Project CARS: Build 427 und viele Verbesserungen

Slightly Mad Studios hat die Pre-Alpha-Version Build 427 zum Testen freigegeben die abermals zahlreiche Verbesserungen in diversen Bereichen enthält.

Project CARS: Build 427 und viele VerbesserungenProject CARS: Build 427 und viele Verbesserungen  ZoomPünktlich zum Wochenende erwartet alle Project CARS-Unterstützer mit dem Status "Team Member+" und aufwärts eine neue Version des Multiplattform-Rennspiels. Das nunmehr aktuelle Build 427 enthält wieder eine Menge Verbesserungen, Optimierungen und reduziert die Anzahl an bekannten Fehlern weiter.

Wie immer können alle mit den einzelnen im Laufe dieser Woche veröffentlichten Builds verbundenen Änderungen im Changelog nachvollzogen werden.

Build 427 (15/3/13, Team Member+)
Bug Fixes:
-Fixed the FFB being missing issue
-Fix for Controls screen showing the Edit page whenever you go in there
-Amended handling of puddles in road shader to prevent specular white-out

Render:
-CDynamic Envmap class now uses the new per face mip map level generation DX11 code
-DX11 Texture Class support for per Cube Face mipmap generation support, via per face ShaderResourceViews
-Fix for dynamic emap not getting used on the car
-Inverted facing direction for double sided polygons - corrects lighting be inverted

Shaders:
-Re-enable MotionBlur dither

Base:
-Initial changes switching over to use the BAppSection framework. General tidy-up of the sections code
-Ensure that custom blocklist allocs/free calls match up when using default new/delete

GUI:
-Added WMD requested physics key mapping hooks (brake bias, pit speed limiter, ignition & starter key, adj anti roll bars) - awaiting links to the physics so not yet functional

Audio:
-Increase in volume for AI sounds after reports that AI were difficult to hear. This will be ultimately controllable via sliders in the UI eventually

Trees:
-3D palm tree instances - self shadowing and transmissive light effect added, textures tweaked in mips

Tracks:
-Belgian Forest: Added missing emissives, adjusted emmissive levels, added viewer placed lights poles, speakers,changed kerbs color in chicane after first long straight. added emmissive night skyring
-Belgian Forest: Fixed wrong crowds positions
-Eifelwald: Added new crowds
-Glencairn: Added new racecontrol building+tstacks, added missing textures

Vehicles:
- BMW M3 GT4: CoG raised, new ARB ranges, final drive tuning allowed

Build 426 (14/3/13, Senior Manager)
Render:
-Shader error message given more detail
-Fix for lods on reflection
-Improved cloud env map settings for performance + setup new face offset for this map.
-Reduce cloud env map resolution - it's only ever convolved so 128x128 is way more than enough for low to high reflections
-Fix a performance issue with Envmaps when MSAA was enabled (this incorrectly cleared the phase 3 depth) but since the envmap never uses MSAA the depth can be shared (provides a 1.5-2.5% overall speedup)
-Fix clearing of the convolve render-target - the convolve renders to the whole quad and the clear is no longer needed for SLI/XF
-Add 'face offset' support to the CDynamicEnvmap class - allows each envmap to have a unique face offset so they aren't all rendering the same faces each frame which causes peaking loading

Enviroment:
-Added AddKeyLight and RemoveKeyLight methods to EnvironmentManager for main menu usage
-Add cloudenvmap place holder setting for when the viewsettings are re-enabled again

HUD:
-Fix for HUD 'lite' not working
-RUF logo added to splash screen and Happy St Patrick's Day everyone!

Shaders:
-Changed the variable-range glossiness control to use mip-biasing on the envmap lookup, as well as blending to the specular convolution, this removing the odd looking pin-sharp reflections on semi matte surfaces
-Fix for basic translucent shadow-gen missing shader discard! it previously relied upon alpha coverage to work at all!

