Requisiti minimi e info utili + Build notes - Page 37 - Project CARS (ex C.A.R.S.) - DrivingItalia.NET simulatori di guida Jump to content

Requisiti minimi e info utili + Build notes


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Slightly Mad Studios ha diffuso i requisiti hardware per la versione PC di Project CARS, il nuovo e atteso racing game in sviluppo da diverso tempo presso il team, con il supporto di una vasta community di giocatori-tester. Ecco dunque i requisiti minimi e raccomandati, come da tradizione. Non si tratta proprio di configurazioni bassissime ma considerando la mole grafica vista finora è comprensibile, d'altra parte l'alta scalabilità consente varie possibilità intermedie, sebbene per godere appieno del massimo dettaglio sia necessario possedere una discreta "bestia".

Configurazione minima:
- CPU: 2.66 GHz Intel Core 2 Quad Q8400, 3.0 GHz AMD Phenom II X4 940
- Scheda grafica: nVidia GTX 260, ATI Radeon HD 5770
- Memoria: 4Gb RAM, 1Gb VRAM

Configurazione raccomandata:
- CPU: 3.5 GHz Intel Core i7 3700, 4.0 GHz AMD FX-8350
- Scheda grafica: nVidia GT600 series, AMD Radeon HD7000 series
- Memoria: 8Gb RAM, 2Gb VRAM



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Build 774 (25/07/14, Team Member+) - 542.8 MB
Next-Gen:
* PS4: Clamp DOF blur amounts to stop invalid lerp.
Audio:
* Balancing changes
* Volume fixes, balancing changes
* Balancing changes. Boosts crowds
* Balancing changes, some DSP comp added
* Further balance adjust for levelsounds.
* Formula Rookie onhigh sample now glitch free. BMW Z4 and Bac Mono externals a tad louder.
* Tweaks to the Mercedes-Benz AMG C-Coupe DTM.Now uses a better engine sounds and can rev to 8500RPM before hitting the limiter.
Render:
* Fix for restart time bug.
* Enable direct to target text rendering
* Clamped DOF blur to stop it lerping out of range.
* Reverted clamp on blur (fixed in a different way).
Controllers:
* Tweaks for T300RS
GUI:
* Added fuel readout to analogue tachos to HUD
Cameras:
* Hockenheim pre-race world cameras
Characters:
* Wheel mechanics, fixing triggers
Career:
* Career simulate skipable sessions
* Updated career TimeProgression enum to match recent additions
Vehicles:
* Sauber C9: Fixed steeringwheel render options
* Mercedes 300SEL AMG: LOD tweaks to reduce popping
* Mercedes SLS GT3: Toned down windscreen reflections
* Ford Cobra Trans-Am: Suspension animations and tail light glow ID fix
* BMW Z4 GT3: More tire preheat temp; better model of front dive planes, optional viscous diff package
Environment:
* Plain videowall now has a back for placement in smaller spaces (static asset export)
Tracks:
* Zolder: Updated textures
* Monterey: Instances and crowds placement tweaks
* Bathurst: Fix for wrong physics material at rack at pit
* Hockenheim: Merged TomT interior fix for pitbuilding, tweaked values, more lods tweaks, fixed weird 76px wide texture size, far distance cars at Harpain, portaloo pop-up fix and new runoff adverts for GP variation (static, dynamic + scenes), update alpha for trans windows glass, fix for missing fences, fix for rest of zfighting adverts in front of barriers, new james-kerb21 merged, Mercedes Tribune update merged, smoothing issue fixed on tarmac at kerb, texturemap path issue fixed, Updated the blue/white kerb textures to reduce the tiling caused by previously only having 2 sections repeated., LODs values tweaked, more track dressing, Made Hockenheim cone masses lighter (dynamic objects), updated the paint nmap as it had a few features that have been removed from the diffusemaps. fix for tribunes object flags, updated the colour concrete paints to make them look a bit smoother and better painted, and less old and worn, trucks lod changes, pitupdates from James merged and zfighting advert issue fixed, modified weights of Badenring dynamic cones, updated LOD distances for crowds
Known issues:
- Replays: Working but you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Hockenheim crashes when using x64

Build 773 (24/07/14, Team Member+) - 897.6 MB
Next-Gen:
* XB1: SSAO uses ESRAM
* PS4: Fix for spot shadows.
* XB1: Fix DOF with shared ESRAM
* XB1: Default target shares ESRAM
* XB1: GUI ESRAM + Backbuffer ESRAM fix
* PS4: Add mem clear on unused video textures.
* PS4: Tweaks for Thrustmaster 1080 degree turn wheels (T300 and T500).
* XB1: Bink fixed audio setup and main menu video decoding performance.
* XB1: Use new full manual ESRAM layout for deferred rendering, envmaps, shadows and RVM.
Render:
* Removing ambient lighting from Rain drops.
* Removing unused variables from camera drops.
* Fix for a couple of missing texture switches.
* Preventing forward lit rain appear in cockpit - technique selection corrected
* Removing scalers in the reflection emaps to improve the popping effect we are seeing.
* Fix knockon issues that could be cause if end endrendering has models in its defferred lists.
* Weather updates to rain outside and oncar, thunder and wiper sounds (logic still remains open).
* Setting up the screen effects to to ensure they have the correct forward lighing data when rendering.
Audio:
* Weather now set with the correct audio format and compression for all FSB bank files
Weather:
* Further rain buildup rate tweaks
* Light cloud (marine climate only for tests) tweaks so that blend to rain is smoother, car and screen drops start later in transition to coincide with visual rain. Also tweaked the spray particles, adding new 2_col_multiply tequnique so that colour and opacity are driven by both time (like lukas set up with recent polish) and track wetness (which had been lost with recent polish).
Characters:
* Crowds: Updated materials for LODC billboards to avoid overlight, Updated billboard normal with tangent space front view
Cameras:
* Disabled pre-race camera sequence at the beginning of end-of-race replays so replay starts in trackside camera mode.
Career:
* Career Championships: Global replacement of Cadwell layouts due to lack of pit garages.
* Career Championships: Formula A - VF1 Class of 74 - Cadwell replaced due to too few pit garages.
* Career Championships: Formula Rookie - First session start time tweaked as it was still too dark.
* Career Championships: Formula Rookie - Cadwell replaced due to pit size being too small. Frst session start time moved to later as it was still too dark.
AI/Pitstops:
* Formula Rookie: AI bugs fixed and speed increased
* Added a timer to the revving for more sinusoidal variance
* Increase wall detection minimum speed from 25% of top speed to 33%
* Added tweaker StartRaceThrottle_RevRandom for start race revving variance control. Increased default value from 0.03 to 0.1
Physics:
* BAC Mono: AI tire model tuning, GT3 tire damping fix, WIP LMP2 tire revision
* Fix contact distance of PhysX revolute joint. Make sure it is less than half of limiting angles breadth.
Vehicles:
* Added/fixed HUD tachos/motecs to various cars
* Sauber C9: Fixed headlights, fixed headlights
* LMP2 RWD P20: Added damage, AO and cockpit animations
* RUF RGT8 GT3: Ultra file initial check in, Added cockpit display
* BMW Z4 GT3: Source textures for polishing pass, CPIT polishing work.
* Ginetta G55 GT4: LODX / CPIT / LODA / B interior polish and changed to GT4 from GT3
Environment:
* Flowerclusters and reed plants instances added to the pool
Tracks:
* Monterey: Completely new outer terrain, side road cutted in, trees, bushes, instances placement, new lake area, bug fixes
* Hockenheim: Fix for the shimmering microgaps, fix of degenerated triangles, fix for display, fix for adverts merged, crowds fixed some placement issues, swapped fictional banners out for real life approved ones - Panasonic , NVidia , WMD , PCars, fixed start and pitlight glowtest position entries, fixed digital counter, exported with latest exporter fixed lod popup of startlight, LOD values adjusted, export after continued polish pass - added new assets from Tomas and MJ and Jan , new start lights from Andreas, new trees & sky from Sven , completed accuracy pass, added all the coloured concrete and track logos, tidied up all the edges as far as possible in the time available, some fixes to lod popping, new garages from Tomas., fixed various popping issues, floating assets, 1st pass of dressing
Known issues:
- Replays: Working but you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Hockenheim crashes when using x64

