Still working ? Please stop this bullshit please, you have at max one ripped track and one car converted from CMX ported to Unity, you just can make it work with actual LFS online.
But seeing theses "screenshots", I saying that it's just LFS screenshots with notification bar added. There is the same shitty vertex based shadows that Unity doesn't even have, and the same shitty sphere reflections while Unity can do real-time and use only cube-mapping.
Westhill is too from CMX Viewer ?
PS : I already ported old Westhill + XRT on UE4 and also done a CMX Viewer with Keiichi on Unity so I guess I know what I'm talking about.
There are also some lights at start of south city (in front of pits), when you pass on this section, interior blink 4 or 5 times due to theses lights.
Maybe it's a leftover or maybe it's intentional, but without shadow mapping lights and shader per-pixel lighting, theses are just weird.
Actually, that can be something to try but in my opinion, I don't think that much optimisations is a real priority right now.
I understand that improvements like the one in 0.6H2 with more than 100% improvements in some places can be a real benefit, but I also think that a 5% improvement optimisation can wait for lasts test patches (before stable version 0.6I). I guess it's more logical for me to add new content and features and then optimise it, so maybe you should release the real time reflections system before doing this.
That's nice to know, maybe I'll try again later (if someone can send me LFS.exe from 0.6H, that's would be nice, I don't want to redownload the whole game for it).
No, I used a single lap of 5 IAs with FBM @WE1 with replay camera on first IA.
They have done the same time, and I don't think replay is accurate for a benchmark because it doesn't compute physics.
Sadly, I was expecting better results.
I don't have 0.6H to try between 0.6H and H4 (but I know there will be a massive improvement due to H2/H3 improvements). Check out PNG for quick results, or PDF for more details.
Thanks, I'll try when I get home (and benchmark it BTW).
@Scawen : I don't know if I reported it earlier, but when you set height at maximum with a custom view, there is clipping everywhere (I tested it with RB4 at Westhill). (I don't know if you fixed it in 0.6H4, but it's not on changelog)
Yep, that's not normal, with my old laptop with HD 3000, I can max out LFS @ 1336x768 and have a rock solid 60 FPS. And no need to talk about the HD 4600 in my new one.
EDIT : Install Intel drivers if you haven't already.
TL;DR: Multithreading is nice, S3 content and real-time reflections are better.
@Scawen: I know it can be weird to change now when you have years of experiences like that, but I really think that switching to SVN or GitHub (or any other versioning program) will be better for you. You'll have much more control on backups (for example hosting SVN server on a home-made NAS to protect you from data loss on your PC), forks (for example S3 as a fork of current LFS developpement version), etc.
At least do some research on it, I'm sure you can benefit from what it offers you.
And screenshot is in South City, which I don't think is available for DEMO users.
(And no need to say that the picture in itself is clearly ugly and not adapted for a profile picture, but that's my opinion)
After some hours playing 0.6H2, I have too say that the game has some serious clipping issues since 0.6H.
For example, with FBM, I can see some part of track (especially Westhill) pop in front of me, and when I create a custom camera with max height (camera on roof), I can see clipping everywhere.
I understand what you mean now (and BTW, why float are so called float). Thanks for these very interesting informations.
I'll try to use it on my code as well now
Okay, this range gives you way much than the necessary to work with. But what is the real use, what do you mean by "the same granularity regardless of their distance from the origin" exactly, I'm not sure to get the point about this.