Competition #34 - Wacky Races (Ended)

Official Dreamcast Live competition forum

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rjay63
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Re: Competition #34 - Wacky Races

Post#11 » Sun Nov 09, 2014 7:48 pm

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Last edited by rjay63 on Mon Nov 10, 2014 6:59 am, edited 1 time in total.
My Metropolis Street Racer Blog: http://www.msrdreamcast.blogspot.com
MSR ghosts/time trials and official DLC: https://www.dreamcastlive.net/metropoli ... r-dlc.html

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segata sanshiro
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Re: Competition #34 - Wacky Races

Post#12 » Mon Nov 10, 2014 5:04 am

pcwzrd13 wrote:... the frame rate certainly dips when the cars pile on each other...

First thing i do is go into the options and disable the 'outline' which immediately doubles the framerate, and doesnt change the looks of the game all that much... i get (what it looks like) between 30 and 60fps, opposed to the 12~15 fps when things get crazy.

rjay63
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Re: Competition #34 - Wacky Races

Post#13 » Mon Nov 10, 2014 6:58 am

rjay63 wrote:Nice time rjay! I agree the frame rate certainly dips when the cars pile on each other but that usually only happens right at the beginning. I try and get ahead of everyone as soon as possible anyway. It's a gorgeuos looking game though! Playing it on an HDTV with my VGA adapter and HDMI upconverter is a dream! :D


Wow, what's happened here? For some reason pcwrzd13's reply has gone under my login :o
My Metropolis Street Racer Blog: http://www.msrdreamcast.blogspot.com
MSR ghosts/time trials and official DLC: https://www.dreamcastlive.net/metropoli ... r-dlc.html

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pcwzrd13
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Re: Competition #34 - Wacky Races

Post#14 » Mon Nov 10, 2014 10:20 am

Nice time rjay! I agree the frame rate certainly dips when the cars pile on each other but that usually only happens right at the beginning. I try and get ahead of everyone as soon as possible anyway. It's a gorgeuos looking game though! Playing it on an HDTV with my VGA adapter and HDMI upconverter is a dream! :D
PSO Characters:
Teal'c - lvl 119 HUcast - GC# 11666
Alto - lvl 39 FOnewm - GC# 12964

YouTube Channel : Dreamcast Live

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pcwzrd13
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Re: Competition #34 - Wacky Races

Post#15 » Mon Nov 10, 2014 10:23 am

rjay63 wrote:Wow, what's happened here? For some reason pcwrzd13's reply has gone under my login :o


:lol: Woops! My bad! Impulse made me an moderator of this section so I must have accidentaly clicked Edit instead of Quote. :oops: Would you mind editing the post back to the way it was?
PSO Characters:
Teal'c - lvl 119 HUcast - GC# 11666
Alto - lvl 39 FOnewm - GC# 12964

YouTube Channel : Dreamcast Live

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pcwzrd13
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Re: Competition #34 - Wacky Races

Post#16 » Mon Nov 10, 2014 5:42 pm

I did it! Under 2 minutes! :D This was pretty much a perfect race but I think a better time is possible if you can collect more tokens for more boosts. Oh and thanks for the tip about turning off the outline segata! That really improves the game performance!

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PSO Characters:
Teal'c - lvl 119 HUcast - GC# 11666
Alto - lvl 39 FOnewm - GC# 12964

YouTube Channel : Dreamcast Live

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segata sanshiro
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Re: Competition #34 - Wacky Races

Post#17 » Tue Nov 11, 2014 2:13 pm

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pcwzrd13
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Re: Competition #34 - Wacky Races

Post#18 » Tue Nov 11, 2014 2:18 pm

:shock: Shneikees! I've got some work to do!
PSO Characters:
Teal'c - lvl 119 HUcast - GC# 11666
Alto - lvl 39 FOnewm - GC# 12964

YouTube Channel : Dreamcast Live

rjay63
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Posts: 417

Re: Competition #34 - Wacky Races

Post#19 » Wed Nov 12, 2014 2:47 pm

segata sanshiro:

Thanks for the tip, this is a massive improvement. No new time from me yet as I'm enjoying the one player game too much!
My Metropolis Street Racer Blog: http://www.msrdreamcast.blogspot.com
MSR ghosts/time trials and official DLC: https://www.dreamcastlive.net/metropoli ... r-dlc.html

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segata sanshiro
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Re: Competition #34 - Wacky Races

Post#20 » Wed Nov 12, 2014 3:02 pm

rjay63 wrote:segata sanshiro:

Thanks for the tip, this is a massive improvement. No new time from me yet as I'm enjoying the one player game too much!

hehe, cool! Last night i spent lots of time on all the tracks collecting stars. Some of them are really fun, almost mario kart/sonic all stars fun!

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In older games and even now the cell shading outline is done by duplicating the character geometry, scaling it just a tad up and flipping the faces (then texturing them black)... so by removing the outline, we actually reduced the character polycount by half!!

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