blk95 see the first post in the thread - all links to all versions are there.
@x4fab
Sorry I could not test 0.1.17 - you are so quick in development I had to jump straight to 0.1.18 ;-)
- range of light illumination from headlights is now MUCH better than before but I feel it is still not enough
Maybe for regular head lights of vintage street cars with conventional headlights it feels ok.
It is definitely too short range for modern street cars with xenon or LED lights and it is 100% much too short still for endurance racing cars on a pitch black race track like Nordschleife @ 2200
I understand there is a compromise regarding different headlight technology / intensity of vintage streetcars to modern LMP cars with teh limitation that we also cannot have regular lights and far lights :-(
Maybe the range of teh headlights (if there will only be one static range allowable as per the engine limitations) could be adjusted BEFORE starting a session with a quick selection tool similar to selecting hide steering wheel, etc ? So we could create a headlight quicktool for each custom range in the CM quicktool settings and then before a session could simply select the range we want to race with ;-)
Currently racing a Porsche 935 at a pitch black Nordschleife is extremely scary ;-)
The illumination of the track to the sides feels great and is spot on in my opinion - thumbs up here!
EDIT: Just watching the replay of Porsche 935 K3 @ Norsdschleife - the headlight illumination distance is definitely still much too short - from seeing the replay it should be maybe 2x as long just by gut feeling.
How much of a performance factor is this?
Is there a way I could adjust this myself for testing purpose to give you a better feedback?
The current cockpit illumination from other cars feels pretty nice - good job ! Maybe some fine tuning will be necessary once everything else is finalized but for now it is pretty good.
I do not like the simplified mirrors. As it is in 0.1.18 you have barely any of the real life "blinding light in mirrors" effect - you know when you drive at night and a car behind you closes in the headlights of the other car will be VERY bright in your mirrors. Currently this effect is almost completely lacking - mirrors are too dim to feel real.
"blinding effect" from headlights when facing the camera - is it possibly with the shader patch that headlights that face the camera within a specific narrow angle (say +/- 5deg) could get very high intensity and a large bright halo effect to create a "blinding effect" when looking straight into car's headlights or is this something that really is impossible - it would look just amazing and very convincing in replays (it has not much use in actual racing apart if this could be realized to be rendered in the mirrors themselves (AWESOME !)
shape and transition from light to dark of headlights on road surface - ABSOLUTELY AMAZING !!!
The current implementation of the progression from teh fully illuminated road surface to dark, non-illuminated areas look absolutely fantastic! Please keep it this way - great job (to be honest it looks much better and more realsitic than PC2 as it is right now ;-)
head light "reflection illusion" on road surface:
Currently the headlight reflections (I guess this is a canned "illusionary effect" at the moment ?) has a little too much of a mismatch - it looks like the distance between the two reflection patches on the road is increasing depending on the distance from car to camera. Currently this is out of sync and the headlight reflections are often too close together compared to the actual car's headlights - maybe this can be adjusted in the future.
IT is not something that absolutely MUST be done so early in the development, just something that may be fine tuned late before reaching v1.0
performance
compared to the last version I tested (0.1.16) performance was MUCH lower.
I ran a 36 DRM Revival mod car field at Brands Hatch GP @ 2145.
While racing in cockpit view starting from teh rear I had ~70 - 105 FPS.
While watching the replay the performance dipped down as low as ~25 FPS
I then switched off "Magic Bloom" in the Reshade menu in game and performance was MUCH more stable at minimum ~65 FPS in teh replay. I could not see any discernable quality difference between magic bloom on / off (it may be more important to use when doing high quality screen shots rather than being VERY BUSY running a Porsche 935 K3 at full boost in a tight field of Group 5 cars ;-)
I run:
ROG Strix 1080 Ti 11GB Gaming
i7 8700k @ 4.7GHz
32GB HyperX RAM
ROG Strix Z370-E Gaming
3x 1950x1080 @60Hz triple screen
Almost all settings maxed out (just medium smoke gen)
I use these two graphics mods:
https://www.racedepartment.com/downloads/good-and-bad-weather-suite.19484/
https://www.racedepartment.com/downloads/gbws-reshade.20468/
REQUEST:
Could you please create a standard Content Manager benchmark we could run that will:
- use a Kunos track with the heaviest graphics impact
- use a full field of Kunos race cars (latest GT3 cars perhaps ?)
- use installed dynamic lights shader
- run one full lap in cockpit view and one full lap in replay cam 1 view
save log file and copy relevant system components + graphics settings
This way we could easily share meaningful performance data.
That's all I can remember for now from this 1h test run with the latest version 0.1.18