Build 772 (23/07/14, Team Member+) - 315.5 MB
Next-Gen:
* XB1: Fix SRGB state after tonemap
* XB1: Missing garage fix v2 (doesn't break PP)
Bugfixing:
* Fixed ChaseCam2 sinking under the track bug. Hardcoded checks of "ChaseCam" were replaced with camera config flag IsChaseCamera (default value - false, true for "ChaseCam" and "ChaseCam2").
Render:
* Adding in addition particle colour mode called ECM_TWO_COLS_BLEND. This should allow us to blend 2 colour inputs together.
Weather:
* Changed the weather progression slider so it allows 30x time
* Changing the code for weather so that each weather times duration is 55 mins.
Online/Multiplayer:
* Fixes for broken multiplayer options number of laps, rolling start and AP under certain conditions such as from the lobby following in-game host migration. Fix for 'can change game mode' assert on PS4 when returning from a MP race where the flow is asynchronous. Fix for rolling start not working in multiplayer (needs more testing once pre-race flow has been polished).
GUI:
* Images for all peripherals added
* UI fix for when the weather progression slider is unselected
Characters:
* Updated start of Airjack mechanic (on fuel_done)
Career:
* Data setup for championship formation laps
AI/Pitstops:
* If !mAllowPits then AI keep driving around
* AI wall collision detection : Higher minimum speed from wall detection ( 25% of topspeed instead of a hardcoded value )
* Tweaks in the AI throttle computations, allowance for some coasting, reduction in braking unless really needed, should stabilize inputs overall.
Physics:
* Updated setup of vehicle-specific materials, wheel shape descriptors, and collision filtering.
* Forecast weather: Added accessor for weather acceleration, Check forecasted weather and notify physics systems, Player initial default tyre choice takes into account current and forecasted weather, AI initial tyre choice takes into account currrent and forecasted weather
Vehicles:
* Lotus 98T: LOD tweaks to reduce popping
* Mercedes 190 Evo2 DTM: LOD tweaks to reduce popping
* Ginetta G55 GT4: LODX / CPIT / LODA / B interior polish and changes to GT4
* Lotus 78: Moved a few polys from LODX engine mesh to Chassis. Re exported with latest exporter, 1.215 to fix build errors.
* Mercedes C-Coupe DTM: All new Wiper meshes. Wiper Animation/ Rain setup done. Fixed LODC UV3 Glass mapping. Fixed cockpit animations. Fixed a few normals problems. Removed Lightglow Rear damage deformation.
Tracks:
* Lakeville: Toned the rubber overlay down by 35% to make the kerbing a bit bighter.
* Bathurst: Updated assets merged, collision issue at outer terrain fixed, two sideroads bank issues fixed
* Hockenheim: Tyrewalls replaced, switched lights in the pit garages to lighting override control, and also turned off shadow casting to remove a lot of overlapping shadows. New Skydome as replacement for generic skyring, fixed reported issues, blocked open areas
Known issues:
- Replays: Working but you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.

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Build 775 (28/07/14, Team Member+) - 342.2 MB
Next-Gen:
* PS4: Adds support for rect prim. Optimisations for DoF.
Render:
* DOF: Removed unused code. Added techniques for all in one blend (does not blur CoC).
AI/Pitstops:
* Fix broken Linux build by adding new cpp file to Unity.cpp
* Refactor AIBehavior to have more specific AI virtual methods for a cleaner codebase
* Modify the check forward distance of the car to car geometry test to make it based on speed so as to lower cases of front to back collisions in turns
Vehicles:
* BMW 320 Turbo: Added liveries
* Mercedes SLS: LOD tweaks to reduce popping
* LMP RWD P30: Fixed headlights, fixed headlights on LODX
* Mercedes C-Coupe DTM: Fixed shift lights of cockpit display
* Various Cars: Fixed cockpit gauge calibration on several cars
Tracks:
* Bathurst: Fix for floating issues
* Hockenheim: Updated texture for Hockenheim vertical flags, more grass skids added, MichalJ overlays edges and James embankment-overlays merged, fixed issues at terrain and updated instances flags, object flags and LOD distances update for instances around hairpin, added new textures for the embankments, updated the main broadmap to remove some nasty bright areas, added new txt for construction, glass and new big huts
Known issues:
- Replays: Working but you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.

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Build 780 (01/08/14, Junior Member+) - 498.1 MB
Next-Gen:
* XB1: Increased immediate buffer sizes (removes rendering bubbles)
Bugfixing:
* Only allow race and simulate for todays date - AR-1984
* Showing "simulating" dialog for 2 seconds when simulating in calendar. - AR-1985
Render:
Tweaks to reflection culling.
* DX11: MeshPrimitive profile flattening
* Adds support for compressing floats in interpolators.
* DX11: Tiny fix that reduces the number of contant buffer updates by around 1000 calls.
* DX11 Optimisations: Remove FX11 redundant SRV and Sampler state setting. Remove redundant common constant buffer pixel/vertex shader setting
* DX11 State setting optimisations: Early out and don't set constants with shaders that are null (shadows), Fix issue with zero sized constant buffers forcing a slow material path (shadows), Constant Buffer tracking reducing state setting, Full optimal/merged vertex buffer state setting.
Weather:
* Added random weather
* Update forecast to include full 24 hours and fix retry bug.
GUI:
* Weather icon tidying
* Added time of day icons..
* Fixed up the advance button applink
* Removed round name from day view panel
* Weather hooks in for realtime weather forecast.
* Disallow simulation for time trial & free practice
* Fixed up lap position to increment during accelerated time
* Disabling the simulate button when a session is non-skippable
* Quads added to the calendar to denote TODAY and MY NEXT EVENT
* Added hooks to allow me to be able to put syncing race duration weather progression..
AI/Pitstops:
* Added filtering for PredictedTime parse
Career:
* Career Championships: Clio Cup - updated to set race sessions as non-skipable.
Vehicles:
* Formula B: Bug fixes
* Formula A/C: New export
* Ford GT40 MKIV: New export
* Ford Sierra RS500: New export
* RUF CTR3: Added licence plates
* RUF RGT-8: Added licence plates
* Ford Mustang Boss 302R1: New export
* Pagani Huayra: Added licence plates
* Mitsubishi Lancer: Added licence plates
* Oreca 03: Suspension animation runtime files
* Pagani Zonda Cinque: Added licence plates, tweaked cpit exposure
* Ariel Atom Mugen & V8: Fixed unweighted vertices on LODX & CPIT suspension
Tracks:
* Hockenheim: New texture maps
* Silverstone: UTC and snozebox merged , opened all garages, checked through collisions of QA2000 and QA2051, QA2043, dark smoothing/triangualtion issues on ground fixed, garagefloor csm addded
* Le Mans: Added some more floodlights around last chicane, added security fences and further fixes to conform the RL track better, enhanced lod distances of tyrestacks to avoid pop up, Removed crowds in not as safety area marked places
Known issues:
- Replays: Working but you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Cars get propelled out of the pitstop at high speeds
- Speed sensitive camera option is missing from UI
- Avoid using Simulate option
- Don't change the weather options (weather slots mostly)
- Flickering when using DX11MT or X64 (MT enabled by default)

