It's a bad practice to use the visual layer as the physical one which is used to calculate the collision and physics.
The correct way would be to have a low-poly visual mesh without collision and a high-poly and invisible physical mesh used for collision.
That in turn gives you a similar feeling, road texture and force feedback like on a laserscanned track!
Here's how it's done:
The correct way would be to have a low-poly visual mesh without collision and a high-poly and invisible physical mesh used for collision.
That in turn gives you a similar feeling, road texture and force feedback like on a laserscanned track!
Here's how it's done: