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BR 2011 Blurr issue

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dcoral

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Setting TextureSetSize to auto (-1) causes page swapping, which is what causes the FPS to go nuts. Only people with ungodly systems can get away with it and even then, I doubt it with large fields offline or online after extended play.
trivial

This part of your statement is Mostly Incorrect...TextureSetSize is a calculated figure the Sim uses for (Fast Texture Memory) used for clear in game textures as a whole.. not just cars... it uses this number for crisp looking Cars, Billboards, Grass, Sky, Buildings, track surface, etc. etc...... However, the config.exe was built, and designed to configure for Retail track Texture size's, (Although it handled 1024)-512 car Templates, and last but not least, 4:3 aspect ratio Monitors.

1-As we all know very few people are using retail tracks, With Original Textures.. With the exception of 5 tracks...(BullRing still Uses Retail tracks-With In house Upgrades) for our Cup Series.

2-As we all know too you won't find a 512 template for any Current NR2003 Mod... You won't find many painters out here not insisting on 2048 templates to paint on. I myself prefer 1024, but I know how to maximize graphics at that resolution.

3-Last but not least (Monitor Size). Very few of us are still using older 4:3 Aspect ratio CRT's, or even earlier Square LCD monitors... Most have moved on to the Wide-screen generation, and prefer to use the Native, or other Wide-screen options available.

Now take these 3 factors in consideration when Attempting to calculate a TextureSetSize without actually knowing what you really need.... The config.exe does't know you loaded your car folder with 43-2048 paint-jobs, and 1024 pit-crews, And that your going to Race on a Revamped, or SBP track completely re-textured with what used to be 128x256=Now 512x1024, 256x512=Now1024x2048, 128x512=Now 512x2048...This should help folks understand Now why you hear "well it's fine at some tracks, but blurry on others".... or "The Track is Fine in One Mod, but It's Blurry with that Mod".

Now the combination of all these New Mods, Tracks, Modern day Monitors and graphic cards Unless Actually knowing the Correct Formula for their Own Equipment+Settings, pretty much leaves 90% of this community The Only Logical Correct TextureSetSize Setting to use being Auto.
TextureSetSize=-1


As for the Page Swapping?... I don't think Page Swapping has been an issue with Papy Sims since Windows98 and Low Physical Memory Systems ie: 512 of Ram, and 64mb video cards (Which us Old School guys All Raced NR2003 on back in the day).... WindowsXP does a pretty damn good Job of Handling Virtual Memory, but for those who Still insist, and rely on that Old Papy performance Tweak, it takes less than 5 minutes to tweak your Pagefile so it won't swap(or re-size).





The number is supposed to be an accurate account of the amount of memory the sim will try to use, so adding 000 to the end tells the sim you have much more memory available then you actually have, which again, causes crashes.
trivial

I do Thank you for Pointing this Out...When I do get a chance to stop over here, I'd Like to offer help when I can... But I just can't believe how often this chunk of mis-information is given out...:arghh:
Adding (000)-three-0's to your TextureSetsize number is Absolutely incorrect, and eventually on some track in Some Mod, or the combination of 1,2 or 3 of the above you will experience quality issues. Thank you for Pointing that Out.

-In addition to TextureSetSize, A safe adjustment regardless of the amount of Phyiscal Memory your machine has is going into your core.ini Memory Section and set the MaxBlockSize+PoolSize both to 524288. Although most Machines these days have a ton of Physical memory, sometimes figures other than these will throw curve balls at how NR2003 performs... these Figures are Safe, and Fool Proof Proven for any system regardless of it's hardware configuration.

[FileLRUCache]
CacheSize=14194304

[Memory]
MaxBlockSize=524288
minPhsyMemWontUse=0
NumEmptyPools=3
PoolSize=524288
ShowMemStats=0

Hopefully they would update it but be realistic. If they aren't having problems with it in their league well ... they don't even believe in 2048 templates.
trivial

We had 33 Guys Test, and race the Mod for 2 weeks prior to release. These guys had machine ranging from old P4-Socket475 2.0, Socket478 2.5-3.6's all the way up to the i7's. We had 5-6 AMD guys(single core-quad-core). We had a range of video cards from Geforce-128mb ATI 256, all the way up to these GTX 1.5gig of Memory...Guys with 17'-CRT's-Lcd's, Several and Most in the 22-33' Wide-screen Range, and 3 guys in the 40'+ Wide-Screen range.
And yes....We were happy with results from both ends of the spectrum. Yeah it's a bit different for the guys over there who don't know for themselves having the luxury of Jerry, myself or a few other doing a proper calculation to optimize graphics for them. But that's not to say others in the community have to suffer too. These Tweaks right here should put you real close to perfect regardless of your Hardware+Monitor configuration.

With 1024 paints, and 512 pit crews, Not one of the guys who tested reported a Drop in frames compared to the SprintCup mod..All reported either an improvement in FPS(those with Weaker Machines), and/or reported (Same as before-Really Can't Tell) from Those running Machine's that handle this Sim Full Tilt 100%. (Meaning 140+FPS no Matter what Mod, or What track, or Combination of Both).

**When Struggling for FPS-Often Overlooked is Sound. 9 out of 10 guys who ask me to help them fix their FPS have their sound set to Maximum Sounds Heard. NR2003 Sound is a Giant Processor hog, and lowering that number to Maximum Sounds Heard=8 Will often help your cause more than some of the simple graphic tweaks.;)

In the End Texture Overload is what causes the blurriness...Poly Overload, and Sound Overload will kill FPS....the combination of both, and incorrect Texture sizing is the recipe for NR2003 Disaster. There are Ways to adjust, adapt, and overcome for your enjoyment given you have the right information and put it to use regardless of what Mod, tracks, or cars you choose to use.

I hope this helps clear up the issues some of you are having. We are willing, and eager to help, But some of the finger pointing, and nit-picking attitudes aren't going to help anyone find a solution so they can start enjoying the Sim again.:p
 

speed24

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Excellent job explaining the adjustments . Thanks for the info .
 

jecski

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dcoral,

Right on Post, I do have a question for you:

When I was new to this NR2003 I tried going over the 524288 texturesize while keeping the poolsize @ 524288 and I kept getting kicked out or the newer tracks would not load. I read someware that the Texture size and the pool size should be the same when going ober the 512 x1024 texture size so I tried it and it worked great. I am now set at:

[Memory]
MaxBlockSize=1536000 ; max size before allocating separate block.
minPhsyMemWontUse=0 ; amount of physical memory to leave for the system.
NumEmptyPools=3 ; max # of pools to leave empty
PoolSize=1536000 ; default pool size
ShowMemStats=0 ; show memory statistics on exit?

I've got 2 gig of ram, AMD 4200 x2 Ppprocessor and nveda 7600 GS card. using windows XP

The game works great with good FPS 100+ as a high and 36 as a low when running Revamped Datona 2010 with 42 cars and in the in car mode. Am I setting myself up for problems later on?

I realy like the way the game is running now.

Thanks in advance for your help.
 
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John Waylon

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dcoral's post for teh win. It got rid of the blur (Thank god. The more I raced in the mod the more it hurt my eyes) and made my game look tons better.

It DID cause my FPS to drop slightly, though.
 

jecski

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Resolution

jecksi.....what resolution are you running the game in?

Here is a copymy rend_dxg.

[3D Accelerator Analysis]
PolyRate=643.14
AnisotropicLevel=0
TextureSetSize=-1
BitsPerPixel=32
TestedFullScreen=1
Height=768
Width=1024
vSyncMode=0
MipMapLODBias=-0.50
BestStampVOffset=0.50
BestStampUOffset=0.50
UseStencilBuffer=0
MipFilter=2
MinFilter=2
MagFilter=2
Renderer=nv4_disp.dll
Version=Product 6 Version 14.12 Build 5896
Vendor=NVIDIA GeForce 7600 GS

This is it, so far so good
 

dcoral

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jecski,

You can dabble and punch in TextureSetsize=511705088 as Proper calculation for that 7600GS at 1024x768. See how you like it...

Also you can probably safely bump that to at least AnisotropicLevel=2

as for your Memory Allocation?... Honestly if your Machine has at least a 1-gig or more there is no reason to mess with any of the Memory Settings. the 524288 are always the safest numbers to operate under. That is your final decision though.

give that Texture Size a a few laps though and let us know how it looks to you:D
 

Ratchet

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hmm.....so i take it, if i want it to look good...it will lag....i guess ill deal with it (blurry cars) until its fixed (no idea how, im not that guy).
 

MattyO

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Going to sticky this.

Has some really good information in it.

Thanks for the info dcoral.
 

chadden24

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I am having trouble finding the texture size for 1920x1200 resolution.
 

Harry Nurpplez

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Wow, thanks for all that dcoral that helps a lot. I've noticed that with the "000" trick the cars do look better though it only affects the br11 mod up to a certain distance after that they are just as fuzzy/blurry as the other mods.