Build 779 (01/08/14, Junior Member+) - 772.4 MB
Audio:
* Formula B incar and external engine sets, plus an AI version. Includes other vehicle events tranny, gears, backfires, distant roll-offs and trajectory. Plus the new distant based reverb/echo effect.
Render:
* Processing of vehicle specific impostor reflections setup XML files in build scripts
* Water spray particles use faster shader that ignores shadows and does lighting calculations per-vertex
* Implemented wheel effet switching for rear/front wheels according to vehicle drive (rear/front/four) - TyreSmokeAnimated_PlayerFrontWheels is applied to free wheels, TyreSmokeAnimated_PlayerBackWheels is applied to powered wheels
Bugfixing:
* Fix rolling start player control on green light. - AR-2148
* Fix ensure lap time is invalidated when AI controlled (or 'simulating') -AR-2152
Controllers:
* Moved pad speed sensitive steering and fitering defaults out of base and into RAC
* Gamepad control updates: New default gamepad input values, F1 access to new gamepad tweakers, Steering wheel smoothing enabled for all gamepad modes, Updated gamepad movement rates depending on fraction of top speed, Added inverse dead zone, Added switchpoint tracking, Smoothed gamepad steering transitions, Gamepad specific speed sensitive steering system, Added soft steering around centre of joypad, Removed old dampening system for new updates
Multiplayer/Online:
* Test increase of ping rate for debugging
* Bumped global leaderboards version to 4 for Friday's global stat reset.
GUI:
* Fix for textdb header
* New raining background
* Changes to allow new weather ui.
* Minor tidying to the in-game menu
* Simulate race session on skip to end.
* Stop progression to next screen when the date is in the past
* Fix for career event panel -- now correctly scrolls through the days events
* Fixing calendar so it bumps you to first event for all new career saves. (AR-1988)
Cameras:
* Replay Cameras: Cadwell Woodland real-world-style cameras - First pass.
Career:
* Text id's updated to match the FIGS database checked in
* Stop progression to next screen when clicking on an empty calendar slot
* Reordered the Day View panel on the calendar to reflect how the event page is ordered.
* Fixed up a lap incrementing issue in physics & app regarding the way events are handled all at once.
* Link the "Skip to end of session" button to align with the "Simulate" buttons enabled/disabled status.
AI/Pitstops:
* Airjack mechanic: Changed jack up motion to linear motion
* Pitstop: Updated Locator RRW, LRW positions for most of the cars
* Pitstop: Chief mechanic: changed start/end position; chief moves away from vehicle way , no more colliding with vehicle
* Driver AI predictionlist optimisations: Removed AcceleratedWaypoint (superseded), Removed SimulateDefaultLap, Optimised pre-race PredictedTime parse
Physics:
* Process physics end of race session also processes player
* Ariel Atoms: AI tire model tuned in the wet, side aero force balance shift, safer bump stops. Evon CR500 tire updates
Vehicles:
* Audi R18: Bug fixes
* Ford Focus RS: Bug fixes
* Caterham Classic: Bug fixes
* Ford Escort Mk1: New export
* Caterham SP300R: New export
* Ford Capri Group5: New export
* Mercedes SLS: Added licence plates
* Caterham R500: Bug fixes, bug fixes
* Gumpert Apollo: Added licence plates
* Oreca 03: Suspension animations, damage fixes
* McLaren MP4-12C GT3: LODA/B/C Check and Smooth
* McLaren P1: Added licence plates, various small fixes
* McLaren F1: Added licence plates, fixed various issues
Tracks:
* Monterey: Added some dirty for fences
* Le Mans: Added ao for basement under tribunes
* Hockenheim: Updated all the placement to suit the new terrain from turn #4 down to the hairpin, scene updates (static placements)
* Silverstone: Fixes and colorupdates for armco, tyrewallcovers and concretewalls, fix for selectionset errors, fix for QA2069, QA2070, QA2093, fix for trunk-advertissue
Known issues:
- Replays: Working but you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Sometimes when you receive a game sync error message in MP this message keep appearing outside MP from time to time. (exit the game to "solve" it)
- Cars get propelled out of the pitstop at high speeds
- Speed sensitive camera option is missing from UI
- Missing icons on weather selection are clear, fog with rain and heavy fog with rain

Build 778 (31/07/14, Team Member+) - 902.5 MB
Next-Gen:
* PS4: Added Trophies
* XB1: Use per thread streaming constant buffer
Debug:
* Added simple simulated packet loss and lag to F1 debug Online WMD menu
Bugfixes:
* Fix for weather assert when launching an online game.
Audio:
* Adding new WIP music track.
* Switches on new music track (total=7)
Render:
* MotionBlur: Added support for separate blur mask.
* Rain performance improvment. Uses per-vertex lighting + no shadows.
* XB1/PC DX11 Renderer inlining pass + fix un-needed post shadow buffering rendering copies.
* DX11: Track rasterizer states with slopescale seperately (reduces dynamic state creation x4)
Weather:
* Wtc tweaks to sun intensity/emissive/light shint settings for optimisations
GUI:
* Reworked time of day and weather icons
* Missing texture for Event Selection screen
* Achievements system and game-wide metrics implementation
* Making the "skip to next race" button work on the calendar.
* Todays date now updates internally to the day you jumped to.
* Stopping the list from eating the input on the Go To Next Event calendar button.
* First visit to career calendar advances player to their first eligible race day. Subsequent visits to the calendar do not advance the date.
Cameras:
* Replay Cameras: Cadwell real-world-style cameras - First pass.
Career:
* Change the event sort order for the day event list
* Popping up the race overview screen on race start for career races
AI/Pitstops:
* Reworked throttling sytem for faster last times, reworked wall avoidance to be able to drive on tight maps
Physics:
* BMW Z4 GT3: Fixed rear calipers, detached until suspension animation is made
Vehicles:
* McLaren P1: Updated lights
* BMW 1M: Added licence plates
* McLaren F1: Added licence plates
* Ford Focus RS: Added licence plates
* Gumpert Apollo: Added licence plates
* BMW Z4 GT3: New export, fixed rear calipers
* Ford Mustang Trans-Am: Fixed rear wheel bone positions
Tracks:
* Zolder: Texture tweaks
* Cadwell: Jira bug WMD-147 & 265 fixed csm in front of ambulance
* Azure Coast: Resaved AIWs to align with slightly changed goemetry heights. Was causing car reset to fall through track.
* Silverstone: Better placement of pit boxes, reduced AI allowed to 20 to match the pit area (was 30 previously) . Fixes bad AI pitting form confused pit choices.
* Le Mans: Fixed jira bug with faulty collision at redwhite barriers, adding missing tyrewall file, dressing and collision related fixes, fixed lots of csm related issues. merged latest from TomT,started fixing issues with missing fences in front of spectators, Delete some reflector around new dunlop bridge, added new txt sign, concrete wall, big road sign.
* Hockenheim: Pit dressing backup, emm. night setup, showroom lights, continued polish pass - drag strip revamp , autograss setup , fixed a few bugs etc.., fixed a typo in the autograss folder name, added new override tree textures for the tree balance pass, updated the foliage texture to work with the new autograss, updated all the rules files to work with the new autograss, updated the TRDs for all 3 layouts to include the new track-specific autograss folders
Known issues:
- Replays: Working but you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- UI displays the keyboard key assignments as [0] (they are registered and functional thou)
- Sometimes when you receive a game sync error message in MP this message keep appearing outside MP from time to time. (exit the game to "solve" it)
- Cars get propelled out of the pitstop at high speeds
- Speed sensitive camera option is missing from UI

Build 777 (30/07/14, Team Member+) - 541.7 MB
Next-Gen:
* XB1: Cancelling matchmaking ticket when a session member leaves or when the session is no longer joinable.
* XB1: Fix for flickering stuff (inadvertently enabled FAST SEMANTICS which is still WIP and requires other stuff not yet finished)
Render:
* Implemented support for track specific ground cover data
* Separate cloud environment map removed - the standard static env-map is used instead
* Straightened up the hdr alignment in front end scene. Added some alternate hdr textures for tests and videos of showroom.
* Changes to vehicle basic shader and all of it's skinned, translucent and alpha test versions. Gloss blends to matte on tight curves to get rid of visual artefacts on vehicle basic edges, seen mostly in FE environ on badges, bumpers, headlights etc. curvatureEnvFactor value of 16 applied to all.
Online/Multiplayer:
* Add more protection to vote event handler, WMD-154 Online - Peer crashes while waiting in the lobby
GUI:
* Updated Calendar screen
* Event Selection screen updated
* Adding race overview screen to the start of races.
* Pre-race camera sequence disabled when rolling start is selected in the race manager
Career:
* Added assert to pick up on career invitation authoring issues
* Accolade unlock checking moved to common code, so that Invitations can run the full checks
Vehicles:
* Audi R18: New export
* BMW M3 GT4: New export
* BMW M3 GT2: New export
* Ariel Atom V8: New export
* Ariel Atom 300: New export
* Ariel Atom Mugen: New export
* Audi R8 LMS Ultra: New export
* BMW 320 Turbo: Fixed various light issues
* BMW M1: New export, fixed LODA and LODB wheel mapping bug
* BMW M3 E30 GroupA: New export, adjusted rear wheel positions
* McLaren P1: All LOD levels updated, DRS animation, ultra file for GUI mesh, added DRS control
* LMP RWD P20: Fixed Bonnet Cpit animation. Added Extanim. Fixed and added elements to Intanim. Fixed Wiper Cpit animation.
Tracks:
* Eifelwald: Created vertical flags
* Oulton Park: Added missing csm to grey box room in pit lane
* Hockenheim: Animated logo, red flares, added animated Mercedes logo
* California Highway: New AIW for off track warnings caused by recent chnaged layout. new illuminated corner signage placements
* Silverstone: Foliage instances moved to child scenes for hwi and sti, replaced 3D ones with more optimized types and reduced base instance count, removed wrong ones and shared all childs among variations
Known issues:
- Replays: Working but you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- UI displays the keyboard key assignments as [0] (they are registered and functional thou)
- Sometimes when you receive a game sync error message in MP this message keep appearing outside MP from time to time. (exit the game to "solve" it)
- Cars get propelled out of the pitstop at high speeds
- Speed sensitive camera option is missing from UI

Build 776 (29/07/14, Team Member+) - 356.7 MB
Next-Gen:
* PS4: Fix for assert on DOF.
VR:
* Added Oculus SDK 0.4.0
Render:
* Increased limit on gather size to prevent buffer space running out
* Switch forwardlitfacingquad shader to use AlphaTestFragment rather than discard
* DX11 PC/XB1: Added Queries to measure GPU usage frame metrics/timing and output using EngineStats.
GUI:
* Updated Leaderboards and Camera screens
* Updated Community Event screen, updated Bannochbrae logo to fit the other road courses
Cameras:
* Replay Cameras: Snetterton 200 real-world-style cameras - First pass.
* Replay Cameras: Snetterton 300 real-world-style cameras - First pass.
* Replay Cameras: Snetterton 100 real-world-style cameras - First pass. Marble placement included.
AI/Pitstops:
* More coasting and smoother inputs
Physics:
* FFB work (ask in the respective thread)
Vehicles:
* BMW 320 Group5: Fixed headlights on LODX
* LMP RP339H: Body damage work done. full AO setup. CPIT animations. Wiper animation rain setup done. Minor normals fixes.
Tracks:
* Zolder: New textures, texture updates
* Bathurst: Garage and pitbuilding detailing merged, issue with start-overlay fixed
Known issues:
- Replays: Working but you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.

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Build 781 (05/08/14, Junior Member+) - 396.3 MB
Next-Gen:
* PS4: Fix for screen rain drops.
Render:
* Code to allow us to have a static env on setup..
Debug:
* Add simulated lag and packet loss to F1 menu
Bugfixing:
* Fix weird issue where selecting weather causes tracks to vanish.
* Fix AR-2146 - Race settings are carried from other modes in to Time trial, allowing for AI racers to be in the Time Trial race
Weather:
* Wtc edits, hable balancing using hdrkey in all conditions. Should be a closer overall brightness level to photographic albeit with much more contrast still.
Gameplay:
* Participant id cleanup, NULL checks and const correctness.
GUI:
* Event Selection screen tidied
* Updated 'Pick A Contract' screen
* Removing duplicate menu options from main menu.
* Testing out some new weather icons for feedback.
* Slider for event preparation screen, new applinks.
* Code to allow us to be able to set the weather time.
* Moving restart option from gameplay options to career detail screen.
* Round, session, session name, time and duration data is now available in calendar detail popup.
* Disabling the "Simulate" and "Skip to end of Session" for Time Trial & Free Practice game modes.
* Removed the session length option from the gameplay options screen, as it's now on the correct career events screen.
Characters:
* Animation triggers fixes
* Pitcrew: wheel mechanics: added "wheel done" trigger
Career:
* Linked up the Career event screen "number of laps" to the session length slider
* Race series set up with per-class scoring will now only process and display per-class scores (end of race display still shows the overall results)
Physics:
* FFB Topology 3 revision, with T3 FC FFB default (made w/ G27)
Vehicles:
* Audi R18: Reupload
* Lotus 49: New export
* Lotus 72D: New export
* Ginetta G40: New export
* McLaren 12C: New export
* Formula Rookie: Bug fixes
* Ginetta G55 GT3: New export
* Formula Gulf 1000: Bug fixes
* RUF CTR3: Added licence plates
* Lotus 98T: New export, bug fixes
* Sauber C9: Removed silver paint, fixed livery issues
* Mercedes C-Coupe DTM : Added liveries setup, added new black wheels textures
Tracks:
* Zolder: Texture updates
* Azure Circuit: Fixes to Marina Lamp Flares
* Oulton Park: Instances draw distance adjusted
* Hockenheim: Updated garage positions to fix AI getting stuck behind pillars etc.
* Le Mans: Fixed updated viewer static and instance files with intersection fixes, hovering asset fixes and accuracy fixes, mising lamps, poles, flags, signs, tents - part1
* Silverstone: Fix for driveable grass issue at hangar straight, fixed invisible wall at garage and added pillar csm, fixed more ground triangulation issues, fixed marshall intersection issues of QA2090 and QA2012
* Monterey: Added emmisive map for small building, update xml files - delete some assets | add other and fix position, update bridge and add details + LODs - fix position for assets - fix pos. for tel. poles and wires - create LODs for hex buildings - update terrain around the buildings
Known issues:
- Replays: Working but you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Cars get propelled out of the pitstop at high speeds
- Speed sensitive camera option is missing from UI
- Avoid using Simulate option
- Flickering when using DX11MT or X64 (MT enabled by default)

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Build 784 (08/08/14, Team Member+) - 232.4 MB
Next-Gen:
* XB1: Minor clean-up of old XDK paths
* PS4: Added support for separate position vertex buffer. Removed old packing matrices and support.
VR:
* Oculus Rift: Enable improved MSAA for VR.
* Oculus Rift: Over-rides Frame Latency (forces to 1)
* Oculus Rift: Auto-configure best refresh rate + implement support for Direct to HMD rendering.
* Oculus Rift: Fix head tracking bug, improve time-warp latency. Add support for detecting extended monitor mode, direct to HMD mode and attaching a window directly to the HMD device.
Render:
* Fix for round-tripping crash (using stale object gathers)
* DX11: Minor optimisation, inlining of sphere bounds (TODO: the bounds are the source of a lot d-cache misses)
Cameras:
* Vehicle folllow camera now uses target distance as focus distance - overrides settings in animation for that camera
Characters:
* Driver male ART: Setted up new names, materials, presets and exports for L driver (GT and classic)
* Crowds: Updated with next new crowds: Talking marshal, talking RO sitting on chair/ground billboards, sitting chair, sitting ground. Updated with new animations. Updated bank animations. Updated textures. Uploaded new exports. Updated bindings
Controllers:
* Upped input processing thread to high priority to increase FFB and pad input fedelity.
* Gamepad updates: Added option to enable/disable soft steering dampening - default is off, Added option to enable/disable visual filtering of steering wheel - default is off, Added option to enable/disable opposite lock help - default is on, Added option to enable/disable old control system - default is off, Tweaks to default settings, Counter steering improvements, Soft steering affected by dampening levels (100% = current levels, 50% = 50% affect, 0% = no affect), Increased pre-heated tyres and brakes based on game level (50% for pro, 75% for intermediate, 100% for novice)
Gameplay:
* Qualifying sessions now let you finish your current lap if it times out during a lap
GUI:
* Make rolling starts default false.
* Center point added to vehicle telemetry screen
* "Simulating" overlay for calendar and save flow
* Career calendar now shows an icon for the motorsport the event is in
* Adding current day and next event highlights to the calendar [AR-2177]
* Updated Multiplayer Create screen along with new Public/Private/Friends setting for online events
* Time progression updates: Corrected time progression increment applinks & code to align to the main menus increments. Added the applinks & code for the time progression to the simulate menu too
AI/Pitstops:
* Pitstops GT: "fuel_getReady", "wheels_start"
* Rework wall checking to allow maneouvering around walls that are too close in certain situations
Career:
* AR-2042 - Current contract selection shown in top bar
* DidWinRace game metric now doing full scoring check so it picks up on per-class scoring
Physics:
* BMW 1M Coupe: AI tire model tuned in wet weather
* Ford Focus RS: AI tire model tuned in wet weather
* Stripped out some unnecessary data from certain FFB tweakers
Vehicles:
* Rain tire tread #2 and #2B DDS files
* Mercedes C-Coupe DTM: Rear wing DRS effect
* Mercedes SLS GT3: LOD tweaks to reduce popping
* Mitsubishi Lancer Evo X FQ400: LOD tweaks to reduce popping
* Renault Clio Cup14: Added LODs and optimized the cockpit model
* RUF CTR3 SMSR: Merged in the polished, mapped and textured LODA interior and steering wheel. Interior DDS texture. Initial check in. Pre-alpha checkin for Daniel to merge in latest work. (NOT IN-GAME)
Tracks:
* Hockenheim: Fixed Nat layout concrete walls
* Watkins Glen Reverse: Fixed corridors not present in pit lane causing pit problems.
* Monterey: Added txt for distatnt wc building and ao and emm for db04 building. Fix for lighting/mesh issues on Monterey portaloo assets (static assets), add alpha channel for specular txt
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Speed sensitive camera option is missing from UI
- Ghost from records done previous to 781 might lead to CTD

Build 783 (07/08/14, Team Member+) - 435 MB
Render:
* Added Envmap gather fast-path for when everything is excluded - now used for Dummy EMAP
* Added support for switching off Envmap gather/query - now used for static EMAP (switched off at the start of a race)
* SSAO. Fix to DX9 using different method to other platforms. Also improved sample direction vectors to improve quality.
* Switched off mip skipping while loading cockpit meshes - this fixes a bug with cockpit quality when low quality texture setting is chosen (at the expense of a little more texture memory)
* Ambient vehicle shadow fade keys added so that the shadow appears to fog in the distance. Fwd lit particle spot light scaler added for water spray and smoke so that the particles don't get whited out in headlight beams.
Multiplayer/Online:
* Hooked up MP lobby ping display to actual ping.
* Added AppLink for multiplayer session privacy setting.
* Connection status reporting improvements: On Steam we now report whether the connection to each peer is rebroadcast via Steam relay servers (i.e. not peer to peer). Such connections are generally unusable for reliable multiplayer gameplay because of the insanely high latencies. Improved packet loss formula, it should no longer count "on the wire" ping probes as lost packets. This issue affected connections where ping probing rate was higher than the actual ping.
* Added support for private sessions: Added new enum and attribute in "session create settings" for session privacy setting. Possible values are public/friends-only/private. This is completely separate from the password-protection, which will be soon obsoleted. Updated Steam lobby code to use this value when creating sessions. Updated PS4 code to use this value instead of the "is password protected" value. Reverted PS4 password protection to use the entered passwords again. Added applinks and appfuncs to profile code to allow the GUI to display and modify the setting. (GUI itself not updated yet)
Characters:
* Driver export updates
* Updated fuel tank, set user defined flags
GUI:
* Allow restart only affects career mode now.
* Fix for continue not going to standings screen on actual race
* We are now showing the correct localized session names in the calendar detail dialog.
* Fixed slider text overlapping the slider, localised "Laps" text and changed time format to 00H00m.
* AR-2216 : Non-race sessions go straight to next event on continue, or you can exit with newly added exit option.
* Changed event duration to be time / laps depending on what is required. Still needs some localisation work, will check with SimonE.
Flags/Penalties:
* Better lap time invalidate penalties
AI/Pitstops:
* Fix second lap pitting bug
* SendVehicleToPits no longer fires not supported warning
* Send AI controlled player vehicle to pits when requested
Physics:
* Removed a few unnecessary, per-car FFB tweakers
* Increased fidelity of steering to reduce compression artifacts
* Caterham SP300R: Set fuel consumption, finished heat & wear model, real spring rates/motion ratios, small aero model tweaks
Vehicles:
* RUF RGT-8 GT3: CPIT, LODs
* Sauber C9: Fixed livery15 numbers
* Rain tire tread #1 and 1B DDS files
* McLaren MP4-12C GT3: Updated AO and cockpit animations
* Mercedes SLS GT3: Misc dds texture - added LODC carbon swatch, small update on gloss channel
Tracks:
* Hockenheim: Tents, vehicles placement
* Monterey: Added txt for warehouse set
* Silverstone: Merged updated com-tower, pitblockers added
* Zolder: Tweaked alpha, toilets, vendor, speakerpoles textures
* Le Mans: Missing lightpoles, powerpoles and signs, placed cars, fixed intersecting trees
* Azure Coast Westbound: Fixed 2 areas where AIW was above track. Track geometery height was changed at some point and this fixes that.
* Lakeville: Fixed the oddly bright white tunnel texture. Remapped the walls here, adjusted the groundmeshes so there are no gaps. Placed tyres and some vehicles to give the road a purpose and also hide the join from tarmac to dirt. added some tyres and vehicles to the bridge service road.
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Speed sensitive camera option is missing from UI

Build 782 (06/08/14, Team Member+) - 717.7 MB
Next-Gen:
* PS4: Fix for white outline on foliage.
* XB1: Doesn't need the flicker fix due to streaming placement buffers
Render:
* DX11: RenderPrimitive helper inlining
* Ambient shadow distance control params
* Setup for god ray occulsion render flags.
* DX11: Shader tracking + XB1 sampler tracking enabled.
* Modified camera_drop to remove blur and inter target.
* DX11: Make shader tracking global (for some testing).
* DX11MT: Fix for a few flickering issues introduced last week.
* DX11: Stream out deferred matrices + XB1 ring buffer tweaking.
* Code to allow us to be able to add in spotlight scalers for forward lighting.
* Controls to allow us to control the ambient shadow strenght based on distance from the camera.
* Fixed a simple mistake in the shader which cause a build error when two particular options were enabled together
Weather:
* WTC fix for bad condition blends at dusk/night for heavy fog and thunder storm.
GUI:
* Missing vehicle class logos
* Changed small icon to vehicle class icon
* Scrolling fixed on Options screens (and others), unneeded Multiplayer Create options removed
* Session overview screen fixes: 'Chat Lobby' disabled for all non MP modes, Time Progression - correct applink added meaning the correct multipliers now show, Added scrollbar to driver list
* Pause menu updates: In-game Pause menu is now aligned to these options, with a slight variation on functionality: Resume, Restart Session, Retire to Pits (which would retire the player from the race and switch to Simulate mode). -Note, 'Retire to Pits' is only for race sessions. This should still be 'Return to Pits' for non-race -sessions., View Replay, Take Photo, Simulate, Skip to End of Session (will do a quick Simulate to end of session), Skip Formation Lap, Exit Session
Characters:
* Pitcrew : Fuel mechanic: Exported with new fuel tower position, new loop start/end position, initial hose animation, new wait animation before hose Plug
AI/Pitstops:
* Very minor tweak on throttling/brake smoothing
* Fix brakes wear even though Mecanical Faults are off
* SendVehicleToPits no longer fires not supported warning
* AR-2165 - Modified actor setup during transition from AI to player control at pit out
Career:
* AR-1987 - Fix stays on event screen after simulate
Vehicles:
* Pagani Zonda R: New export of cockpit display
* LMP2 Marek RP 219D: Initial export, runtime files update
* Caterham R500: Added licence plates, various updates/fixes
* Audi R8 V10+: LODA/B/C Backfaces fix, fix for spot light error
* Caterham Seven Classic: Added licence plates, light fixes, various fixes
* RUF CTR3 SMSR: Steering wheel DDS texture. Cockpit DDS texture. Initial check in. (NOT IN-GAME)
Tracks:
* Zolder: Texture updates
* Cadwell: Added barriers to invisible walls
* Monterey: Added emmisive map for hex building
* Hockenheim: Kerb updates, overlays tweaked, ground gaps fixed
* Oschersleben: Fixed viewer placed lights in garages to switch off during day
* Silverstone: QA2012, QA2014, merged Kat's assets, fixed terrain mesh triangulation errors, updated instance scenes
* Le Mans: Fixed duplicities, missing tents, floodlights, poles, signs, placed cars, further accuracy fixes around the national circuit
* Brands Hatch: Godray occluder flag activated for pittower glass, faded kerb normal maps to avoid dark look in the night when car lights are on
* Lakeville: Minor polish and fixes - kerb brightnesses, kerb rubber reduced, autograss setup, full mciro-gap welding, full new welded CSM, dirt track pass, updated textures for kerb and terrain minor polish, added new meshes for Lakeville autograss, added new style autograss, updated rules files, added mesh folder to the TRD , updated texture.
Known issues:
- Player loses control of the car after accessing the Setup and Strategy.
- Cars get propelled out of the pitstop at high speeds
- Speed sensitive camera option is missing from UI

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Build 788 (14/08/14, Team Member+) - 668.3 MB
Next-Gen:
* PS4: PlanerReflectionTasks fix.
* PS4: Added support for msaa resolve in copy RT to texture.
Audio:
* Added latest batch of pit to car radio files to FMOD project
* Renault Clio Cup 14 racecar version of incar and external engine sets, plus an AI version. Includes other vehicle events tranny, gears, backfires, distant roll-offs and trajectory. Plus the new distant based reverb/echo effect. Tweaks to the Race1 tranny whine, it now tails out at low diff speeds without pitchyness.
Render:
* Seperate lighting scalers for rain.
* Fix for low res issues and fix for camera juttering.
* Revised concatenation method to assist with shader compilation errors
* Maths - Invert4x4 and Matrix 4x4 transpose both optimised using SSE (2.5x faster)
* DX11: Runtime optimised bonestack handling for skinned geometry. Bones are direct map written to the CB, avoiding 2 intermediate copies. Also has the benefit on aligning PC more closely to how XB1 is handling these.
* DX11: Bone Constant Buffer moved to index 5 and world/lighting/scene/frame constant buffers moved down a slot. This allows a single call for material/world constant buffer setting now that the runtime manages Bone CB's directly
* Rainfall changes to use omni directional lighting, fixing issues we were having with transmissive. The effect has had particle specific multipliers set up for headlight and direct light so it will should now be balanced better visually. The effect has also been optimised by reducing the density and area, the omni lighting is also an optimsation. I have also added headlight multipliers for gravel specs, grass and gravel dust so they shouldn't glow like crazy now when caught in direct beams.
Cameras:
* Near and Far plane Z settings are now carried on the FOV Z and Y coordinates
GUI:
* Unread messages indicator
* CareerEvent Icons & Posters updated with WMD stuff
* Career Events icons & posters - fixed and missing icons
* "New career" menu option disabled when no more save slots are available
* Sorting monitor screen driver list correctly. Qualification is by timing, races are by position.
* Custom Seasons menu option changed to just disabled rather than invisible (design request, as it's now tagged as coming soon)
Career:
* Range checks to avoid issues when testing with incompatible save data
Characters:
* Driver male ART: Added F1 classic variations + composer exports, Added new materials and removed old ones, Added Driver medium set up + composer + ready for export
Animations:
* Initial helmet tearoff strip animation
* GT Pistops: Airjack mechanic animations updates.
* Driver animations/setup: Tweaked camera for RWD P30 LMP1 (fix for WMD-543 )
AI/Pitstops:
* Adjusted fuel variance for AI
* Exclude hazards that are not on the driver's current branch
* Removing obsolete Strength code as the AI skill / modifiers are prefered
* If in pitlane and pit is busy, cars will drive through the lane. If wanting to enter pit lane but pit is busy, cars will stay on main
* AI tweaks: Fuel strategy tweaked when stopping, Increased fuel load for final session to ensure the car is able to drive back to the pits, Scaled all AI into pit decisions to reduce frequency, More accurate fuel use calculations for AI, Tweaked initial strategy for pitting for fuel
Physics:
* Kart CR2 Slick tire added
* GT3 Cars: Tire preheat to 90C
* 250cc Superkart: Physics overhaul
* Caterham R500: AI tire tuned in wet weather
* Added GetAIAbilityAdjustedScale back to calculations for split times
* 125cc shifter kart: Physics update and fixed a bug causing the car to CTD
Vehicles:
* Mercedes C-Coupe DTM: UV fixes
* Oreca 03: LOD tweaks to reduce popping
* RUF RGT-8 GT3: Changed interior material, LODs cut further
* Renault Clio Cup14: Added AO, added damage and cockpit animations
* LMP2 Marek RP219D: Interior DDS texture. Initial check in. Steering wheel DDS texture. Replaces placeholder one. Cockpit DDS texture. Replaces placeholder one.
Environment:
* 3D tree bhlow008 LODB vertex issue fix
Tracks:
* Anhalt "C" Circuit: Trd change, added Anhalt C Circuit to Anhalt group
* Oulton Park: Updated TRDs to include the tree override folders, and updated tree placement XML to a) randomise the tree type more , B) use all of the override tree types in reasonable amounts , and c) to rotate all trees so they're not end-on to the camera from the typical racing direction.
* Le Mans: Added latest from Jan, added gate for Bugatti circuit, ongoing fixes and optimisations on outer terrain
* Brands Hatch: Skyring draworder issue fixed, loft updates/corrections as for Indy layout, microgaps fixed, skyring draworder issue fixed, godray occluder flagged
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Speed sensitive camera option is missing from UI
- Game brightness is lower than normal, temporary workaround is to do Alt+Tab to get out of the game and back in

Build 787 (13/08/14, Team Member+) - 332.7 MB
Next-Gen:
* PS4: Fix for starting up in SD. (WMD-635)
Audio:
* Adding second batch of pit to car call outs
Render:
* Rain: Fix for dir lighting scaler
* SetCurrentWorldMatrix optimised using SSE (saves around 1.3% cpu!) + renderthread management made lock-free
* DX11: Only use non dynamic usage lightweight prims on XB1 - on PC, dynamic usage is much faster on AMD cards than instanced vertex data.
Controllers:
* Added gamepad presets accessible through F1 Gamepad menu with presets from SteveD (0), Jerry (1) and Bruno (2)
GUI:
* Updates to the EndOfWeekend screen
* Oschersleben "C" Circuit: GUI files
* Preliminary hookup of Kers and DRS hud gadgets
* Not showing up pit strategy screen if session is over.
Gameplay:
* Change pit and garage assignment, so we don't share pits if not necessary.
* Removing RollingStartPlayerControlOnGreen overrides
AI/Pitstops:
* Attempt to make hazard multi line exclusion crash safe
* Removed a few lines of obsolete code that were causing last lap pitting
* Fix throttling bug that could cause AI to throttle even more if over the speed limit in an acceleration zone
* Added safety check for mIsInPit lane to solve issues with cars improperly driving through pits and not setting the speedlimiters correctly
Career:
* Improvements to Career Results table
* Team standings now handle per-class scoring
* Career Contracts: GT3 contracts updated to match new vehicle livery names.
Physics:
* BMW M3 E30 Gr.A: AI tire model tuning
* Mercedes 190E DTM: AI tire model tuning
* Caterham SP300R: Fixed minor typo in rear damper setup
* Ford Sierra RS500: Aero model tweaks. AI tire and setup tuning
Vehicles:
* RUF RGT-8 GT3: Added custom liveries
* Audi R8 V10 plus: Collision model update
* RUF RGT-8 and CTR3: Added manufacturer paint colours
* RUF CTR3 SMSR: Cpit improvements, rounded top of steering wheel for better motec visibility, improved cpit mirrors. (NOT IN-GAME)
Tracks:
* Monterey: Added txt for firestop buildings + some missing nmp for woodwall
* California Raceway: Added temp outside coll/fixed assets coll errors/added vt temp barriers/updated sel sets
* Eifelwald: Updated ground cover files to work with the new meshes, checked in new autograss files and updated TRD
* Oschersleben "C" Circuit: AIW; grass Exclusion; Ground cover, several files (Raceline, trd, instances, static, etc) (NOT IN-GAME)
* Oulton Park: Microgaps fixed, lake area tweaked, triggers fixed, fixed lod popups of caravans , optimized instance dressing count, replced render heavy tree with more optimized one, changed viewer spot lights adapting the changes on the viewer changes
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Speed sensitive camera option is missing from UI

Build 786 (12/08/14, Team Member+) - 171.4 MB
Next-Gen:
* XB1: Fix for bootup black screen
Audio:
* Updated various console soundbank settings to recommended compressed formats
Render:
* Godrays: Code to allow us to grab various objects from around the scene and render them in the god ray light mask, i.e alpha objects..
VR:
* Oculus Rift: Fix for Direct mode, turning off display!
* Added command line option "vrnomirror" to turn off mirroring to desktop window for extra performance in direct mode.
* Added command line option "vrnodynp" to disable dynamic predication for latency.
Weather:
* Wtc edits, resolving fog blending issues between certain conditions. withheld rainy changes as file contains multiple other rainfall tweaks still being tested.
Replay/Ghosts:
* Fixed crash on load of ghost player
Multiplayer/Online:
* Speed up JIP loading by allowing players to load asynchronously
GUI:
* Improved result screen. Championships filtered and selectable
* New End Of Series Results screen and associated Motorsport Trophies icons
* Change to the weather ui to allow user to select start time when using realtime weather.
* Updated End Of Session Results screen (navigation between left and right now fixed and Exit menu item now in correct order). Plus, new EndOfWeekend screen added
* Not ending a qualification after time-out until a 'real' timed lap is completed. Also added warning notification to signal that this will be your last qualification lap.
* Dynamically updating the standings screen name depending on phaseFixed a bug which prevented the qualification from continuing when an AI opponent finished their qualifying session too
Characters:
* Driver Male L: Updated GT_liveries export, Reset SMS calls for all meshes. All exporting and working good
AI/Pitstops:
* Added a debug screen for pitting explanations
* Exclude cars from hazards when on different branches
* Add pitting information to know what is going on when cars are stuck in the pits
Career:
* Career Contracts: LMP1 contracts updated with new vehicle livery names.
* Round/Session and session index handling split to avoid issues that kept cropping up, fixed up all calling code
* Fixed bug where scoring wasn't being updated after non-race sessions (due to post-race screen reorganisation), leading to grid position failing in the following sessions
Physics:
* Ford Mustang Trans-Am: Set fuel consumption, heat & wear model, finished aero model, setup tweaks
Vehicles:
* Ford Sierra RS500: UV fixes
* McLaren P1: Cockpit animation file
* Pagani Huayra: Added more paint colours
* Ford Mustang Cobra: Added custom liveries (DDS)
* Mercedes A45 AMG: Added real manufacturer paint colours
* Marek LMP: Added winning members liveries, added liveries names, added black wheel textures variation
Tracks:
* Wisconsin: New textures
* Snetterton: Tree sculpture added
* Oschersleben: Small adjustments in tirewall in tires position
* Zolder: New textures, updated textures, changed to RL track name
* Monterey: Added latest new assets - fixed terrain - fix levitate assets
* Oulton Park: New autograss meshes and material files added, added new style autograss, added export area folder location to the TRDs, new rules files, new material files.
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Speed sensitive camera option is missing from UI

