Project CARS

Published on July 22nd, 2012 | by Alisdair


Project CARS – Build 260 Released

Slightly Mad Studios recently released this weeks development update for their WMD Powered title Project CARS available to all Team Members+.

This weeks development build released just days after the licensing deal which will see Ten iconic BMW’s make an appearance in the sim brings various changes including the new dynamic cloud system, various track updates including Eifelwald along with many more changes list below.

Build 260 (20/7/12, Team Member+)
Please start a new profile with this build

  • Quick fix for clouds popping. I am rendering the clouds in order of their cells. So no fancy sorting , therefore no switching of render order and thus no poping because of it
  • Changed Event Queue processing to use new Online Event Filters
  • Add new Online event Queue which will eventually replace all previous online related event queues
  • Modified DX11 handling of default texture to correctly set “write by CPU” flag (this removes an error reported by DX11 debug version)
  • Cloud Optimisations , spawning and rendering fixes:
  • – CloudLayers regions can be configured to sizes and we can vary their total densities
  • – Clouds share primitative resources and materials so no need for thousands
  • Added in code so IBL can be used forward and phase3 render passes. Changed the order so then I seed the enviroment random variable
  • Changed the camera far render clip plane. Added in code so IBL can be used forward and phase3 render passes in dynamic env maps
  • Change so percloud formation factor is stored in the clouds w.w component.. this is done cause we do not store 1 material per cloud instance (why because that would be a massive overhead)
  • Overlay shader modified to properly cope with being only in phase 3 of deferred rendering, which fixes specular and normal map issues
  • Removing experimental IBL Lighting from clouds
  • Fixed new_ground shader broad normal map to use correct UV mapping
  • WTC tweaks to optimise a couple of conditions. Cloud meshes re-exported with a single texture applied. Slightly lower res as a result but looks OK. console specific versions added for the new texture
  • Fix new_ground.fx not doing normal mapping properly
  • Caterham Classic max file: damage added
  • Various cars: fixed issue with tabs and readability in physics files
  • Ghosts system:
  • – Added texts to global text database, used primarily for save game support in the ghost system
  • – Ghosts that the cache manager knows about are of two distinct types now: server-side ghosts (present either on the server or in the local disk cache), or save game ghosts. They never mix together, and searches for one type igno
  • Adding experimental stratus cloud set up into the light rain slot, which is currently just a placeholder anyway
  • Belgian forest – 1st pass for trees done
  • Removed downward facing quads in stormy and thurnder stormy conditions as they don’t add much and are a frame hit. Also halved the number of clouds for further optimisation
  • Belgian Forest Circuit – add new textures for Atrium
  • Eifelwald – new slope grass texture psd source file
  • Eifelwald – new slope grass texture
  • Eifelwald – wirefence texture tweak
  • Metallic Matte paint support added to bodywork2 and bodywork2_skinned shaders
  • WTC edit to add new cloud densities for optimised weather system
  • Also added horizon altitudes for clouds. Setting these to just above the top of the sky ring looks best for now, but they will noticeably pop in until other issues are sorted
  • Belgian Forest – update crowds for new terrain and changes
  • Belgian Forest – create more darker temporary grass texture for outer terrain
  • Tweaked settings in CSD for Caterham Classic
  • BFC grass textures checked in
  • Caterham Classic: Fixed speed calibration
  • New Belgian Forest export
  • New Eifelwald export
  • New Sakitto exports

About the Author

Alisdair is the founder of Sim News Daily. An all round sim racing fan with a real passion for cars a motor racing. Twitter: @SimNewsDailycom

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