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Requisiti minimi e info utili + Build notes


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#11 2slow4u

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Posted 26 October 2011 - 02:02 PM


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...

#12 tonio

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Posted 26 October 2011 - 07:58 PM



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?
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Edited by tonio, 26 October 2011 - 07:59 PM.


#13 2slow4u

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Posted 26 October 2011 - 08:23 PM

Eh, che vuoi che ti dica?...non so! :sad:
Hai provato a chiedere lumi sul forum WMD?

#14 VELOCIPEDE

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Posted 27 October 2011 - 08:11 PM

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)



#15 VELOCIPEDE

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Posted 31 October 2011 - 10:30 PM

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)



#16 VELOCIPEDE

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Posted 01 November 2011 - 03:26 PM

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

#17 tonio

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Posted 02 November 2011 - 04:03 PM

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.

#18 VELOCIPEDE

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Posted 02 November 2011 - 10:19 PM

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

#19 VELOCIPEDE

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Posted 04 November 2011 - 09:27 PM

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

#20 VELOCIPEDE

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Posted 07 November 2011 - 04:59 PM

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