From my core ini

[FileLRUCache]
CacheSize=14194304

[Memory]
MaxBlockSize=2094080
minPhsyMemWontUse=0
NumEmptyPools=3
PoolSize=2094080
ShowMemStats=0

rend_dxg

[3D Accelerator Analysis]
PolyRate=208.37
AnisotropicLevel=8
TextureSetSize=255852544000
BitsPerPixel=32
TestedFullScreen=1
Height=768
Width=1024
vSyncMode=0
MipMapLODBias=-0.50
BestStampVOffset=0.50
BestStampUOffset=0.50
UseStencilBuffer=0
MipFilter=2
MinFilter=2
MagFilter=2
Renderer=atiumdag.dll
Version=Product 8 Version 14.10 Build 647
Vendor=Radeon X300/X550/X1050 Series

See anything else that could be changed?
 

jecski

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Dabbled

jecski,

You can dabble and punch in TextureSetsize=511705088 as Proper calculation for that 7600GS at 1024x768. See how you like it...

Also you can probably safely bump that to at least AnisotropicLevel=2

as for your Memory Allocation?... Honestly if your Machine has at least a 1-gig or more there is no reason to mess with any of the Memory Settings. the 524288 are always the safest numbers to operate under. That is your final decision though.

give that Texture Size a a few laps though and let us know how it looks to you:D

I changed to TextureSetsize=511705088, I maybe picked up 1 fps. Changing to
AnisotropicLevel=2 I lost about 2 fps. the quality of the game is great either way. My settings are now TextureSetsize=511705088 and AnisotropicLevel=0. I can maintain the game quality and pick up 1 to 2 fps. TheTextureSetsize=-1 did work great too but this a tad better.

Thank you again for all your help and insight.
 

dcoral

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rend_dxg
[3D Accelerator Analysis]
TextureSetSize=255852544000


See anything else that could be changed?

086gf,

Try the same TextureSetsize=511705088 at 1024x768 as Jecski.....Assuming that is a 512mb-1gig ATI card?.... should make you a happy camper for all tracks, and Mods...:D
 

Talut86

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dcoral,

What is the formula that you are using to arrive at the values? I have the list of tweaks from 30 Plus racing (I think) and in that, they give the formula of:

(Video Ram * 1048576) - ( (4 * Width) * Height * BPP [2 for 16, 4 for 32])

When I plug in the values for 086gf and Jecski, my calculations come up different than what you use. The above formula gives 524288000 for 512mb and 1061158912 for 1 gb.

Thanks,
Talut86
 

Harry Nurpplez

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086gf,

Try the same TextureSetsize=511705088 at 1024x768 as Jecski.....Assuming that is a 512mb-1gig ATI card?.... should make you a happy camper for all tracks, and Mods...:D

Its...a 256.:twitcy:
 

Wingnutz

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BRcup 2011 blur issues

I too was having troubles with blurry cars etc. when running this mod .
I did all the things suggested , whipped out the calculator , got all my settings typed in , no help . Finally I counted how many mods I had ( 15 ) in the active series folder.
I made up another folder in the series section , called series 2 , and put the mods I rarely run in it so I could copy/ paste them when I wanted to run them,went back into the BRcup mod and WOW , crystal clear . Went back to my original settings in Core .ini and Rend.dxg files , still crystal clear .
Don't know if this will help , but maybe?

P.S. Keep your original cup and PWF files in the active series folder.
 
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chadden24

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is this good for nr2k3 •Intel Core i3-2100 processor
3.10GHz, 3MB L3 Cache

•4GB DDR3 SDRAM system memory (expandable up to 16GB)
Gives you the power to handle most power-hungry applications and tons of multimedia work

•1TB SATA hard drive
Store 666,000 photos, 285,000 songs or 526 hours of HD video and more

•24x DVD+/-RW drive
Watch movies, and read and write CDs and DVDs in multiple formats

•10/100/1000 Gigabit Ethernet
Connect to a broadband modem with wired broadband router with wired Ethernet

•Integrated Intel HD2000 graphics
With 1748MB dedicated graphics memory
Additional Features:
•8 x USB 2.0 ports, 1 x audio port, 1 x PS/2 port, 1 x RJ-45 Ethernet port, 1 x VGA D-Sub + DVI port
•1 x PCI Express (x16) slot, 1 x PCI Express (x4) slot, 2 x PCI slots, 4 x external 5.25" bays, 1 x external 3.5" bay, 5 x internal 3.5" bays
Software:
•Genuine Microsoft Windows 7 Home Premium 64-Bit Edition (To learn more about the features of Windows 7, click here)
•Microsoft Office 2010 Starter Edition
•Backup and Restore options built into Windows allows you to create safety copies of your most important personal files, so you're always prepared for the worst
 
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