To be honest, even XR/XF interiors look pretty outdated - lots of flat suraces, few polygons..
To keep today's standards (especially for VR users!) all cars need a major update.
On mid-end PC which was a mid-end PC a few years ago ( ) I get (I think so, playing with frame limited to 100fps) over 400 fps on "old" tracks.. Often it just hits stable 500. I dunno what configuration is needed to have problem with getting stable 60fps. 1 GHz Duron and Geforce 5000 series? Problem of optimisation and hardware requirements is far, far away. It's 2016! Keep that in mind and take a test drive on Fern Bay in RB4.. or UF. I know, LFS (and every single game imo) hould look clean, but now it's not clean anymore, but rather empty and outdated.
When I read here about Formula BMW times at Rockingham I thought it would be a nice challenge to test myself at ISSC And well.. James Peace is not a WR holder there anymore
Last section was not good, especially last corners, even though I decided to upload a hotlap.
...Surely he, or someone else will beat me soon but... that's the point of competitiveness
Actually, some kind of a joker section can be made with layout... At least for BL.
There's no typical rallycross track, that joker course could be added easliy without destroying rest of the environment.
But if there's going to be a true rallycross track in S3 then this stuff is a must
Nice to read about future reflections upgrade!
Hmm I have another question (sorry Scawen!).
As Rockingham has a wet grip area and some people have already asked about how to get there, so I think they all (inlcuding me) would like to have it being wet/slippy. Do you plan to make something like that?
This would be a nice bonus
These new dynamic reflections do not actually reflect correctly. The reflections get curved with distance, it's not linear. So that distant objects are not reflected at all, they suddenly appear out of nowhere on a reflecting surface. Probably that's why comparison refletions look different.
It looks funny when you're approaching a tunnel/overpass/etc. There's nothing on the reflection but the sky, and when you're 25 meters in front of that objects it appears "from the bottom"
Some explanation screenshots to visualise this are below Notice how small movement is done, on first shots about 2 meters, on another maybe 6?
...Or apply a couple of textures with different blur amount depending on angular velocity of the wheel like all those cheap effects do in modern games e.g forza motorsport
Finally found some time to play online and well... I have a proof that full sphere reflections is a must
Look at the nose - there's just plain grey nothing there
Also the screws texture don't have alpha channel - but i think it's already fixed together with numberplates in that new shader file?
Wow, that's something I've been always waiting for!
However, the reflections system (I think you know that, Scawen ) seems to be still inaccurate - not only the lack of reflections of things below the horizon, but also the reflection is very.. "curved" - like objects suddenly appear out of the blue (or actually from down under) when they should be already seen on the car (as we're facing them) - I suppose it related to the reflection mapping method Keiichi_Tsuchiya mentioned?