It should have it's own track with multiple rally / rallycross configuration in S3 !
Scawen, I don't know how car licensing exactly works, but if you wanted to update the Sirocco to the 2016 model, is licensing still valid? Have you considered it? (design wise it doesn't look like nothing anymore, and performance is nearly the same (+20 bhp on the 2.0 liters)
I don't get the hype for it, what I want to see is the new tyres physics and then a brand new graphics engine, with Physically Based Rendering, High Dynamic Range (in engine with tone-mapping and monitor HDR support) and all that good stuff.
Okay, so I checked further, and it seems that Keiichi used S-curve too, just a little less agressive.
To have the closest possible match (without having shadow problems, but that means a bit of sky burned), just change the 3.2f value to 3.0f in PostProcess.psh.
Thank you for your feedback. I'd like to say that I really like vignetting and S-curve in LFS, since it have a really flat look without them, but I understand that it's not for everyone.
In the latest version, I added personalisation of the shaders, so to disable S-curve and vignetting, simply go to PostProcess.psh, and comment #define USE_S_CURVE and #define USE_VIGNETTING (see screenshot in attachments). It should give you the fog and the linear color space, without extra post-process.
We don't have real numbers for that sadly. LFS should have a analytic system that reports hardware info, to better know what the majority of the community's hardware is capable of (reporting only cpu name, gpu name, RAM quantity and OS used would give most informations).
At this point, I would suggest making the update 3/4 days later, and make a more polished update. Theses times, you seem to rush updates a bit more and reducing final quality with it. Don't rush out Scawen, polished updates are your trademark in my opinion, I don't really want to see you lose it.
Or maybe add a more "quick fix" type of update with big patches, named like 0.6R2, and rename test patches like 0.6R-RC3.
That would be nice. Depth buffer and camera velocity vector would be quick to add and would allow more complex effects. However, we are really limited by the PS 2.0 max instructions limit, so it would need multi-pass post-process (add 2 or 3 passes functions). Don't know if Scawen got time for that though.
That's a visual feature, not something in connection with a drift car.
I dont want to stop people from talking, that would be stupid, but lease, keep it realistic and in the subject so that devs can actually consider this and know what to do.
No need to quote the whole post though.
Elaborate yes, but don't spam ideas with that need too much work or are just plain useless or dreams, or this thread will end like track and cars that we want to see in S3: useless.
10 years ago, I made naive suggestions for LFS and nobody understood them because my English was shit. Now I still make suggestions but my English is decent and I have more and more technical background.
In 4K, it's quite obvious that something is blinking when I'm driving towards it.
Both can be called call pop-in.
Okay, so with a bit more investigation, it seems that most of the problems are actually Z-fighting, so you are right, but what is really poping-in and easily spottable on Blackwood (and Westhill) is grass. A more elegant solution to make them appear without attracting the eye would be to make a smooth fade with distance. Since grass is already a transparent object, this is basically "free" performance wise if I'm not wrong.
So, I played it fair, not nit-picking every LOD change I could spot, because it should happen and I'm okay with that, but I reported pop-ins or z-fighting issues that are noticeable while racing (aka in the middle of the field of view). It took me some times.
BLACKWOOD (z-fighting):
For the ads banners on bridge, I think just removing part of the wall that is behind the banners would be a simple way to remove Z-fighting definitely.
For the distance posts, removing the inner faces on lower LOD would probably do the trick too.
SOUTH CITY (too visible LOD change):
For the stoplights, I think it's just the LOD that is not detailed enough, so the quick fix would be to increase the distance of the highest LOD (South City will probably be done in HD too one day, so no need to really fix this "properly").
SOUTH CITY (occlusion culling fail or pop-in):
I'll admit that the last one is nearly not visible in race, but since I was on it and it's on the same area as the other, better reporting it.
There you go, I hope that it is detailed enough for you and Eric to take a bit of time to fix thoses. I assure you that they are disturbing, and I don't know much it's visible on lower resolution (or if it's visible at all), but I can confirm that they are noticeable in 4K. Since it's a resolution that will be constantly increasing in playerbase and you are working on an incompatible patch, I think it's a nice time to do this.
EDIT: Okay so Victor didn't fixed the high resolution images scaling in spoilers. This post will give work to all 3 devs then.
Ads on the bridge here have a lot of Z-fighting (don't hesitate to zoom in to see it properly, it's a 4K image):
I also noticed a lot of pop-in in this track (South City too btw).
Maybe allowing draw distance to go higher for higher end computers, because pop-in is one of the things where LFS really shines, and I really don't want to loose that, it's too distracting and immersion-breaker.
I don't think it will work for DX9, because it needs a specific driver support and it's primarily made for more recent hardware and software (DX12 and Shader Model 6). And even if it does work with DX9, it won't help LFS in any way.
I actually don't get how tools for engine development could suddenly make a game better looking. In every case it need work to take advantage of it, and in this case, there is zero use to go DX12 and SM 6.0, and will make 90% of the userbase not able to play LFS anymore, while providing no graphical improvement by itself.
Do you realize how stupid what you just said is? Do you think Scawen, a programmer, is taking time from tire physics to model a track? No, he do his things, and Eric models tracks and cars. Sometimes, he take a bit of time to add a specific editor feature for Eric, but that's it. If you learnt how to read, you'll see that Scawen really worked on the tire physics, and finished the carcass simulation, so it's going well.
Oh and BTW, nobody paid for Westhill, just like Blackwood, it's a free update for all.