Assetto Corsa PC Mods General DiscussionPC 

  • Thread starter daan
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570S has problems with rev counter and racelogic display.

do you have this problem? can you check?
 

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Thanks, it did! Nice tip.
No idea why those two weren't getting picked up using just GT4 as a filter, but I'll be sure to use quotation marks in future.
CM use the same system than google analytics (I don't remember what's the official name), so you can use the same method as on google for "advance search".

I HIGHLY recommend everyone to dig into the "everything about filtering" in the "about", in CM, and take a few notes, specially on expressions, it becomes so much useful after that.
 
Oh my! You got my knickers in a twist!

Are you and @Mike08 working together? Looks like both of you are using the same Steel Racing conversion.


Nope. Yep we used the same model, but nothing more. I'm slowly remodelling everything, the road mesh is completely new, vegetation is completely new, same for the skybox and the El Capitan Mountain, remodeled kerbs, armcos and concrete walls, new bridge, tunnel, and I'm gonna redo all the remaining models, new trackside objects, new physical mesh, all the terrain got UV remapped and fixed and not a single PS2 era texture is gonna be used when released. Ofc what I showed in the video is not even close to release.
 
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Does anyone know which CSP option I need to uncheck so that it no longer uses a form of foveated rendering? Since I've updated to the latest version stuff that's off in the distant is so blurry. I'm using a single screen btw, I'd get it if it was for VR but I'm rocking 2D screens here. I might roll back on this update....
extraFX is activated or not?
 
that could make it realy blurry as designed:
View attachment 1256215

Esp. heat distortion if its realy hot and there is no wind...
Hi Peter, something we discussed a while ago but did you have any more thoughts about a 'season' option in Sol/Pure where you can elect to always drive in, say, midsummer no matter what hemisphere you are in or what your longitude is? At the moment, having June as the default month means that northern hemisphere tracks are in midsummer but southern hemisphere tracks are in midwinter, etc etc.
A 'season' option would automatically adjust the date based on global positioning so that the player could elect to always be driving in midsummer when the sun is highest and light is optimum.
 
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My current opinion on TreeFX... for those that want to add them to your tracks...

While I think TreeFX is a cool and exciting addition to Assetto Corsa, remember to not go overboard when adding them. If you do add them, limit their use--maybe only add them very close to the track, and use the standard trees behind them. Also, provide an option for a user to override them and use the regular tri (or quad) trees. A separate no TreeFX ext_config.ini could be set up as an option? Could TreeFX be managed with a skin?

I am using VR with a pretty good GPU. I've set it up so the render resolution is at the highest setting, while I settled on 72Hz. This produces the best experience for me in VR at this time. I've tested a few tracks that had TreeFX on only portions of the track. When I was on a part of the track without any trees in view, I could easily maintain 72 FPS. However, when I turned to face a cluster of TreeFX trees, my FPS cratered.

Again, TreeFX is a cool advancement, and all the other modeled trackside elements are excellent in most mods... but for me, trees are only in my periphery. A detailed road surface, track edges, and kerb detail are probably the most important thing in a track mod, because that's what I'm looking at most of the time.
 
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My current opinion on TreeFX... for those that want to add them to your tracks...

While I think TreeFX is a cool and exciting addition to Assetto Corsa, remember to not go overboard when adding them. If you do add them, limit their use--maybe only add them very close to the track, and use the standard trees behind them. Also, provide an option for a user to override them and use the regular tri (or quad) trees. A separate no TreeFX ext_config.ini could be set up as an option? Could TreeFX be managed with a skin?

I am using VR with a pretty good GPU. I've set it up so the render resolution is at the highest setting, while I settled on 72Hz. This produces the best experience for me in VR at this time. I've tested a few tracks that had TreeFX on only portions of the track. When I was on a part of the track without any trees in view, I could easily maintain 72 FPS. However, when I turned to face a cluster of TreeFX trees, my FPS cratered.

Again, TreeFX is a cool advancement, and all the other modeled trackside elements are excellent in most mods... but for me, trees are only in my periphery. A detailed road surface, track edges, and kerb detail are probably the most important thing in a track mod, because that's what I'm looking at most of the time.


I think the idea is really good, but unfortunately the implementation is lacking for me.

I find good 2D trees and bushes much prettier than these ugly 3D skeletons, which also cost computing power and are hardly noticed when driving. It's even annoying sometimes because trees and countless variations come along, shape, color, height, structure, tree species, leaves and so on, I can't really represent that at all and therefore always seems a bit clumsy, you can't really have an ecosystem in a racing game. Dirty mammon, as we say to ourselves here.


The tree story can say goodbye, I find it annoying and ugly.
 
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My current opinion on TreeFX... for those that want to add them to your tracks...

