Avernaz Track

I don't think # of polygons is very important at the moment, relative to other things - eg. screen space shaders should run about as fast on any track. Using simple fragment shaders on the main visible materials might help.

Seems to be true, I'm running a new 320K scene, with rocks, my custom xtrees, etc...along with some good shaders, approx. 2400 distributed objects.

Also, I've been testing the road vertical random noise function thru BTB @ 0.05 first & later @ 0.01m height which represents too much rumbling imho. It's better to tweak it via special.ini instead something around 0.001-0.005m.
 
Well, Racer just runs really slowly these days.

Running a track in 0.8.3 for example, vs 0.8.33, you see about 300-400fps, vs about 80fps in 0.8.33

Does running CSM, HDR and stuff really cost 4-5x the FPS?

Or is it the Newton stuff? (tracks back then didn't run a cache folder and collide mesh thingy)


Hmmmm

Dave
 
Updated 1st post with new pictures from 0.8.39 version :)

Unfortunately, after testing newer Racer versions, it's too unstable & too many features are broken to do a full update.

My apologies :cry:
 

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