Portugal International v2.0 Now Available

Discussion in 'News & Notifications' started by 88mphTim, Jul 10, 2015.

  1. 88mphTim

    88mphTim racesimcentral.net

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    Since its initial release, the Portugal International track had been plagued with unusually bad performance with heavy stuttering. We’ve looked at every object in-between track projects to optimize the place as much as possible, and gave it a face-lift while we were at it, incorporating the latest technology. In the end, it turned into quite a big project that needed this one final push to complete our planned task list.

    Had we released incremental improvements, this release would easily be worthy of carrying the v3.0 label instead — it’s that much of a change compared to the other tracks we’ve updated. This one needed it. The end result is a very smooth experience compared to the earlier versions. Enjoy!

    Profile: http://rfactor.net/web/rf2/tracks/portugal-international/
    Download: 323 MB
    Screenshots: http://rfactor.net/web/rf2/screenshots/
    News item (source):
    http://rfactor.net/web/2015/07/10/portugal-international-2-0-now-available/

    Changelog:

    Implemented RealRoad Shader and reworked/remapped roads
    Added RealRoad to curbs
    Mapped RaceGroove for GP and GT Layouts
    Remapped access roads
    Remapped painted lines
    Smoothed out the excessive road bumps for the most part
    Lowered sawtooth curbs
    Remapped curbs and adjusted texture to match the sawtooth profile (has some small UV glitches)
    Cut Astroturf into terrain meshes
    Implemented new Terrain Shader and reworked/remapped terrain
    Cut in new gravel trap edges for use with Terrain Shader
    New road, curb and terrain texture set
    Terrain Radiosity pass
    Added grass verges
    Added high poly inner embankments inside T1-T4
    Added high poly outer embankment between T6-T7
    Added terrain shadow casters
    Added vegetation shadow casters
    Added new grid + new texture
    Vertex Blended tyre colours
    Added normal and spec maps to armco posts
    Cut in transparent glass with cheap interior for key buildings
    Repopulated RefMap0, ReflectedEnv and Static01 reflection maps with performance in mind
    Implemented Digital Flags technology
    Applied super precise inertia for movable tyre stacks based on rF2’s tyre model calculations
    Updated TDF to latest set of grip values
    Added telehandlers
    Added new and updated cams
    Added new loading screens
    Added Test Team RealRoad Preset Pack
    Removed one particularly nasty tyre wall on GP Layout
    Removed HDR Profiles
    Fixed small building proportion inaccuracy
    Re-conformed painted stripes to smoothed surface
    Fixed tyre wall smoothing
    Fixed some access road T verts
    Remapped start lights to match reality
    Fixed many but probably not all popups
    Re-exported XSectors to fix 32 bit issues
    Re-exported the handful of GMTs that weren’t touched to 2.52 format using gJED
    Slightly reduced z-fighting of vegetation, also resulting in a tiny performance gain
    Renamed Grand Prix of Portugal to GP Layout for the sake of consistency
    Replaced all trackside vehicles with higher detail ones (Team Trucks, Rescue Vehicles, Cars)
    Replaced all modular grandstands with higher detail ones
    Replaced apex tyre stacks to GT Layout with higher detail ones
    Replaced outhouses with much better ones
    Replaced tyre walls with higher detail ones
    Replaced all cones with much better models
    Replaced glass materials
    Replaced entire crowd and optimized for smoother performance
    Optimized road and terrain objects and materials for better and smoother performance
    Optimized access roads for smoother performance
    Optimized tyre wall material
    Optimized tyre wall objects
    Optimized 3D tyre objects
    Optimized fence textures and materials for better performance
    Optimized Armco (aggressive), Armco posts and fence posts
    Optimized and improved barriers (Armco, pitwall)
    Optimized all vegetation objects for smoother performance
    Optimized smaller TrackSide Objects for smoother performance
    Optimized shadow casters for armco and tyres for better performance
    Optimized small concrete grandstands
    Removed some hardly-seen pit objects
    Aggressive mirror optimization
    Optimized night lighting
    Removed unused/obsolete meshes and textures
    Cleaned up pit building textures
    Cleaned up main grandstand textures
    Removed negative mip map bias on all/most materials
    Improved and rebalanced all vegetation textures
    Remapped and optimized marshal huts
    Improved road and curb textures
    Randomized vegetation a bit
    Remapped tyre wall canvas and revamped its texture
    Improved tyre textures
    Slightly improved distance markers
    Updated crowd textures
    Improved vegetation textures
    Cut in red bricks on old ruin house
    Rescaled T3 flags
    Tweaked fog
    Condensed this changelog (yes, it was much larger)!
     
  2. delapecs

    delapecs Registered

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    Thank you !!!
     
  3. Gupster

    Gupster Registered

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    Thank you ISI Track Team!
     
  4. Gomslork

    Gomslork Registered

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    Having some trouble with the AI in turn 3(?), the first hairpin. On a green track, they keep spinning out there in the Formula Renault 3.5.
    I have not done more than a few laps, but each time I got to the turn, I saw one or two cars facing the wrong way.
     
  5. Tosch

    Tosch Registered

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    The wet grip value is missing in the TDF for the new tracks. Is it now some kind of hard coded?
     
  6. Gomslork

    Gomslork Registered

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    Here's a quick video showing the AI driving. Seems they are putting a wheel on the grass more than once during the lap. No idea if it's only this car, but it's something to look into.
     
  7. emha76

    emha76 Registered

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    Masterpiece! Thanks guys!
     
  8. Damian Baldi

    Damian Baldi Registered

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    good news! it's agreat track
     
  9. 88mphTim

    88mphTim racesimcentral.net

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    Are you forcing low downforce or running an aggression setting of any extreme amount?
     
  10. myself9

    myself9 Registered

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    I don't think I've ever said this before, but...
    Patch Notes = TLDR

    Which is a good thing :)
    Nice work!
     
  11. Jamie Shorting

    Jamie Shorting Registered

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    Thanks again!! :)
     
  12. Eric Rowland

    Eric Rowland Registered

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    Obrigado!!
     
  13. Rony1984

    Rony1984 Registered

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    Hi Tim,

    If you look the last couple of seconds of the clip, you'll see that it's the car clipping the grass which causes it to spin.
     
  14. Gomslork

    Gomslork Registered

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    No, not forcing anything.
    Just spent a few hours driving other cars, before going back to the Renault. I had no problems with the other cars. They all drive like they are suppose to, but for some reason the Renault drivers are putting wheels on the grass.
    I have agression set to 42%.
     
  15. hexagramme

    hexagramme Registered

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    42 seems a bit high to me. Try around 25 or thereabout.


    Sent from my iPhone using Tapatalk
     
  16. MarcG

    MarcG Registered

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    Thank You Track Team
     
  17. Gomslork

    Gomslork Registered

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    Turning it down to 25% stops them from locking the fronts all the time, and they ride the curbs less, but they still have a problem with turn 3.
    I set up a static camera in that corner and watched the AI drive around, and it seemed like half of them just barely clip the grass when they brake for the turn.
     
  18. alpha-bravo

    alpha-bravo Registered

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    THANK YOU ! ! !

    I love this track and because of this I'm really really really happy ;)
    And now I fire up my rF2 with Portugal for some smooooth laps :cool:
     
  19. peterchen

    peterchen Registered

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    crazy.
     
  20. Nuno Lourenço

    Nuno Lourenço Registered

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    As Portuguese I must say Muito Obrigado :p

    I'm Impressed with changelog list. Well done ;)
     

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