Minor fluctuation (within 50ms) is normal behavior. The reason for this is that there is a hard limit in driver's distance position (meters into current lap) update rate in API, which is limited/capped at 5fps (200ms), that means driver's distance position only updates every 1/5 of a second, which is extremely inaccurate if use directly for delta calculation (deltabest consists a large amount historic time values each relative to distance position value).And about the jumping delta - I've not recorded delta on time acceleration and I've checked that the Access Mode in config menu is at 0. Thing is this always happens on every track.
Hi Hany,Gsync indicator being on doesn't always mean that gsync is truly on. The real test is to check for the stutters in the background when moving slowly left to right in the pits for example. If u see frames skipping/juddering while gsync indicator is on, thats a false positive. The image should be butter smooth if gsync is truly active.
For now the only way to make tiny pedal compatible with gsync is for the developer to implement this functionality.
Discussions can be found here. Not sure if this is helpful https://forums.blurbusters.com/viewtopic.php?t=9592
Hi Hany,
Thanks for the input. I have confirmed that when TinyPedal is off and GSync in on, that frame delivery is buttery smooth. The FPS caps at 59FPS, bellow the V-sync limit, and the FPS can drop bellow 59FPS and still feel smooth when GPU is overloaded. Maybe because most people are playing RF2 with 144Hz monitors, then microstuttering is not visible. In your case, what setup do you run? Are you able to replicate what I have shown?
Hi, I just wanted to report that the Tiny Pedal fuel calculation at Le Mans seems to be highly inaccurate.
In two races with fuel usage set to x2, Tiny Pedal's Abrefill suggested I take 15% VE to finish the race. However, it was impossible to complete a lap with 15% VE unless I lift-and-coast the entire lap, losing over 5 seconds in the process.
I had the option to show absolute refill turned on.
Here are some visualized examples of the relative finish position issue that may or may not result extra final lap(and extra required fuel) for player
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In example 1, estimated leader's relative finish position is 0.10 (10% into lap), and estimated your(player) relative finish position is 0.90 (90% into lap). Because 0.90 > 0.10, it indicates that you are relatively ahead of leader when timer ended, which would require you to do an extra lap (and that requires an extra lap of fuel).
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In example 2, estimated leader's relative finish position is 0.20 (20% into lap), and estimated your(player) relative finish position is 0.25 (25% into lap). Because 0.25 > 0.20, it indicates that you are relatively ahead of leader when timer ended. However, if we assume the average lap time difference is 0.10 (10% per lap) between leader (LMH) and you (LMGT3). Then it is 0.25 - 0.20 = 0.05 (5%) lap time difference when timer ended, and since 10% > 5% that means leader can overtake player on his final lap, so there is no extra final lap for player.
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In example 3, estimated leader's relative finish position is approximately between 0.98 to 0.01 (98% to 1% into lap), and estimated your(player) relative finish position is 0.90 (90% into lap). Because leader is very close to finish line when timer ended, there is chance that leader may drive fast enough to catch up that 2% lap time distance before finish line, and initiate an extra final lap when timer ended. So it could result either 0.98 (leader) > 0.90 (you) that no extra final lap; or, 0.90 (you) > 0.01 (leader) that need extra final lap.
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Finally, Relative Finish Order widget is provided to show you all those estimated relative finish position and lap time difference values that helps determine the chance of extra lap and whether extra amount refueling is required.
Note, your (local player's) fuel & refueling values (that shown on fuel & energy widget) are always calculated from your own fuel usage and lap time pace. This calculation does not take other player's performance (that handled by Relative Finish Order widget mentioned above) into consideration.
Thanks for the additional information. This widget is quite complex tbh.
I main the gt3 class and I've no information whether the leader in the faster class still needs to make a pitstop or not, and if he does, how long that pitstop will be.
Ideally, I need to know early in my last stint if there is a chance for an extra lap to have enough time for saving VE.
Predicting if one extra lap will happen is almost impossible, you never know when the leader will crash or run out of fuel in the end changing everything, this is why the widget is complex...
I have been using tinypedal for a long time now, I prefer to focus on the "refill" column in the VE widget, I think it's easier to manage during the race, you wanna have this value equals "minus one lap of VE", e.g. if your consumption is 3% a lap, you always want to keep the refill column at -3, it's a safer position which guarantees that you'll never run out of fuel.
