strange shadow/texture bug

Discussion in 'Technical Archives' started by PorscheMR6, Aug 20, 2012.

  1. PorscheMR6

    PorscheMR6 Registered

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    driver: cat 12.6
    see profil for HW info

    recorded while playing


    Code:
    [COMPONENTS]
    LanguagesFile=GAME.DIC
    CPURating=1
    SystemRAM=0
    VideoRAM=696
    ObjDetail=1
    TexDetail=1
    VideoGUID=D7B71EE2-2BD9-11CF-5B70-9A02BEC2C535
    VideoDriver=0
    VideoMode=26
    VideoRefresh=1
    WindowedMode=0
    RunBenchmarks=1
    FSAA=34
    VSync=0
    UsePostFX=0
    UseHDRProcess=1
    ShaderLevel=0
    SubViews=0
    WidescreenUI=1
    WidescreenHUD=1
    CustomVidRes=(0, 0)
    MinimumVidRes=(800, 600)
    MaximumVidRes=(8000, 6000)
    Code:
    [ Graphic Options ]
    Broadcast Overlay="1"
    Texture Detail="3"
    Vertical FOV Angle="0" // obsolete, please leave at zero and use Vertical FOV Degrees instead
    Vertical FOV Degrees="9" // 9=use default, otherwise is the FOV for attached cameras (horiz is calculated based on aspect ratio)
    Rearview="2" // 0=Off, 1=Center and Side, 2=Center only, 3=Side only (virtual mirrors only, in-car mirrors are on/off)
    Allow Rearview In Swingman="0"
    Virtual Rearview In Cockpit="1"
    Rearview Width="64.00000" // use Shift+Ctrl+Seat* controls to save by vehicle
    Rearview Height="14.00000"
    Rearview Independent="0" // Whether width (horizontal FOV) can be controlled independently of height (vertical FOV)
    Rearview Cull="1" // Whether to cull objects in the rearview based on visgroups in the SCN file
    Seat Pitch="0.00000" // Cockpit camera pitch orientation (degrees)
    Seat Yaw="0.00000" // Cockpit camera yaw orientation (degrees)
    Seat Roll="0.00000" // Cockpit camera roll orientation (degrees)
    Seat Adjustment Aft="-0.00000" // use Seat* controls to save by vehicle
    Seat Adjustment Up="-0.00000"
    Mirror Adjustment Horiz="0.00000" // use Shift+Seat* controls to save by vehicle
    Mirror Adjustment Vert="0.00000"
    Mirror Physical X="0.00000" // use Shift+Alt+Seat* controls to save by vehicle
    Mirror Physical Y="0.00000" // note: these physical mirror position adjustments are for the in-cockpit center mirror only
    Mirror Physical Z="0.00000"
    Left Mirror Horiz="0.00000" // use Ctrl+Seat* controls to save by vehicle
    Left Mirror Vert="0.00000"
    Left Mirror Size="1.00000"
    Center Mirror Horiz="0.00000" // use Ctrl+Alt+Seat* controls to save by vehicle
    Center Mirror Vert="0.00000"
    Center Mirror Size="1.00000"
    Right Mirror Horiz="0.00000" // use Alt+Seat* controls to save by vehicle
    Right Mirror Vert="0.00000"
    Right Mirror Size="1.00000"
    Cockpit Vibration Mult1="1.00000" // Primary aerodynamic vibration multiplier affects eyepoint position (base magnitude is in VEH or cockpit file)
    Cockpit Vibration Freq1="31.00000" // Primary rate of vibration affects eyepoint position (higher framerates allow higher rates)
    Cockpit Vibration Mult2="1.00000" // Secondary aerodynamic vibration multiplier affects eyepoint orientation (base magnitude is in VEH or cockpit file)
    Cockpit Vibration Freq2="37.00000" // Secondary rate of vibration affects eyepoint orientation
    Car Vibration Mult1="1.00000" // Primary engine vibration multiplier affects position of cameras attached directly to the car
    Car Vibration Mult2="1.00000" // Secondary engine vibration multiplier affects orientation of cameras attached directly to the car
    Moving Rearview="3" // Whether mirrors respond to head movement in cockpit (0=none, 1=position-only, 2=FOV-only, 3=both) - add 4 if you want to IGNORE head-tracking movement
    Rearview_Front_Clip="0.50000" // Front plane distance for mirror (0.0 = use default for scene)
    Rearview_Back_Clip="0.00000" // Back plane distance for mirror (0.0 = use default for scene)
    Rearview Particles="1"
    Self In TV Rearview="0" // add values for any that should be visible (0=none): 1=rear wing & wheels, 2=body & susp, 4=cockpit, 8=steering wheel (15=all)
    Self In Cockpit Rearview="0" // add values for any that should be visible (0=none): 1=rear wing & wheels, 2=body & susp, 4=cockpit, 8=steering wheel (15=all)
