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<rss version="2.0"><channel><title>News: News</title><link>https://www.drivingitalia.net/home-page/software/page/440/?d=1</link><description>News: News</description><language>en</language><item><title>Project CARS Build 663 (Team Member+)</title><link>https://www.drivingitalia.net/home-page/software/project-cars-build-663-team-member-r21132/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/eb660baa935a5639a27b41ffd974b7b3.jpg" /></p>

<p><span style="text-decoration:underline">Build 663</span> (14/02/14, Team Member+) - 348.4 <strong>MB</strong></p>
<p><strong>Next-Gen:</strong></p>
<p>* XB1: Fix for slow debug config (was caused by PIX instrumentation being super super slow in combination with the d3d debug mode)</p>
<p><strong>Render:</strong></p>
<p>* Fix typo in last check-in</p>
<p>* DX11: Debug spam fix + XB1 Dynamic VB size init fix</p>
<p>* DX11: Added extra reporting for mismatched vertex declarations to aid debugging</p>
<p><strong>GUI:</strong></p>
<p>* Missing source sprites for container</p>
<p>* Fixing bumper main menu selection bug. Corrects bumper selection in Profile, Race Weekend and Dashboard.</p>
<p>* Updated My Profile Accolades screen</p>
<p><strong>Replays:</strong></p>
<p>* Replay Cameras: New real-world-style set for Besos National - Take 1</p>
<p>* Replay Cameras: New real-world-style set for Badenring short - Take 1</p>
<p><strong>Career:</strong></p>
<p>* Dashboard screen polishing. Localised the session info names, and simplified some array handling in dashboard screen.</p>
<p>* Added the remaining text variations (with tokens) for each news story type and made news pick one randomly, along with matched (placeholder) image</p>
<p>* Career Championships: Added a Formula Rookie and Formula B Series to extend testing and use as a basis to implement support for series unlocking via contract offers.</p>
<p>* Career Championships: Formula B Euro FB - pre-alpha</p>
<p>* Career Championships: FormulaR EuroFR Challenge - pre-alpha</p>
<p><strong>Pitbox:</strong></p>
<p>* Set the number of pit progress structures to eMaxParticipants - prevents running out of structures when more than 24 players in a race.</p>
<p>* Fixed adhering to penalty bug- which meant you would get DQ'd even if you went in for the penalty.</p>
<p><strong>Tracks:</strong></p>
<p>* Azure Coast/Milan/Belgian Forest/Dubai/: Added missing textures</p>
<p>* Azure Coast: Fixed pop-up on Azure Coast assets</p>
<p>* Eifelwald: Various CSM, terrain fixes, fixed floating, intersecting and flickering objects</p>
<p>* Silverstone: Fixed micro gaps and holes all over the track.</p>
<p>* Oulton Park GP: Raceline added</p>
<p><strong>Vehicles:</strong></p>
<p>* Ginetta G55 GT3: Liveries part4</p>
<p>* Ginetta G40 Junior: Added runtime files + collision export, first export</p>
<p>* Ford Sierra RS500 Cosworth: Added LODX, livery alpha material changes</p>
<p>* RUF RGT-8: Side mirrors and Bonnet done. Working on Interior. Today Removed 20 K tris</p>
<p><span style="text-decoration:underline"><strong>Known issues:</strong></span></p>
<p>- Oulton Park - The track will crash in practice mode, and if you enable qualifying. Only working so far in race and TT.</p>
<p>- Multiplayer - DO NOT PRESS THE LOBBY OPTION when pressing ESC during a online race.</p>
<p>- Ginetta G40 Junior: No placeholder LODs yet, Ride height is too high (issue of the placeholder physics)</p>
<p><strong><span style="text-decoration:underline">x64 Known issues:</span></strong></p>
<p>- x64 currently disabled</p>
<p><span style="text-decoration:underline">Build 662</span> (13/02/14, Team Member+) - 281.9 <strong>MB</strong></p>
<p><strong>Next-Gen:</strong></p>
<p>* PS4: Fix for common buffers using incorrect thread in scene for shared global vectors.</p>
<p>* PS4: Fix for lights in rear view mirror.</p>
<p>* XB1: Enable Forward rendered threading / threadsetup perf tweaks</p>
<p>* XB1: Reset Shadow Setting Quality on TrackLoad (discrepancy with -skipmenu)</p>
<p>* Addition of PS4 login flow preprocessor for auto sign-in</p>
<p>* Minor OneSock changes for PS4 multiplayer</p>
<p>* PS4: Fixes shadow best cascade.</p>
<p>* Xbox One multiplayer implementation first pass.This enables basic multiplayer functionality on Xbox One. For the time being all users need to be in a party before creating a match. Matchmaking support is not yet implemented.</p>
<p>* XB1: Fix some shadow rendering issues (now correctly aligned with PC)</p>
<p>* Added better fps reporting on PS4</p>
<p>* Moved reflection code again to a better position. Enabled threading for it on PS4</p>
<p>* XB1 DebugMenu fix some debug only D3D11 asserts</p>
<p><strong>Render:</strong></p>
<p>* Fix for multi-threading reflections, this stops the glitching on PS4/XB1/DX11MT when running in wet weather.</p>
<p>* DX11 / XB1 optimisations: LightWeight Primitives use our self-managed double buffered dynamic vertex buffer ( instead of being driver managed ). Placement buffers with 'streaming' for Constant buffer setting on XB1</p>
<p>* DX11 - fix for instance vertex buffer over-runs.</p>
<p>* Select correct main game (not FE!) shadow settings index on race load.</p>
