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The VDrift Racing Game Continues Speeding Up

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  • The VDrift Racing Game Continues Speeding Up

    Phoronix: The VDrift Racing Game Continues Speeding Up

    At the end of last month the VDrift project did their first snapshot release in more than a year for this open-source drift racing game that's supported on Linux, Windows, and Mac OS X operating systems. The VDrift 2010-06-30 snapshot incorporates a great deal of changes, among which are a rewritten physics engine and a new deferred rendering engine that brings a great deal of visual improvements to this free software game. In this article are some screenshots on this OpenGL racing game and more of the new work found within this release.

    http://www.phoronix.com/vr.php?view=15124

  • #2
    I love the textures! Yet somehow I got a feeling that something is... missing... And I don't know what the hell that is =x

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    • #3
      I think it's pretty clear from the list of implemented techniques that this game needs float textures for most of its graphics awesomeness. This is a huge problem in the open source driver stack since it's patented.

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      • #4
        There is still a number of visual improvements that are implemented but missing. Like normal+ambient occlusion maps for cars and tracks, dynamics lights(one of the reasons to go for deferred rendering). The meshes/textures would need some love too. There is work in progress to get at least one car and track to show what is actually possible.

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        • #5
          Yes! The lightning! Compare:
          http://uk.psp.ign.com/dor/objects/68...055732405.html

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          • #6
            I know it depends a lot on the game, but is this specific game even playable with FPS as low as what you see in the screenshots? Only one of them is even over 30, some are less that 20!

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            • #7
              Depends... First of all the human brain can only see about 24-30fps. Motion blur would be requered for a smooth experience at such a framerate.

              Hower the human brain can track certain cells in the human eye at a solid 60fps for movement.

              This game does not feature very rapid movement that requires 60fps.

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              • #8
                This game does not feature very rapid movement that requires 60fps.
                Good, good (although not a good sign for the game's pacing!)

                I'll be sure to try this game out at some point.

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                • #9
                  Originally posted by MaxToTheMax View Post
                  Good, good (although not a good sign for the game's pacing!)
                  Pacing? It's a race game... >.< It might be me but those cars won't race around the track with 500mph or something...

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                  • #10
                    30fps is really playable for this game, at least for me. Combine that with the fact that if you so much as touch the controls, the car spins out wildly, and I uninstalled this game in short order.

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                    • #11
                      Oops, I meant to say isn't really. Stupid lack of post editing.

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                      • #12
                        I'll see if I can get any luck with my joystick and this game... I'll tell you guys how it works out later.

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                        • #13
                          Originally posted by marek View Post
                          I think it's pretty clear from the list of implemented techniques that this game needs float textures for most of its graphics awesomeness. This is a huge problem in the open source driver stack since it's patented.
                          I'm really worried this will become more and more common as games get more sophisticated and mesa progresses. Will it become so common to kill (make useless) the OS graphic stack? I hope not.

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                          • #14
                            Originally posted by kbios View Post
                            I'm really worried this will become more and more common as games get more sophisticated and mesa progresses. Will it become so common to kill (make useless) the OS graphic stack? I hope not.
                            Limitations usually lead to much better solutions because those have to be found by thinking out of the box.

                            I mean realy... who needs floating points? Remove that comma! Change the meaning of the color values and see how that leads to much more computation speed.

                            Realy a child could have figured that out...

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                            • #15
                              30fps means 33ms latency, that sucks. Good for a movie, bad for a game.

                              Originally posted by kbios View Post
                              I'm really worried this will become more and more common as games get more sophisticated and mesa progresses. Will it become so common to kill (make useless) the OS graphic stack? I hope not.
                              It's already too late. Float textures have been available in graphics APIs since 2003 or so. The only difference is that they became more common with 2004/2005 GPUs as those had more bandwidth and could do blending and multisampling when rendering to float textures, so they were more useful back then. Today float textures are a must, but they're often not mandatory, e.g. disabled at low graphics settings or to support Intel hardware.

                              VINCENT> Feel free to continue writing random stuff.

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