Skip to content 0.1.73-preview1
- Version ID: 1387
- Size: 58.38 MB
- Published: 2021-02-07
- 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.
- 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.
- 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.