I have the same card fella, IIRC this is one of the borderline cards, it supports the feature but the implementation is rather poor so best left to off.
Great guide JakG, some obvious ones but some not-so obvious tips as well and its great to have it all in one post.
Lower the user LOD. I have it at 0.5 and it only lowers the poly count of the most distant cars.
Try the replay I attached and pause it when all the cars line up in a row. I set all other settings to best detail except MIP bias is 0
(you don't have to enable clamp in the driver since it does the same). EDIT: This is not true.
Also a 8600GT at stock clocks plays fine at 1368*1024, 16*AF, 8*AA, transparency supersampling and maximum quality. I chokes just a little bit when using 8Q*AA. I wish I had supersampling AA for those curbs.
LFS looks REALLY good with proper textures and good hardware... check this screenshot i took a while ago, it's slightly edited so it looks like a winter day (added some haze with photoshop and blur to simulate focus depth), but everything else is just LFS
i got carried away and posted some more... i'll take a screenshot to practically demonstrate how antialiasing and anisotropic filtering affects the game (those are out of lfs settings)
this is to demonstrate how Anisotropic and Antialiasing would affect visuals on LFS...
take a look at how the distance signals get blurred as it gets further away, how the corner becomes a clogged blurry picture... look at the texture process of the car, how the lines get blurred (this is actually a consecuence of having high res texures without proper filtering... wich means its useless to have 2048x2048 textures if you don't apply filtering), also the borders of the car in the first picture, then .. compare it to the second one
I have a problem, I use 1248/1xxx (something lol) resolution, and 4x AA and 16x AF, aswell I use HighRes textures. I have mip bias to the right, meaning everything gets smooth and nice, but problem is the road. While the car and such looks great the read looks strange, it doesn`t seem "smooth" to me, it looks like it should be a lot of gravel on the road Does the thing ..eh...filter, mip filter or whats the name, in options help for this?
Because it really look strange, and I can hardly belive it`s suposed to be like this.
This is how it looks. It`s hard for me to explain, but while racing, it`s like there is a square area around my car where there is highly detailed textures, very corny tho, but only like 5 meters away from the car it..well it looks o.k but not as good as on your computer. Have 4AA and 16AF here.
I just downloaded all the top downloads from the custom textures and installed them into the LFS folder, but how do you implement them? like the nicer steering wheel etc?
If the textures look unchanged to you then the problem is that your downloaded textures did not save over your old ones. Double check everything and make sure the newer textures are actually overwriting what's already there.
Hi, thanks for guide - my main problem is draw distance, I have user LOD set to 1 and dynamic LOD set to 0 but I still get track markings poping up only a short distance from my car.
Is there any way to fix this?