The issue was risen couple of times I think but I dont mind reminding. It has nothing to do with bump mapping and surface lighting aspect.
I wonder why do we have bumps in LFS on curbs only.
Every type of surface or tarmac or part of road could have its own characteristic. It wouldnt be resource hungry mapping of every specific pothole (as we have few of them only - in some annoying places like brake zone ) but kind of spectral line (density per bump/pothole size) - one does not exclude the other. As I reckon this type of surface average is also used in grip simulations.
This would add a lot of realism comparing to cars floating now even with stiffest suspension setting. And it would be very useful in future when dynamic surface change will occur (dirt and gravel).
I wonder why do we have bumps in LFS on curbs only.
Every type of surface or tarmac or part of road could have its own characteristic. It wouldnt be resource hungry mapping of every specific pothole (as we have few of them only - in some annoying places like brake zone ) but kind of spectral line (density per bump/pothole size) - one does not exclude the other. As I reckon this type of surface average is also used in grip simulations.
This would add a lot of realism comparing to cars floating now even with stiffest suspension setting. And it would be very useful in future when dynamic surface change will occur (dirt and gravel).