walls, and warm when they'r red.

The only result of limiting the fps to 60 is: You have a network ping that is 16,7ms higher when using 60fps / 60Hz.
At 100fps (which requires 100Hz to make sense), you have only a ping increase of 10ms, which is 6,7ms lower. -> better

Baisically, you cant have enough fps, because the more fps you have, the
more up-to-date will the image be, which is sent to your screen. Vsync is complete rubbish imo, because it stores the images and sends them later -> delay.

Limiting the fps in LFS to 100 makes sense, because 100fps is enough for a race game. In shooters, where almost only the reaction time decides whether you are dead or the others, you cant have enough fps.

100 FPS is a maximal framerate value, that have some sense, anything higher tah 100 is just luxury, but it is not affecting your performance, because LFS calculates physics every 0.01 sec...

To that timer fault, it is known problem that some(most likely wireless) devices can cause this(again, most likely wheels). Aslo check the "Minimum sleep" value in LFS settings, try to set some different values and test..
Quote from ORION :Baisically, you cant have enough fps, because the more fps you have, the more up-to-date will the image be, which is sent to your screen. Vsync is complete rubbish imo, because it stores the images and sends them later -> delay.

Vsync is not rubbish. There's no effective delay with Vsync on. If the gfx card draw's frames slower than monitor, vsync is better imho. It doesn't matter if the overall fps drops a little if every frame drawn is complete. Frames that are cut in the middle looks ugly if you ask me. The difference in delay is so small and it won't realy matter especially with car sim. When the computer is fast enough to draw over 60 fps or so there's not much a difference anymore if you use vsync or not. But I prefer always to use it.

Real time versus Game lap time
(25 posts, started )
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