Discussion in 'General Discussion' started by TIG_green, Feb 21, 2013.
Thanks for that link 64r
How much of a priority would this be for the sim moving forward to ISI and the user ?
It could explain some of the crashes we have experienced in the SimHQ SCES endurance series which has attracted large grids.
I race in a league that does endurance racing in rf1 where our average field size is 40. We are in the process of switching to rf2. It will be interesting to see how it goes in rf2.
The server should be okay but the cliënt's have a problem. Their problems are beginning at 3.5gb ram usage. Stutters and hiccups black screens for a couple of seconds in garage setting (online) and finally it will stop working. For our league (27 participants) we have left out the driver suits and driver helmets to stay under 3gb ram, just to be sure.
The in game circuit detail, texture detail and opponent detail are the biggest users of ram and should not be set at max, at most high is the setting to stay out of trouble. As long as you per client don't hit the 3.5 gb ram usage it should be okay.
Wow... what a nightmare.
These issues will be resolved I'm sure. The great thing about rF2 is that I see it as an uncut, huge diamond. Many rough edges to polish out but given time plus, continued focus and resources from ISI, it will deliver the stellar simulator we all will crave as time goes on. The other great thing is that 2014 is the Year of the Sim -- huge variety, huge competition and huge choice for many of us. I love many sims, but in particular rF2 has a special place in my heart.
I agree C3PO.
Do you guys think that the 4gb patch could at least temporarily help users for at least an extra 500MB-1GB of usage?? I have heard wonders about it for pre-RF2 sims....use it myself for just about every ISI based sim.
No unfortunately because the 4GB patch addressed, IIRC, a 2GB limit for rF1. That patch is part of rF2 I think already.
Ohhhh that's right they were limited to 2GB.
Yes, rF2 is already patched for 4GB.
The sim going to 64 bits doesn't mean the tools are going to be available in 64 bits too (unless it has been mentioned they are doing this too).
The solution can be to work on the track in the 64 bits 3dsmax, with Standard materials, and when you want to export, "convert" the materials to Gmotor mats in the 32 bits 3dsmax.
We've run 38 cars before in rF1 for 60-80 lap races, and without driver swapping. On the same server and same tweaks to the .plr and multiplayer.ini, we've yet to do better than 22 rF2 cars with driver swaps and setting a maximum of 50 clients on the server. That allows for each car to have a swapping driver coming or going, 2-3 race controllers, and a couple of broadcasters / camera persons. And that is really pushing it.
Jeremy Miller @jeremymmiller · 13 min
Build 468 in the pipes. A release candidate. Sorry for the long delay between updates.
Great news, thanks for Sharing Johan
Karts for the weekend?
the current build is up to date
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