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Assetto corsa competizione vr
Assetto corsa competizione vr










assetto corsa competizione vr

Info about albedo texture supersampling here: ĪToC & Multisampled shadow sampling comparison here: ĭithering comparison here:  ('off' is a bit worse in the shot than it is in-game) Many of these can be toggled/configured from the config file. Slight mip bias adjustment for text rendering (sharper text) The 3D mouse cursor is less bright at night time Added dithering to HDR tonemap to smooth out banding, visible especially at the sky Optional NVG scope raise/lower feature with gain control (fixed gain) Improved night vision goggles, useable in VR with smaller, properly positioned scope and new noise effect. Alpha-to-coverage support for trees and tree flat shadows with MSAA enabled (less aliased trees) Multi-sampled shadow sampling in terrain with MSAA enabled (less aliased shadows) Visible especially with cockpit text labels. Albedo texture supersampling, for sharpening object textures. Removed water refractions shader as it doesn't work with the above Removed one GBuffer entirely for bandwidth savings

assetto corsa competizione vr

Disabled atmosphere for things close to camera Simple transparent objects rendering, ie. Reduced shadow PCF maximum sample count from 16 to 10

#Assetto corsa competizione vr mod#

The mod nowdays also does visual improvements. Focusing on anything that has a potentially high memory bandwidth cost (which is usually a big problem with deferred renderers + high resolutions) I was able to do some seemingly decent "optimizations". I was slightly frustrated with poor performance when playing in VR with the new deferred rendering engine, so I had a look what would be possible to remove/simplify from the shaders to improve the framerate without too huge sacrifices in image quality.












Assetto corsa competizione vr