Requisiti minimi e info utili + Build notes - Page 2 - Project CARS (ex C.A.R.S.) - DrivingItalia.NET simulatori di guida Jump to content

Requisiti minimi e info utili + Build notes


Uff

Recommended Posts

Requisiti minimi aggiornati:

CPU – 3.0GHz Dual-Core, 2.4GHz Quad-Core

GRAPHICS – nVidia 9600 GT 512Mb, ATI Radeon HD 4750 512Mb

MEMORY – 2Gb RAM (3Gb-4Gb recommended)

------------------------------------------------------------------------------------------------------------------

mah, sarà...

Io con:

CPU : 3.0 Ghz dual Core (64bit);

SkV : Ati 4850 1Gb pci

RAM: 4 Gb Corsair (boxate con dissipatori e ventole)

...vedo tutto a strappi anche con i dettagli disabilitati o al minimo (quelli che non si disabilitano).

Certo, non è un gran pc più, ma neanche posso assaggiarlo cars! Mi pare un tantino esagerato!

E 8400 @3ghz

4gb ram

gtx 460 1 gb

In DX9, perfettamente giocabile, settaggi grafici a palla ma HDR disattivato (attualmente preferisco la grafica meno processata)

Se attivo l'HDR, perdo qualche fps ma il tutto resta giocabile senza problemi particolari.

Attualmente, cio' che veramente "uccide" la mia misera configurazione e' la modalita' DX11, con queste non vado oltre i 25-28fps, pochini per un simulatore di guida...

Link to comment
Share on other sites

  • Replies 417
  • Created
  • Last Reply

Top Posters In This Topic

  • VELOCIPEDE

    378

  • Uff

    6

  • RickyGT

    5

  • tonio

    3

Top Posters In This Topic

Requisiti minimi aggiornati:

CPU – 3.0GHz Dual-Core, 2.4GHz Quad-Core

GRAPHICS – nVidia 9600 GT 512Mb, ATI Radeon HD 4750 512Mb

MEMORY – 2Gb RAM (3Gb-4Gb recommended)

------------------------------------------------------------------------------------------------------------------

mah, sarà...

Io con:

CPU : 3.0 Ghz dual Core (64bit);

SkV : Ati 4850 1Gb pci

RAM: 4 Gb Corsair (boxate con dissipatori e ventole)

...vedo tutto a strappi anche con i dettagli disabilitati o al minimo (quelli che non si disabilitano).

Certo, non è un gran pc più, ma neanche posso assaggiarlo cars! Mi pare un tantino esagerato!

E 8400 @3ghz

4gb ram

gtx 460 1 gb

In DX9, perfettamente giocabile, settaggi grafici a palla ma HDR disattivato (attualmente preferisco la grafica meno processata)

Se attivo l'HDR, perdo qualche fps ma il tutto resta giocabile senza problemi particolari.

Attualmente, cio' che veramente "uccide" la mia misera configurazione e' la modalita' DX11, con queste non vado oltre i 25-28fps, pochini per un simulatore di guida...

Cosa ne dici?

schermatay.jpg

Edited by tonio
Link to comment
Share on other sites

Build Release Notes

Build 81 (28/10/11, Team Member+)

DX11 HDRControl updated to matched optimised bloom threshold and downsampling shader.

The "Texture Filtering" option (set via "Help & Options / Video") was being ignored by DX11 renderer. Now Fixed.

Fixes for WDF lighting menu, to allow extra entries to load/save

Added various HUD tacho variations (Nuke 3, and Kart)

More exhaust smoke for the Kart

Fixed Kart Ai volume and increased the rev limit to 18000RPM

Fixed ambient shadow width and tweaked gearstick movement (Nuke 3)

Changed default livery for LEONUS F68 CROMWELL V8

New Racer V8 RS and L4-RS exports

Upped LOD distance for CALIPER (Nuke 3)

Completed reverse AIW for Connecticut Hill Reverse, and Connecticut Hill Short Reverse

Temporary AIW for Bologne Reverse. Basic path and 32 start spots.

Added track groups to save on build sizes and also organised both tracklists in alphabetical order

Changed loading screen music

Build 80 (26/10/11, Manager+)

New tracks in, Bologna Reverse (prealpha), Connecticut Hill Reverse (prealpha), Connecticut Hill Short Reverse (prealpha), Glencairn Reverse (alpha), Glencairn East Reverse (alpha), and Glencairn West Reverse (alpha)

New export of Asano X4 (beta)

New export of Bologna (prealpha), and Connecticut Hill (prealpha)

Removed slip audio effects at low speed

Fix for shadow mapping 'black edge' around car bug

Added grip points to debug physics screens

Some bug-fixes and performance improvements for RenderContext setting in DX11

Fix to enable loading of WDF files on the F1 debug menu from the 'lighting edits' directory within my_documents/cars/

Formula B: multi-part chassis collision for more accurate shape

Improved carbon shader

Improved Fresnel paint

Fixed names of the Leonus cars to match the forum

Build 79 (25/10/11, Senior Manager)

Improve the lift off over steer

Option to turn off cockpit mirrors in options

Fixed issue of 'reset' button still being active during the steering/pedals calibration process

Fixed right front suspension geometry for LEONUS F68 CROMWELL V8

Telemetry screen layout change

Added engine mesh for the RACER V8-RS

New Aussie Hill export

Build 78 (24/10/11, Team Member+)

