Uff Posted May 11, 2013 Share Posted May 11, 2013 Hi folks, Since its initial release, the Portugal International track had been plagued with unusually bad performance with heavy stuttering. We’ve looked at every object in-between track projects to optimize the place as much as possible, and gave it a face-lift while we were at it, incorporating the latest technology. In the end, it turned into quite a big project that needed this one final push to complete our planned task list. Had we released incremental improvements, this release would easily be worthy of carrying the v3.0 label instead — it’s that much of a change compared to the other tracks we’ve updated. This one needed it. The end result is a very smooth experience compared to the earlier versions. Enjoy! Profile: http://rfactor.net/web/rf2/tracks/portugal-international/Download: http://www.mediafire.com/download/6znt0222v1bq0ld/ISI_Portugal_2009-v200.rfcmp - 323 MBScreenshots: http://rfactor.net/web/rf2/screenshots/ or download - https://www.dropbox.com/s/azko0b80exrqpjg/20150710_Portugal2.0.zip?dl=0News item (source): http://rfactor.net/web/2015/07/10/portugal-international-2-0-now-available/ Changelog: Implemented RealRoad Shader and reworked/remapped roadsAdded RealRoad to curbsMapped RaceGroove for GP and GT LayoutsRemapped access roadsRemapped painted linesSmoothed out the excessive road bumps for the most partLowered sawtooth curbsRemapped curbs and adjusted texture to match the sawtooth profile (has some small UV glitches)Cut Astroturf into terrain meshesImplemented new Terrain Shader and reworked/remapped terrainCut in new gravel trap edges for use with Terrain ShaderNew road, curb and terrain texture setTerrain Radiosity passAdded grass vergesAdded high poly inner embankments inside T1-T4Added high poly outer embankment between T6-T7Added terrain shadow castersAdded vegetation shadow castersAdded new grid + new textureVertex Blended tyre coloursAdded normal and spec maps to armco postsCut in transparent glass with cheap interior for key buildingsRepopulated RefMap0, ReflectedEnv and Static01 reflection maps with performance in mindImplemented Digital Flags technologyApplied super precise inertia for movable tyre stacks based on rF2’s tyre model calculationsUpdated TDF to latest set of grip valuesAdded telehandlersAdded new and updated camsAdded new loading screensAdded Test Team RealRoad Preset PackRemoved one particularly nasty tyre wall on GP LayoutRemoved HDR ProfilesFixed small building proportion inaccuracyRe-conformed painted stripes to smoothed surfaceFixed tyre wall smoothingFixed some access road T vertsRemapped start lights to match realityFixed many but probably not all popupsRe-exported XSectors to fix 32 bit issuesRe-exported the handful of GMTs that weren’t touched to 2.52 format using gJEDSlightly reduced z-fighting of vegetation, also resulting in a tiny performance gainRenamed Grand Prix of Portugal to GP Layout for the sake of consistencyReplaced all trackside vehicles with higher detail ones (Team Trucks, Rescue Vehicles, Cars)Replaced all modular grandstands with higher detail onesReplaced apex tyre stacks to GT Layout with higher detail onesReplaced outhouses with much better onesReplaced tyre walls with higher detail onesReplaced all cones with much better modelsReplaced glass materialsReplaced entire crowd and optimized for smoother performanceOptimized road and terrain objects and materials for better and smoother performanceOptimized access roads for smoother performanceOptimized tyre wall materialOptimized tyre wall objectsOptimized 3D tyre objectsOptimized fence textures and materials for better performanceOptimized Armco (aggressive), Armco posts and fence postsOptimized and improved barriers (Armco, pitwall)Optimized all vegetation objects for smoother performanceOptimized smaller TrackSide Objects for smoother performanceOptimized shadow casters for armco and tyres for better performanceOptimized small concrete grandstandsRemoved some hardly-seen pit objectsAggressive mirror optimizationOptimized night lightingRemoved unused/obsolete meshes and texturesCleaned up pit building texturesCleaned up main grandstand texturesRemoved negative mip map bias on all/most materialsImproved and rebalanced all vegetation texturesRemapped and optimized marshal hutsImproved road and curb texturesRandomized vegetation a bitRemapped tyre wall canvas and revamped its textureImproved tyre texturesSlightly improved distance markersUpdated crowd texturesImproved vegetation texturesCut in red bricks on old ruin houseRescaled T3 flagsTweaked fogCondensed this changelog (yes, it was much larger)! - - - - - - - - - - - - - Tim WheatleyImage Space Incorporated | rFactor | rFactor 2 This post has been promoted to an article Link to comment
VELOCIPEDE Posted July 10, 2015 Share Posted July 10, 2015 v2.0 in arrivo - screens -> http://rfactor.net/web/rf2/screenshots/ Link to comment
VELOCIPEDE Posted July 10, 2015 Share Posted July 10, 2015 v2.0 disponibile nel primo post Link to comment
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