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F1 2001 - a few minor gripes

2 posts by 2 people · 12 Oct 2001 01:52 UTC - 12 Oct 2001 03:14 UTC

Simon Brown 12 Oct 2001 01:52 UTC#158713
First before I get on to the few lacklustre areas in F1 2001, I just want to say I think it's an extremely solid title. Superb graphics and exceptionally detailed tracks, decent AI (haven't explored much yet in this area), superb sound and the cars feel so alive and exciting to drive, most particularly with the driving aids all turned off. Ok, so onto the few negatives. Well, there's no force-feedback, and this does need to be fixed in a patch, and I read that's likely to happen. Wet weather. This is particularly distressing because the PS2 version of F1 2001 has such superb wet weather effects. The PS2 version features an extremely wet looking track, reflections of at least the cars on the track, excessive amounts of rain in the air, and even rain drops hitting the camera lens. The PC version features rather dodgy looking rain drops, and a rather unconvincing cloud following your car down the track. The track does not look wet and there are no reflections in it. Replays. In-game replays are fine, and the replay buffer can be extended up to 3 minutes. However, save the replay and watch it back later and you're in for a different experience entirely. A saved replay occupies only 75% of the screen, and runs at a maximum frame rate of about 20 fps, even though the game at the time of recording the replay, was running over 50 fps. Dissapointing. Z-Buffer artifacts. This surprises me in a game with so much attention to detail. I know all about the difficulties of getting good results from a 16-bit Z-Buffer, but it is literally about 5 lines of code to check for W-Buffering support and implement it where supported. These artifacts manifest themselves in things at great distance being drawn in the wrong order. You'll see the inside of tyres drawn over the outside, and the car drawn over the drivers helmet. Also distance trees and signs flicker as they are drawn one frame in front of the scenery and the next frame behind it. This ties in with the next problem. 32-bit colour performance. I wouldn't care how the game ran in 32-bit colour if it weren't for the Z-Buffer artifacts in 16-bit colour. The fact is, with my video card (GeForce 2 PRO) and with the drivers I'm running (10.80) using 32-bit is not an option. The frame rate in 16-bit will be typically around 50 fps when I'm the only car on the track (ie training), and in comparison, the frame rate for the same situation in 32-bit colour is about 10 fps. I don't want to run the game in 32-bit colour, I normally run all my games in 16-bit, but it would have removed the Z-Buffer problem. Sadly it's not an option. As I said before, and you may not believe me after reading what I've just written, but I'm extremely delighted with F1 2001 overall, and would recommend it to everyone looking for a modern F1 game. Simon. (excuse the unnecessary waffle but i've just finished reading Jane Austen's Pride and Prejudice <g>)
"Simon Brown" <[email hidden]> wrote in message news:91sx7.6707$[email hidden]... > > Z-Buffer artifacts. This surprises me in a game with so muchattention to > detail. I know all about the difficulties of getting good resultsfrom a > 16-bit Z-Buffer, but it is literally about 5 lines of code to checkfor > W-Buffering support and implement it where supported. These artifacts > manifest themselves in things at great distance being drawn in thewrong > order. You'll see the inside of tyres drawn over the outside, and thecar > drawn over the drivers helmet. Also distance trees and signs flickeras > they are drawn one frame in front of the scenery and the next framebehind > it. This ties in with the next problem. Crap! This is one of the things that pissed me off about F1CS2K. I was hoping that they had fixed it. > 32-bit colour performance. I wouldn't care how the game ran in 32-bit > colour if it weren't for the Z-Buffer artifacts in 16-bit colour. Thefact > is, with my video card (GeForce 2 PRO) and with the drivers I'mrunning > (10.80) using 32-bit is not an option. The frame rate in 16-bit willbe > typically around 50 fps when I'm the only car on the track (ietraining), > and in comparison, the frame rate for the same situation in 32-bitcolour is > about 10 fps. I don't want to run the game in 32-bit colour, Inormally run > all my games in 16-bit, but it would have removed the Z-Bufferproblem. > Sadly it's not an option. Just to make sure I understand you, 32 bit is not an option to you because of poor frame rates, but the game does support 32 bit does it not? Just wondering because I use a Radeon and 32 bit usually performs just fine with them. If that will fix the Z buffering problems then I guess I don't need to be concerned. <still waiting for the game to be released in my area> Haqsau

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