I like the little touches that you incorporate in your tracks - birds, chopper, GA aircraft, good camera views. Job well done and thank-you.
One small thing to report: I drove a bit with Skip Barber at Club layout, the AI exiting the pit were crashing into others few times while joining on track.
If I had to choose one track to bring with me on the proverbial desert island, this is the track I would take!
firstly - what a beautiful track, great work. second though - i had this on the old version and still on this one, the pit straight and the section from turns 3-6 i get a really bad frame rate drop. i have tried lowering settings, no AI, different cars and times of day but it still happens, always at the same part of the track. i run at 60fps steady and then halfway round the last turn it drops by 10-12 frames, really noticeable when dropping out of 60fps. same again after the second turn, up to the rip it up bridge. any ideas what might be causing this?
Yeah, that pit straight is a tough section for framerates. I know you said you tried lowering settings, but have you tried lowering antialiasing?
In a beta build I had a ton of stutter, super smooth for me in 2.00. I recommend with this significant build update, Rob, that you clear your CBASH and shaders folder, and delete your player.json as well.
Huge thanks to Virtua_LM for updating and making available to the community. The amount of work that must go into this is incredible. My one gripe is the pit straight is insanely heavy. (This isn't a cbash and shaders issue. Watch the FPS on a lap.) Using a 970 Factory OC'd: 105FPS on all ISI tracks like Sepang, Indy, Silverstone, at race start with 16 AI, and 18 cars viewable. GPU peaks at high 70%, avg mid 60% with settings max. Basically it runs 105FPS with room to spare on a grid start. Coming out of the final turn on the pit straight at Sebring I'm getting low 80s FPS and GPU is spiked. Unfortunately, this is the challenge with 3rd party tracks, performance is hugely inconsistent across a lap and most require different global settings than ISI tracks. Maybe Tuttle could take a quick "unofficial" look and provide some pointers (assuming of course if Sebring isn't on ISI's future todo list).
I keep getting a "lap will not count" if I get anywhere close to inside wall on turn 1. Pretty weird.
think there is a white line on the pavement marking the edge of the track. It is some distance from the wall at inside of turn one.
Thanks very much for this great work. Looks terrific. I'm also having fps drops related to pit straight though.