Latest Roadmap Update - April 2017!

Discussion in 'News & Notifications' started by Christopher Elliott, Apr 20, 2017.

  1. WiZPER

    WiZPER Member

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    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.
     
  2. Nitrometh

    Nitrometh Registered

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    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 :)
     
  3. bwana

    bwana Registered

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    I have permanent blur ,still or motion
    Happy birthday DB :)
     
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  4. Tony

    Tony Registered

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    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! :)
     
  5. Nibiru

    Nibiru Registered

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    In game will be similar to what you have now. That is only the postFX through the replay
     
  6. hitm4k3r

    hitm4k3r Registered

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    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
     
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  7. Will Mazeo

    Will Mazeo Registered

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    post processing is no Jesus, it can't do miracles :D
     
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  8. jayarrbee36

    jayarrbee36 Registered

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    I did, but well worth pointing out.
    Can't wait for May 1st now, it's all looking lovely. Great work, S397!
     
  9. Prodigy

    Prodigy Registered

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    The screenshots looks awesome, we can close the "Edited Screenshots" section after May 1st
     
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  10. patchedupdemon

    patchedupdemon Registered

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    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.
     
  11. Will Mazeo

    Will Mazeo Registered

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    "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"
     
  12. Ronnie

    Ronnie Registered

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    And that's what will happen with rF2 as you can read about it.
     
  13. dbaldi

    dbaldi Registered

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    It's on april 30, but I'll wake up early after the party to update hahaha
     
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  14. Tuttle

    Tuttle Track Team Staff Member

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    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.
     
  15. Chillisteak

    Chillisteak Registered

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    Just what I wanted to see well done folks!
     
  16. Oldseb

    Oldseb Registered

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    The rain effects will rework in the future with dx11?
     
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  17. Emery

    Emery Registered

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    You're not going all night long? ;)
     
  18. WiZPER

    WiZPER Member

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    Huge kudos for this smooth transition from DX9 to DX11, S397 - that's how it's done! :cool:
     
  19. Mr_Mints_Taboo

    Mr_Mints_Taboo Registered

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    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.
     
  20. WiZPER

    WiZPER Member

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    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 :)
     

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