Saving, saving, saving, still saving a texture, saving, saving, ... takes forever at best quality and compression. Doing some more fixes will see how it looks. Compressing compressing. Textures are large but retain max quality, can always be resaved as DXT1 with weird colors and smaller 50% file size. Uploading, same link for you Phoenix as before, file is updated on the storage in a minute.
Changes:
track: desaturated a bit, anti-sharpened to reduce fringing from sharpening they did on the satellite footage, bandit parking lot blurred now, scaled to 16384px with AI scaler (modern GPUs don't support larger textures)
dirt: removed most prominent eye catching features that made it easy to see that it is a repeated texture
Both saved as DDS with BC7 fine compression. Better quality than DDS DXT5 (BC3) but same size. DX11+ only but AC is DX11 anyway so shouldn't be any issues.
LAC + R34 2.5GB VRAM used
Thanks mate, I haven't had much time lately... as I'm migrating to Win 10... and getting that OS working reasonably normally... has been a little time consuming... Not to mention getting a ton of programs, plugins, scripts, new drivers etc etc back on... (and not just for track creation related things) has so far been a ton of work.
If you're having fun saving textures... imagine the fun I had with the max resolution 5.6 billion pixel satellite image, when doing transformations on that, I had to leave my PC doing it's thing for hours and hours... and just go out and do other things!
Thankfully all that mucking about paid off getting the flow of the road much better for 0.5 onwards, so I'm glad I went to that level.
You'll get weird colours with DXT1 as you need an alpha channel on the diffuse.
I think it basically controls how the detail textures come through. It also depends on the terrain mask (ARGB channels). I've used RGB... but I'm probably going to add an alpha channel... With another detail on it.
I'm not too concerned about any repetitions of the dirt texture atm, as where trees/bushes are scattered non uniformly over it... It mostly negates any repetition.
Sure there will be some repetition where there are no / not as dense.. foliage scattered over it... but this is generally places further offroad. While I wanted to make offroading possible, it's no where near as much of a priority, compared to getting it looking as correct as possible when seen from any of the roads.
Tbh mate, I wouldn't want you to spend too much of your time working on the diffuse, only for changes I make to the mask un-balancing it all.