Some Guidelines For Improving Fps In Rfactor.


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#1 Joe Owens

Joe Owens

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Posted 13 September 2007 - 07:49 PM

When using the highest texture and object settings (Full), you may experience very slow loading.  This is usually a sign of insufficient memory, either video or system.  The usual solution is to reduce one or more detail settings.  To run all settings on Full, you should have a minimum of 1.5 GB of system memory, and at least 256 MB of video memory.



It is important to base your display detail settings on actual video card memory, not on the total reported amount.  PCI Express video cards, in particular, often reserve extra memory of two to three times the actual onboard video memory.  Using substantial amounts of off-card memory will allow lots of resources to be loaded, but can cause serious performance problems.  Based on the actual amount of onboard video memory, some common-sense guidelines are appropriate:



         Above 256 MB:  All display settings can be run at Full.

         256 MB:           Track and texture settings can be run at Full, Player and Opponent detail should be High.

         128 MB:           All settings should be set to High.

         64 MB:            Most setting should be set to Medium.

         Below 64 MB:    Not supported by rFactor



The following graphics detail settings have the most impact on memory usage, in order of most to least impact:



1.      Opponent Detail

2.      Texture Detail (applies to non-vehicle textures)

3.      Track Detail

4.      Player Detail

5.      Special Effects Detail



Graphics Shader Level:

rFactor supports three shader levels, DX7, DX8, and DX9, each providing improved visuals at the expense of performance.  The available detail levels, as reported in the rF Config program, are dependent on you video card.  For most newer video cards (those produced within the last year), the DX9 shader level will run at nearly the same performance as the lower levels, while offering the best visuals.



Full Screen Anti-Aliasing (FSAA):

There are two ways to set FSAA in rFactor.  The first method is through the Display Control Panel, usually accessed by a right-click on the desktop. The other method is with the rF Config program (the preferred method), which gives the best performance, since this will use FSAA only on the frame buffer, and not on any other surfaces such as rear view mirror, shadows, or HUD displays.  When set from the control panel, FSAA is applied to all of the previously mentioned surfaces, resulting in more smoothed features at the expense of lower performance.  Using FSAA can consume large amounts of video memory, contributing in another way to lower performance on older video cards.



Anisotropic Filtering (AF):

Anisotropic filtering can also be set from either the Display Control Panel, or from inside the rFactor in game Display Settings.  Again, the preferred method is to set AF inside the game, as it is applied to all textures that do not have a per-texture AF setting.  Set from the control panel, the AF setting overrides per-texture AF levels, and is applied to all textures, including shadows and HUD displays.



MIP Map LOD Bias:

Many track textures use a small negative MIP Map LOD bias to avoid overly blurred textures, particularly road and road line textures.  Using the setting Clamp Negative MIP Map LOD Bias will disable these bias settings, resulting in excessive texture blurring, but slight additional performance.
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