Catch fence models are now nanite (virtualized geometry system which uses a new internal mesh format and rendering technology to render pixel scale detail) meshes, which will definitely improve performance Dynamic Global Illumination has been disabled for now in exchange for mass
Catch fence models are now nanite (virtualized geometry system which uses a new internal mesh format and rendering technology to render pixel scale detail) meshes, which will definitely improve performance
Dynamic Global Illumination has been disabled for now in exchange for massive scalability improvements
IMPORTANT: If you had issues running the game before this build, give it another shot and let me know if it helps.
Dynamic track model sensitivity has been reduced significantly to avoid the feeling of plowing when the track gets hot Added the ability to spawn after missing the grid from pit road (you won't receive a UI though, we'll work on fixing that.) Increased grid countdown from 15 to 3
Dynamic track model sensitivity has been reduced significantly to avoid the feeling of plowing when the track gets hot
Added the ability to spawn after missing the grid from pit road (you won't receive a UI though, we'll work on fixing that.)
Increased grid countdown from 15 to 30 seconds
You can now spawn on the grid after the countdown from 5 starts. I'm face palming as I type this.
Created the ability to flip your car back over your car by hitting Y on Xbox (top face button) or F on the keyboard. You can do this once every 4 seconds. Otherwise people fly 5000 feet into the air when the spam it (might be fun).
Netcode should use more interpolation, so you should see far less lag and smoother movement for cars.
Updated network smoothing - if cars are in the incorrect position on track, they should more smoothly correct back to their last known position.
Slightly adjusted horsepower
Slightly adjusted tire grip
Slightly adjusted maximum slip angle (the car will skew slightly less in the corners)
Adjusted camera angle slightly (closer to the car, less lag, smaller FOV)
Changed how sessions are destroyed when a server goes offline, and when a driver leaves a session. This should cause fewer issues when refreshing the server browser and having old sessions appear when they are no longer online. I'm not sure if this is going to entirely fix the issue, but we'll get this fixed 100% soon
Textures are more scalable for lower end PCs. Bird volume has been adjusted. Lap counter should display for all clients for online races. Camera angle and altitude has been adjusted so players can look further forward.
Textures are more scalable for lower end PCs.
Bird volume has been adjusted.
Lap counter should display for all clients for online races.
Camera angle and altitude has been adjusted so players can look further forward.
Players are less likely to get stuck when loading an online session if connection fails Remote clients are more likely to see the lap counter in the top right of the screen during the race session Reduced the maximum steering angle from 22 to 19 degrees
Players are less likely to get stuck when loading an online session if connection fails
Remote clients are more likely to see the lap counter in the top right of the screen during the race session
Reduced the maximum steering angle from 22 to 19 degrees
Players are less likely to be able to jump the initial start of the race. Paint Schemes added "Submit Paint Scheme" button doesn't give a 404 error when opening the webpage.
Players are less likely to be able to jump the initial start of the race.
Paint Schemes added
"Submit Paint Scheme" button doesn't give a 404 error when opening the webpage.