Setting the mirrors of the car to use a simple shader that reflects the reflection map is indeed easy, especially considering it's a mirror and not a surface, so no lighting stuff is required.
Note that a lot of stuff is easy to do, but I never said it doesn't take time. And also note that I'm aware that Scawen got his priorities and certainly wants to do a lot of thing before doing small additions like that.
4K used as a super sampling helps reducing shimmering, which is really present in LFS (and LFS dosen't have a temporal antialiasing solution to really fix this)
Actually, I think that if ScaViEr want to make LFS alive again by bringing back people, I think that graphics updates are more important than "under the hood" physics. At least add a HDR pipeline (with Bloom), PBR rendering and cascaded shadow mapping, so it looks more like a 2012+ game.
I'm hyped for every LFS update, especially graphical ones, even really minor like new road shader, and I even already have an idea of what it can be, and for me it's not VR related
Maybe I'm wrong, but I'd be happy with every update that can improve my LFS experience.
It was already asked several times, and the answer was: "You can still download older versions of LFS. The new Westhill was made to replace the track because it was downgrading the overhaul quality of the game." (not an real quote, but the idea behind Scawen's posts about it).
Graphics are old and outdated, not "smooth". I understood what you are trying to tell us, the game dosen't have bloom, motion blur and other graphics effect like that that can disturb you while racing, but that also means that it's less realistic for me.
When you are driving with the sun right in front of you eyes, you should be distracted, that's logical for me.
About that 'optimized graphics', I think it's more about 'outdated graphics' that helps having solid GPU performance, for exampled the baked vertex shadows, while every new game uses shadow mapping and even precomputed global illumination for the AAA. Scawen did some optimisations, but LFS is really low poly and shaders are simple, so those optimisations will be actually effective and useful when GPU will be stressed more.
Not even a wheel/gamepad support for menus is what you call "something that should be a base for other games" ? There are a lot of options, I agree on that, that's nice and all, but most of the options are not easily understandable by a newcomer.
It took me years to understand every features in the options menu, and some of them are now useless (, and some of them should be hidden in a "advanced" menu. It's nice to have options, but the menu should be easy to navigate and shouldn't be saturated with things that most people won't understand.
Not having to restart the game each time you change something on the graphics settings is a really bonus too (looking at you Project CARS).
An example of a good improvement for LFS options menu would be to create graphics presets, so that people can select theirs graphics options in two clicks, without having to touch mipmap settings or the number of maximum reflections, but still have all those options in the "Advanced" panel.
LFS also needs to have the "?" button next to nearly every options, so that people that are interested in customizing LFS can learn and tweak as they like.
Just my two cents as a gameplay and graphics programmer who plays LFS since 2005.
SAPPHIRE NITRO+ Radeon RX 480 looks like a stock RX 480 killer, with better cooling, overclocking, and way less noise.
Or if you want watercooling, you can also buy a reference card and then buy either a GPU watercooling kit, or do a full watercooling loop on the PC (CPU + GPU).
I think so, inactive window sometimes drops to 55 FPS, but most of the time it's 60.
I did try with cockpit view too, same result
Yeah, I really recommend you to buy a card with a non-reference cooler, stock cooler is loud and GPU is hot. With a good cooling solution, overclocking should give you a nice performance boost!
Just did it with 8 instances, VSync turned on, post process turned off (keep in mind that I have some big pow() in my shaders and post process, nothing good for performance, so if it run like that, and vanilla game will definitively work!)
It seems to be running at 60 FPS on every instance with my i5-3570K @ 4.3 Ghz (65% usage max), and the RX 480 is running from 95% to 100%. I guess it will be fine
Quick screenshots of the experiment:
(see virtual desktops on the bottom)
(don't mind the dark game, it's just because post-process is off and shaders are converting pixel values to linear color space)
Why would FirePros be faster in real time 3D rendering ? They are not made for that. And I have a RX 480, and I think it could handle easisly multiple instances of LFS with solid framerate. BTW, don't forget to undervolt it though, stock voltages are too high for that card.
@Scawen : Small suggestion for next update, can you make steering smoothing option dependant of the controller used and move it to the Controls menu ? I have a DualShock 3 controller that need 95% smoothing, while I also play with my G25 (when I have the motivation to connect it) with smoothing disabled.
Nice start, but the alpha meshes are either not present or the material isn't configured properly (just like the car material which look way too plastic IMO).
IMO helmet skins are already useless to download. We would see custom suits only a fraction of a second, and only on single seated car races, just like helmet skins.
I'd prefer having 4096px car skin upload than 512px helmet and suit upload.
You don't have to be rude like that BeNoM, you don't want to play with him ? Fine, don't post here. Damn.
You should try MRc servers and FRANCE PRO CRASH if you're into that, theses are the best demo servers to enjoy LFS demo
I don't know about a team however, ask on demo servers maybe
Performance (for GPU limited users) while still having a crisp UI (UI is rendered at native resolution).
And super-sampling filters are really good, you can render the game at 0.6x the screen resolution with nearly no quality loss on edges (textures are blurrier though).