Shaders Patch - Dynamic Lights
sorry but the link for 1.19 are still pointing to 1.18.
I've tested the 1.18 and it runs great. I don't notice any significant performance hit and it runs on every car and track combination I tried (so far, mainly kunos'). But maybe sometimes it's too dark or the "car lights" isn't bright enough.
Thank you, I'll let you know if there's some recurring issue (hopefully not)
for those who use Oculus Rift without shadows the update is the same or better to use the one without shadows that I had tried last night?
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x4fab Just tested v19, massive improvement fps-wise. With 16 cars on the grid I was getting 20-30fps using v17, now it's in 50-70 range.
How do I install it with CM? I have the free version of CM so i cant access my "mods" tab
without*
Thank you very much for this mod! I have a question, i was playing with the v0.1.17 everything good, just some fps drops! Now, i erase that version and copy the 0.1.19 and is not working.. is there any other file i need to erase outside the mod folder (Shaders Lights Patch) ??
i was hype because of the tajskapulapka comment of the massive improvement. i will wait more reports and stay with the old version for now!
Hi, how to work with ai?
BlasGraterol I believe since the newest version is the first version WITHOUT using ReShade you have to remove ALL old versions ReShade files or they will interfere.
ct4693 sorry, thanks, that was a silly mistake. Thank you for testing!
m3gt2 thanks to the power of hooking to AC functions, if I can get coordinates and state of those cars, I realized I can also get pointers to DirectX stuff the same way.
shiroBlank sorry, just use JSGME or install it manually then (just copy files from “MODS\Shaders Light Patch” to AC root folder). That JSGME thing isn’t quite finished yet.
BlasGraterol please, make sure to remove dxgi.dll and d3d11.dll from AC root folder, if there are files like that.
76561198125420422 would be nice to make them more careful, but for now, they drive as if it was day.
Just wanted to say "thank you" for this! Racing at night has made AC a brand new game!
I made a lot of benchmarks (VR, 1070, i7 4790@4.7Ghz) and I'm losing about 10% of performance with this mod enabled, but I can live with it as long as it brings this new fun
Hey after updating to v0.1.19 it all looks good and seams to run ok but i get weird red artifacts pop up on the screen every so and so just flashes very quick on the screen? hoping its the mod not my pc?! there not big just usually smallish red lines
I just benchmarked it with the AC built in benchmark.
20300 pts vs. 18300 pts
It'd be wonderful if once part of Content Manager it could be possible to choose what weather should use these shaders and what weather should use the ac default ones (not having to manually enable/disable)
Just tested 0.1.19 for a good long session with 35 Group 5 DRM Revival Mod cars at night at Red Bull Ring.
All settings fully maxed out except for reflections (4 samples @ 1024) and smoke (high).
I have installed the latest gbWSuite v2.2 with ReShade from Peter Boese's package (but only use the curve function of ReShade, none of the other functions.
Performance wise this runs really great! No real issues here and I am sure if the effects will be scalable in a final version of the patch people with lower end computers will find a nice setup that works for them as well.
A few points with 0.1.19:
car head light and brake light reflections on the road surface are now more out of sync than in earlier versions (or is this also depending on track and camera settings ?
In some replay cameras it looks almost spot on but from cockpit view when racing the brake light reflections are almost always completely off (too close together - just one single reflection in the center of the car that can be seen driving in front and only getting into sync when driving close - about 1-2 car lengths behind)
It looks like the distance change between reflections is triggered much too early in regard to the distance of the visible car to the camera.a few of the earlier mentioned points are still the same - I think you were busy making 0.1.19 independant from ReShade and features are still identical to .18 ;-)
next to the road reflections (they really stand out as it is such an awkward effect when they are out of sync) the major point I wish would be implemented next is the illumination distance as talked earlier
If these two points are fixed the patch looks easily like a 0.8 to my eyes ;-)
It is a real thing of beauty. I saw for the first time today the backfire of another car illuminating a body panel from my own car in a replay and THIS LOOKS GLORIOUS !!!
I really wish for such amazing effects later on also being visible in the cockpit mirrors - it adds so much immersion when driving the Group 5 cars !
Here is a quick idea: maybe you could find a way to enable "headlight flasher" with a script that is triggered by a user programable keyboard shortcut (which anyone can than map via the joytokey app to a button on the wheel).
This script could also be user editable and it would emulate a pattern of switching the light button on and off in defined intervals - we could get a "workaround" head lights flasher this way - not perfect but a good workaround and best of all it would be user editable to flash in a defined pattern - maybe even different patterns could be mapped to different keyboard shortcuts - that would be cool ;-)
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yeah here are my impressions of 1.19 as well - just amazing experience, it's truly a new game in VR
below are 24 opponents at night and 8 opponents in early daylight, respectively
The only thing i missed - illuminated track objects like pits, finish line buildings and people tribunes - @x4fab how do you think, is it possible for modders to add models with lights to existing kunos tracks, like it was done previously for starting lights?
x4fab thanks, it works now! and another question, there is a folder (reshade-shaders) and is empty.. can i erase that to ?