Thanks, these are some nice points. In real racing or team based e-sports, there are usually a team of people helping the driver analyzing those data in the background while the driver can focus on driving, which is difficult to do for casual player. But either way, "extra lap" is always an unstable variable, and in the end someone has to make the decision to either add more fuel or add less and save fuel, which may or may not work out, as part of the racing.
Relative Finish Order Widget also provides "show absolute refilling" option, so you can have both relative & absolute refilling displayed by:
Set Fuel (or Virtual Energy) Widget to "show absolute refilling", and then set Relative Finish Order Widget to not "show absolute refilling", or you can set them the other way around. Note, the 0s column from "Relative Finish Order Widget" always shows exact same-calculated refilling value as seen from refill column on "Fuel or Virtual Energy Widget".
You can also simplify Relative Finish Order Widget display, by setting "number of prediction" option to 0 or 1, so there is less data on widget, such as below that shows only 3 columns of prediction:
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("0s" column here is for no pit stop, "30s" column is the custom pit stop duration, last column shows leader's/player's last recorded pit stop duration)
Q: Why is absolute refueling value constantly decreasing while more lap distance is traveled?
Unlike relative refueling, absolute refueling shows the total amount fuel required to finish the remaining race length. When more lap distance is traveled (as more race length completed), there is less remaining race length to be done, so is less absolute total amount fuel value displayed. And absolute refueling value will never go below zero, unlike relative refueling value that excludes the fuel in tank and can be negative.
Q: How to know if there is more pit stop and refueling required with absolute refueling since the value cannot be negative?
The easiest way is by checking pits column in Fuel or Virtual energy Widget, which indicates amount pit stops required if making a pit stop at the end of current stint; or early column, which indicates amount pit stops required if making a pit stop at the end of current lap. See Fuel section in User Guide for detailed explanation.
Another way is by comparing remaining fuel value with absolute refueling value. If absolute refueling value is higher than remaining fuel value, then additional pit stops and refueling is required.
From your screenshot, it's working as intended. The calculated value is not broken.
Absolute refill value will never go "negative", as this was specifically mentioned in the Additional info regarding absolute refueling section of this post (the spoil section) when "absolute refill" option was added.
This and related questions are also answered in github FAQ page here:
https://github.com/s-victor/TinyPed...ions#absolute-refueling-vs-relative-refueling
Here is some of the quotes:
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To some doubts about fuel calculation:
All fuel related calculation have been extensively tested in various conditions (hundreds of hours to say the least), the values you see from "Fuel, Virtual Energy, Relative Finish Order, Fuel Energy Saver Widgets" or "Fuel Calculator" are all using the same calculation formula and procedures. And those haven't been changed since v2.17.0 (more than half a year). If you believe there is any calculation error, please feel free to examine (or make correction) the source code on github.
Now to give more insight, the very basic formula (excluding all the other variables) for relative refilling is:
relative refilling = total estimated laps left * fuel consumption per lap - remaining fuel in tank
And absolute refilling is:
absolute refilling = total estimated laps left * fuel consumption per lap
So, absolute refilling value is actually calculated before relative refilling. And if "show absolute refilling" option is enabled, by subtracting "energy" from "abfill" column, it will give you the same value as relative refilling.
Some examples:
1. From your screenshot, energy is 92.95, abfill is 46.77, then relative refilling is:
46.77 - 92.95 = -46.18
which gives the negative value as expected in this case (and you can see that "pits" column is 0, that also indicates that no more pit stop required).
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2. From this screenshot posted earlier:
Energy is 45.00, abfill is 26.32, then relative refilling is:
26.32 - 45.00 = -18.68
which this value is the same as the -18.7 value from 0s column of the Relative Finish Order widget (as below).
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Of course, the driver also need to make sure fuel ratio is set correctly so they actually have enough "fuel" (besides virtual energy) to finish the race.
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Thanks the suggestion about making "show absolute refilling" as default. My opinion is that it may be better for user to first understand what is going on with refilling in LMU (and check out info in FAQ & User Guide), then they can decide whether they want to enable it or not. As it could be very confusing for user to see both relative & absolute refilling value at the same time, especially if it's their first time using this APP.
Please free feel comment below, if more people think "show absolute refilling" should be enabled by default for Virtual Energy widget, I'll make it happen.
Cheers