<p><strong>AI &amp; Pit-Stop:</strong></p>
<p>* Updates to AI pit strategy debug logging</p>
<p>* AI fuel strategy debug logging</p>
<p>* AI damage strategy updates for practice/qualify</p>
<p>* Extra AI tyre choices based on track temperatures</p>
<p>* Increased range of pit stop choices for AI</p>
<p>* Tidying up driver code</p>
<p>* Tweaks to suspension forces for AI including unloaded tyres, ground detection and tyre compression</p>
<p><strong>Career:</strong></p>
<p>* Added a career helper to convert position number into a display string (1 to "1st" etc.), and updated career news to use it for the standings text</p>
<p>* Info is now stored in the profile for the last 5 Career sessions played, and all career news slots are now being populated from this session history (as it builds up).</p>
<p>* Scoring news now displays names of drivers finishing 1st/2nd/3rd in a session, and the winner's rank in the overall standings.</p>
<p>* Scoretable generation extended so it can get scoring for a single session, as well as totals</p>
<p>* Career news ticker now displaying short versions of the news messages. Added applink for it and made headlines type-specific</p>
<p>* Finishing position now passed down from Timings to the per-session info, and moved all per-session info into a new profile struct to make them simpler to process. Got news displaying driver names, positions and lap times, and the appropriate image for the timed session types. Historical standings from when the news was generated are now used rather than the current standings (so news doesn't change).</p>
<p>* Fixed a bug with resetting when switching series. (NOTE: Career progress has been reset to avoid invalid session information producing bug reports)</p>
<p>* Standings screen fix: Instead of having 10 racers in first place when no points are scored on the standings screen, we have 10 races in "-" place as ranking does not apply until points are on the board.</p>
<p><strong>Physics:</strong></p>
<p>* Traction control slip fix</p>
<p>* RUF RGT8: Tweak to engine behavior when bump starting the car.</p>
<p><strong>GUI:</strong></p>
<p>* Adding UI support for the new Traction Control Slip tuning options. Car CDFs are still being updated to handle this value although the setting does work on the Ariel Atom Mugen.</p>
<p>* Start of My Profile update</p>
<p>* Bug fixes for the quick menu. Added a delay on the menu appearing to get around click event duplication issues. Will look for a permanent solution to this after the milestone. Also fixed the options applink on the quick menu screen.</p>
<p>* Endorsement tab added, My Garage screen updated to latest style</p>
<p><strong>Tracks:</strong></p>
<p>* Loire: Added missing texture for a1_pitbuilding and garage interiors, added textures for extend garages</p>
<p>* Silverstone: Aspect ratio adjusted for the panasonic banners</p>
<p>* Wisconsin Raceway: Barroed corridors at the "kink" also slowed the AI 10% at the apex. Keeps them from running wide there.</p>
<p>* Oulton Park GP: Tracklist update, AIW Updates, viewer objects</p>
<p>* Sakkitto GP: Fixed pit spots not displaying and working. Had to reset the special waypoints in the AIW file to fix.</p>
<p>* Azure Coast: Reworked first small roundabout, removed wall, and made it drivable, fixed csm + grass csm, totally reworked the area in front of the marina, reworked the terrain, added base for all buildings, added 2 new buildings, created path for all of them+ added hedges/walls to sep properties, added small kerbs around all base+path, remapped, created 2 new gantries/ reworked from Kate, reworked csm wall + grass csm around these new stuff, fixed all VT static/inst/crowds/dyn/lights</p>
<p><strong>Vehicles:</strong></p>
<p>* Ford Sierra RS500 Cosworth: Complete UV mapping, finished wheels/brakes, added custom livery support, lots of fixes</p>
<p>* Lotus 72D: LODX cockpit polished, mapped and textured. LODA interior and steering wheel modelled, mapped and textured.</p>
<p>* Ariel Atoms: Added static camber to the animations</p>
<p>* BAC Mono: Baked in camber to suspension animations</p>
<p>* BMW Z4 GT3: Added ADL livery</p>
<p>* Ginetta G40 JR: Initial checkin, added placeholder liveries (NOT YET IN-GAME)</p>
<p><span style="text-decoration:underline"><strong>Known issues:</strong></span></p>
<p>- Azure Coast (Full/FullRev/Stage1): CTD happens when reaching the end of the track</p>
<p>- Oulton Park - Not yet available, it will be unlocked tomorrow after some last minute fixes are made.</p>
<p>- Oulton Park - The track will crash in practice mode, and if you enable qualifying. Only working so far in race and TT.</p>
<p>- Multiplayer - DO NOT PRESS THE LOBBY OPTION when pressing ESC during a online race.</p>
<p><strong><span style="text-decoration:underline">x64 Known issues:</span></strong></p>
<p>- x64 currently disabled</p>
]]></description><guid isPermaLink="false">21132</guid><pubDate>Fri, 14 Feb 2014 14:05:00 +0000</pubDate></item><item><title>rFactor 2: video confronto a Mores</title><link>https://www.drivingitalia.net/home-page/software/rfactor-2-video-confronto-a-mores-r21131/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/002ec4f828e30f5805b6bd79bef18d14.jpg" /></p>


