I seriously hope Oculus Rift will be completely destroyed by the Vive on the marketshare, and that HTC will make their VR headset more affordable (300€ will be acceptable, 200€ would be even better but we know it's just a dream for now).
This ! I think we could say that to at least 40% of the community. When a 300€ prebuilt machine is more powerful than your computer, it time to seriously think of upgrading.
EDIT: Here is a part list for a computer that matches current-gen consoles (PS4 / Xbox One), for the same price range:
He said Flash IDE. Flash IDE and Flash Player are two different things. I don't know if everything in the code is compatible to be ported on WebGL/HTML5 with the latest update of Flash IDE, but it would be great !
EDIT:
Use the search function before posting things like that, it had been answered tons of times.
Took some screenshots. With theses new shaders, we can clearly see the lack of reflected objects on the car, there is only fences and tree that are really close to the car. That's too bad, I was hyped for a new one pass rendering technique to do full sphere mapping on DX9, but this is just wrong I'd say, it's still as unrealistic as before on covered areas of the track (on RO for example, with bleachers not displayed on reflections).
I hope Scawen will not wait too long before adding way more displayed objects and field of view, but I've read today that is was on his #1 priority before Rockingham, so let's hope it will be on the first 2016 test patch.
Stunning !
I knew linear color space would be a nice addition to LFS, but just looking at this start, I'm totally convinced that it's the way to go ! But for a fully realistic effect, we need to check everything in the pipeline (shaders but also textures) to get the most accurate result.
Wow, TIL ! That's such a weird behaviour, it makes the choice of S1/S2/S3 when creating the server nearly useless actually. But nevermind, I was wrong, thanks for correcting me.
A server set to S3 can't be played by S2 users, even if it's not playing on RO, just like a S1 user can't join a S2 server that allow only S1 cars and plays on S1 tracks.
No no, it's more than just a time issue. There are some technical problems that made his technique not really doable correctly, because the car's reflection is going full retard when the car is flipped over for example.
About the current shader, Scawen had to it before official patch but I guess that Rockingham release made him get his priorities straight. LFS Graphic Override developer has gone faster than us and already fixed the distortion of the reflection.
I'm already trying to do some experiments on the shaders, but work and school gives me not that much time to work on it, plus I'm not really used to see such "messy" shaders (I got mines all clean and in separate shaders for all different types of surface, when there is only one for every world objects on LFS). But when I'll get the logic of it, it will be okay I guess.
EDIT: About the bottom reflection, with Keiichi's idea, it would have been possible to fake it somehow by using the old reflection texture and applying on the bottom of the car, but since the old texture is no longer passed to the shader, we can't do it, so we're a bit stuck on two choice, try to ignore it while Scawen decides to work on it, or wait for good graphic override extensions to override the current system while a solution is developed by Scawen.
That's what I've been thinking, but I'm sure people like me would have brought it to help you test it, because we know that a test patch means an official patch shortly after.
Consider me as a beta tester next time then.
I'm sure that it's better to do an incompatible update as soon as possible, so people are not frustrated that their best lap times got reset. January looks good to me !
I've brought it without taking time to read the news, because I just needed an excuse to thank you for all those fun moments I've spend on S2.
However, I'm disapointed that there were no test patch before official release. Rockingham feels less polished than Westhill, with texture mapping issues, floating lamps, Z-fighting on text and skid marks on asphalt, and weird collisions/weight with banners/turn signs. See screenshots for illustrations of reported problems.
I really hope that we'll have a new test patch soon to correct all of theses, and add the small thing that I asked (post-process without depth buffer is really too limited).
Anyways, that's a nice track and it's for me a license full of hope, and I'm sure that this sale boost is something you needed to really get back on track, so keep it up Scavier !
Like for stuff that gets blurry around when you go fast. For spinning wheels, it would need object-based motion blur, which requires more time and more performance but it is really nice and accurate.
It would be great if we had the option to turn off theses info by the way.
@Scawen: Could you send the depth-buffer texture to the postprocess shader ? It would add more options, like Depth-of-Field, Fog, Screen Space Ambient Occlusion, and motion blur (if we could get a float3 for camera velocity if would be even better, we could create a basic camera based motion blur) for example.