    Backfire Anim Speed="30.00000"
    Heat FX Fade Speed="30.00000" // Speed at which exhaust heat effects reduce by half (0 to completely disable)
    Warning Light Anim Speed="4.00000" // Safety car light animation
    Steering Wheel="0" // 0=moving steering wheel, 1=non-moving steering wheel, 2=no steering wheel or arms (in cockpit only while player-controlled), 3=moving steering wheel but no arms
    Box Outline="16711680" // whether to draw box on ground around pitstall and grid location when necessary; -1=off, 0-16777215=RGB color
    Allow Letterboxing="1" // whether we allow letterboxing (during replays, for example)
    Logo Seconds="0" // puts up logo at corner of screen for first X seconds of each session
    HUD="5"
    HUD Race Stats="1"
    HUD Tachometer="0"
    HUD MFD="1"
    Any Camera HUD="1" // whether to show the HUD from any camera (in particular, tracksides)
    LCD Display Modes="31" // Add the modes to allow them: 1=status 2=aids 4=engine/brake temps 8=race info 16=standings
    Automap="3" // 0=off 1=race-only 2=non-race-only 3=all sessions
    Display Vehicle Labels="3" // 0=never 1=single-player 2=multi-player 3=always
    Player Detail="3"
    Player Texture Override="-1" // For player's vehicle textures: -1=use Player Detail, 0-3=override value
    Opponent Detail="0"
    Opponent Texture Override="-1" // For opponents' vehicle textures: -1=use Opponent Detail, 0-3=override value
    Load Opponent Cockpits="1" // Whether to load gauges and LCD for opponents, don't turn off if you're planning on hot-swapping vehicles in multiplayer
    Garage Detail="0.50000" // LOD multiplier when vehicle is in garage (0.01-1.00)
    Shadows="4"
    Shadow Blur="1"
    Pitcrew Detail="0"
    Special FX="4"
    Lightning Probability="1.00000" // Probability of seeing lightning (0.0-1.5)
    Thunder Probability="1.50000" // Probability of hearing thunder (0.0-1.5)
    Cloud Scroll="0.00000" // Maximum cloud scrolling rate (0.000-0.010)
    Cloud Blend="0" // Whether to roll the rainy cloud map in across sky (only works with overhead not cylinder skies)
    Skybox Positioning="1.00000" // Numbers less than 1.0 cause the skybox to get closer as you drive towards it
    Sky Update Frames="150" // Frames between sky and light updates
    Sun Occlusion="1" // If true, sunlight is affected by cloud cover
    Rain Drops="1" // If true, rain falls
    Real Road System="1" // If true, dynamic road effects are used (can only be turned off in Dev mode)
    Road Reflections="0" // If true, reflected objects are generated for wet road and heat mirage
    Environment Reflections="0" // If true, live cubic mapping is used (if track and car are setup properly)
    Wind and Crowd Motion="0" // If true, trees respond to ambient wind, crowds have some random motion
    Full Tire Shader="1" // Turn off only if you get wacky wheels (typically on old, unsupported video cards that are not truly compliant)
    Vehicle Flow Radius="4.00000" // Vehicle sphere radius for smoke/flames/dust/spray
    Vehicle Flow Offset="3.10000" // Offset below vehicle where sphere center is located
    Engine Emitter Flow="0" // Whether engine smoke/flames flow over emitting vehicle
    Tire Emitter Flow="0" // Whether tire smoke/dust flow over emitting vehicle
    Smoke Flow="0" // Whether all smoke/flames/dust flow over non-emitting vehicles
    Raindrop Flow="0" // Add to enable: 1=flow over current 2=flow over other vehicles
    Rainspray Flow="0" // Add to enable: 1=flow over current 2=flow over other vehicles
    Spark Flow="0" // Add to enable: 1=flow over current 2=flow over other vehicles
    Glance Rate="7.00000" // Rate to follow controller for glancing
    Look Up/Down Angle="0.40000" // Angle to look up/down (pitch) w/ controller in radians (= degrees / 57)
    Leanahead Angle="0.00000" // Angle to lean head (roll) w/ steering in radians (= degrees / 57)
    Look Roll Angle="0.75000" // Angle to lean head (roll) w/ controller in radians (= degrees / 57)
    Glance Angle="0.75000" // Angle to look left/right (yaw) w/ controller in radians (= degrees / 57)
    Lookahead Angle="0.00000" // Angle to lookahead (yaw) w/ steering in radians (= degrees / 57)
