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Project CARS heti újdonságok

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012Természetesen ezen a héten sem állt le a Slightly Mad Studios gárdája és szinte minden napra tartogatott meglepetéseket és javításokat a Project CARS játékosoknak. A heti frissítések listáját ezúttal is csokorba szedve osztom meg veletek angol nyelven.
A frissítéshez szokás szerint a Steam rendszerét használhatjátok a megszokott módon.

Build 607 (15/11/13, Team Member+)
Next-Gen:
* Sets up PS4 for multi-threaded rendering.
* Adds thread settings for PS4.
* Added buffer validation to prevent bad buffer on first frame. (Autograss).
Render:
* Makes vram allocs thread safe. Lots of fixes for multi-threaded rendering. Fixes issue of compute shaders not being cleared on a split render list. Makes cue local.
* Fix for lighting not being updated (shows up if running phase 3 threaded.)
Career:
* Added checks so that Seasons and Career types can be distinguished even though they’re both using Championship data. Simplified some Common CareerOptions tests, as the fallback data is Seasons
* Hooked up CareerOptions Autopit so it carries through to Career races
Physics:
* Lotus 49: Raised switchover (blow-off) point of dampers from low to high speed damping. Seems to help smap back during slide control. Added more decell lock to the diff.
Vehicles:
* Mercedes SLS AMG: Mesh naming changes, fixed shadow gaps
* McLaren MP4-12C: Mesh naming changes, fixed light setup
* Mercedes SLS AMG + McLaren MP4-12C: New collision export after mesh naming changes
* Caterham SP300R: Tweaked RPM lights, fixed HUD tacho
* Mercedes 190E Evo2: Added windscreen banners for liveries, added 20 liveries, added rim colour variations
Tracks:
* Volusia: Rollback Grass Exclusion to revision 1 (fixes the crash reported previously)
* Lakeville Raceway: Added new variants Short, National (Not yet in game)

Build 606 (14/11/13, Team Member+)
Next-Gen:
* Xbox One – enable multi-threaded rendering of RVM, Phase3, Envmap and Shadows.
* XB1 debug configuration defines fixed.
* Xbox One – add ESRAM support markup to Texture/Target interfaces. enable ESRAM on envmaps,rvm and phase 1 and 3 main render-targets.
* Xbox One, bump binary mesh format version number
* Xbox One – use D3D11_CREATE_DEFERRED_CONTEXT_TITLE_MANAGED_COMMAND_LIST_OBJECT_LIFETIMES for deferred context – improves
* Enabled full optimisation on XB1 shader compile (now that I know it all works )
Environment:
* Also added pretham skies back, now in clear 6 slot
* Dynamic cloud shadow in lighting shaders: cloud shadow is generated by thresholding from a texture, threshold controlled cloud shadow tech added to allow different cloud size, cover and softness in the different conditions – wtc and cloud shadow texture edits.
* NOTE: delete local wtcs in lighting edits as the opacity slider has been fixed so it is the right way. Any old wtcs will have dark clouds cover when should be light and vice versa.
GUI:
* Added PitText database
Career:
* Saved DamageMode setting in CareerOptions is now used in career races (set and cached, as there’s a per-frame check). Defaulted to Visual to match QuickRace
Physics:
* Lotus 49: adjusted grip down on default tires to achive 1.2-1.3 on the skidpad.
* Caper Stockcar: Replaced old Bodywork Shader.
Vehicles:
* Mercedes SLS GT3: All exterior mapped & textured, merged in Daniel’s CPIT stuff, new lights setup, lightglow billboards updated, LODA created from cloned LADX, LODC, LODD updated, CPIT chassis/engine updated, windscreen setup (UV1,2,3,4 mapped, normals flipped), windscreen reflections added, brakedisc glow setup, user flags checked/set, etc…. initial check ins.
Tracks:
* Dubai Autodrome (All): Fixed microgaps, fixed step in road on turn 0, adjusted road colors, updated csm meshes, fixed missing terrain parts in the variations
* Volusia Circuit: Grass exclusion changed.
* Volusia circuit: AIW starting positions changed

Known Issue:
Volusia Speedway – When using Detailed Grass ON at this track, it will lead to a CTD.

