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Tech Stuff - Physic Engine Rates VirtualR - Sim Racing News
Physics engine rates - RaceSimCentral Forums
Physics engine rates - RaceSimCentral Forums
After some research:
'98 Sports Car GT - 50 Hz [from Blackhole Motorsports article]
'98 Viper Racing - 60 Hz (general) / 300 Hz (some aspects) [email with Dave Broske]
'98 Grand Prix Legends - 288 Hz
'00 F1 2000 - 50 Hz [from Blackhole Motorsports article]
'00-'08 Racer - 300 Hz (general) / 3000-30,000 Hz (tyre rotation) [posted by Ruud in a thread archive on racer.nl, dated '01]
'01 F1 2001 - 200 Hz [from Blackhole Motorsports article]
'02 Total Immersion Racing - 100 Hz (effectively 400 Hz due to Runge-Kutta 4th order integration rather than Euler?) [from press release]
'02-'08 Live For Speed - 100 Hz (general) / 2000 Hz (tyre rotation) [posted by Scawen on lfsforum]
'03 NASCAR Racing 2003 Season - 288 Hz (possibly)
'04 VirtualRC Racing v1.0 - 300 Hz (general) / 600 Hz (tyre model) [posted by Todd on lfsforum]
'05 VirtualRC Racing v3.0 - 250 Hz (general) / 500 or 1000 Hz (tyre model) [posted by Todd on lfsforum]
'05 rFactor - 400 Hz
'06 Test Drive Unlimited - 100 Hz (collision detection) / 1000 Hz (vehicle dynamics)
'06 netKar Pro - 333 Hz [posted by Kunos on RSC]
'07 Forza Motorsport 2 - 360 Hz [from wikipedia article]
'08 Ferrari Challenge: Trofeo Pirelli - 60 Hz
'08 iRacing - 360 Hz [from AutoSimSport]
Motorsport - 333 Hz (but still being tuned) [posted by Stenyak on RSC]