Tracks with checkpoint issues
- Mos6-TaraMosses: Wrong checkpoint can be triggered in pipe section at the top
- Sur6-AkkaPadre: Wrong checkpoint can be triggered in the pipe section below the large cave
- Sur8-BloCorcle: Wrong checkpoint can be triggered shortly after the wallride jump
Tracks with water planes that are too shallow
- Jng25-CantorJungle
- Vlc13-BorVolcano
- Wnt18-MountPen
- Mos6-TaraMosses
- Atm9-SchwabAutumn
Tracks with fog that could be added/improved
- Des8-Technical
- Sav3-Loops
- Sav5-LoopBasic
- Atm9-SchwabAutumn
Tracks with water planes that could be added/improved
Tracks with road particle effects that could be improved
Tracks with terrain particle effects that could be improved
Tracks with lighting that could be improved
- Aln3-MushroomBeach
- Sur6-AkkaPadre: Use pink/purple sunlight stuntrally/tracks#2
Tracks with road transitions that could be improved
Materials that could be improved
- Road border: Decrease specular lighting and/or increase specular exponent
VFX that could be improved
- Boost: Use different texture for particle sprites
- Brake light: Add eased transition
- Grass: Make distance taper more progressive to make pop-in less noticeable
- Road border texture: Fix 1-pixel edge
- Road border texture: Widen to make more representative of actual road width
- Road border texture: Add subtle fade to asphalt texture edge (looks better when MSAA is disabled)
SFX that could be improved
- Shallow water continuous sound: Fade in and out when the car enters/exits water
- Checkpoint sound: Use different sound if better than personal best, or worse than personal best