yes, the smoothing effect modern TVs have is appalling yet the masses think it looks better (because they're told it is). it doesn't.Frame interpolation, 600hz mode or whatever these crappy post processes are called in consumer TVs MUST be switched off at all time, especially when gaming. Its easily recognizeable by the infamous "soap effect" and i bet 80% of TV owners/users never heard of it or are aware of this mess. If a dedicated 'game' mode exists, this function should be disabled automatically.
Build 998 (01/05/15) - This time the "ACTUAL" Last GBs
Render:
* Further optimisation of VB/IB sizes, to improve SLI performance.
* Change to how the special effect system fixes up headlights. WMD-6752
* Add NVIDIA Titan X to list of very high end cards (for first run settings).
* Predefined settings tweaks - change prerendered frames to 1 for high/very high configs
* PitsequenceController: Switch off automatic switch to CockpitCam when using Oculus Rift
* DX11: Fix for tracking issues with Geometry shader constant buffers (fixes performance / hack previously required)
API:
* WMD-6741: Added basic LED support (tilde through to backspace for revs) for Logitech gaming keyboard. : rob
* Shared Memory fixes: Added states "GAME_INGAME_RESTARTING", "GAME_INGAME_REPLAY", "GAME_FRONT_END_REPLAY". New mGameState states required. I've now added "GAME_INGAME_RESTARTING", "GAME_INGAME_REPLAY", "GAME_FRONT_END_REPLAY". mCurrentSector3Time always invalid, This now works identical to the HUD display. This also means now that mCurrentSector1Time & mCurrentSector2Time will display valid values, even when not in their sectors (as the display does). For the current current-sector-time... this can always be checked for app-side against the mCurrentSector attribute. The mCurrentLapDistance also increments at relatively coarse intervals of ca. 5m (is this normal?) [Resolved] Yes (well due to ease of access in-game!) This is due to the fact that the 'best waypoint' is being fetched, and they are placed approx 5m apart from each other... this is how the current lap distance is determined in much of the game-side code. That said, I've pulled a snipped of code from the physics which calculates the distance between the current waypoint, and the next best one, which now produces a linear result. When starting a new lap the current sector and current lap are not always synchronised. When starting a new lap the lap distance is sometimes still on the old lap [Resolved] I ran into the same issues with the lap distance overlaps in the achievements, in which I've pulled some code over from there which was use to sort that out.
Controllers:
* Fix for centre spring being active during driving.
* WMD-5727: Fanatec force mixing set to software to remedy steering jolt issues.
Dedicated Server:
* WMD-6658: Support for dedicated server gameplay stats and logging: Implemented protocol to send stats and events to DS. Added hooks to send multiplayer stats and events to DS all over the place (session setup and status, player status, various participant events including sector/lap times, results, impacts and cutting the track). Updated ping call to send the server RTT to DS, and fixed issue where pinging could break disconnection timeout if the server still responded to ping (which is allowed even when not in the session) but not to anything else. Bumped protocol version to 50
can anyone tell me what the 'post-processing filters' option in the Visuals menu does?
Ehhm i hope you are all aware that those gifs are even less representive than a Youtube video? And furthermore, they are slowed down. I could make GT6 look like this with no problems.
And can you disable helmet / dash board blur ? On PS4
thanks. still a bit confused though (or perhaps even more so lol). if it was more for photos wouldn't it just be included in the photomode filters option and not in with the heat haze/crepuscular rays menus etc?If set to on you can switch between different filters (less usable for gameplay, more suited for artistic photos) via hotkey. It has no effect on the image if you don't switch by yourself.
thanks. still a bit confused though (or perhaps even more so lol). if it was more for photos wouldn't it just be included in the photomode filters option and not in with the heat haze/crepuscular rays menus etc?
wicken, where did you see the bit about AI/pitstop? On WMD forums this info isn't in the build release notes.
sounds interesting. i just noticed it on VVV's PS4 graphics vid, has the option for on/off right at the top of that options menu. one more thing to tinker with once i get my hands on it.You can still race with those filters. The "more suitable for photos" part is just my personal opinion.
wicken, where did you see the bit about AI/pitstop? On WMD forums this info isn't in the build release notes.
Alright, will edit my post to the actual build notes.It was there before. Maybe they've removed it because it didn't make it in the build after all.
Shoot... Was looking forward to those changes most of all. Sounds like they will have those pit stop pressures sorted out.It was there before. Maybe they've removed it because it didn't make it in the build after all.
http://www.neogaf.com/forum/showpost.php?p=162346699&postcount=8514SMSRenderTeamPretty sure this is just Motion-Blur, because the vehicles are excluded from that system and don't get the 'ghosting'. I just looked at one of the VVV videos and you can see the 'ghost' (as you call it) offset is proportional to the vehicle speed when pausing the video at various points. In motion this translates to variable "length" blur depending on how fast you are travelling, which is pretty standard for a post style MB system like the one used on Project Cars. In the case of that GIF - looking sideways the blur system would be producing very large offsets for each frame and the result looks like one I'd expect from this sort of MB shader.
That's what I have noticed in a load of online videos ive seen. Seems that the starts is one of the areas that PCars hasn't excelled at. The AI seem to be dithery at the start meaning if you time it correctly you can make up quite a few rows into turn 1. Seems pretty wrong. It always looks like the reaction times when the lights go green seem very slow too, for AI and for the user.
http://www.neogaf.com/forum/showpost.php?p=162346699&postcount=8514
Not 100% right, vehicles aren't excluded from the "ghosting". Just look at some screenshots posted here.
So only 6 years old are allowed to care about technical issues in games. Gotcha.I really don't see the big deal? Has everyone suddenly become six years old?
So only 6 years old are allowed to care about technical issues in games. Gotcha.
The car was oversteering or understeering?+ Felt like i was skating on ice with the controller really struggled to keep the car on the road half the time
can anyone tell me what the 'post-processing filters' option in the Visuals menu does?
I just did a screenshot with "Mosaic 8 and Old TV". Here's our beloved GTP RUF CTR3 SMS-R in all its 8 bit console on an old on-it's-last-legs-TV glory:If set to on you can switch between different filters (less usable for gameplay, more suited for artistic photos) via hotkey. It has no effect on the image if you don't switch by yourself.
can't tell if joking but if you can really play the game with that effect on I'm definitely doing it!I just did a screenshot with "Mosaic 8 and Old TV". Here's our beloved GTP RUF CTR3 SMS-R in all its 8 bit console on an old on-it's-last-legs TV: