2slow4u Posted October 26, 2011 Share Posted October 26, 2011 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 More sharing options...
tonio Posted October 26, 2011 Share Posted October 26, 2011 (edited) 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? Edited October 26, 2011 by tonio Link to comment Share on other sites More sharing options...
2slow4u Posted October 26, 2011 Share Posted October 26, 2011 Eh, che vuoi che ti dica?...non so! Hai provato a chiedere lumi sul forum WMD? Link to comment Share on other sites More sharing options...
VELOCIPEDE Posted October 27, 2011 Share Posted October 27, 2011 Build Release NotesBuild 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 More sharing options...
VELOCIPEDE Posted October 31, 2011 Share Posted October 31, 2011 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 More sharing options...
VELOCIPEDE Posted November 1, 2011 Share Posted November 1, 2011 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 More sharing options...
tonio Posted November 2, 2011 Share Posted November 2, 2011 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 More sharing options...
VELOCIPEDE Posted November 2, 2011 Share Posted November 2, 2011 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 More sharing options...
VELOCIPEDE Posted November 4, 2011 Share Posted November 4, 2011 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 More sharing options...
VELOCIPEDE Posted November 7, 2011 Share Posted November 7, 2011 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 More sharing options...
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