Tracks:
-Solitude Rennstrecke: New export
-Solitude Rennstrecke: New AIW
-Moravia: Exported sitting crowds + crowds placement

Vehicles:
-Pagani Huayra: Alpha2 driver anims

Build 425 (13/3/13, Senior Manager)
Base:
-Fixed input related leaks
-Fixed PS3 unity compile
-Added dump on exit if leaks detected in main pools on PC (debug and release only currently)

Render:
-Setup code to increase number of spotlights based on weather we are wishing to render at high quality or not
-Fix for bad exclusion flag in Rear View Mirror rendering (probable cause of disappearing vehicles in online)
-Viewsettings for Static envionment map optimised. (saves around 50k triangles (4%) in a typical scene
-Enable Anisotropic filtering on Foliage (including instanced Foliage) shaders and shadow map generation

Shaders:
-Fixed missing use of specular strength in wheel shader (this resulted in over-bright wheels on shaded side of car)
-Converted light glow billboard shader to be drawn in post blur phase - this fixes a problem with glow billboards sorting incorrectly with headlight glass on certain cars

Tracks:
-Heusden: Tightend up cut tracks further through chicanes 1 and 2. Adjusted the AI line through Chicane 2 so they run wide off the exit onto the grass
-Heusden: Added missing fences, sign posts, adverts and 100 markers

Vehicles:
-Ford Capri: Updated AO and added wheel LOD's
-Ariel Atom 300: smoothed torque curve similar to Hondata reference
-BMW M3 E30: Fixed UV mapping

Build 424 (12/3/13, Manager+)
Common:
-New GUIName entries
-Added main PhysX header to main header of Support Physics library, to allow more convenient use of PhysX SDK
-Updated include paths of all common library projects that use Support Physics (directly or indirectly), so PhysX headers are visible to them.
-Removed unnecessary includes of main PhysX header from .cpp files of Support Physics library

Base:
-Ensure that msg queue alloc goes to the correct new overload

TweakIt:
-Change so FOV is updated from Tweakit

Animations:
-Tidy up vehicle anims code and switch to mix or play animations to avoid replacement of existing animations in some cases (such as wipers replacing suspension ones)

Render:
-Implement Shadow LOD scaling and size culling + fix identification of non player vehicles in vehicle meshes
-DX11 Fix Alpha to Coverage setting - sorts out crappy looking foliage/transparencies on ATI cards in all AA modes without MSAA. MSAA modes are correct as is
-App Side hookup main menu and new renderer downsampling scales.
-Render Task re-ordering for HDR Motion Blur - moves ForwardPostBlur rendering which incorporates both MB and Windscreens directly after the Forward rendering task
-DX9/DX11 Renderer support for HDR motion blur in the Post Processing control module
-Add DX9/DX11 Renderer helpers for downscaling width and height scaling
-Added new double-sided render contexts in preparation for use in plants etc

Shaders:
-MotionBlur shader - fixed for HDR support + fixed for fringe bug in all modes except MSAA
-Windscreen and Visor ForwardPostBlur shaders adjusted to work in HDR
Bug Fixing:
-Fixed memory leaks and missing file/line & trace info for a number of allocs
-Fixed memory leaks and missing file/line & trace info for a number of allocs. Added leak dump on exit in all configs (assert currently disabled)

HUD Editor:
-Better quad selection now based on Mesh bounding box and projected screen coordinates
-Fixup the Editor HUD view cycling to use the new control method

Tracks:
-Heusden: Darkened some textures
-Bathurst: Turn 12 and last corner inside cut tracks tightened up one curb width
-Eifelwald: New sitting crowds

Vehicles:
-BMW M3 E30: Fixed car colour. No more just red BMW's
-BMW M3 E30: Fixed UV mapping



Tags: pcars, Project Cars, Rennspiel, Rennsimulation, simracing, Slightly Mad Studios, pre alpha build


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