<p>Fra i <a href="https://www.drivingitalia.net/index.php?showtopic=57672&amp;page=32" rel="">numerosi video</a> dedicati all'ultimo rFactor 2, dopo il video <a href="https://www.drivingitalia.net/index.php?showtopic=57672&amp;page=32#entry732327" rel="">confronto a Lime Rock Park</a>, vi segnalo oggi quello dedicato all'<a href="https://www.drivingitalia.net/index.php?showtopic=57672&amp;page=32#entry733155" rel="">autodromo sardo di Mores</a>, paragone diretto che ci permette di apprezzare l'ottima riproduzione nel titolo ISI non solo del tracciato, ma anche dei vari oggetti e paesaggio di contorno.</p>
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]]></description><guid isPermaLink="false">21131</guid><pubDate>Fri, 14 Feb 2014 13:55:00 +0000</pubDate></item><item><title>Project CARS: video conferma nel 2014</title><link>https://www.drivingitalia.net/home-page/software/project-cars-video-conferma-nel-2014-r21130/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/8a3d50223cf4931624717ecb36bcbe4a.jpg" /></p>


<p>Con un <a href="https://www.drivingitalia.net/index.php?showtopic=56350&amp;page=95#entry732922" rel="">nuovo e spettacolare trailer</a> di presentazione, Slightly Mad Studios conferma che il suo Project CARS (in versione definitiva) è ancora previsto in uscita nel corso del 2014. Nonostante quindi la presenza di <a href="https://www.drivingitalia.net/index.php?showtopic=65637" rel="">World of Speed</a>, nuovo titolo racing free-to-play recentemente annunciato, i lavori su Project CARS proseguono comunque a pieno regime e non ci saranno ulteriori ritardi nel rilascio. D'altra parte il gioco è in lavorazione dal 2011 e persino oggi è stata rilasciata una nuova release beta (la <a href="https://www.drivingitalia.net/index.php?showtopic=56364&amp;page=30#entry732992" rel="">Build 661</a>).</p>
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]]></description><guid isPermaLink="false">21130</guid><pubDate>Thu, 13 Feb 2014 09:39:00 +0000</pubDate></item><item><title>Auto e scenari di World of Speed</title><link>https://www.drivingitalia.net/home-page/software/auto-e-scenari-di-world-of-speed-r21128/</link><description><![CDATA[

