Discussion in 'News & Notifications' started by Paul Jeffrey, Jul 13, 2022.
Can you share some information on this subject Paul Jeffrey??
I think what Pedro means is that the sounds lack "power", more low sounds, more bass, sounds seems like they have too much treble..
Also, what i think it's lacking and it's quite noticeable is the cracking and popping sounds in replay, but in car we cannot hear those random engine/exhaust sounds that create immersion and makes us feel like we're in a real race car.
I think that the improvement of the sound is incredible, obviously it may be that I needed to increase the bass, but I am not that demanding, if I think that little by little they will improve more
The funny point when it comes to immersion, a real race driver cant hear most of the sounds or very low only, because of ear protection and helmet...
Ok but then we might agree with the IRL driver that he can actually drive the car so something is needed for us peasants in terms of immersion to compensate
I understand that, but even low, they can hear most of the sounds. I imagine the fear of getting into an historic car, like a Ford Escort, Capri or Porsche and hear all those sounds and cockpit vibrations... we need at least an agressive sound so we can get "into the zone" in a simulation, because a simulation hugs you in all those sensorial feelings...
To be honest i think the sounds are great, they were much improved overall, i mean the sound effects on curbs now for example is superb, i don't think it lacks bass or low sounds and i think the treble is in the right measure i do... i just get annoyed by that actual very metallic overall sound. The sound that we get is not clean and sharp as it supposed to be.
I can't explain it better lol.
For those players that prefer the realism of "muffled audio", a pair of earplugs should work wonders.
To Dev's: Please provide us the clearest and best samples you can. There are always ways for players to downgrade the audio, if that is the goal.
with the RC, i have massiv micro stuttering. Vsycn not work. allways lock by 60fps inkl. Menu.
although i set 144fps. noting work. The wheel stuttering also. Please Fix this.
OK, a couple of points for you to note about what the app is doing now. This started before the current RC, in fact in the main, with the 2022 UI.
First, the track loading screens have limited the fps in order to give maximum CPU time to the track load process. At various times they have changed this to be 60 fps fixed, 20 fps fixed, but now it seems to vary between 10 fps and 20 fps or so. This is by design. The second change is that any menu screens, and also the in-session monitor screens, are capped at 60 fps. The same is also true of watching a full screen replay. This is also capped at 60 fps, regardless of what you do with the graphics setup. In fact, the graphics setup program now only really relates to the fullscreen driving view (when in car) - so you could set that at say 144 Hz, but the menu screens and replays never go above 60 fps. Further, this program sets the resolution for display, btu the UI has its own settings and in fact within the sim, the Settings screen only sets the values for the UI, not the driving view. For instance, my driving view is 1920x1200, btu the UI can only use 1920x1080, which means I get unused parts of the screen when viewing replay at the top and bottom.
Now, it is also fair to say, even with this there are still huge problems even with the capped 60fps. I've been watching the CPU and GPU utilization and at some points, this gets to 100% on either one, and when it does, the normally 60fps can drop as low as 45fps. This is using the usual trackside replay cameras. meanwhile, while in driving view, I don't see the same problems (some CPU spikes) but I'm at 100-130fps. This is on S397 DLC cars/tracks. So there's some bad, bad stuff still happening on full screen replays. Strangely, in the monitor view with the smaller replay window and driver positions etc., the CPU and GPU spikes don't happen.
New RC hotfix update released:
Disabled Pit Exit violations by default on Ovals in none race sessions
Added ability to customize which sessions have Pit Exit limits enforced via GDB or RFM
Fixed RRSHD generating everytime a track loads for improved load times
Support for up to 16 input devices
Fixed AI regression in RC
Fixed orange ambient bug
Added description/tooltip to Tender Springs setup
Improved description/tooltip for Traction Control and ABS
Fixed alphabetical sorting of opponent filters and opponents list
Fixed race countdown timer format for duration longer than one minute
Added a toggle to load temperatures from real road files on main game/moddev/ded
Fixed ride height when using tender springs
Fixed ABS/TC aid through settings
Fixed tracks with lots of ambient sounds not playing any sound at all in some conditions
Fixed other cars crashing online playing crashing sounds on the player car
Fixed HRTF selection
Fixed a rare crash when crashing sounds play
Should this read "agression" Paul? If so what has been fixed about it, not quite clear on this?
No, the AI was accidently made slower in RC, this has been fixed.
Thanks for the AI fix. I don't race online, so it's very much appreciated.
One teeny tiny tipo, in the setup menu for the the front/rear drive bias. the text reads something like Front and READ.
I'm facing significant FPS drop with today's update. Ryzen 5600X, 16 GB RAM, AMD 6900XT, Pimax 8K X. Practically unplayable at Nurb combined.
Can confirm, undriveable with 29 Ai with massive slowdowns
Can you say exactly what content and conditions you are testing?
The Entry in which File is dominant, if both Files have different Values for the same Entry?
GDB overwrites RFM
Separate names with a comma.