that didn't really seem to make any difference but it got me to experiment a little further. the first thing i did was enable the shaders. the frame rate dropped dramatically for the gl3 implementations (from 85 fps on the starting grid at hungaroring06 to 1-2 fps with the horizon flickering black in the background). in the gl2 implementation the rate dropped to about 20 fps but i still had the same stuttering once i turned the first corner. next i decreased the texture size from high to low. bingo! the frame rate dropped to 55 fps (from the previous 85) but there was no more stuttering and the frame rate stayed pretty much constant (with the high resolution texture the frame rate started at 85, lots of stuttering around the first corner, then that stretch it was 35, then after the next turn it would go up to 65 and so on).
so, it looks like at high resolution the textures don't all fit in my card's memory (I have an NVIDIA Quadro FX 570M/PCI/SSE2 with 256MB of memory) so the card has to load and unload textures as i go around. it is this loading/unloading that's causing the stuttering (which didn't use to happen before some point). i don't know if there is any explicit management of handling textures in vdrift, but if there is this is the most likely culprit. if not, then it's probably the nvidia driver or the x-server. for the low resolution textures it looks like they all fit in memory so i get a constant frame rate and no stuttering.
well, this is my theory anyway. maybe all this will help somebody else understand the situation better and then explain it to me (and maybe even fix it, if possible).
--alex--
|