Discussion in 'General Discussion' started by jimhatama, Nov 18, 2015.
Simple, wash your underpants less frequently.
I have requested persistent skid marks as a Realroad enhancement in the wish list section. Didn't receive a yes or no from a developer...
Yo, wondering for ages why the heck they don´t crank it up, as modified tracks with 20 times more skidmarks doesn´t seem to make any problems on- or offline.
+1 on that !
I want skid mark to stay longer, especially on braking point
Wish the same
AFAIK usually on driving games skid marks are dynamic, it's an additional pass when drawing. That mean more skid marks will be more GPU demanding, and for an unlimited number (limited only by PC memory) you can build part of the track which can be awfully slow. That's why it's often a table where older mark are removed to allow new ones, and keep a reasonable amount of them only. But perhaps it's not the case for rF2, can't know for sure...
People want 100s of skids and puddles , flowing water , real smoke and fog.
Off their heads, do they want ISI to build a pCars clone or a driving simulator. ?
Damn, someone else beat me to the underpants joke.
Why, it would be unreal for devs to also create a more realistic visual simulation of all those things you mentioned? You don't need to start mocking other games to defend something in your preferred game.
I think DD is trying to say is anything isi does visually, if it has a knock on effect physically, like standing water, then isi would want to model the physical aspect it has on cars or tires, unlike other devs who just model something graphically that has no effect whatsoever on the physics..... Moving spoilers, puddles, flat spots etc.
Yes Ideally visual modelling and physical effects need to be together. But even just the physical part simulated is not that bad if the visual is just static. Worse would be visual with realistic modelling (like the splashing water on a puddle) but nothing happening to the car physically. But that would be harder to not do, as maybe when you are simulating water visuals like in puddles, to create that visual effect there also needs to be physics in play for the water to behave that way visually, unless you just do some animation work when a car goes over a water puddle.
I never said it would not be unreal, I said it is unrealistic expectations.
Look at me, I thought my Eve would be fixed in a couple years.
As YoLolo69 pointed out skids and other things will cause performance hit.
If you use a later DX that can extract more performance.
You want to find best DX9 game list ? go back to 2011-2012
That's why imho all this stuff it better left for next iteration of ISI and lets finish the content.
You do not agree, fine.
I think skid marks and track worn is one of main reason for realistic game. Nobody care about grass or moving spoilers.
I cant find anything in confg. files to play with
Chaparal 2 series of cars?!? Of course people care about moving spoilers! Read the Sao Paulo release thread to hear people who care about grass, too.
Thanks for the reply, I understand your point better now.
I am OK with the Skid marks going away after awhile, what I don't like is watching them go away in front of me.
Or in other words I have had many times where the game as drawn the marks and as I get closer (or the AI or I am creating new ones) the old ones go away, it would be much better for them to be marked for deletion after we pass them.
Separate names with a comma.