Build 785 (11/08/14, Team Member+) - 205.5 MB
Next-Gen:
* XB1: Video playback corruption partially fixed.
* PS4: Changed temp render target used in PP filters.
* XB1: Fixed hang during start-up if no controller is connected.
* PS4: Support for aniso and filter clamps on env maps and shadows.
Render:
* Aniso clamp on shadows.
* Rain now has spot a directional lighing scalers.
* Code so ripple are mapped based on a pixels world space.
* Fix for reflections not working with mt rendering.. i.e dx11mt
* Fixes for planer reflections not rendering on dx9 or multithreaded.
* DX11: A few more cpu optimisations (texture setting + release build perf fix)
* Car Showcase: Improved lightmaps which contain bump info, less gsi and light is actually cast correctly onto floor from the strip lights now, improved lighting for FE scene
Multiplayer/Online:
* Enable pre-race session options in MP again.
GUI:
* WIP Results screen in Career Dashboard
* You can now view info and take a photo of your car directly from the My Garage screen
* Converted 5 in-game screen lists into a (new type) scrollable lists: Race results driver & team lists, Standings screen, Simulate screen, Session overview screen
Controllers:
* Gamepad input: Added clamping to final steering value. Tidied and commented code. Removed unused variable
Characters:
* Driver liveries textures: Updated custom player liveries textures
* Driver custom opponent texture source update for a better one withouth wireframe
* Driver Male: Updated Classic driver with custom player/oponnent materials and added to composer export
Animations:
* Updated - airjack mechanic RWAJ
AI/Pitstops:
* Adjusted brake wear for AI based on feedback
* Tweaks to tyre choice for AI during live racing
* Fix a bug that was making the AI pit in the last laps
* Adjusted wetness thresholds for chosing wet over dry tyre options
* Tyre choices will now never require pitting in the last 3 laps as that would be unrealistic
Career:
* Trying date advance on any calendar access from dashboard
* Standings screen updates: Split up screen into a 2 stage screen, stage1 shows new points accumulated for player & team, stage2 shows total points for player & team
Physics:
* New DTM tires
* Adjusted Pilon Spork wet grip
* Formula B: Fuel consumption, heat & wear model, FB CR2 tire tweak
* Mercedes C Coupe DTM: DRS feature added, complete physics overhaul, new collision export
Vehicles:
* Intermediate tire tread #1 DDS files
* Ford Escort RS1600: Heat & wear model
* Vehicles: Added new paint colours to various cars
* McLaren MP4-12C GT3: Updated AO, added cockpit animations
* McLaren P1: Updated AO, added damage and cockpit animations
* LMP2 Marek RP 219D: Chassis textures and UV mapping updates.
* RUF CTR3 SMSR: Added some rear chassis details, split rollbars into int\ext (NOT IN-GAME)
* RUF RGT-8 GT3: Added rim colour variations, fixed damage and wheels alignment
Tracks:
* Zolder: New textures, texture updates
* Snetterton: Treesculpture added to the pool
* Le Mans: Floodlights placement around the common bugatti/lemans area
* Monterey: Updated xml files (fix position for some assets, trees, crowds) + add some new, added txt for distant warehouse and ao map for first aid building
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Speed sensitive camera option is missing from UI
- Ghost from records done previous to 781 might lead to CTD

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Build 790 (18/08/14, Team Member+) - 556.3 MB
Next-Gen:
* PS4: Updated FMOD thread affinity.
* XB1: Switched to 10bit Linear Colour
* XB1: Ring Buffer sized for the whole frame
* XB1: Brightness/gamma fix (GUI and track no longer look desaturated)
* XB1: Fix B&W intro video (the background video is still green/weird, but that should be fixed with a new Bink)
Audio:
* Ford GT40 MKIV: Incar and external engine sets, plus an AI version. Includes other vehicle events tranny, gears, backfires, distant roll-offs and trajectory.Uses the LATEST distant based reverb/echo effect.
VR:
* Oculus Rift: Force full dynamic envmap update - reduces frame variance time, improving smoothness of head-tracking
* Switch to Oculus SDK 0.4.1 (programmers - requires Visual Studio solution reload)
Render:
* DX11: Fix for debug assert (no longer valid)
* Fix erroneous flush happening when loading up a car.
* Shaders Omni directional lighting for particles
* Updated skintest_alphatest shader to use new global params system
* Code to allow us to scale the rain particles based on the camera FOV
* Reposition CTRL<S> FPS stats when running with Oculus Rift so that they are visible.
* DX11: Added creation of m_ShaderResourceViewSRGB for 128 and 64 bit RGBA float textures
* Fix for flush that should not be in place. This would cause full reloads on the character even if not required.
* DX11: Remove un-used GetType primitive call + optimise SetTextureParams : 1.8x faster when skipping unused params
* DX11/PS4: Changed MSAA centroid position to use SV_POSITION/ScreenPos, this saves an interpolator register and a divide.
* DX11: RenderMeshPrimitive optimised - removal of virtual function calls + per thread data grouped together (saves aroun 1.4% CPU on PC, 2.2% on XB1)
GUI:
* Subtitles updated and some usage notes attached
* Monitor screen fixes: Not resetting monitor camera when chaging participant view, Made all monitor on-screen options work in track-side camera, Changes UI buttons around & layout & positioning, Made font smaller for Quick Guide screen
* More monitor & standings screens fixups: Duplicated all changes from monitor screen to standings screen as well, Repositioned the HUD map for the monitor screen to be raised a little to avoid overlap with the new button positions, Added confirmation dialog for retire to pits
Multiplayer/Online:
* Fix MP Join in progress crash, make JIP car spawn on button press for better debugging.
Controllers:
* Updated gamepad preset 2 from Bruno
* Updates to Jerry's gamepad presets + fix for low lock steer sens flag, increased gamepad preset 1's deadzone based on Jerry's feedback
Characters:
* Drivers: Helmet view for GT, F1 and KART updated exports + paths under main folder, Added missing textures from helmetview, Updated all driver versions ingame with latest updates on variations materials
Animations:
* RUF RGT8 : Updated with visor up animation
AI/Pitstops:
* Modified trigger tracking
* Added logging per physics vehicle
* Tyre wear AI pit calculation tweaks
* Increase AI tyre wear to better match players wear
* Changed physics accelerate debug key to on/off state
* Change speed calculations to prevent front to back impact
* Added modifiers for AI cold tyres, tyre wear and fuel load
* Fixed a bug where the driver predicted speed was not being updated every frame
* Only init pit strategy for AI in qualify/practice - fixes AI getting fresh tyres on pitting
* Attempt to protect from the ProcessHazard::Process() seg fault by null protecting the driver class
* Added some AI Behavior debugging info and made small tweaks to the conditions for triggering SingleFile and SlowSpeed behaviors
Career:
* Savegame size reduction and fixes for career
Physics:
* POD fix
* Formula A: More AI model tuning. Added grip to AI tires
* Lotus 72D: Aero tweaks, finished heat & wear model, revised tire
* Lotus 78: Small aero tweaks, heat & wear model finished, tire update
* Lotus 98T: Fixed brake wear rate mistake, fuel consumption, heat & wear model, setup adjustments, tire heating and new tech
* STM updates: Disable slow ticking of HD vehicle when under AI control, Fixed delta length for STM, Added logging of all inputs into STM, Adjusted STM float configs for PC
Vehicles:
* Pagani Huayra: LOD tweaks to reduce popping
* Pagani Zonda Cinque: LOD tweaks to reduce popping
* Caterham SP300R: Custom dirt texture to fix issues with ugly dirt inside the cockpit
* Ginetta G55 GT4: Added windscreen reflections, wheels dds texture, misc dds texture, lights dds texture, brake disc dds texture - new texture, windscreen banner dds texture, badges - initial check in
Environment:
* Upping ambient shadow tweakable distances.
Tracks:
* Oulton Park: Added new small txt for fences, new texture maps, fixed black parts, tweaked metal parts
* Monterey: Added latest missing assets from TomT + updated xml files, updated xml files - add some assets, fix position...
* Wisconsin Raceway: Updated, remaped and newly textures terrain, fixed wrong places, reworked the king part, fixed problematic (wrong) kerbs, relofted most of the walls, armco and fences, WIP of tree adding also proper 3D trees, new RL branding
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Speed sensitive camera option is missing from UI
- Mandatory delete of the local WTC files (if you haven't done previously)