<p>Dopo l'<a href="https://www.drivingitalia.net/index.php?showtopic=65637" rel="">annuncio ufficiale</a> di alcuni giorni fa, oggi il team Slightly Mad Studios inizia a presentarci le vetture che saranno protagoniste del suo nuovo <a href="https://www.drivingitalia.net/index.php?showtopic=65637" rel="">World of Speed</a>: le prime 4 auto in garage sono molto diverse fra loro, visto che si tratta della 2010 Chevrolet Camaro SS, McLaren MP4-12C, Mercedes-Benz SLS AMG e Pagani Huyara. Molto suggestivi anche gli screenshots che ci mostrano alcuni <a href="https://www.drivingitalia.net/index.php?showtopic=65637#entry733039" rel="">scenari del gioco</a>: Londra, Mosca, Monaco e Brands Hatch.</p>
<p><em>One of the biggest questions that we’re expecting to hear from the community is “what cars are we going to be able to drive?!?” Today we’re going to reveal four cars that will be players will be able to collect and drive in World of Speed. But before we reveal the cars we wanted to tell you a bit about our philosophy behind how we choose and organize the cars in World of Speed.</em></p>
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]]></description><guid isPermaLink="false">21128</guid><pubDate>Thu, 13 Feb 2014 08:55:00 +0000</pubDate></item><item><title>MXGP: Dev Diary #1 e ragazze...</title><link>https://www.drivingitalia.net/home-page/software/mxgp-dev-diary-1-e-ragazze-r21126/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/976157a23a7573f85aa8940d51fc3f36.jpg" /></p>


<p>Milestone annuncia attraverso il primo di una serie di Development Diary l’integrazione della tecnologia <em>‘Motion Capture’</em> all’interno di <a href="https://www.drivingitalia.net/index.php?showtopic=63600&amp;page=3#entry732748" rel="">MXGP - The Official Motocross Videogame</a> il nuovo videogioco dedicato al campionato mondiale Motocross 2013 disponibile da Marzo 2014 su PS3, PS Vita, Xbox 360 e Windows PC. Il <a href="https://www.drivingitalia.net/index.php?showtopic=63600&amp;page=3#entry732748" rel="">Dev Diary #1</a> è caratterizzato da due elementi principali: l’utilizzo della tecnologia Motion Capture, che da sempre contraddistingue le animazioni dei titoli Milestone e immerge i giocatori nella simulazione più pura; la presenza eccezionale, per la prima volta in assoluto di una figura femminile – Grace Leslie Rowe – rappresentante della categoria delle <a href="http://www.monsterenergy.com/it/it/monstergirls/" rel="external"><em>Monster Girl</em></a> che da sempre animano e appassionano i fan del Motocross e non.</p>
<p><em>“MXGP è l’emblema della simulazione, del realismo e della fedeltà alla licenza. L’utilizzo della tecnologia Motion Capture è un ulteriore tassello che si aggiunge a quelli relativi alla fisica, al dettaglio grafico, alle scelte cromatiche messe in evidenza dal </em><a href="https://www.drivingitalia.net/index.php?showtopic=63600&amp;page=3#entry731980" rel=""><em>Video di </em></a><a href="https://www.drivingitalia.net/index.php?showtopic=63600&amp;page=3#entry731980" rel=""><em>Gameplay # 1</em></a><em> rilasciato lo scorso venerdi”,</em> afferma Alessandro Castrucci, Game Director Milestone. “<em>Quest’anno in particolare l’utilizzo di una figura femminile, come quella della Monster Girl, darà una nota di realismo maggiore rispetto ai precedenti anni e siamo sicuri sarà apprezzata da tutti i fan del Motocross”</em>, conclude Castrucci.</p>
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]]></description><guid isPermaLink="false">21126</guid><pubDate>Wed, 12 Feb 2014 16:45:00 +0000</pubDate></item><item><title>Drive approda su Steam Greenlight</title><link>https://www.drivingitalia.net/home-page/software/drive-approda-su-steam-greenlight-r21125/</link><description><![CDATA[

<p>La BeamNG annuncia con il trailer visibile qui sotto il lancio del suo <a href="https://www.drivingitalia.net/index.php?showtopic=59519&amp;page=3" rel="">Drive</a> sulla piattaforma Steam Greenlight. Se quindi ritenete <a href="https://www.drivingitalia.net/index.php?showtopic=59519&amp;page=3" rel="">Drive</a> (che è già possibile provare in versione beta) un titolo interessante, non dovete fare altro che votarlo a <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=227184794" rel="external">questo link</a>.</p>
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]]></description><guid isPermaLink="false">21125</guid><pubDate>Wed, 12 Feb 2014 14:10:00 +0000</pubDate></item><item><title>iRacing: Austin si mostra in video</title><link>https://www.drivingitalia.net/home-page/software/iracing-austin-si-mostra-in-video-r21122/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/8ec28cc75597aaa9c5c6bd490dcae922.jpg" /></p>