Build 605 (13/11/13, Team Member+)
Render:
* DX11 – Fix for Device permanently locked on VBDecl creation failure
* Fix for high quality spot shadows not rendering when there is no directional shadow set
Career:
* Deactivated ChampionshipManager when returning to main menu, to stop it affecting participant setup in other modes
* Removed placeholder qualifying session from Career RaceModeInfo as a workaround until session information is passed in properly for Career. There was an issue where Career races can start from pits after playing quick race, due to a script sequencing issue
Crash Fixes:
* Change to the way we disable postprocessing. Fixes crash happening
Driver Outfits:
* Driver outfit selection (back-end work)
* Added outfit selection profile structure
* Added hrdf data layout
Environment:
* Casey’s clamp tweaks for cockpit exposure increased the brightness at night. some conditions needed tweaking to counter, mainly rainy clouds and overcast night skies. Also tweaked the rain fall opacity as it was too bright throughout the day in all wet conditions
Shaders:
* Fix for shadow mothership bug
Tracks:
* Eifelwald GP (All Variants): Fix of shaderpaths and tewaks on the road
* Besos (All Variants): Tweaked vertex coloring and textures brightness for roads and side roads, fixed CSM fatal errors, fixed some non-stitched holes in the mesh
* Volusia: New export
* Henrico: New export
* Dubai: Add new textures for marshall hut and start gantry for kart
* Eifelwald: New AIW with updated groove and corner markers
* Florence (All Variants): Fixed of fatal errors in CSM, repathed shaders to common, tweaked road brightness (wip, to be swapped to roaddbv), additional road detail texturemap
* Bologna (All Variants): Fix of fatal errors in CSM export, fix of materials, repathed texturemaps and shaders to new common folder, adjusted roaddbv-gravelbed
Vehicles:
* Vehicles: further adjustment of cockpit exposure on certain cars
* Caper Stockcar: Animation file. Updated Bonnet Cpit animation.Removed Cpit Bonnet Skin to get the car working in game until we find a proper fix
* Lotus 49: Proper ZF gear ratio selection
* M3 GT, GT4 and MP4-12C GT3: Opened up bumper cam adjustment range

Build 604 (12/11/13, Team Member+)
Render:
* Apply HDR, Bloom and PP settings correctly on Load
* Removed ‘HDR off’ mode from GUI
* Decoupled post effect and hdr enabling
* Added Exposure Compensation variable to the game. Alt + Page up and Alt + page down contols it
* Added debug menu for HDR , this allows you to switch technique in game
* Fix for loading to track to correctly set enable the post processing based on profile options
* Pass Renderer multi-threading flag based on -DX11MT
* PC – CPU side optimisations
* Removed Refcounting on Effects11 shader resources. – SetInternalParams cache optimisation
* Use SINGLETHREADED DX11 device init hint when not using dx11MT
* Vertex Declaration Handling made lock-free, doubled in speed
* Fix a long standing shutdown crash, closing rendercontexts
* 8% reduction in CPU overhead – it also seems to gain a similar amount GPU side
* DX11 – fix for leaking vertex declarations in HDR/PP/SSAO/DOF and ShadowControl
* Ambient shadows modified to use single shared debug renderer to reduce overheads
* Fixed DX11 texture size reduction code which caused 565 format normal maps to become corrupted
* Fix for dx11 multitreaded shadow rendering at night time
GUI:
* Connecting the UI slider for exposure compensation up to the graphics systems
* Adding exposure compensation slider to visual FX options
* Fixes to the slider system for exposure compensation. No more rounding errors, no more bugs on first run, affects the game in real time as you slide the slider
Environment:
* Fix for night lighting not updating
* The new settings (clear 3, clear 4. med cloud 3 and med cloud 4) were over exposed at night and over bleached when hdr was turned off. I’ve reworked the conditions so that they are more in line with the older setups and therefore shoudl work better at night and with hdr off
* Removed clear06 and tweaked clamps for clear/lightcloud/med cloud conditions so that they dont over expose when looking into sun whilst in cockpit
* WTC tweaks to clear 3 and 4 and med cloud 3 and 4
Monitor Screen:
* New and improved monitor framework and fix to monitor crash
Career:
* Career options are now stored in the profile per-CareerSave, and hooked into the dialog in the Career Dashboard screen
Shaders:
* Basic3Dfoil.fx tree ambient boost tuning
* Fixed compile error in glass.fx when rain support was enabled without cracks or vinyls enabled
Tracks:
* Belgian Forest Historic: Road textures and rumblestone texture adjustments to avoid hdr overexposure
* Belgian Forest: Tribune texture adjustment to avoid Hdr overexposure
* Concord: New export
* Azure Coast: Darkened a bit the road surface, vertex colour pass
* Monterey: Tweaked vertex coloring and textures brightness for roads and side roads, switched old materials to new, textures brightness and alpha update
* Wisconsin Raceway: Road darkened and many fatal errors of CSM fixed
* Rouen: Adjusted road textures for hdr exposure
* Eifelwad All Stages: Added corner markers, new exports to fix trigger issue on Stage 2 and 3
* Dubai: Add new textures for new apartment building, new exports
* Connecticut Hill: Darkened tarmacs a bit to compensate hdr overexposure
* Delaware: New export
* Memphis: New export
Vehicles:
* Cockpit exposure sweep
* 2nd pass through cockpit exposure with WTC lighting edits
* LMP RWD P30: Engine update. New turbo, Renault F1 style
* Stockcar 90: Added Rain Effects -Paint/Glass- (Known issue: Glass rain effects not working properly)
* McLaren MP4-12C: Higher resolution textures
* BMW Z4 GT3: Big update on wipers meshes. – Wipers animation and mask done. Added exterior Windshield Cpit. Updated Windows and windshield materials

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