Latest Roadmap Update - April 2017!

I think with all the new effects the cars....let's say their look -will still profit.
You guys are doing a fantastic job. Thanks :)
 
And, and, and, fresh off the Studio 397 presses :) April Road Map!

https://www.studio-397.com/2017/04/roadmap-update-april-2017/

Leave your feedback and comments below! :)

I think the screens look really nice Christopher. I'm liking the DOF a lot, & the motion blur is nice (my opinion that is!) - perhaps a tiny bit overdone on the Civic though - but that might be because it's a still grab from a fast moving subject
With the F1/evening scene the textures look interesting with a nice bit of reflection on the gloss bodywork. I guess I'm hoping the flood-lighting will be good & strong with pools of light etc.. Just great though! :)
 
It must be my screen but in all of those pics, although great quality look too dark, in pic 4 I can not see the road very well at all let alone the "racing line".
Just my 2cents worth

SS
In game will be similar to what you have now. That is only the postFX through the replay
 
Looks like everything is heading in a good direction. Still got a couple of questions though.
1.) Will it be able to switch off PP effects in replays or to adjust them on the fly? I guess that's related to the new UI?
2.) Is it possible to implement a "static" light on the race tracks when they are lit by the floodlights like there are static shadows implemented? I am not an expert in that area but racetracks under floodlight are bright as under daylight and currently aswell as in some of the shots the tracks look still pretty dark. I know that floodlights are pretty performance intensive but maybe there is a way to improve the situation.

Regarding the new content that's being worked on, I just hope that it's the Reynard or the March. Having watched some classic Indycar races couple of days ago no other cars would make me more happy. I've got back to rF for all the CART content but AI is just killing the fun with their crash derby moves. :D
 
All content will work in DX11 and have the effects it introduces, but as you can read in the link Tuttle gave, some textures may require fine tuning - official content is already using albedo map textures, I doubt they will require critical updates.

That's not my understanding of it,I thought you have to create one version for dx9 and one for dx11,that's why iracing chose to scrap dx9 completely because it's twice the work load.
 
That's not my understanding of it,I thought you have to create one version for dx9 and one for dx11,that's why iracing chose to scrap dx9 completely because it's twice the work load.
"Our goal is to ensure that we have a stable release for everybody, allowing us to begin phasing out the DX9 build altogether after a few months"
 
No. Does not exist a DX9 content and a DX11 content. That is shaders job.

Contents will be "DX11/PostFX ready" and "Not Ready", depends on the assets (albedo maps, shader settings, light mesh etc). In fact, what it's required is art and assets respecting guidelines, but that was valid with DX9 too, with the difference that with PostFX constant art is much more required, or PPs won't work properly and the tonemapper won't produce a constant output. We are aiming for that last aspect and we won't support users and modders hacking their installations to bypass our guidelines.

From a user perspective you don't have to worry to much. From a modder POV all they need to do is to follow guidelines and update their contents, which by the way does not mean they won't run on the DX9, in the transition phase (DX11 beta).

We are here to support them, in that transition.
 
the motion blur is nice (my opinion that is!) - perhaps a tiny bit overdone on the Civic though - but that might be because it's a still grab from a fast moving subject

err, not convinced that monitors and screen grabs work like that......;)

I'm not sure how much processor power blurring motion takes, but I always turn it off, just in case. Plus I never notice it when I'm driving a real car/motorbike.
But hot-diggity, it all looks good.
 
err, not convinced that monitors and screen grabs work like that......;)

I'm not sure how much processor power blurring motion takes, but I always turn it off, just in case. Plus I never notice it when I'm driving a real car/motorbike.
But hot-diggity, it all looks good.

Blurring is a post-effect, which you don't get using your eyes - but cameras do due to shutter limitations adjusted to light conditions. Maybe you need to read the Road Map again :)
 
Maybe you need to read the Road Map again :)

No! The anticipation is too high already!

Edit : I re-read the Road Map. It doesn't specifically say that the blurring is post-process, or even mention it. I haven't got time to watch replays, so it's not going to effect me or my processor. WIN!
The point is, it was my knowledge that was lacking, not my comprehension skills. Phew!

Motion Blur : the Emperors New Clothes of Racing Games.
 
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