With 0 post processing, and I even removed the 2 x AA I use now...also lowered all settings to LOW from MEDIUM. The game does not run well for me in DX11...but I did receive the same news today about the DX9 version on Discord channel from a s397 staff that I/You/We all will still have the ability to run DX9 versions of the game, so making a DX9 version of the track is not a waste of time...(?) So thanks iDTDoug for your efforts in this endeavor.
dx9 version uploaded to steam. My UI went all white when testing it so tell me if yours does the same, track loaded ok though. I removed the dx9 start/pit glows though, the lights still work fine.
https://www.facebook.com/plugins/post.php?href=https://www.facebook.com/SimXperience/posts/1551890734877487&width=500 Note, I did give them a maps (graphics) update so meridian credit union, Canada Petroleum, and coors light were there for the latest sponsor updates but I don't think they had time to load it.
looking today at the footage, it looks like they have widened the S curve from pit-in to pit-out for both track and pit lane so 2018 will get a wider area next year. Steam dx11 version updated with current sponsor maps.
If you mean in rF1, I typically used practice session. I am not sure in quali or race since I did most of my tests in practice session and that was quite some time ago. However it is quite simple to test if you are interested. Remove tire wear and fuel consumption and simulate a time accelerated single player long 3h race. Check the laptimes in the standings when the race is over.
Tested now in rF1 with 3 cars from 79 mod around 80 laps at silverstone First laps 1-2 laps they were slower, but usually tires need that heating in many rF1 mods. Last 60 laps were actually in 0.0-0.3 from each other so it was very very close and didnt get any better Maybe this is mod related?
It happened with many mods. However I suggest to do tests only with your own AI (pressing I) in practice session with multiple stints and not in a race context where AI limiter can play a role in the way AI behave. The improve I am talking about was most of the times in the tracks I created with BTB. I used to test how the AI perfomed and modified the AI path in BTB in the turns I could see that they performed worst. In those tests AI would improve by way over a second with respect to initial laptimes. When I get home from holidays I will try to better document this.
No need to do that trouble that for me dont really care is there or is there not. Just interesting to hear
For rF2: 1. You must include training in player.json 2. Start practice without AI (disabling qualification and race). 3. Then add 1 AI while on the track. 4. Accelerate the time and look behind the chat message.
OPTIMIZE................... Major frame boost so far LOFTED WALLS / FENCES 9300 VERTS VS 334 WALL SECTIONS AT 396 VERTS EACH = 132,264 VERTS 446 VERTS VS 4900 184 VERTS VS 1698