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  1. VELOCIPEDE

    Build 494 - Update 21

    rFactor 2 Build 494 Now Available! You can now download rFactor 2 Build 494 from our downloads page. As always, we have a new free demo that utilizes the latest core code. Our first release of the year, this update includes a number of graphical updates. Most notable is the automated HDR, which uses a set of functions to change all lighting elements automatically/dynamically, based on real geographical location variables, and time of the day. This gives a much more stable and consistent lighting experience. You may still use your personal HDR profiles. You may also notice some shader draw distance changes. Update 21 (Build 494) Changelog (February 26, 2014): ===================================================== GRAPHICS: ———————— Now defaulting to automated HDR parameters instead of manual profiles for every track when this build is first run. After that, you can change back to a specific profile if you want. The preferred profile for any track is now called “automation”. Fixed calculation and tweaked numbers to reduce cloud pop-in. There’s a few items missing from this changelog, shadow draw, etc. FEATURES: ———————— Optional new HDV [sUSPENSION] line ModelWheelsIncludeAllTireMass=1 improves accounting for tire mass and inertia. Obviously this must coincide with actually adding the tire ring mass and inertia to the wheels in the chassis.ini file. In addition to more accurately simulating the tire ring, this also facilitates the removal of SpinInertia and SpinInertiaAI from the HDV. A related change is the optional removal of TemporaryRingMassInertia from the TGM file – the tire now dynamically changes inertia depending on current shape (a new variable MassInertiaMultiplier can also be included if the physically calculated values are not satisfactory for some reason). For newly created replays, you can now play them even if the (virtual) mod is uninstalled, as long as the individual track and vehicle components are still installed. Created some options for the suspension deformation code that allows more generic connections like brake lines. BUG FIXES / OPTIMIZATIONS: ———————— Fixed problem recovering from ctrl-alt-delete in Win 7/8. Fixed some missing translations in rFConfig. Fixed plugin callbacks PreReset() and PostReset(). Fixed a crash from the RFM spinner in strange cases. Made the “goto preferred car selection” page action go to the non-preferred car selection page in case where the preferred car selection page doesn’t exist (instead of going nowhere) Fixed problem reading older RealRoad files. Fixed a potential pit menu crash if FuelSpecial lines are used in the HDV file. Fixed crash related to Mod Mode all tracks & cars selection & uninstalling other mods. Fixed a couple problems with Resume From Replay, including one potential crash. Since full-course yellows do not work without a safety car right now, disable them if there is no safety car available at a track. Fixed potential crash in transparent trainer code – probably only happened in multiplayer. MODDING / PUBLIC DEV ———————— Fixed bug in ModMgr when displaying large (> 2GB) mod files. Added buttons to ModMgr to delete paths from the Working Dir and Packages selectors. Some shader macro prototypes have changed. Look in pShaderStubs.h for changes. Fixed rcd values write out from realtime editor. Now looking for driver RCD files in vehicle components as well as (hopefully soon to be phased out) talent components. UI / HUD / Options: ———————— Fixed ‘enter’ key moving between min and max replay mode for other languages. When selecting a mod with it’s own UI, the standard rFactor UI will send you to a prompt screen to ask if you’d like to use the mod-specific UI. Added RCD editing gizmos: they work on “virtual vehicle” drivers in main release & any content in Mod Mode. Fixed issue with true type fonts sometimes (usually after UI switch) not loading. MULTIPLAYER: ———————— Official ISI server now show on top of mp lobby list (until user manually sorts). If mod specific multiplayer temp vehicle is not found, will attempt to load generic temp vehicle instead. Added gizmo to standard rFactor UI that let’s you quickly change cars in practice mode without having to leave and rejoin the server. Detecting & reloading livery changes in multiplayer quick vehicle change. Disabled new prediction algorithm by default, until issues are worked out. CONTROLLERS / FFB ———————— Added profile for