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  • Version ID: ????
  • Size: ??.?? MB
  • Published: 2021-04-29

Changelog

New features, options and improvements

  • Double precision physics engine to improve physics and FFB on large tracks;
  • New Origin Shift feature in Graphics Adjustments, fixing visual shaking on large tracks;
  • New generic configs affecting all cars and tracks;
  • Major rewrite of advanced culling to improve its performance;
  • DXGI tweaks got a few more options (unrelated to flip model):
    • Use GPU based on selected screen in AC video settings;
    • True borderless mode;
    • Triple buffering and custom maximum frame latency;
  • Option for SIMD-accelerated visibility culling for tracks;
  • Option to disable audio if AC is minimized or in background;
  • Smart mirror: option to override mirrors rendering distance;
  • Radar app: settings for colors, updated look;
  • Loading smoothness and informativeness greatly improved, thanks to new built-in loading profiler;
  • Loading should be faster now, with option to speed it up further with caching (enabled by default);
  • VAO darkness fixed with dynamically adjustable gamma;
  • Reworked crash messages, now with additional checks and tips;
  • Crash reports include CSP settings preset;
  • Sound speed takes temperature and other stuff into account;
  • GUI: optional warning for throttle and brake pedals overlap;
  • Custom colors online now saved across sessions;
  • Option for adaptive near clip plane to improve the look with camera far away from cars and track;
  • Custom VR mirroring: new modes showing right eye only and showing both eyes without distortion;
  • Teleporting destinations list is more compact, supports grouping and can filter points;
  • Post-processing refraction improved;
  • Broken glass shader reworked once more;
  • AI-related crashes on tracks without properly recorded AI splines should be fixed (they would just stand there);
  • Online: admins now can assign penalties manually (needs a server requiring 1476 CSP build or newer);
  • Car height map is used now to determine if free camera is inside a car;
  • Other cars lighting up your car from behind now produce extra light from rear view mirror;
  • New shader for heads of drivers (only non-skinned version at the moment) for more dynamic look;
  • Doors animation and pit crew person with sign pauses with AC;
  • Fake ambient shadows for tracks set via config, to add some darkening under those stationary cars;
  • Small tweaks: option to adjust distance between eyes for VR just in case;
  • Few small optimizations.

Fixes

  • Crashes on certain tracks fixed;
  • Option for smoother loading shouldn’t make it longer now, occasional crashes on loading fixed;
  • Show on screen now works properly, including negative coordinates or fullscreen;
  • Non-mirrory mirrors on other cars fixed;
  • Reflection cubemap messing up rendering order and causing some meshes to not be visible fixed;
  • Pinned app are no longer resizable;
  • Changed general settings during the race now won’t trigger full CSP reload;
  • WeatherFX: cloud shadows and cloud rendering fixed;
  • Navigators occasionally showing random mess on map fixed, also now work without GUI module enabled;
  • Major performance issue appearing on some GPUs as a strange FPS limiter fixed;
  • Crashes with car instruments module disabled fixed;
  • Heating effect not working properly without bounced light enabled fixed;
  • Meshes on distant cars disappearing too early fixed;
  • TyresFX now works in mirrors properly;
  • PBR shader with clear coat: dynamic lights fixed;
  • Exterior glancing head trajectory fixed to avoid clipping through the roof in some cars;
  • Accessible color now uses 32 bpp instead of 64 to help with performance;
  • Forced throttle and neutral gear button for keyboard input mode fixed;
  • Fireworks audio and visual fixed, now reflecting in cubemaps;
  • Arcade brake light traces: improved look, blending and behavior, optional position and size;
  • Crash with mouse steering on certain tracks with very short AI spline fixed;
  • Mirrors breaking and cockit switching to LR version with F6 cameras when other cars are close fixed;
  • TyresFX no longer breaks after session restart;
  • Inverted reflections (for example, causing black blobs on some tyres at night) fixed;
  • Disabled Load car names from JSON now affects new loading screen as well;
  • Brightness for local car cubemaps adjusted, template config fixed;
  • Local track cubemaps optimized;
  • Optional FFB fading in during loading is improved;
  • Issue with motion blur messing up blurred rims on switching fixed;
  • Objects inspector: click position fixed;
  • Better support for user profiles with non-latin symbols;
  • Shadow casting based on LODs now works with cars with fewer than four LODs, as long as last doesn’t have too many triangles;
  • Certain shaders not casting shadows with alpha blending mode fixed;
  • Deactivation of sun shadows occasionally malfunctioning is fixed;
  • Accumulation screenshots:
    • Cockpit details fixed, other smaller fixes;
    • Pressing Escape while previewing a shot in replays would no longer close AC;
  • Wipers in replays fixed;
  • AC would no longer crash if wheel or suspension nodes in car model are missing;
  • Sparks and other particles colliding with car fixed, no longer getting removed below side mirrors;
  • Blurred rims shouldn’t look as bad with TAA enabled anymore;
  • VAO messing up exterior brightness with some cars fixed;
  • New driver tags don’t get stretched in VR;
  • Reflections intensity falloff for regular materials fixed once more, this time should work for all combinations of fresnelC/fresnelMaxLevel (mirrors were affected too);
  • Bounced light flickering around some cars fixed;
  • Custom VR mirroring: blurred background fixed;
  • Animated turn signals fixed;
  • Timezones fixed once more;
  • Optional automatic fix for controls order is more reliable, shouldn’t crash in those certain cases;
  • Dynamic textures no longer update if game is paused;
  • Static reflections no longer include dynamic lights meant for other things;
  • Dynamic shadows flickering on and off fixed;
  • Few smaller fixes.

