Guest PesceRosso Posted October 16, 2012 Posted October 16, 2012 qualche consiglio? Non toccare niente fino a quando pCARS non sarà uscito. Leggevo sul forum ufficiale che i cali di frame con queste ultime build sono normali, soprattutto in multiplayer: non solo il modello fisico non è ottimizzato, ma nemmeno quello grafico lo è. Cambiare ora pc per un gioco che è lontanissimo dall'avere una vera e propria ottimizzazione non ha senso, tanto più che i tuoi componenti non sono esattamente di seconda fascia. Grazie del consiglio.Vedremo come si comportera' con Assetto Corse, altro sim che aspetto e se e' ok me lo terro' per un altro annetto
delpinsky Posted October 16, 2012 Posted October 16, 2012 E' uscita intanto la nuova Build 324! Build 324 Discussion (16/10/12, Team Member+) Proper logic fix for water level build up Fixed unused variable warnings Online: * Split GetUserAPI() to two - one that will return the default setup assigned by admin as a fallback, and one that will return nothing if only the default fallback setup is known * Changed lobby UI to ignore the default fallback setup in most places; this no longer requires explicit test for the FLAG_ASSIGNED_BY_ADMIN in the UI code * Fixed an assert firing when sending a message while leaving the session Code to allow us to build up the track water levels Added in ultra reflection setting for it to generate emap of 1024 Add fresnel to the reflections Improved handling of guaranteed messages (WIP). When the message pool gets empty, log contents of all message lists and disconnect from the session Removed old hard coded dev control for key L to turn off photo mode, which also toggled pause Wet track reflection drying line amount fixed temporarily at 75% until it can be linked with the physics drying line Don't skip the start engine phase if ignition is off Drying line set to 50% Online UI: Changed apptimer to exectimer in the lobby select screen, to fix the button not being re-enabled when the application does not have focus Reset animation entry flags when acquiring them from entry list (and some general tidying of their management) Enabled impact pieces effects Updates to TextDB and tool to remove the use of unsafe unicode case insensitive compare and some tidying of the sln and projects to bring in line with latest libs Export Manager - All latest updates and common tools updates Added logging of all DS protocol buffer issues New wtc values set up for rain build up speed and track wetness. detached from physics inputs now. set up for light rain, rainy, stormy and thunder storm Added instance file for Belgian Forest Karting Circuit, currently an exact copy of the full track so inefficient, but a good starting point and better than nothing Badenring - missing reported textures added Belgian Forest Karting Circuit - New textures for the build Disable wrong way penalties in SP. Change MP wrong way penalty to a force reset after 10 seconds Add Belgian Forest kart track Cam box added for Sakitto underpass area so that reflection is visible when you drive below, but does not draw when driving the section above. GP and west New Dynamic Brakemarkers placed (physics scene & system files) Sakitto - Missing textures files flagged in the export uploade copied over Sakitto - temp fix, uploading textures to fix export upload reported missing textures Eifelwald GP. Tweaked textures New Derby Brake Markers Rain fall particle tweak. texture tweak and keyed values such as size and density tweaked so that rain isn't so monsoon like in less heavy rainy conditions. lean to camera increased slightly as well Badenring crowds - fixed wrong positions, fixed cutting crowds Badenring - updated LOD distances Wrong way DQ time set to 10 seconds Fixed SP300 AI sounds, one of the samples was in the wrong soundbank Number of drivers in lobby number fixed, Create Season button added Build script update to re-instate missing xmlf files from vehicles\physics Wisconsin Raceway - add new textures for LapBoard, Restroom and TribuneShed Logitech G25 added to Controller images New Badenring exports New Bologna exports New Sakitto exports Do not use Time Trial at the Belgian Forest Karting track Online MP at the Belgian Forest Karting track is 1 on 1 only When manual control for TT starts throttle input is broken - if you wait a couple of seconds the throttle starts working
delpinsky Posted October 16, 2012 Posted October 16, 2012 (edited) Aggiungo questo link a dir poco "esoso", sullo stato della programmazione della pioggia e del comportamento del tracciato.... http://forum.wmdport...ll=1#post268482 (WIP shots.. Shaders and textures are not final..) Spettacolo, come sta venendo! Le pozze d'acqua sull'asfato e sulla ghiaia/erba sono gioia per gli occhi. Quando la fisica andrà a pari livello della grafica, guidare sotto la pioggia e con il sole dopo la pioggia, sarà un'autentica figata! for build 324 we have added wet tracks at Bologna, Badenring and Sakitto. It should be visible in light rain, rainy, stormy and thunder storm conditions, with more reflective tracks in the wetter conditions. All conditions use the wetness mask for variation across the track and the puddle mask so that we get smooth pools of water. I have edited the rain fall particle as well, so that doesn't look so monsoon like in the less heavy conditions. We have added fresnel to the wet surface shader but this is currently only applied at Bologna, and as a result the reflections currently look too little for that track. I'm working with Gus on this now, trying to balance the values to get a better look. GSI has been enabled so now we get some specular from the ambient, which really helps with the wet look. There is a setting in the FE for the detail of the track reflections, which now looks better if set to high. We build up the waterlevel as it rains but this is still very much WIP. It's hooked to game time, not real-time which I think may be too slow if you are running at 1x speed. I think it might need to work the same way as the cloud fade in and fade out and be disconnected from the game time speedup. The drying line is hard coded currently to 75 percent. In the tweakit root you can adjust this in Root/Wet Track/DrylineFactor. We are planning to get it in the next phase. This is still all early door but we wanted to get it out to you at an early stage for feedback, in the same way we did for the clouds. edit - only Bologna has standing water in gravel traps. Edited October 16, 2012 by delpinsky
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now