I think that we do not understand well. When I speak about dirty windscreen, I think to that: View attachment 18583
The transition between day and night looks dull with the new tonemapper/automated hdr. There is no edge. Everything is on the "safe" side (white point, black point). At dawn the lighting should be dominated by ambient light, but the ratio between ambient light/direct (sun) light is always the same. In the past, when I created hdr profiles, the day/night transition was the most time consuming process, because the dramatic change in lighting required a lot of adjustments to white point, black point, gamma and so on. It's much simpler now, but that doesn't mean the result (at dawn) looks better. The image quality at daytime is ok. It all depends on textures and shader settings. The extreme white sky at some tracks (especially near the horizon) could be controlled by the turbidity setting, but it is, like so many features (light pollution at night for instance, you don't have a black sky at Sao Paulo), hardcoded and only adjustable in devmode. All this stuff is very complicated and there is a reason why some of the other sims don't have a full day/night cycle. It just takes a huge amount of time and manpower to get this right. Although I'm moaning a lot about this and it seems I'm only interested in the gfx stuff, the reason why I picked this sim is that ISI has, in my opinion, the right priority's. Physics first! The most beautiful sim is worthless if you have the constant feeling something is wrong with the underlying physics.
@yoss I believe a simple copy of the windows gmt with a new reflection map (T1 shader, double sided, alpha blending transparency) should do the job. That should also fix our banner problem.
Please make a "clean" standard one too, bacause all that dirt and too much reflection causes trouble in 3D Vision and maybe VR too. TIA
Looks great although the clipping of the "star" blending is somewhat irritating (looks like there is a shadow on the ground!?). Apart from this I really think someone should give the grill mesh some shading!
From v.928 - Can anything be done to give depth to the cars so there are reflections? View attachment 18595 - The BMW brakelights have this weird illumination pattern to them at certain angles, like it is rendered inside the car: View attachment 18596 View attachment 18597
I think it was mentioned a number of pages back that the car balancing was done on feedback/results from a league. No one ran the SLS so it seemed to have got left behind however I think i read that was being addressed. I've been running AI endurance tests on a private server for the previous week across a number of tracks and it's also clear the SLS is not up to the same performance levels - although it seems to have a fairly high topspeed it's laptimes for example around Bathurst are around 4 seconds slower.
let us finish the current rework we made on the physics , it s not only clic clic clic , request time and long test