I was having a hard time explaining why some people were saying that the AI was fine, when I (and many other people) weren't able to race them at all. They were all just ridiculously fast, and I could never catch up. On a whim, I disabled Vsync (even though I'm racing in VR), and as soon as I did that the AI fell into place and I was able to race competitively, and it was suddenly fun. The physics overall of all of the cars I tried felt better somehow, but that might have been a placebo. I think there is something wrong currently with the cycles the AI is evaluating at vs the player when Vsync is on, and maybe with the physics too. I've tested multiple tracks and cars and in my case, I can verify this. Anyone else having issues with AI difficulty/speed can give it a try?
Ahh i don't see how this can affect the AI VSync, or vertical sync, is a graphics technology that synchronizes the frame rate of a game and the refresh rate of a gaming monitor. It was first developed by GPU manufacturers as a way to deal with screen tearing, which is when your screen displays portions of multiple frames in one go. That can result in something like the image above, where the screen appears split along a line, usually horizontally. This occurs when the refresh rate of the monitor (how many times it updates per second) is not in sync with the frames per second.
I know this. The reason I investigated this issue is that I've seen some mods, like WRC8, where having vsync off screws the evaluation of the physics. I can reproduce this so I know what I'm talking about. Test it on and off and see how the AI responds.
Example of how frame rate can change the evaluation of physics in a game engine: Everything you always wanted to know about Unreal Engine physics (but were afraid to ask)
I mean, frame rate can affect the actual timings (Lap time counter), so although I'm not too clued up on this, it perks my interest. Will test [Thumbs up]. I had a really good post saved somewhere about FPS and how it affected the timings in game, specifically for PC2, but I can't find it just now...If I recall it explained how lap times always tended to land on specific millisecond numbers because of something something...
Like that matters. He posted it as an example. This is not an issue which it completely confined to one game engine. FPS can and does affect physics calculations and other things in some games. Whether it does in AMS 2 I don't know, but it's definitely worth asking the question.
It DOES matter. From the article In Unreal Engine the physics time step has always some relationship with the rendering frame rate, It is clear that if you want your physics to behave consistently at different frame rates, you should find a way to separate the scene rendering and the physics simulation so that the physics integration time step is fixed This is exactly what racing sims do.
In VR V-Sync can't disabled it's enabled on driver level. If the switch in the UI brings different timings for the AI this would be a bug. I will try if the timing of AI is different with V-Sync en- or disabled. I will also try what's happening with external fps limiter. I think it depends how the physics engine is realised in the Madness engine but I can't remember that there was a dependency of physics and fps in PC2. As far as I remember the physics engine is running at fixed 600 Hz and the graphics engine is running at your display speed. WRC8 e.g. has this connected so you have to run the game at 30 / 60 or 120 Hz / fps
I have also noticed issues with the AI in 2d with vsync enabled, but I haven't tested extensively, so not sure if there is an issue there too. From memory the speed issue is there too. I never had this issue in PCars2, but the AI in that game is wildly inconsistent between cars, weather and tracks, so it would be impossible to tell.
Turned off VSYNC and tested the Camaro against AI at Ibarra (90%), and they still ran away from me in the corners. They were stable and quick, I wasn't. Granted, settings were default. Still...... Not trying to discredit your find, I was just hoping it was a quick fix for me. Going to try the AI at Zero percent and see what happens.
ASUS Desktop PC I Windows 10 64-bit I Intel i7-4790S @3.2GHz I 12 GB DDR3 NVIDIA GeForce GTX 970 Thrustmaster TS-PC Racer Logitech Shifter Fanatec V3 Pedals. No VR ATM. Doubt my PC could run it. Using a TV in "Game" mode. Refresh is 120.
Not Unreal physics, Kunos built their own physics into UE4. @Renato Simioni does the framerate influence AI/physics like the OP days?