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Sern

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  1. Unfortunately I don't have a recording of it but I'm unsure if my issue is specifically related to the lag being referenced here or not. I don't think I've noticed anything beyond the usual RageMP sync? What I did note was a strange 'depth of field' like effect occurring since updating my graphics drivers and a recent Windows update a day or so ago. I'll be driving along and all of a sudden the screen will blob out like my view is obstructed by a close object and blurs everything behind dramatically but there is no near object at all. So it's like depth of field kicks in 100 percent for no reason randomly and this was more noticeable while driving around after a recent server connection. Over time of being connected a while, the problem seemed to slowly mitigate or disappear. Not sure what to make of it but will list the info Nervous requested. Nvidia Driver for GTX 1080: 430.64 released on 09/MAY/2019. Microsoft Windows 10 1803 (build 17134.765) KB4023057 from 17/MAY/2019 KB4499167, KB4497932 15/MAY/2019 Specs: AMD Ryzen 5 1600X GTX 1080 16GB DDR4 3200mhz
  2. I've only had access to the use of ALPR within the last week or so. As such I'm still working out the kinks with its usage. If this is just a sync issue then perhaps a workaround could be all that is needed. Or maybe it's just something that has to be dealt with for now. Though I do recall times where I pass a parked vehicle rather closely and pick up nothing from the ALPR. I end up having to stop, go back and pull directly in front or behind the vehicle to get a reading which looks odd. During one traffic stop I was pulled in directly behind the vehicle and had to look up the plate manually. I will do some testing with that when I have more time to do so.
  3. I agree with this 100 percent and would like to add a bit of context (bullet points). I also think that by extending the range a bit, especially while mobile, this would reduce the likelihood of lag ramming a vehicle in front of us as we need to be so close to get a plate reading. It's like one dog chasing another while ramming their snout up the other dog's asshole. Technically effective but disgusting and unnecessary. It also just looks stupid. ICly ALPR is only on traffic division vehicles. These take up 1-3 active patrol vehicles on average per my own patrols out of the total at any given time. OOCly ALPR is only on Police3 cruisers and not on Police1, Police2, or the police motorcycle, even if those vehicles are in the traffic division and have ALPR ICly. ALPR does not show things like whether someone is driving on a suspended license or even if the vehicle was reported stolen. IRL variant does this automatically based on (in my state) database information provided by the Department of Motor Vehicles, FDLE, or NCIC. Current ALPR usage is extremely limited in scope. Since the road tax change, we can see who is insured. The rest of the information obtained is generic. IRL ALPR can capture vehicle plates at up to 160 MPH. This may vary slightly between ALPR systems depending upon who made them. IRL ALPR can capture 3,600 images per minute. In-game ALPR can capture and look up 1 plate at a time and takes longer to produce a result than the IRL equivalent. Also, I have not even had the success I've seen in @Connor's video capturing plates. I will post some screens myself later on this. I agree that ALPR in-game does not need to be exactly as effective as it is in real life. The real life variant is over powered. It can capture license plates from vehicles going the opposite direction on the interstate at 75+ miles per hour and it can run the plates of numerous vehicles at the same time. It's basically like a giant drag net for law enforcement on the road. This is from almost 9 years ago but has some solid information. The music in the background is annoying but I didn't make it and if you have a better one post it.
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