Build 789 (15/08/14, Team Member+) - 428.6 MB
Audio:
* Lotus 98 Turbo incar and external engine sets, plus an AI version. Includes other vehicle events tranny, gears, backfires, distant roll-offs and trajectory. An even NEWER distant based reverb/echo effec - check it out! Plus a slight update to the turbo logic for turbo 7.
Render:
* DX11: Fix for PC gamma issue
* DX11: Fix for missing tyres/driver on XB1
* Fix for in game editing of static emap postions.
* DX11: Enable Instance ID style shader instancing
* DX11: Runtime support for Vertex Instance ID style mesh instancing.
* Fix for dynamic renderable objects being placed in the static emap.
* Fix for potential occasional random crash when going from front end to game (crash was in odd places due to re-use of deleted memory).
Effects:
* Added code to calculate the bias for drying of puddles on the racing line. Basically the effect now ramps up over time and there is an effect of being overwhelmed by current rain, so in a storm the line is only a bit dryer, but as rain vanishes the line can dry almost completely.
GUI:
* Added new standings screen titles
* Added quick guide, button & screen
* Fix for player always appearing in non player series result lists
* Removed player index from monitor names, and added spectate title
* New video voice overs and career tutorials, first pass complete. Removed obsolete track description entries.
* Updating monitor screen title text depending on whether the session is timing based, or lap based. Also corrected the time format of the best lap times next to each drivers name on that list.
Characters:
* Crowds: Created and placed sitting crowds for Outlon
* Driver male: Updated materials - removed alcantara from visors and composition on M version
Controllers:
* Tweaked gamepad preset 2 movement high speed to 1.2
Career:
* Fixed up career DB file
* Career Championships: Formula Rookie series updated to correct participant count.
Physics:
* Quick pass over Formula A for AI stability
* Fixed player and AI vehicle metrics pose disparity.
* Tires: Lotus 49 setup symmetry fix. FB R6 tire. FB CR2 lo tire. FC setup range fix. FC R21 tire. FFB default base drag fix
Vehicles:
* Vehicles: Rain tire #5 tread texture set.
* Added three Aston Martin to vehicle list.
Tracks:
* Oulton: Manager Ad Panels (static assets)
* Eifelwald: Added the new tree override textures specific to this track
* Oulton Park Foster: Removed intersecting trees and replaced with 3d in places
* Silverstone: Grid markings added, pitmarks added, gridskids added, more trunkonly collisions added
* Monterey: Added new building on the lake island, add latest assets, udpated xml files (add some trees around the lake and cars, truck), update xml files - delete some tent on the lake and add some car, trees, truck, add txt for lake building and other small assets
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Speed sensitive camera option is missing from UI
- Mandatory delete of the local WTC files

Build 788 (14/08/14, Team Member+) - 668.3 MB
Next-Gen:
* PS4: PlanerReflectionTasks fix.
* PS4: Added support for msaa resolve in copy RT to texture.
Audio:
* Added latest batch of pit to car radio files to FMOD project
* Renault Clio Cup 14 racecar version of incar and external engine sets, plus an AI version. Includes other vehicle events tranny, gears, backfires, distant roll-offs and trajectory. Plus the new distant based reverb/echo effect. Tweaks to the Race1 tranny whine, it now tails out at low diff speeds without pitchyness.
Render:
* Seperate lighting scalers for rain.
* Fix for low res issues and fix for camera juttering.
* Revised concatenation method to assist with shader compilation errors
* Maths - Invert4x4 and Matrix 4x4 transpose both optimised using SSE (2.5x faster)
* DX11: Runtime optimised bonestack handling for skinned geometry. Bones are direct map written to the CB, avoiding 2 intermediate copies. Also has the benefit on aligning PC more closely to how XB1 is handling these.
* DX11: Bone Constant Buffer moved to index 5 and world/lighting/scene/frame constant buffers moved down a slot. This allows a single call for material/world constant buffer setting now that the runtime manages Bone CB's directly
* Rainfall changes to use omni directional lighting, fixing issues we were having with transmissive. The effect has had particle specific multipliers set up for headlight and direct light so it will should now be balanced better visually. The effect has also been optimised by reducing the density and area, the omni lighting is also an optimsation. I have also added headlight multipliers for gravel specs, grass and gravel dust so they shouldn't glow like crazy now when caught in direct beams.
Cameras:
* Near and Far plane Z settings are now carried on the FOV Z and Y coordinates
GUI:
* Unread messages indicator
* CareerEvent Icons & Posters updated with WMD stuff
* Career Events icons & posters - fixed and missing icons
* "New career" menu option disabled when no more save slots are available
* Sorting monitor screen driver list correctly. Qualification is by timing, races are by position.
* Custom Seasons menu option changed to just disabled rather than invisible (design request, as it's now tagged as coming soon)
Career:
* Range checks to avoid issues when testing with incompatible save data
Characters:
* Driver male ART: Added F1 classic variations + composer exports, Added new materials and removed old ones, Added Driver medium set up + composer + ready for export
Animations:
* Initial helmet tearoff strip animation
* GT Pistops: Airjack mechanic animations updates.
* Driver animations/setup: Tweaked camera for RWD P30 LMP1 (fix for WMD-543 )
AI/Pitstops:
* Adjusted fuel variance for AI
* Exclude hazards that are not on the driver's current branch
* Removing obsolete Strength code as the AI skill / modifiers are prefered
* If in pitlane and pit is busy, cars will drive through the lane. If wanting to enter pit lane but pit is busy, cars will stay on main
* AI tweaks: Fuel strategy tweaked when stopping, Increased fuel load for final session to ensure the car is able to drive back to the pits, Scaled all AI into pit decisions to reduce frequency, More accurate fuel use calculations for AI, Tweaked initial strategy for pitting for fuel
Physics:
* Kart CR2 Slick tire added
* GT3 Cars: Tire preheat to 90C
* 250cc Superkart: Physics overhaul
* Caterham R500: AI tire tuned in wet weather
* Added GetAIAbilityAdjustedScale back to calculations for split times
* 125cc shifter kart: Physics update and fixed a bug causing the car to CTD
Vehicles:
* Mercedes C-Coupe DTM: UV fixes
* Oreca 03: LOD tweaks to reduce popping
* RUF RGT-8 GT3: Changed interior material, LODs cut further
* Renault Clio Cup14: Added AO, added damage and cockpit animations
* LMP2 Marek RP219D: Interior DDS texture. Initial check in. Steering wheel DDS texture. Replaces placeholder one. Cockpit DDS texture. Replaces placeholder one.
Environment:
* 3D tree bhlow008 LODB vertex issue fix
Tracks:
* Anhalt "C" Circuit: Trd change, added Anhalt C Circuit to Anhalt group
* Oulton Park: Updated TRDs to include the tree override folders, and updated tree placement XML to a) randomise the tree type more , B) use all of the override tree types in reasonable amounts , and c) to rotate all trees so they're not end-on to the camera from the typical racing direction.
* Le Mans: Added latest from Jan, added gate for Bugatti circuit, ongoing fixes and optimisations on outer terrain
* Brands Hatch: Skyring draworder issue fixed, loft updates/corrections as for Indy layout, microgaps fixed, skyring draworder issue fixed, godray occluder flagged
Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Speed sensitive camera option is missing from UI
- Game brightness is lower than normal, temporary workaround is to do Alt+Tab to get out of the game and back in



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Se seleziono le Aston Martin va in crash il tutto e devo tornare al desktop...

Edited by fly fly
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