Toned down heat haze

Added a few more options to visuals menu

Added gamepad filtering option

Added cloudy weather selection to race menu

Fix for DX9 windscreen corruption bug

Fix for groundcover crash

Updated Glencairn track

Updated Racer car

Improved lighting settings for most tracks

Fixes to car setup menu (still lots of bugs)

Change audio balance to bring out more wind noise

Version number added to UI

Various UI fixes and improvements

Updated kart

Fixed direction of driver head lean in corners

Enabled fuel consumption and tyre wear

Added free camera (Ctrl-F then the mouse and WASD, SHIFT keys)

Link to comment
Share on other sites

Build 83 (01/11/11, Manager+)

Fix for sun/flare rotation/elevation not having an effect when wdf loads

Enabled DX11 Vertex Input Assembly tracking/shadowing

Enabled display of connection failure reason

Temp AIW for Glencairn Reverse, Glencairn East Reverse, and Glencairn West Reverse

New suspension geometry and a quick pass over the physics for Nuke 3, to match up some real world numbers like skidpad g's, ride height and spring rates

Fixed the configure control screen bug which was in the previous build

New exports of all Connecticut Hill layouts. Track lod files added to avoid having popping up trees at Connecticut Hill, Connecticut Hill Reverse, Connecticut Hill Short, and Connecticut Hill Short Reverse

Build 82 (31/10/11, Senior Manager)

Aussie Hill renamed Bathurst

Tweaked lighting values for render mode 3

Completed Bologna Reverse AIW

Checked in a tempory AIW for Glencairn Reverse with 16 start spots

Checked in a tempory AIW for Bathurst with 16 start spots

Extended SimpleBatch shader for new DX11 debug text

Added custom controls for Hud Cycle, Hud Sub Cycle, and Boost

LODC tires skinned temporarily to make deformations work for Leonus F68

Glass shader. Changed kd from 1.0 to 0.6 to reduce diffuse in a similar way we do on bodywork. This reduces the milky look under the sun

Fixed cameras and dynamic objects for Connecticut Hill Reverse and Connecticut Hill Short Reverse

Added "build installed" checks to patches

Added slow change key to F1 menu (hold down control while changing value to get one tenth of the change speed)

Link to comment
Share on other sites

Build 84 (02/11/11, Senior Manager)

Enabled ambient shadows in the rear view mirror

Added new Dbox code for motion chair

Updated the display names in the menu for all tracks, removing underscores

Reduced minimum ride height for the Leonus F68 Cromwell

Link to comment
Share on other sites

E 8400 @3ghz

4gb ram

gtx 460 1 gb

In DX9, perfettamente giocabile, settaggi grafici a palla ma HDR disattivato (attualmente preferisco la grafica meno processata)

Se attivo l'HDR, perdo qualche fps ma il tutto resta giocabile senza problemi particolari.

Attualmente, cio' che veramente "uccide" la mia misera configurazione e' la modalita' DX11, con queste non vado oltre i 25-28fps, pochini per un simulatore di guida...

Alla mia configurazione ho -anzi sto- cambiato la scheda video...da hd4850 sto passando ad una hd5850 1Gb ddr5...speriamo basti a farlo girare almeno in modo fluido.

Link to comment
Share on other sites

Build 85 (03/11/11, Senior Manager)

DX11 - Fix for missing GUI text, under certain forced driver settings

Support for spotlight shadows and main directional shadowmap on a single texture/target (DX9 and DX11)

Enabled use of CTRL-S to bring up FPS counter in the build

Added full badging to Ariel Atom, and changed name in game

New daytime lighting setups in game

Link to comment
Share on other sites

Build 86 (04/11/11, Junior Member+)

New exports of all Connecticut Hill tracks

DX11 - improved QualityLevel and SampleDescription (count) handling. required for enhanced MSAA video options

Implemented Graphics Config and app-side support for MSAA 2X and MSAA 8X and also make FXAA seperate so it can be applied in combination to MSAA

Fixed being able to use the F1 menu in DX11

Changes to help with input lag on PC

Disable steering shake effects for now to eliminate them being a factor on visual lag reports

Fixed a buffer overflow crash with DX11

Fix for crash on selecting MSAA modes

Enabled Renderer metrics in all builds (CTRL S still wasn't working correctly in FINAL - it is now)

Modified shaders for improved car lighting

Tweaked day lighting for Bologna and Connecticut

Tweaked LOD distance settings for all Connecticut Hill tracks

Leonus F68: fixed corrupt skin on LODB suspension. Temporary skin on LODC tires to make deformation work

Ariel Atom: Dropped tire damping for an effective damping ratio of 0.1, which equates to a coefficient of restitution of 0.73.

Sun rotation updated on Bathurst

Link to comment
Share on other sites

Build 88 (07/11/11, Manager+)

App-side fix for broken 'HIGH' AA mode

Reverted previous change to go back to GetSmoothedUnfilteredSteering for non-wheel controllers

New Kart physics for better drivabilty. Many tweaks to the tyres and chassis

Ariel Atom 300: Torque curve rebuilt to match dyno chart

Fix for GUI video options list scrolling through in the wrong order bug

New physics based on removing the "Use Tyre Stiffness=" parameter form the CDF. Apparently put there to soften the increased tyre stiffness through the game pads. (Formula B, and Asano LM11 TDX)

Updated emap factor to fit wheels shader

New Bathurst export fixing cars flying off the track

Build 87 (07/11/11, Senior Manager)

General bug fixing

Enable G27 RPM lights on PC

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.