While I think TreeFX is a cool and exciting addition to Assetto Corsa, remember to not go overboard when adding them. If you do add them, limit their use--maybe only add them very close to the track, and use the standard trees behind them. Also, provide an option for a user to override them and use the regular tri (or quad) trees. A separate no TreeFX ext_config.ini could be set up as an option? Could TreeFX be managed with a skin?

I am using VR with a pretty good GPU. I've set it up so the render resolution is at the highest setting, while I settled on 72Hz. This produces the best experience for me in VR at this time. I've tested a few tracks that had TreeFX on only portions of the track. When I was on a part of the track without any trees in view, I could easily maintain 72 FPS. However, when I turned to face a cluster of TreeFX trees, my FPS cratered.

Again, TreeFX is a cool advancement, and all the other modeled trackside elements are excellent in most mods... but for me, trees are only in my periphery. A detailed road surface, track edges, and kerb detail are probably the most important thing in a track mod, because that's what I'm looking at most of the time.
As long as the modder provides you with a standard trees option, I don't mind them even if they go overboard. That's what I'm gonna do myself for El Capitan remaster, I'm using a lot, tons of 3D trees, because I personally like them in the way I set them up, but I will provide an equivalent option with standard Y shaped trees, also the 3D trees are still quite new, many of the 3D models used in some TreeFX are poorly made or set up, with wrong colors, brightness, etc.
 
Hi Peter, something we discussed a while ago but did you have any more thoughts about a 'season' option in Sol/Pure where you can elect to always drive in, say, midsummer no matter what hemisphere you are in or what your longitude is? At the moment, having June as the default month means that northern hemisphere tracks are in midsummer but southern hemisphere tracks are in midwinter, etc etc.
A 'season' option would automatically adjust the date based on global positioning so that the player could elect to always be driving in midsummer when the sun is highest and light is optimum.
While we're at it, it would also be nice to have a "random time" option that's random day or random night.
 
As i try to recreate the Hasseroeder Skin for the 406 i was quite unhappy with the Tyre/Rim Texture. I created new ones in 2K.
If somebody is working on Skins for the BTCC 406 i can share my PSD File of the Rims.
View attachment 1256092Credits for the Tyre Textures go to Italya from RD. Took the Textures from the VRC Supertourers and adjusted them.
Yea, me
I'm working on the model now and I need something like this
 
I think the idea is really good, but unfortunately the implementation is lacking for me.

I find good 2D trees and bushes much prettier than these ugly 3D skeletons, which also cost computing power and are hardly noticed when driving. It's even annoying sometimes because trees and countless variations come along, shape, color, height, structure, tree species, leaves and so on, I can't really represent that at all and therefore always seems a bit clumsy, you can't really have an ecosystem in a racing game. Dirty mammon, as we say to ourselves here.


The tree story can say goodbye, I find it annoying and ugly.
And what track does have the good 2D trees in your opinion?
Because from what I do see, its also a matter of putting 2D trees (counting for all 2D objects) to close to the track or putting the same repeating 2D trees in a straight row, parallel to the track.
 
Daimler Teststrecke Track from Rainmaker updated DaBaeda
GrassFX,RainFX,TreeFX and Cams
30 Pit Extension from Foxeway
Have Fun
DaBaeda

Download:

View attachment 1256217View attachment 1256218View attachment 1256219View attachment 1256220View attachment 1256221View attachment 1256222View attachment 1256223

These trees really do look fantastic, very GT Sport-like, and somehow while hotlapping I'm getting around 8fps MORE with this update than with the original track (which admittedly had pretty poor performance to begin with).
There's no mention of any optimisations so assume none were done?
 
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Hi guys, I have a problem with the latest CSP 1.80. When I try to take a picture from game, except for some filters, I obtain overexposed images.

Screenshot_fx_porsche_718_spyder_rs_magione_14-4-123-10-12-43.jpg

I've tried both the CSP photo tool and the AC tool to take pictures, but the result is the same. That's a CPS bug, or some new settings that I have to check? I never had this problem with the previous version.
 
Daimler Teststrecke Track from Rainmaker updated DaBaeda
GrassFX,RainFX,TreeFX and Cams
30 Pit Extension from Foxeway
Have Fun
DaBaeda

Download:

View attachment 1256217View attachment 1256218View attachment 1256219View attachment 1256220View attachment 1256221View attachment 1256222View attachment 1256223

Nice surprise! I've added the update (slightly changed) to my archive.



Change log since v1.5 from 2017:

v2.1
  • updated Read Me
  • renamed folder to original "daimler_teststrecke"
  • reduced to one layout only (30 pits)

v2.0
reworked by DaBaeda:
  • GrassFX, RainFX, TreeFX, Cams
  • added 30 Pit Extension layout by Foxeway
  • added balloons
  • added loading screens
  • added background horizon
  • some shader rework
  • added ambulances with lights

Thank's again!
 
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