you will not solve any of that graphics problems with that fog shader to be honest. Those graphics problems are caused by the VR renderer and how good it utilizes AA and in which render resolution you render the original image. There are big differences between the hmd renderes. Like the one WMR is using, the picture quality is really good and such aliasing is not a big problem there, whereas with the oculus renderer there is a really bad picture quality in normal resolutions.@Peter Boese, let us know here, when you release this “Fog” pure
Normally, I prefer to spent all my adjustments in CM to shimmer eliminating and a frame rate to 90fps straight, so my AC is lean, without any addons nor external injectors, like PURE/PPfilters or whatever that have influence on my ideal VR view. Only with that fog PURE, I see some potential to reduce all the distance shimmer and other visual artifacts even more, which are always for me a massive immersion killer in VR.![]()
You mean the Thai script below the TOTAL logo, right?New livery skin for the Nissan R32 JTCC "AIM Motorsports" (WIP)
I will need a little help with the text in Thailand if someone knows what it is or can give me the text because with Google helps it says something else, the letters don't do much within the image
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A big thanks for clarifying, indeed I do prefer blurred images more then shimmering and have absolutely no problem in hiding those shimmering objects by fog. That shimmering also depends on the circuit or creator. Those converted from old racegames are mostly the worst.you will not solve any of that graphics problems with that fog shader to be honest. Those graphics problems are caused by the VR renderer and how good it utilizes AA and in which render resolution you render the original image. There are big differences between the hmd renderes. Like the one WMR is using, the picture quality is really good and such aliasing is not a big problem there, whereas with the oculus renderer there is a really bad picture quality in normal resolutions.
I just did a direct comparison between the HP Reverb G2 (WMR) and the Meta Quest 3 (Oculus - cable) and the "shimmer" or better called "aliasing jitter" is very minor in the G2 but huge in the Quest.
So sure fog could solve this, but only because you just have no objects / contrast in the renderer then.
One thing you can also do is gaining the mip lod bias. This will prevent high detail in those "line" or stait textures/objects:
Just an exaggerated example:
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So distant objects will sooner use lower mips and so the textures become more blurry and the aliasing jitter is therefore way lower.
Another fog solution you can do is lower the fog distance of the track then, like here in Pure Config:
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When gaining the FOG_SHAPE, the AC fog gets less distance and will so mask such objects, but with all resulting visual downgrades in view distance.
Good morning. You know everything.i can confirm the front is from a P68 and there is a Lotus 23 rear on it aswel
i look closely at the cars you adapt and find out what you used, like in the 1965 Spitfire i found the 1970's spitfire rlly small just above the rear wheel archesGood morning. You know everything.
Front: Ford P68 (changing the x-y-z dimensions a little)
Rear: Lotus 23 (I "copied" the same piece 3 times, in slightly different scales).
Windshield: Jaguar xj13 (also with changes to the x-y-z scale)
You have wrong settings on CM. You need to allow season adjustmentAnyone know if the LuisB version of Solitude is supposed to be winter all the time? Can't seem to get rid of the snowbound look...




Hey Peter. This is great news ! I remember some time ago (years maybe,... yeah in 2022 ) we talked about this on discord, implementing fog and how to, back then I played/tried with smoke effects to make fog patchesThis is no distant fog. It creates fog billboards in the near of your camera. And in its default settings its very efficient, because it uses th AI spline to place them. So it realy depends on the settings, but i tried to keep the CPU and GPU usage as low as possible due to many optimizations.
here is a comparison on and off:
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It also depends on the tracks. so for small trakcs, you will see a lot of those billboards, because you already see billboards of the incoming spline. But for long tracks you will only have like a corridor where you move along some single road. But therefore you have more billboards on those long tracks.
hmm... "broken" seems a wrong term to use here imhoDamn, new CSP linear Color Space breaks almost all of the cars in my library (makes them ugly) but I see the potential, especially at night:
"Old" Pure weather-style:
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New CSP Linear Color space
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( I only changed the weather style, nothing else was changed in these pictures. )
I just hope for Peter that he doesn't have to start all-over again because of this...
Agreed, the second pic also looks much better to me.hmm... "broken" seems a wrong term to use here imho
To me the second pic looks more realistic and therefor better. (but Des goûts et des couleurs...)
Are there any more skins for this car? I have a total of three now.Release BMW M1 Turbo Group 5 skins from Le Mans and FIA WSC for F302's M1
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skinsm1f203
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Here you go.anyone got a changelog link for the new CSP preview? Want to know if the AI starting bug is fixed before resubscribing.
EDIT: It looks like the AI not starting is indeed fixed with this preview release. I'm also interested to see how this "multithreading Extended Physics" might work - I've been CPU-limited before on my 9900K with more than 20 RSS cars on screen at starts. Wonder if that changes.
Looks to be worth the resubscription.
Sorry for the confusion, the second pic looks stunning in my opinion (it's a Kunos car), but a lot of mod-cars look significantly worse with Linear Color Space turned on (especially in that same scenario: Jeddah at night). I've read everything Ilja posted and he writes "modders to have patience, don't change material shaders just yet, because more changes are coming". But as of now, with the limited testing I did, it is a very divisive feature, where some (excellent built cars) look even more beautiful now, and some other mods (including my own conversions), suddenly look very bad. Unfortunately, the "other mods" is about 60% of my total library...Agreed, the second pic also looks much better to me.
Maybe it's just a case of different looking weird at first?
great works broAnother adaptation completed to make up the grid (Le Mans in the 60s), Maserati Tipo 63 (used as a basis for the Maserati Tipo 61 by Adalexis).
It wasn't 100% the same, until someone decided to make a more accurate model. We'll be heading to on-track testing for one (BoP) soon.
6- Briggs Cunningham - Bruce Mclaren / Walt Hansgen
7- Briggs Cunningham - Augie Pabst / Richard Thompson
9- Scuderia Serenissima - Ludovico Scarfiotti / Nino Vaccarella
I decided to adapt the model again (I think it was a little better)
common bro this gtp is very good nice. I can't wait to test it in the historic race. We can't waitrelease this month
Chevrolet Corvette GTP 1988
include some skins from Tar Heel
and no April 1st joke!
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