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Version ID: 1386
Size: 55.69 MB
Published: 2021-02-07
New features, options and improvements
Smart Shadows:
Fourth shadow cascade for distant shadows and shadows in mirrors (optional);
Adaptive distance for first split for exterior cameras (distance is reduced if close to a car, optional);
Adjustable blur amount;
Extra FX:
Motion blur shader reworked from scratch to improve performance and quality;
Fog blur updated;
Various optimizations:
During loading, new bounding spheres are calculated, smaller and more precise;
AABB culling for track geometry, with optional SSE acceleration for reflections;
New culling options: forced culling for pieces partially visible cars, orientation-based culling;
Occluders-based culling (occluders are defined via track config);
Reworked cubemap and shadows reflections rendering for more straightforward and faster rendering;
Option to reproject reflections cubemap to get smoother transition with partial updates;
FidelityFX: with UAV flag for output (optional), no extra copy is necessary, saving some time;
New performance analyzer app with graphs and detailed measurements (going to replace Render Stats later);
Some Python apps without visible windows now go to sleep mode to speed things up;
Python apps profiler updated, now showing nicer average and max (averaged) time;
Extra FX: building light map for bounced light is now faster;
IMGUI blending (used by new CSP apps and more) is no longer slow;
Option to disable car shadows for third cascade for interior and exterior views;
WeatherFX: experimental option to run garbage collector or optional maintanence processing in a separate thread;
A few smaller optimizations;
Separate parameters for number of visible cars for exterior views, slightly higher by default;
Reflections cubemap: prefilter option to get rid of pixels;
Working cubemap reflections in mirrors;
MSAA tweaks: resolve with tonemapping to improve quality, optional custom kernel for smoother image;
Brake Disc FX: procedural cuts for more complex look;
New CSP apps now can be pinned from context menu of their title bar;
No more clearing color buffer (optional, help with performance and small holes in some tracks a bit);
New option (set via track config) to align trees lighting with surface underneath, helps to improve look of hilly tracks;
Navigators now remember the type of camera previously used;
CSP would try and fix missing windscreen shader, as well as apply skip G-buffer
flag to dashboard glass;
Option to force headlights for other cars online in Weather FX section;
Color grading: GPU-accelerated conversion, now 16-bit and square non-HALD color LUTs are properly supported;
GrassFX is enabled by default now.
Fixes
Tyres FX fixed;
Backlit glass shader fixed;
FidelityFX CAS now applied after FXAA 3.11 and such (CMAA2 was fine);
Improved main form detection for the new taskbar;
Dynamic shadows fixed:
Flickering shadows in distance fixed;
No more occluding light on tracks like Shuto;
Headlights range fixed;
Proper look for lower poly geometry;
Multiple headlights for a single car now have proper dynamic shadows;
GrassFX rarely messing up motion blur and looking all buggy fixed;
Disabling CJK symbols fixed;
CJK symbols consume less VRAM and don’t cause a freeze upon race start anymore;
Ghost car obscuring view with strange artifacts fixed, as well as its refraction (disabled by default);
Helmets now don’t receive sun light in mirrors in enclosed cars fixed and cast proper shadows in first person view;
Shadows filtering adjusted to reduce artifacts, shadows from distant geometry fixed;
Missing car details in mirrors fixed;
Timezones sanity check on launch fixed (no more messed up lighting);
No-shadows and no-lighting shader sets were removed to improve loading speed;
Refracting lights TAA no longer adds that much lag, also sharper in screenshots;
No more pieces spawned from collisions with non-mesh car colliders (those usually are for bottoms and skid blocks);
Virtual mirror no longer messes with UI;
DXGI flip mode is no longer available in full screen, as it should have been from the start;
CSP radar app now fades properly;
CSP driver tags work properly with post-processing disabled;
Motion blur won’t overly blur everything right after camera jumps;
Baked fake shadows or car wetness maps now rebuilt if model changes;
Actual car model (lowest LOD) now used to calculate car dimensions, because, as it turned out, colliders of some mods are badly misplaced;
Misshaded static tyre marks fixed;
Ground height estimation fixed for extreme cases (such as when there are holes in the ground nearby);
SSLR misbehaving in fog fixed;
Python function ac.ext_getTyreBlister()
no longer crashes AC in certain cases;
New flames better compatible with SSLR;
Distant blug for fog blur effect removed (fog-based only is enough);
Compatibility with AC PRO fixed;
Negative mip bias in AC video settings no longer affects performance of GrassFX map generation and such;
Issue with disappearing distant emissives fixed, improved look in reflections;
Car shadows appear in third shadows cascade, overall rendering improved;
More cars visible in high details at once;
New main menu is centered in the middle for triple screen;
Car paint won’t mess up carbon by default now;
Extreme specular parameters for car paint won’t result in crazy glare;
Shader ksPexPixelAlpha
now functions correctly if alpha parameter is above 1;
Live reload of color grading textures in PP editor fixed;
WeatherFX: frustum test now has an extra argument to stop heading adjustment;
New photo app: motion mode now doesn’t reset orbit camera;
Distant emissives work with moving objects (such as ferris wheels);
Few smaller bugs and crashes fixed.
For new content and configs
Support for BC7 DDS compression (takes the same as DX5, looks much better);
New app to arrange track occluders: walls and boxes;
New mesh filtering keywords: flag static
for static track meshes, flag castsShadows
for meshes casting shadows, number largerThan
checking bounding sphere radius;
Culling mode for dynamic lights shadows is adjustable now, with default changed from double to front-facing;
Now it’s possible to disable volumetric lights for some headlights;
Car inputs: no more zeroing for stalled by default;
Extra car animations: hold final state, blend several animations together, blend animations with regular steering animations (can be used for handbrake animation);
Original car animations: apply LUT and other postprocessing to alter keyframes selection;
Shader replacement: if file for texture replacement is missing, whole thing would be ignored;
Car paint shader updated (new ApplyMatteFix
parameter, applied automatically for v3);
Track lights now can skip cars to speed things up;
Track meshes can stop casting dynamic shadows;
New Python functions: ac.ext_pauseWhenHidden(frames)
, ac.ext_isAnyAppVisible()
;
New track config value: [WIND] DYNAMIC_FLAGS_TESSELLATION=1
, change to 0 to deactivate tessellation;
New G-buffer flag ALPHA_TEST_GBUFFER
to enable alpha testing, using ksAlphaRef as threshold;
New INPUT_REFRESH_RATE
option allowing to set custom refresh rate in Hz, 5 Hz by default for digital instruments;
Extension configs, both for cars and tracks, now can access track’s data.