Hi all: We have finally decided to go ahead with the publication of this track. It's the 1.94 version updated for DX11 with additional improvements. Two versions are included, normal and anti cut code disabled (ACCD). http://steamcommunity.com/sharedfiles/filedetails/?id=755839736 Thanks to @lagg for his work and help with this track. We hope you like it.
Thanks, can't wait to give it a spin after work. One of my favourite circuits. As a person who has no patience (or skill probably) for modding I really appreciate the efforts modders go to.
Yea thank you guys. The old version already look really good, can't wait too see it now with this update. TK
Guys I have just been doing some laps on this and at turn 1 there's a track cut thats not so good for running wide by just touching the yellow and black speed bump as all four tyres are still on the track..........
Just wondering as most are still running DX9 due to no plugins (trackmap etc) can anything be done for the DX11 version tracks to be a bit brighter so's they can run on DX9 brighter........If you know what I mean... Thx again guys
Thank you for updating this track. Looks really nice in DX11. I wanted to let you know of a slight issue with AIW, which can be reproduced with OW 1.41. After turn 6, AI spins very often. I think issue has to do with OW 1.41 cars being wider than previous years, the go out on a strips too wide, and lose traction. I am not familiar with AIW, but hopefully it can be adjusted to make AI a bit less aggressive there.
We tested the track with several different types of mods and none of them had problems. Could it be a problem with the IA talent files?
Modders can't both build content optimized for both DX9 and DX11. rF2 DX11 S397 specifically adopted a much better tone mapper with much more natural colors and contrast. In DX11 any material that is past a certain RGB brightness will start to shine, as the brightest colors are reserved for glow effect, so they can't really be used. Besides, DX11 has been out for almost half a year and is very soon becoming the new default build. I'm just quite frustrated that we still have the discussion whether mods should be optimized for DX9. I can see your point though. Btw, nice work as always with this track.
We're sorry, but in a few months the Dx11 version will be the default one, and we have to much work to do until the end of the year. But there are on the Internet previous versions of our circuit made for DX9.
Awesome job, many thanks. Really enjoying racing this updated track, and super job on the performance also. One of the few unofficial tracks that run perfectly in VR !
RaceRfactor Monza 2014 1.96 now avaiable. Changelog: - Asphalt updated with the latest shaders. - New lighting system implemented. - Added puddles map. - Textures corrected of red "sausages" in 1st and 2nd variant. - Fixed problem with left and right paths. - Fixed small problem with the mesh of the outside track in the 2nd variant. - Updated semaphores for high lighting. - Updated gravel material (now it's more heavy, it's harder to get the car out). - Added SRE version (Sim Racing Edition). Gravel in out zones of the 1st and 2nd variants. Also, there is more gravel in the parabolic. Of course, this version have the anti cut code deactivated. I hope you like it.