Skip to content

Instantly share code, notes, and snippets.

@gro-ove
Last active April 29, 2021 22:56
Show Gist options
  • Save gro-ove/85eeb0af3f0c3c9c6918799760915191 to your computer and use it in GitHub Desktop.
Save gro-ove/85eeb0af3f0c3c9c6918799760915191 to your computer and use it in GitHub Desktop.
- Double precision physics engine to improve physics and FFB on large tracks;
- New Origin Shift feature in Graphics Adjustments, fixing visual shaking on large tracks;
- New generic configs affecting all cars and tracks;
- Major rewrite of advanced culling to improve its performance;
- DXGI tweaks got a few more options (unrelated to flip model):
- Use GPU based on selected screen in AC video settings;
- True borderless mode;
- Triple buffering and custom maximum frame latency;
- Option for SIMD-accelerated visibility culling for tracks;
- Option to disable audio if AC is minimized or in background;
- Smart mirror: option to override mirrors rendering distance;
- Radar app: settings for colors, updated look;
- Loading smoothness and informativeness greatly improved, thanks to new built-in loading profiler;
- Loading should be faster now, with option to speed it up further with caching (enabled by default);
- VAO darkness fixed with dynamically adjustable gamma;
- Reworked crash messages, now with additional checks and tips;
- Crash reports include CSP settings preset;
- Sound speed takes temperature and other stuff into account;
- GUI: optional warning for throttle and brake pedals overlap;
- Custom colors online now saved across sessions;
- Option for adaptive near clip plane to improve the look with camera far away from cars and track;
- Custom VR mirroring: new modes showing right eye only and showing both eyes without distortion;
- Teleporting destinations list is more compact, supports grouping and can filter points;
- Post-processing refraction improved;
- Broken glass shader reworked once more;
- AI-related crashes on tracks without properly recorded AI splines should be fixed (they would just stand there);
- Online: admins now can assign penalties manually (needs a server requiring 1476 CSP build or newer);
- Car height map is used now to determine if free camera is inside a car;
- Other cars lighting up your car from behind now produce extra light from rear view mirror;
- New shader for heads of drivers (only non-skinned version at the moment) for more dynamic look;
- Doors animation and pit crew person with sign pauses with AC;
- Fake ambient shadows for tracks set via config, to add some darkening under those stationary cars;
- Small tweaks: option to adjust distance between eyes for VR just in case;
- Few small optimizations.
Fixes:
- Crashes on certain tracks fixed;
- Option for smoother loading shouldn’t make it longer now, occasional crashes on loading fixed;
- “Show on screen” now works properly, including negative coordinates or fullscreen;
- Non-mirrory mirrors on other cars fixed;
- Reflection cubemap messing up rendering order and causing some meshes to not be visible fixed;
- Pinned app are no longer resizable;
- Changed general settings during the race now won’t trigger full CSP reload;
- WeatherFX: cloud shadows and cloud rendering fixed;
- Navigators occasionally showing random mess on map fixed, also now work without GUI module enabled;
- Major performance issue appearing on some GPUs as a strange FPS limiter fixed;
- Crashes with car instruments module disabled fixed;
- Heating effect not working properly without bounced light enabled fixed;
- Meshes on distant cars disappearing too early fixed;
- TyresFX now works in mirrors properly;
- PBR shader with clear coat: dynamic lights fixed;
- Exterior glancing head trajectory fixed to avoid clipping through the roof in some cars;
- Accessible color now uses 32 bpp instead of 64 to help with performance;
- Forced throttle and neutral gear button for keyboard input mode fixed;
- Fireworks audio and visual fixed, now reflecting in cubemaps;
- Arcade brake light traces: improved look, blending and behavior, optional position and size;
- Crash with mouse steering on certain tracks with very short AI spline fixed;
- Mirrors breaking and cockit switching to LR version with F6 cameras when other cars are close fixed;
- TyresFX no longer breaks after session restart;
- Inverted reflections (for example, causing black blobs on some tyres at night) fixed;
- Disabled “Load car names from JSON” now affects new loading screen as well;
- Brightness for local car cubemaps adjusted, template config fixed;
- Local track cubemaps optimized;
- Optional FFB fading in during loading is improved;
