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Thread: Juddering at 60 fps

  1. #141
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    as far as I know all have a trembling of the camera, perhaps not all pay attention to it.
    Developers did not consider it necessary to correct it.

    We will hope that in the second part a game of these problems will not be.

  2. #142
    Moderator Roger Prynne's Avatar
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    Quote Originally Posted by Gabe62 View Post
    Still no change then ?

    Badly written, porridge code.

    Can't imagine how PC 2 will be any better, unless they've employed someone who can actually create decent 3d code.
    Have you watched any of the many many videos of Project CARS 2 lately?
    1080p with rock solid 60 fps, 4K with rock solid 60 fps.
    Maybe you haven't, but I would recommend you do.

    Great first post by the way!
    Last edited by Roger Prynne; 17-07-2017 at 13:48.
    Addressing expectations on realism and simulation - Project CARS PC Leaderboards - Learn how to race properly - Forum Resources for Pcars
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  3. #143
    WMD Member Mad Al's Avatar
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    Quote Originally Posted by Gabe62 View Post
    ..... blah, blah, blah...

    I'm so shocked about how badly coded this game is, I'm putting a video on Youtube to see if anyone can explain why, after 4 years (?) of development, at the end of a straight, my gpu usage goes from 45% usage and 100fps, to 99% usage and 25fps.

    .. blah, blah...
    If you can't get a constant 60FPS, have you tried the rather simple expedient of trying to find the worst conditions in game and making sure you get 60 fps then.. it really is a simple solution and one I apply to ALL games I play (including Skyrim, a game designed to run on 4 year older hardware than Project CARS, as that's when it came out..)

    and it would really help if you posted some information about what exactly your MK2 potato is... and what settings you are running at..

    i7 4770K - ASUS Z87-A - 16Gig DDR3 (2x 8G Crucial Ballistix PC3-12800) - ZOTAC GTX1080Ti FE - iiiyama ProLite B2783QSU - Oculus Rift CV1 - Samsung 840 250G SSD , WD 320G Blue, WD 2T Black, OCZ 120G Vertex 2 SSD, LiteOn iHAS122 DVD-RW - Creative Audigy 4 - Creative 5.1 speaker system - Logitech G19 - MS HABU Gaming Mouse - Fanatec GT3 RS V2 + Clubsport pedals + shifter set - Windows 10 Home (64 bit).

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  4. #144
    Moderator Mahjik's Avatar
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    Quote Originally Posted by Gabe62 View Post
    I'm just wandering around Skyrim at the moment. 100fps, and more trees than you can throw an acorn at....yet, I don't have to worry about background processes, parking cores, nvifia driver hacks.....blah blah blady blah.

    No, Skyrim, and many other games, simply runs well because it's coded properly. You set your graphics settings for a demanding area and benchmark, pay grand for a decent 2017 pc, and expect it to run well.
    It doesn't appear you understand what it takes to run a car simulation as opposed to an action arcade game. Simulations are built around engine refresh rates (some call them physics ticks, cycles or other words). Non simulation titles are designed around user input which are completely different architectures. What you are comparing is almost the difference between shooting a bullet and throwing one with your hand. Just not even the same thing.

    The more things you simulation from a sim perspective, the more resources the title needs for processing. Doing chassis, suspension, tire, engine, aero, AI, track surface, non-track surface, wind, weather and all other physics being calculated all at the same time is going to bring a PC down to a crawl when also trying to do all the other normal game processing like controller input, sound and graphics processing.
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  5. #145
    Super Moderator Remco Van Dijk's Avatar
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    Exactly, the fact that pC is up there with the big eye-candy arcade games w.r.t. visuals doesn't mean that on code level it's the same kettle of fish. As Mahjik already explained, it's not comparable, race sims are far more complex and hence much more sensitive to anything disrupting timings.
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