Hello, recent findings from numerous community members have suggested that the higher fps you have makes the pits stops quicker as you cans see in the following images
Interesting. Tho it’s only 0.1s advantage (no one plays 30fps, and u can’t have more than 100 in official multiplayer), still it would be great if they fixed this issue.
Alternately, why is rivals fps unlocked??? Can we pls have separate lb’s or filtering of the lb by platform if a balanced play field isnt a t10 concern.
Love to see a comparison for rivals if one can be done as cleanly as this test was. Any takers?
In rivals u don’t pit… And other fps related bugs are fixed (high fps advantage in shift times, and low fps advantage in … well idk what that was, but with 30 fps u were able to get better lap times…)
I did test acceleration, and there’s no difference between 60 or 100 fps, tested lap time difference and it was within margin of error, even got better lap time with 60 fps, even tho I had hard time looking at this due to fast response time on monitor (it looks like slideshow).
And tbh 0.1s difference in pit times, is just… unnoticeable in race, u pit only 1 time in medium length race, and max 3 times in Endurance… U won’t see difference.
It’s also possible that pit times are the same, only timer show different values, more frames = u check if pit finished more often
This is just my theory, but it’s possible that whole pit mechanic is tied to high frame rate part of engine (unrelated visible fps), while timer, and part of code that checks if pit is finished (and stops timer) might be related to low frame rate (visible fps) of game engine, that’s why there’s this big difference between 30 and 60 fps, becouse u check if pit is finished 2 times more often with 60 fps.