Yeah I was worried about this. I have a 9900k and a 3080 and I tested in VR and on a 4K monitor and was above 100FPS all the time so I thought it was fine, but didn’t have lower end hardware to test on, unfortunately. Like
@Mitch9 said it could be the 16k ground texture. Other culprits might be the 3D crowd models I’m using, or the fact that all of the textures are dds except one which I kept as PNG. Race Track Builder uses a huge texture as the base, and it’s a PNG, and then it uses another texture as a mask map for where you can fine tune the details on that background texture. Usually I convert both to DDS but when I converted the mask map to DDS it made really ugly blocks (compression artifacts) so I left it as a PNG where these didn’t show up. Also the file size as PNG is about 4MB while the compressed (lol) DDS was 65MB. I did still convert the giant base texture to DDS. The PNG was 500MB while the DDS is 260ish MB.
I’m going to put together a skin package that replaces the huge 16k texture with an 8k one, and replaces the mask map with a DDS as well and send that over to you and see if that improves the performance, and if it does I’ll issue an update. I don’t think we will lose much detail by switching from 16k to 8k (8k is what I usually use) so I’ll get to putting that together sometime today.
In order to test if it’s the crowds can you go into content manager, go to settings->custom shaders patch->track adjustments and check the box that says something about turning off the crowds? This might fix that issue for you, but maybe not. This was the first track that I’ve built myself that has crowds in it (fake crowds are so hard to get right and not look weird) and I’m not in love with the ones I used here.