For new content and configs

  • TyresFX: specify tyres pattern for certain tyre types in config;
  • Extended physics for cars:
    • Option to use real mass online to improve collisions for heavy cars;
    • Options to redefine collision parameters;
  • Extended physics for tracks:
    • Option to use real mass for cars online;
    • Options to redefine collision parameters for different surfaces;
    • Option to use rigid collision between surface and car mesh colliders, to try and prevent cars falling through in some extreme cases;
  • Extended raytracing for advanced tyre collision detection uses fewer samples to speed things up;
  • INIpp: includes now can be optional, with expressions for file names, new functions to access and modify stuff that’s already been parsed;
  • New inputs for read() for car and track configs;
  • New parameter SHOW_IN_REFLECTIONS for track lights (please use it carefully, by default only lights with range above 10 meters is included to speed things up);
  • New filter keywords: insideWheel, insideSuspension for nodes, driverPiece, isTextureDefault:<texture name> for materials;
  • Car lights: tint for high and low beams;
  • Car lights and custom emissives: separate lag up/down, custom heating color and other parameters;
  • Setting set observeDigital 1 shouldn’t crash AC now;
  • Car debug app now shows aero fan forces;
  • Optional higher tessellation rate for flags, with tessellation applied to shadows as well;
  • New semi-transparent shadows mode: NORMALS, taking into account surface to attenuate sun light for grazing angles, great for bent glass;
  • CSP renders car window meshes late to ensure correct visuals: filter for such meshes now can be changed to include custom banners and such;
  • Objects Inspector app:
    • Select skinned meshes;
    • Surface normal in click point is shown now as well;
    • Extra tool to simplify creation of fake ambient shadows for tracks (click button when nothing is selected);
  • Photoelastic PBR glass now supports multi-emissives as well.

For new apps and scripts

  • Python function ac.ext_loadIniFileAsJson() fixed, ac.ext_parseIniFileToJson() renamed to ac.ext_parseIniAsJson() (old name also works for compatibility);
  • New Python and Lua functions to get track’s coordinates, timezone and to check if WeatherFX is active or not;
  • New Lua functions: ac.getSoundSpeedMs() to get accurate sound speed, ac.getAudioVolume('key') to get audio volume level;
  • New WeatherFX Lua function: ac.setVAOExponent(gamma) to set gamma for vertex AO;
  • Lua audio events got a new pitch parameter;
  • Lua Debug App updated: copyable stored and debug values, clickable files in error messages (opening file at correct line for supported editors);
  • Standart Lua libraries now shipped in bytecode form to optimize loading.