Marc Collins
Registered
Thank you. Jumped on and downloaded from the Workshop. So far, so good...![]()
Why is it still not in "Most Recent" when I check the Workshop??
Thank you. Jumped on and downloaded from the Workshop. So far, so good...![]()
Why is it still not in "Most Recent" when I check the Workshop??
Thanks for update. Updated physics is great. But new car body lighting looks strange for me, all the white parts look too white-washed to me, too much clear white color. Also a bit more aliasing on car paint then usual.
Hmmmm... maybe if it's an update over a previously existing file it won't consider it new?
I hate Steam for this sort of thingLuckily, it works well in other ways.
Big thanks! Car feels IMO significantly better than the 1.0 version. My only gripe is that for some reason model is still very FPS intesive compared to most other vehicles I have driven. I have triples with multiview on and I can use pretty much any other car on most mod tracks with around 25 AI's and have 60fps locked except perhaps a little dip in the first moments after the start when starting from behind. For example, in Barbagallo and the recently released Group C 0.96 I get just under 60fps on start, otherwise it stays at 60fps locked. With Flat6, it starts at little over 40FPS and likes to stay below 60, so there is around 15-20fps difference on my system! Curiously, most of the detail settings doesn't seem to have any effect on the FPS, like lowering the opponent detail to minumum, but setting the shadows from medium I normally use to low causes the FPS to jump up to the "normal" level or higher. So my guess is that the problem is either in the shaders or the car model lod is just badly optimized.
Big thanks! Car feels IMO significantly better than the 1.0 version. My only gripe is that for some reason model is still very FPS intesive compared to most other vehicles I have driven. I have triples with multiview on and I can use pretty much any other car on most mod tracks with around 25 AI's and have 60fps locked except perhaps a little dip in the first moments after the start when starting from behind. For example, in Barbagallo and the recently released Group C 0.96 I get just under 60fps on start, otherwise it stays at 60fps locked. With Flat6, it starts at little over 40FPS and likes to stay below 60, so there is around 15-20fps difference on my system! Curiously, most of the detail settings doesn't seem to have any effect on the FPS, like lowering the opponent detail to minumum, but setting the shadows from medium I normally use to low causes the FPS to jump up to the "normal" level or higher. So my guess is that the problem is either in the shaders or the car model lod is just badly optimized.
The lod in .gen distance are the same as done on rF1, same for the model 3D. Try to reduce the track/rain reflection to low to see if change something. Because now the car are reflected on the ground on rF2 ("heat mirage").
Perhaps it's the new body shader used, but we have not done comparison, this is the only main change between the two version.
@Argo: if you see body parts disapear in cockpit view, switch to bonnet view as a test. Bonnet view seems to work more solide.