iRacing

Having trouble deciding what car to buy between the AMG, R8 and Z4.

I have the McLaren already but I heard thats its not very popular or quick anymore?
 
It's competitive in the right hands and on the low downforce tracks. That said a number of the events are limited to German GT3, so the Macca isn't eligible.

See the last couple of days posts for thoughts on the Audi/AMG.
 
Single screen? The overheads with triples and the maximum 63 cars on can cause framerate reductions at certain parts of the newer road courses.

Typically last corner at Imola, the Eau Rouge/Raidillon section at Spa and the Mercedes Arena section of the Nurburgring. That said I rarely see less than 60 even on the first lap with lots of cars around.

If people have triple screens they need to have the appropriate hardware to support them really. Does iracing support SLI/crossfire? I'm thinking of getting another two 1440p monitors but would need to get better gpu hardware or multiple.

Also do you need to see 63 cars on screen at the same time? Most my races only have low teens in them anyway? :)
 
Does iracing support SLI/crossfire? I'm thinking of getting another two 1440p monitors but would need to get better gpu hardware or multiple.
Yep, it does. SLI performance got a bit of a boost in the last build now they're pushing DX11 features through.

Also do you need to see 63 cars on screen at the same time? Most my races only have low teens in them anyway? :)
Not at all. The most you'll realistically need is 20, and that's only during a race start. Rendering any more than that isn't really necessary.
 
Also do you need to see 63 cars on screen at the same time? Most my races only have low teens in them anyway? :)

Depends. I race private leagues that have 50+ cars in a session and the inevitable pileups are more easily avoided when you can see all the chaos. Also with less cars displayed than in the session any replays are incomplete and telemetry data to external applications can be an issue.
 
If people have triple screens they need to have the appropriate hardware to support them really. Does iracing support SLI/crossfire? I'm thinking of getting another two 1440p monitors but would need to get better gpu hardware or multiple.

Also do you need to see 63 cars on screen at the same time? Most my races only have low teens in them anyway? :)

GTX 980ti, i5 4690k 8GB RAM.

I can run AC maxed out on triples and get above 60 fps all the time. It's not my hardware.

I don't max out iRacing, I leave it on the defaults the game chooses, apart from car textures and the 83 frame rate cap.

I'm not going to post about performance anymore, I just end up repeating myself to different forum members.

Their game is based on a very old engine and I feel as though they just keep papering over the cracks.
 
I run a 970 on triples, with a i5 6600.

Usually get my 84fps with everything maxxed out, I drop down to 55ish going into the straight at Nurb and Imola, apart from that everything is dandy. Although I am gong to pick up a cheap 970 to SLI.
 
I get the feeling, although not much to back this up with different setting etc, that nvidia seems to have generally higher framerates but also suffer a bit at certain turns (like Imola)...

I've got a Radeon 7990, which is *at best* somewhere behind but in the ballpark of the 980ti, and I'm not sure iRacing is the best example of crossfire scaling, I don't have any issues, I cap the framerate to 59fps to match my crappy monitors and it never budges from there.

(rest of the system is a 4690k@4GHz and 24Gb RAM)
 
The Oculus Rift performance needs improvement. When I run the Oculus Debug Tool and enable the "Performance HUD", it shows me in the game that I have spare capacity available (anywhere from 5-25%) but I still get framerate drops from 90 to 87 occasionally. Doesn't sound like a lot, but you really notice it in the Rift.

If I disable shadows it seems to improve it, but I don't see why I should have to given that my system isn't being used beyond its capabilities.

i7-4770K @ 4.4GHz
16GB RAM
980Ti boosting to 1435MHz
 
Maybe.

But they started iRacing with the NASCAR 2003 game engine as the base and built on from there. How much of that remains is anyone's guess.

The main problem is they literally have no competition because other sims with fancier graphics, better physics and FFB. Don't have the structure that iRacing has that allows relatively clean public multiplayer racing.

And theres the subscription and content payment model that basically locks you into their service forever or loose access to £100's worth of content.

That's why complaints largely fall on deaf ears.
 
Part of the problem is iRacing is CPU limited, rather than GPU, being basically a single thread application.

Other simulation titles like city builders have similar issues. With my computer science hat on the core simulation is single threaded and therefore runs on a single core in part due to the legacy code base. It can spawn other threads off the core simulation for graphics, audio, communications and other sub-tasks which will utilise additional cores/processors.

The DX11 transition has helped - DX9 dates from the same era as NASCAR 2003 and is also single-threaded for rendering. DX11 was the first version to support multi-threaded rendering.

Rewriting that core simulation that's the foundation of the iRacing Sim would be a immense task for a smaller development team like iRacing have. Unfortunately it's not an army game where they can't just pluck a ready made game engine off the shelf and hire a hoard of graphic artists to create this Christmas seasons record breaker. ;)

Taken to the n-th degree, you could bring most x86 processors to their knees just trying to simulate a damper accurately in real-time even with modern code.

I guess I'm saying give them a bit of a break. Saying they need to make itmulti-threaded is a order of magnitude easier than actually doing so and not breaking the existing product in the process.
 
Steve Myers was saying on twitter that 2500 people were still actively using DX9 and they need those people to stop using it by the end of the year.
 
While I see your point.

That development team could spend more time improving the actual game experience, rather than constantly turning out new content at the end of every season.
 
I don't disagree. I"m doing the devils advocate thing.

It's very hard to make a simulation engine with multiple interactions multithreaded. Maintaining global state while simulating many competing interactions does not parallelise (to make use of the extra cores) in any obvious way. Multithreading is not just a switch you can flick. It is one of the hardest problems in computer science.

Once you've done those calculations then the threads for graphics rendering, audio, communication do parallelise to make use of additional resources.
 
That development team could spend more time improving the actual game experience, rather than constantly turning out new content at the end of every season.

The same could be said of Raceroom, but I think both companies are drawn towards the quick-cash of sparkly new content.
 
Steve Myers was saying on twitter that 2500 people were still actively using DX9 and they need those people to stop using it by the end of the year.

DX11 is the default with this build. Those 2500 have specifically changed back to DX9, which is the unusual thing.

The same could be said of Raceroom, but I think both companies are drawn towards the quick-cash of sparkly new content.

Way of the industry now. DLC is expected, and budgeted as a cash cow. And annoying.
 
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