Released Matsusaka Circuit v1.00 Now Available!!!

Discussion in 'News & Notifications' started by Christopher Elliott, Jun 17, 2016.

  1. woochoo

    woochoo Registered

    Joined:
    Nov 3, 2010
    Messages:
    1,339
    Likes Received:
    3,112
    Thanks :)
    I did spend a while and succeeded in improving the Matsu performance while it was in dev.
    From where it is now I don't know what else I can do besides removing stuff. And that is put into the track detail settings.
    So unless I've missed a trick somewhere, I don't know what else to do.

    If it's just a case of not liking to have to change track detail settings, i understand your pain.
    A track-specific detail and shadows setting might be good for that, like there is with per-track AI override settings, and per-car FFB multipliers
     
  2. RoWo

    RoWo Member

    Joined:
    Jul 16, 2014
    Messages:
    570
    Likes Received:
    625
    @woochoo
    What about just a DX11-Update? It's not bad under DX11, but some objects have to much bloom.
    For such talented guy like you, this must be a job while having a coffee-break. ;)
     
  3. stonec

    stonec Registered

    Joined:
    Jun 19, 2012
    Messages:
    3,399
    Likes Received:
    1,488
    The Matsu performance issues (at least those that I had and reported) were all due to exceeding 2 GB VRAM. After I upgraded to 4 GB GPU all stutters went away. You should be able to run the track with 2 GB VRAM by lowering texture detail setting.
     
    mesfigas and woochoo like this.
  4. woochoo

    woochoo Registered

    Joined:
    Nov 3, 2010
    Messages:
    1,339
    Likes Received:
    3,112
    It took me three months to do just a DX11 update for Longford :p
    I'M SLOW!

    If you're talking about the car/truck/crane windows... yeah, maybe they reflect a little too brightly now, but they're windows reflecting in the sun. It's not a mistake. It's just... hyped, or juiced :p

    Yes, it would all look nicer with a texture re-toning, but Matsu's future isn't mine to decide
     
    Guimengo likes this.
  5. RoWo

    RoWo Member

    Joined:
    Jul 16, 2014
    Messages:
    570
    Likes Received:
    625
    Ok, accepted. :)
     
    woochoo likes this.
  6. woochoo

    woochoo Registered

    Joined:
    Nov 3, 2010
    Messages:
    1,339
    Likes Received:
    3,112
    I remember that now that you mention it :)
    Lowering the texture details will make everything look a little crappier though, right?
    Lowering the track detail will remove some objects. Hopefully taking enough textures out with them, but leaving the remaining ones looking good, i think?
     
  7. TwoHardCore

    TwoHardCore Registered

    Joined:
    Aug 27, 2014
    Messages:
    112
    Likes Received:
    44
    My only issue with Matsusaka was with the fact that everything is reflected in the mirrors on this track, at all detail levels, and that caused me to have to upgrade my PC to continue to play rF2 and drive this track. Not as much an issue anymore with the new PC, but it's still on the lower level of performance compared with every other rF2 track I've driven.

    Fantastic track!
     
    woochoo likes this.
  8. woochoo

    woochoo Registered

    Joined:
    Nov 3, 2010
    Messages:
    1,339
    Likes Received:
    3,112
    Right. I should know, but i don't think the reflections change by detail level. But it may well be true that there are too many reflected objects.
    Thanks for the feedback. At the least I hope your new computer has enhanced your enjoyment of other tracks, and I'm sorry :)
     
  9. Louis

    Louis Registered

    Joined:
    Dec 27, 2016
    Messages:
    1,379
    Likes Received:
    840
    knowing the japanese culture like the palm of my hands, i send this email to http://www.suzukacircuit.jp/
    subject: FOR THE LOVE OF BUDHA, WE ARE LATE!
    msg: Send laser scanned data of the circuit. No time for questions. It will be a great dishonor for the country not getting this on time.
    and atach a face palming power ranger image
     
  10. Stenne

    Stenne Registered

    Joined:
    Jul 31, 2015
    Messages:
    10
    Likes Received:
    4
    Many thanks! A favourite circuit of mine.
     