<p>Il team di iRacing annuncia con il trailer visibile qui sotto l'arrivo per la prossima primavera del nuovo <a href="https://www.drivingitalia.net/index.php?showtopic=63602#entry732742" rel="">tracciato texano di Austin</a>, meglio noto come il <a href="https://www.drivingitalia.net/index.php?showtopic=63602#entry732742" rel=""><em>Circuit of the Americas</em></a><em>.</em> Ricordo a tutti quelli che volessero provare il simulatore made in USA che è ancora <a href="https://members.iracing.com/membersite/SubscriptionSelection.do" rel="external">attiva la promozione</a> "paghi 1 prendi 3 mesi" al prezzo di 12 dollari, inserendo il codice bonus "PR-YOUTUBE".</p>
<p><em>Go behind the scenes with iRacing engineers to see how Circuit of the Americas is laser scanned and then built into the iRacing service. Watch how our engineers account for every intricate detail. Circuit of the Americas will be the next road track released into the iRacing service, tentatively schedule for Spring 2014.</em></p>
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]]></description><guid isPermaLink="false">21122</guid><pubDate>Wed, 12 Feb 2014 08:55:00 +0000</pubDate></item><item><title>rFactor 2: parliamo di circuiti con Luc</title><link>https://www.drivingitalia.net/home-page/software/rfactor-2-parliamo-di-circuiti-con-luc-r21121/</link><description><![CDATA[
<p><img src="https://www.drivingitalia.net/uploads/985ba1eeb39d8839b552c52c74504cad.jpg" /></p>


<p>Il portale di SimHQ ha pubblicato un <a href="https://www.drivingitalia.net/index.php?showtopic=65657" rel="">interessante articolo</a> dedicato ad rFactor 2: si tratta in particolare di una <a href="https://www.drivingitalia.net/index.php?showtopic=65657" rel="">intervista fatta a Luc Van Camp</a> ed al team di sviluppo che si occupa dei tracciati, nella quale vengono spiegati i vari processi di realizzazione all'interno del simulatore e le caratteristiche peculiari del lavoro.</p>
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<p><strong><span style="color:#993300">Who implements RealRoad into the tracks? What is the process? What point in new track development is it added?</span></strong></p>
<p>RealRoad uses the actual track surface mesh, and is typically the first thing that gets built. This is because everything else is built on to it (outer terrain to track, Armco, outer terrain and buildings). So, the track ribbon is built, the segmentation for RealRoad gets applied, and then all the bumps and deformations are put in. It then gets assigned the correct shader to link the visual effects to the physics engine. Near the end of development when we are absolutely sure that the terrain-related objects no longer need to be touched, we map the RealRoad textures to follow the ideal racing line. So all things considered, RealRoad technology doesn’t require a lot of extra work at all for the artists. It’s merely a small task during the terrain creation process...</p>
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]]></description><guid isPermaLink="false">21121</guid><pubDate>Wed, 12 Feb 2014 08:40:00 +0000</pubDate></item><item><title>Video: Assetto Corsa vs Project CARS</title><link>https://www.drivingitalia.net/home-page/software/video-assetto-corsa-vs-project-cars-r21120/</link><description><![CDATA[

<p>Possiamo ammirare questa mattina un nuovo ed interessante video di confronto fra simulatori: il paragone diretto è fra la release 0.6.3 di <a href="https://www.drivingitalia.net/index.php?showtopic=61791&amp;page=71" rel="">Assetto Corsa</a> e la Build 659 di <a href="https://www.drivingitalia.net/index.php?showtopic=56350&amp;page=95" rel="">Project CARS</a>, con un giro della BMW M3 GT3 sulla pista di Monza.</p>
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]]></description><guid isPermaLink="false">21120</guid><pubDate>Tue, 11 Feb 2014 08:30:00 +0000</pubDate></item><item><title>Victory The Age of Racing su Steam</title><link>https://www.drivingitalia.net/home-page/software/victory-the-age-of-racing-su-steam-r21119/</link><description><![CDATA[

<p>Vae Victis Games, software house italiana, annuncia l'arrivo sull'<a href="http://store.steampowered.com/app/264120" rel="external">accesso anticipato di Steam</a> del gioco di corse online <a href="https://www.drivingitalia.net/index.php?showtopic=45090&amp;page=2#entry732577" rel="">Victory: The Age of Racing</a>. Il gioco è caratterizzato dalla presenza di auto di ogni epoca che si fronteggiano in appassionanti competizioni online. Disponibile anche una modalità carriera che permette di personalizzare il proprio pilota e le proprie auto. "Non abbiamo progettato Victory basandoci sulle ricerche di marketing, ma solo seguendo la nostra passione per creare il gioco di guida che avevamo sempre sognato" ha spiegato il team.</p>
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]]></description><guid isPermaLink="false">21119</guid><pubDate>Mon, 10 Feb 2014 19:50:00 +0000</pubDate></item></channel></rss>
