Having the same issue with the pop-in on the fences. But other than that it's an amazing update, the track is just great to drive! The plane is a nice touch.
UI changes already done. Must admit I always took the 'original' tag to mean non-fictitious but I see Kunos used it for BCC so guess I was wrongLooks great! Thanks!
There is also a way to not have the tree alphas go transparent like shown above. Do you use gimp or PS to make your textures?Figured out why I didn't notice the problems with the fences, it's only really apparent at 4x AA. I'd had mine set at 2x +FXAA and the transparency renders completely differently...
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At least now you have a choice between ugly AA or ugly pop-in while I work on fixing it. Still think reducing (or removing) the spec will help as well, that's not really looking like I hoped it would.
PS CC with the Nvidia DDS tools. What's the trick?There is also a way to not have the tree alphas go transparent like shown above. Do you use gimp or PS to make your textures?
That's why I asked gimp or PS. I'm on Gimp and it's a simple setting on the export. I haven't had a chance to sort out PS with nvidia plugin. I'll see if I can sort it out and will let you know.PS CC with the Nvidia DDS tools. What's the trick?
I updated the 3D grass texture this time round and exported with the sharpening filter set to 'sharpen medium'. That was a huge improvement.
Playing with PS a bit it seems DXT1 (1 bit alpha) is the trick. All other settings are default.PS CC with the Nvidia DDS tools. What's the trick?
I updated the 3D grass texture this time round and exported with the sharpening filter set to 'sharpen medium'. That was a huge improvement.
Thanks. Can't have different LODs per detail level unfortunately, otherwise that would be a good solution. It shouldn't be too difficult to fix anyway, I just got a bit carried away with my optimisations. Hopefully 'unoptimising' it again won't noticeably affect performance.Awesome update! The popping of fences and in about T3 you see the audience across the track pop in as well. If it could be set so they dont pop when track detail is on max, that would be great.
Hmm, not sure about that one. The only change to the physics was to modify the Esses on National so you can no longer get away with cutting completely over the red sausage kerb onto the concrete. That wouldn't explain why they're stopping in many places tho'.Great update. Well done. Thank you
Except the pop in textures I've noticed AI issues also. Stopping in the middle of the track at many places.
Ah wow that was weird to hear. Really thought world detail was exactly that. I did see a little (slight!) FPS drop at the start with about 18 AI cars and i dont see that on other tracks (AMD FX8350 4,2ghz, GTX980, 8GB ram), but seriously its not a biggie cause it goes away as soon as we start moving. The "drop" is juuuuust under the fluid 60FPS and like you say i dont think the fences and spectators will push it down any further.Thanks. Can't have different LODs per detail level unfortunately, otherwise that would be a good solution. It shouldn't be too difficult to fix anyway, I just got a bit carried away with my optimisations. Hopefully 'unoptimising' it again won't noticeably affect performance.
Areas like this can kill the AI in some cases.Hmm, not sure about that one. The only change to the physics was to modify the Esses on National so you can no longer get away with cutting completely over the red sausage kerb onto the concrete. That wouldn't explain why they're stopping in many places tho'.