    LokiD and woochoo like this.
  11. Nitrometh

    Nitrometh Registered

    Joined:
    Dec 28, 2014
    Messages:
    1,080
    Likes Received:
    443
    Imo the track is beautiful as it is. Just a update to the latest standards would be great. Hope S 397 take the advantage to have an already amazing track. By the way, greetings from the Hockenheim Ring :) Cheers
     
    LokiD and woochoo like this.
  12. TwoHardCore

    TwoHardCore Registered

    Joined:
    Aug 27, 2014
    Messages:
    112
    Likes Received:
    44
    Yeah, not so many issues with new PC after some updates made by S397... Anyway, I thought I'd point this out to you. At "LOW" environment reflection, the trees in this image are the only ones I noticed on the entire track that did not reflect in the mirrors.

    [​IMG]
    [​IMG]

    I assume there is some setting in a text file that differentiates these trees from the rest of the trees around the track. It might lead to some better FPS at some settings if they all had the same properties...?
     
    woochoo likes this.
  13. LokiD

    LokiD Registered

    Joined:
    May 3, 2017
    Messages:
    1,282
    Likes Received:
    1,216
    THIS TRACK SO NEEDS THE UPDATE!!!!

    S397 PLEASE MAKE IT HAPPEN!!!

    I would go out on a limb here and say my most favourite track in rf2

    lol
     
  14. JimmyT

    JimmyT Registered

    Joined:
    Jan 16, 2012
    Messages:
    923
    Likes Received:
    578
    Aren't mirror reflection textures controlled by the .scn like the difference between practice and race? Sorry, it's been a while since I've looked in there.
     
  15. Lazza

    Lazza Registered

    Joined:
    Oct 5, 2010
    Messages:
    12,345
    Likes Received:
    6,572
    Yeah, visgroups. I'm sure woochoo is well aware :D
     
    JimmyT likes this.
  16. woochoo

    woochoo Registered

    Joined:
    Nov 3, 2010
    Messages:
    1,339
    Likes Received:
    3,112
    VisGroup "F" is ringing a bell. I suspect those trees were tagged F to not reflect ever, being that they're not exactly trackside.
    I suspect some people would complain if some of the other trees weren't in the mirrors. And other people wouldn't notice
     
    JimmyT likes this.
  17. Lazza

    Lazza Registered

    Joined:
    Oct 5, 2010
    Messages:
    12,345
    Likes Received:
    6,572
    @woochoo sorry to drag this out, and first I have to remind myself and anyone else that you're not really in control of this track, so you can't throw out an update when you want... but...

    Can't this be linked to detail levels? So one tree instance is shown in low-med details, and doesn't reflect, while another tree instance (same GMT) is shown in higher details, and does reflect? Sorry, modding question I know. And maybe this is already done routinely. Or can't be done. Just curious.
     
  18. woochoo

    woochoo Registered

    Joined:
    Nov 3, 2010
    Messages:
    1,339
    Likes Received:
    3,112
    I think there is only one "swap mesh" level, and it's Low, or something. I haven't used it for anything afaik.
    Besides that, i think it's a just a matter of "show the object or not, with only it's defined reflection on/off setting"
    I think the ISI/397 tracks usually have pretty sparse "mirror" scenes, and people don't seem to complain, so i guess i should have just done that
     
  19. Lazza

    Lazza Registered

    Joined:
    Oct 5, 2010
    Messages:
    12,345
    Likes Received:
    6,572
    @woochoo Yes, you're right, I was remembering that wrong. You can only set it to swap at Low, but they are separate instances so I imagine you could +32 for the Low instance so it won't show in the mirrors, while higher settings will show the other instance and that can be set to show in mirrors.

    Unrelated, when this track first came out I found the tyre wall objects comprised basically half the track's total size (files, GMT). Not sure if that impacted the memory use badly or causes low FPS, but it's a higher portion than most tracks I've personally seen (which isn't an exhaustive list).
     
  20. woochoo

    woochoo Registered

    Joined:
    Nov 3, 2010
    Messages:
    1,339
    Likes Received:
    3,112
    I did spend a lot of time trying to optimise the tyre stacks. They're borrowed from Silverstone, but i tried to accurately represent the "depth" count. I did test removing them entirely and it only made a small change on my machine. I saw a league version of the track that replaced them with what looked like a box mesh, giving the appearance of tyre stacks covered by a plastic cover or something. I'd probably do that if i ever did tyre stacks again. It would be less work, and probably be a little less load. The pursuit of reality in minor details is wearing thin on me :p
     
    Last edited: Aug 30, 2018

Share This Page