    Head Physics="1.00000" // Fraction of head physics movement applied to cockpit view (position AND rotation)
    Head Rotation="1.00000" // Additional head physics multiplier affecting rotation only
    Exaggerate Yaw="0.20000" // Visually exaggerates the heading angle of the vehicle by rotating the head (which may improve "feel")
    Overlay Height="0.04000" // Distance from geometry to help sort drawing skids and grooves
    Overlay Z Bias="1" // Draw-sorting bias for skids and grooves (0 = none)
    Tire Ground Offset="0.00000" // Offset so tire shadows work properly on ground
    Track Detail="3"
    Groove="1"
    MIP Mapping="1"
    Compressed Textures="1"
    Max Visible Vehicles="16"
    Extra Visible Vehicles="105" // Extra vehicles shown in non-driving situations
    Partial Cockpit View="0" // 0=normal cockpit view, 1=wheels & suspension only, 2=wheels only
    Starting View="1" // 0=tvcockpit, 1=cockpit, 2=nosecam, 3=swingman, 4=trackside, 5=onboard000 ... 1004=onboard999
    Player Livery="" // Overrides default paint job for track
    Mipmap LOD Speed="100.00000" // Speed (MPH) at which maximum mipmap bias is used
    Mipmap LOD Bias="0.00000"
    Allow HUD in cockpit="1"
    Allow Swingman in Pitlane="1"
    Display Icons="2" // Icons displayed if HUD is off: 0 = none, 1 = flags only, 2 = all
    Auto Detail Framerate="0" // Details and visible vehicles will be automatically reduced (by up to half) if framerate is under this threshold (0 to disable)
    Render Once Per VSync="0" // Attempts to render once per vsync; 1 = use timer, no wait; 2 = use vblank, no wait; 3 = use vblank, wait
    Max Framerate="0.00000" // 0 to disable (note: positive numbers only, we always use the 'alternate' method now)
    Steady Framerate Thresh="0.00100" // Allowed threshold in seconds to try to 'catch up' when falling behind using Max Framerate (use 0 for original behavior).  This helps steady the framerate but may introduce more latency.
    Flush Previous Frame="0" // Make sure command queue from previous frame is finished (may help prevent stuttering)
    Synchronize Frame="1.00000" // Extrapolate graphics using estimated render time in attempt to more accurately synchronize physics with graphics, 0.0 (off) - 1.0 (full)
    Delay Video Swap="0" // Whether to delay video swap if card is busy - this should only be used if framerate clearly improves - otherwise it is only delaying response time
    Always Rebuild Collision="0" // Build collision database everytime tracks are loaded (for development purposes)
    UI Background Animation="1"
    Low Detail UI="0"
    Widescreen Overlays="1"
    Texture Filter="5" // Texture Filtering level: 0 = bilinear, 1 = trilinear, 2 = X2 AF, 3 = X4 AF, 4 = X8 AF, 5 = X16 AF
    Max Headlights="12" // Max headlights visible relative to your car.
    Headlights On Cars="1" // Headlights illuminate other cars.
    Screenshot File Type="0" // 0=default (jpg), 1=bmp, 2=jpg, 3=png, 4=dds
    HUD file="C:\Program Files (x86)\rFactor2\Core\HUD\MULTI DIAL.INI"
    HUD Component="Standard HUD"
    HUD Component Version="1.0"
    
     
    Last edited by a moderator: Aug 20, 2012
  2. PorscheMR6

    PorscheMR6 Registered

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    video should work now.
    watch in 1080p
     
  3. tjc

    tjc Member

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    I`ve noticed this problem too and iirc I think I was getting it because I had shadows on high instead of max... might also have something to do with other settings. I can`t remember atm but I`ll check it out and get back :)
     
  4. PorscheMR6

    PorscheMR6 Registered

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  5. tjc

    tjc Member

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    Your welcome. :)
     
  6. RustyM

    RustyM Registered

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    indeed i have the same problem i had to lower graphics settings to get rid of i think it was shadows to medium from max..
     
  7. Flaux

    Flaux Registered

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    Try shadows off an drive the monaco tunnel. that looks strange.
     

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