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F1 2010 pc framerate
F1 2010 pc framerate








f1 2010 pc framerate
  1. #F1 2010 pc framerate drivers#
  2. #F1 2010 pc framerate driver#
  3. #F1 2010 pc framerate simulator#

Vitally, the combination of graphics and physics meant players could actually "feel" whether they were driving fast or slow, and could predict how the car would respond. Unlike other racing simulations of the time, the accuracy of the simulation actually made the 1/1000 of a second chronometer meaningful, as races could be won or lost by a few thousandths of a second.

#F1 2010 pc framerate drivers#

The detailed physics engine provided a more realistic driving experience than had been seen before, drivers could easily experience the differences in handling depending on how the player entered a corner and how soon or late accelerated out of it. The accurately modelled tracks meant that the player could actually recognise their location on the real-life circuit. In addition, action replays would automatically change camera position and angle according to what was happening on track, a feature which is unavailable in leading F1 licensed games in 2019.ĭespite several continuity hiccups, the game offered a completely new experience for players at the time.

f1 2010 pc framerate

Important were also the functional rearview mirrors and an "instant replay" system with a wide range of adjustable camera settings not seen in other games of the era. Although not quite on the level of later simulations, the most important variables, such as gear ratios, tyre compounds and wing settings were available to tune and, more importantly, proved to make an actual difference when driving.

f1 2010 pc framerate

Both were also the first to offer meaningful options to tune the behaviour of the cars. When Indy 500 and F1GP appeared, they were the very first to implement something that resembled "real world" racing physics, accurate track modelling and car handling that required skills somewhat similar to real-world driving skills to perform well. Although Indy 500 was strictly speaking first in pioneering many novel features, F1GP would make a bigger overall impression and impact because it featured Formula One race cars, and because it offered the player a complete season to compete in, featuring 16 F1 tracks to Papyrus' 1 track in Indy 500. Impact on the racing simulation genre Īfter Papyrus' Indianapolis 500: The Simulation, which was released three years earlier, it was the second serious 3D polygon-based racing sim (that is, without textures, except some for the scenery in the PC version).

  • 7 Modern-day community and online gaming.
  • 3 Historical online gaming and community.
  • 1 Impact on the racing simulation genre.
  • Grand Prix 's success spawned three sequels, called Grand Prix 2, Grand Prix 3 and Grand Prix 4. The game was ranked the 27th best game of all time by Amiga Power.

    f1 2010 pc framerate

    The game is a simulation of Formula One racing at the time and was noted for its 3D graphics, remarkably high framerate (25 fps) and attention to detail, in particular the player's ability to edit the teams and drivers and set up their car to their own personal specifications.

    #F1 2010 pc framerate driver#

    Although the game itself was not affiliated officially with the FIA or any Formula One drivers, team liveries and driver helmets were accurate to represent the 1991 season, but the names were fictional. It is often referred to as Grand Prix 1, MicroProse Grand Prix, or just F1GP.

    #F1 2010 pc framerate simulator#

    Formula One Grand Prix (known as World Circuit in the United States) is a racing simulator released in 1991 by MicroProse for the Amiga, Atari ST and PC created by game designer Geoff Crammond.










    F1 2010 pc framerate