- Issue with motion blur messing up blurred rims on switching fixed;
- Objects inspector: click position fixed;
- Better support for user profiles with non-latin symbols;
- Shadow casting based on LODs now works with cars with fewer than four LODs, as long as last doesn’t have too many triangles;
- Certain shaders not casting shadows with alpha blending mode fixed;
- Deactivation of sun shadows occasionally malfunctioning is fixed;
- Accumulation screenshots:
- Cockpit details fixed, other smaller fixes;
- Pressing Escape while previewing a shot in replays would no longer close AC;
- Wipers in replays fixed;
- AC would no longer crash if wheel or suspension nodes in car model are missing;
- Sparks and other particles colliding with car fixed, no longer getting removed below side mirrors;
- Blurred rims shouldn’t look as bad with TAA enabled anymore;
- VAO messing up exterior brightness with some cars fixed;
- New driver tags don’t get stretched in VR;
- Reflections intensity falloff for regular materials fixed once more, this time should work for all combinations of fresnelC/fresnelMaxLevel (mirrors were affected too);
- Bounced light flickering around some cars fixed;
- Custom VR mirroring: blurred background fixed;
- Animated turn signals fixed;
- Timezones fixed once more;
- Optional automatic fix for controls order is more reliable, shouldn’t crash in those certain cases;
- Dynamic textures no longer update if game is paused;
- Static reflections no longer include dynamic lights meant for other things;
- Dynamic shadows flickering on and off fixed;
- Few smaller fixes.
For new content and configs:
- TyresFX: specify tyres pattern for certain tyre types in config;
- Extended physics for cars:
- Option to use real mass online to improve collisions for heavy cars;
- Options to redefine collision parameters;
- Extended physics for tracks:
- Option to use real mass for cars online;
- Options to redefine collision parameters for different surfaces;
- Option to use rigid collision between surface and car mesh colliders, to try and prevent cars falling through in some extreme cases;
- Extended raytracing for advanced tyre collision detection uses fewer samples to speed things up;
- INIpp: includes now can be optional, with expressions for file names, new functions to access and modify stuff that’s already been parsed;
- New inputs for `read()` for car and track configs;
- New parameter `SHOW_IN_REFLECTIONS` for track lights (please use it carefully, by default only lights with range above 10 meters is included to speed things up);
- New filter keywords: `insideWheel`, `insideSuspension` for nodes, `driverPiece`, `isTextureDefault:<texture name>` for materials;
- Car lights: tint for high and low beams;
- Car lights and custom emissives: separate lag up/down, custom heating color and other parameters;
- Setting `set observeDigital 1` shouldn’t crash AC now;
- Car debug app now shows aero fan forces;
- Optional higher tessellation rate for flags, with tessellation applied to shadows as well;
- New semi-transparent shadows mode: NORMALS, taking into account surface to attenuate sun light for grazing angles, great for bent glass;
- CSP renders car window meshes late to ensure correct visuals: filter for such meshes now can be changed to include custom banners and such;
- Objects Inspector app:
- Select skinned meshes;
- Surface normal in click point is shown now as well;
- Extra tool to simplify creation of fake ambient shadows for tracks (click button “…” when nothing is selected);
- Photoelastic PBR glass now supports multi-emissives as well.
For new apps and scripts:
- Python function `ac.ext_loadIniFileAsJson()` fixed, `ac.ext_parseIniFileToJson()` renamed to `ac.ext_parseIniAsJson()` (old name also works for compatibility);
- New Python and Lua functions to get track’s coordinates, timezone and to check if WeatherFX is active or not;
- New Lua functions: `ac.getSoundSpeedMs()` to get accurate sound speed, `ac.getAudioVolume('key')` to get audio volume level;
- New WeatherFX Lua function: `ac.setVAOExponent(gamma)` to set gamma for vertex AO;
- Lua audio events got a new pitch parameter;
- Lua Debug App updated: copyable stored and debug values, clickable files in error messages (opening file at correct line for supported editors);
- Standart Lua libraries now shipped in bytecode form to optimize loading.
@eurovintage
Copy link

Hi Ilya,
Impressive !
Just a question for running on large screen TV (Samsung) with upscaling for 3 D.
Do You have any suggestions for settings to improve 3D (is with glasses).
Thanks
Ivan

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment