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 !