the Thrustmaster TX Racing Wheel. Added an optional minimum FFB torque to the controller.ini file. Disabled by default. AI ———————— AIs now attempt to restart engine when toggling AI on with a stalled engine. Fixed some cases where RCD files were not loading. Silverstone Circuit v1.01 -> v1.14 Changelog - Increased surface mesh density at The Link and Maggots Corner for short layouts - Added and enhanced 3D modelled surface details based on accurate data - Added International layout - Replaced GP Layout with GT Layout (41 garage spots) - Added Concrete Blocks to prevent wandering beyond limits on short layouts - New default weather preset for GT and International Layouts - Added Medium Rubber RealRoad presets - Reworked Light Rubber RealRoad presets - Added International layout cameras - Fixed inaccurate Sector 1, Sector 2 and Pit In timing lines (Pit In is now at the FIRST line) - Fixed multiple small terrain gaps - Fixed incorrect material on old pit building roof - Fixed Collision for Bridges - Fixed Collision for PitWall Gates - Fixed Smoothing on Grandstand at Club Corner - Fixed Smoothing on wall at Club Corner - Fixed light glow being always enabled - Fixed (most) annoying popups - Fixed Daylight Saving Time zone - Tweaked terrain textures and materials for less aliasing and a tiny bit more depth - Tweaked wall materials for a tiny bit less aliasing - Tweaked Vegetation textures and materials - Tweaked RealRoad texture - Tweaked Glass materials - Tweaked Vehicle materials - Optimized 3D Tyre Walls for better and smoother performance - Optimized Armco for better and smoother performance - Optimized Armco details for better and smoother performance - Optimized Vehicles for better and smoother performance - Optimized Shadow Casters for better performance - Optimized LOD distances for better performance - Optimized Reflection Maps for better performance - Optimized Crowds for better performance - Optimized Terrain objects for smoother performance - Optimized Grandstands for better performance - Optimized Props for smoother performance - Optimized Omni Lights for International layout - Optimized Vegetation - Optimized Grass and Gravel Verges - Optimized Terrain textures - Optimized Vehicle textures - Optimized Building textures Notes: - Performance should be improved by an average of 15-30% over v1.01 depending on detail settings. - Smoothness should be improved by an average of 25-35% over v1.01 depending on detail settings; up to 45% in most previously heavy stutter areas. - Texture size reduction by 35% should also free up some VRAM by a fair amount, regardless of detail settings; - Existing 1.01 GP Layout has been replaced by what we now call GT Layout; which is the same layout with extra garage spots. Loch Drummond 1.1 - Fixed upside-down crowd in some grandstands - Fixed several objects intersecting fences - Added invisible colliders to in/outfields - Added canvas in front of tyre walls - Optimized tyre wall LOD distances - Optimized tyre wall reflections - Optimized tyre wall shadows - Optimized Radio Towers: separated into multiple VisGroups - Optimized GrassVerges - Optimized some textures - Removed tyre stack in chicane - Removed tyre wall collision objects This post has been promoted to an article
  2. VELOCIPEDE

    rFactor 2 Build 494 Update 21

    Update 21 (Build 494) Changelog (February 26, 2014): ===================================================== GRAPHICS: ———————— Now defaulting to automated HDR parameters instead of manual profiles for every track when this build is first run. After that, you can change back to a specific profile if you want. The preferred profile for any track is now called “automation”. Fixed calculation and tweaked numbers to reduce cloud pop-in. There’s a few items missing from this changelog, shadow draw, etc. FEATURES: ———————— Optional new HDV [sUSPENSION] line ModelWheelsIncludeAllTireMass=1 improves accounting for tire mass and inertia. Obviously this must coincide with actually adding the tire ring mass and inertia to the wheels in the chassis.ini file. In addition to more accurately simulating the tire ring, this also facilitates the removal of SpinInertia and SpinInertiaAI from the HDV. A related change is the optional removal of TemporaryRingMassInertia from the TGM file – the tire now dynamically changes inertia depending on current shape (a new variable MassInertiaMultiplier can also be included if the physically calculated values are not satisfactory for some reason). For newly created replays, you can now play them even if the (virtual) mod is uninstalled, as long as the individual track and vehicle components are still installed. Created some options for the suspension deformation code that allows more generic connections like brake lines. BUG FIXES / OPTIMIZATIONS: ———————— Fixed problem recovering from ctrl-alt-delete in Win 7/8. Fixed some missing translations in rFConfig. Fixed plugin callbacks PreReset() and PostReset(). Fixed a crash from the RFM spinner in strange cases. Made the “goto preferred car selection” page action go to the non-preferred car selection page in case where the preferred car selection page doesn’t exist (instead of going nowhere) Fixed problem reading older RealRoad files. Fixed a potential pit menu crash if FuelSpecial lines are used in the HDV file. Fixed crash related to Mod Mode all tracks & cars selection & uninstalling other mods. Fixed a couple problems with Resume From Replay, including one potential crash. Since full-course yellows do not work without a safety car right now, disable them if there is no safety car available at a track. Fixed potential crash in transparent trainer code – probably only happened in multiplayer. MODDING / PUBLIC DEV ———————— Fixed bug in ModMgr when displaying large (> 2GB) mod files. Added buttons to ModMgr to delete paths from the Working Dir and Packages selectors. Some shader macro prototypes have changed. Look in pShaderStubs.h for changes. Fixed rcd values write out from realtime editor. Now looking for driver RCD files in vehicle components as well as (hopefully soon to be phased out) talent components. UI / HUD / Options: ———————— Fixed ‘enter’ key moving between min and max replay mode for other languages. When selecting a mod with it’s own UI, the standard rFactor UI will send you to a prompt screen to ask if you’d like to use the mod-specific UI. Added RCD editing gizmos: they work on “virtual vehicle” drivers in main release & any content in Mod Mode. Fixed issue with true type fonts sometimes (usually after UI switch) not loading. MULTIPLAYER: ———————— Official ISI server now show on top of mp lobby list (until user manually sorts). If mod specific multiplayer temp vehicle is not found, will attempt to load generic temp vehicle instead. Added gizmo to standard rFactor UI that let’s you quickly change cars in practice mode without having to leave and rejoin the server. Detecting & reloading livery changes in multiplayer quick vehicle change. Disabled new prediction algorithm by default, until issues are worked out. CONTROLLERS / FFB ———————— Added profile for the Thrustmaster TX Racing Wheel. Added an optional minimum FFB torque to the controller.ini file. Disabled by default. AI ———————— AIs now attempt to restart engine when toggling AI on with a stalled engine. Fixed some cases where RCD files were not loading. Silverstone Circuit v1.01 -> v1.14 Changelog - Increased surface mesh density at The Link and Maggots Corner for short layouts - Added and enhanced 3D modelled surface details based on accurate data - Added International layout - Replaced GP Layout with GT Layout (41 garage spots) - Added Concrete Blocks to prevent wandering beyond limits on short layouts - New default weather preset for GT and International Layouts - Added Medium Rubber RealRoad presets - Reworked Light Rubber RealRoad presets - Added International layout cameras - Fixed inaccurate Sector 1, Sector 2 and Pit In timing lines (Pit In is now at the FIRST line) - Fixed multiple small terrain gaps - Fixed incorrect material on old pit building roof - Fixed Collision for Bridges - Fixed Collision for PitWall Gates - Fixed Smoothing on Grandstand at Club Corner - Fixed Smoothing on wall at Club Corner - Fixed light glow being always enabled - Fixed (most) annoying popups - Fixed Daylight Saving Time zone - Tweaked terrain textures and materials for less aliasing and a tiny bit more depth - Tweaked wall materials for a tiny bit less aliasing - Tweaked Vegetation textures and materials - Tweaked RealRoad texture - Tweaked Glass materials - Tweaked Vehicle materials - Optimized 3D Tyre Walls for better and smoother performance - Optimized Armco for better and smoother performance - Optimized Armco details for better and smoother performance - Optimized Vehicles for better and smoother performance - Optimized Shadow Casters for better performance - Optimized LOD distances for better performance - Optimized Reflection Maps for better performance - Optimized Crowds for better performance - Optimized Terrain objects for smoother performance - Optimized Grandstands for better performance - Optimized Props for smoother performance - Optimized Omni Lights for International layout - Optimized Vegetation - Optimized Grass and Gravel Verges - Optimized Terrain textures - Optimized Vehicle textures - Optimized Building textures Notes: - Performance should be improved by an average of 15-30% over v1.01 depending on detail settings. - Smoothness should be improved by an average of 25-35% over v1.01 depending on detail settings; up to 45% in most previously heavy stutter areas. - Texture size reduction by 35% should also free up some VRAM by a fair amount, regardless of detail settings; - Existing 1.01 GP Layout has been replaced by what we now call GT Layout; which is the same layout with extra garage spots. Loch Drummond 1.1 - Fixed upside-down crowd in some grandstands - Fixed several objects intersecting fences - Added invisible colliders to in/outfields - Added canvas in front of tyre walls - Optimized tyre wall LOD distances - Optimized tyre wall reflections - Optimized tyre wall shadows - Optimized Radio Towers: separated into multiple VisGroups - Optimized GrassVerges - Optimized some textures - Removed tyre stack in chicane - Removed tyre wall collision objects
  3. Tosch sta realizzando profili HDR personalizzati per diversi tracciati, così da migliorarne la resa. Qui cerchiamo di raccoglierli tutti. Per farli funzionare occore posizione il file decompresso all'interno della cartella della rispettiva pista e selezionarlo prima di avviare la gara. Croft_HDR_byTosch.zip Sebring_HDR_byTosch.zip Sebring_HDRV2_byTosch.zip (con meno bloom)
  4. Vi linko la pagina dove Tim ha postato gli ultimi screens del tracciato Silverstone. Profilo hdr attivato. LINK Questo messaggio è stato promosso ad articolo
  5. VELOCIPEDE

    rFactor2: ancora screens da Silverstone

    Tim Wheatley ci segnala questa mattina una nuova serie di screenshots di anteprima dedicati al circuito di Silverstone in fase di sviluppo per rFactor2. Come ci specifica lo stesso Tim, queste sono le ultime immagini prima del rilascio del tracciato, che avverrà poco prima del prossimo GP di Formula 1. Last batch of shots that we will put out prior to it's public release, I assume. Planned for released before the British GP.
  6. Tim Wheatley degli ISI ha pubblicato nuovi screen di anteprima per il circuito di Silverstone in fase di realizzazione per rFactor 2. La pista ha fatto molto discutere di sè per la sua qualità grafica, nettamente superiore a quanto il team americano abbia mostrato sino ad oggi. Anche le nuove immagini (non modificate e con il proprio profilo HDR) lasciano piacevolmente colpiti. Di seguito tre di questi screen.
  7. http://rfactor.net/w...cs-updates-hdr/ 23.09.11 | rFactor 2 The rFactor 2 development team have been working on a number of graphical effects. The screenshots here are a good indication of where we are heading with the effects, but it’s important to note that we still have a few things to finalize, most notably the HDR light/dark differences in clouds. So these images still certainly carry the “work-in-progress” label. One of the features we put the most time into was allowing players to make their own HDR profiles so that they can adjust for a look that appeals to them. There are a few other effects to add, but the only one which is probably going to make it into the cockpit view is Bloom, which is likely to take a lot less time to refine than HDR has, but will have a large impact. Talking of cockpit views, let’s take a quick look at what just HDR does to change your outlook from the cockpit: HDR (right) can make a big difference to the lighting both inside and outside the car. And when the sun does start to set, those turns with overhanging trees can finally be just as dark as they are in real life, while areas where the sun is able to penetrate you’ll get a beautiful orange glow. The car body also seems to benefit from HDR quite a lot as the rounded edges become much more noticeable and defined: A low-level sun really provides a great difference in light across the track and car. You can view many more work-in-progress screenshots of the HDR in action by visiting the screenshots page. Interesting how the HDR makes the curve of the hood visible on the car... With the sun very low to the right, long shadows are visible. This post has been promoted to an article
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