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Új Project CARS frissítések

Project-CARS-4Az elmúlt napokban a Gamescom 2014 kiállítással kapcsolatban került szóba a HSW oldalain a Slightly Mad Studios által fejlesztett Project CARS. Persze a kiállítástól függetlenül nem állt meg az élet a Project CARS világában és folyamatosan érkeznek a frissítések.
Az elmúlt napokban két új frissítés is érkezett, így már a 790-es számú buildet nyúzhatják a játékosok. Az elmúlt napok frissítéseinek tartalmát szokás szerint angol nyelven osztom meg veletek, míg a frissítéshez a Steam rendszerét érdemes beizzítanotok.

Build 790 (18/08/14, Team Member+) – 556.3 MB
Next-Gen:
* PS4: Updated FMOD thread affinity.
* XB1: Switched to 10bit Linear Colour
* XB1: Ring Buffer sized for the whole frame
* XB1: Brightness/gamma fix (GUI and track no longer look desaturated)
* XB1: Fix B&W intro video (the background video is still green/weird, but that should be fixed with a new Bink)
Audio: 
* Ford GT40 MKIV: Incar and external engine sets, plus an AI version. Includes other vehicle events tranny, gears, backfires, distant roll-offs and trajectory.Uses the LATEST distant based reverb/echo effect.
VR:
* Oculus Rift: Force full dynamic envmap update – reduces frame variance time, improving smoothness of head-tracking
* Switch to Oculus SDK 0.4.1 (programmers – requires Visual Studio solution reload)
Render:
* DX11: Fix for debug assert (no longer valid)
* Fix erroneous flush happening when loading up a car.
* Shaders Omni directional lighting for particles
* Updated skintest_alphatest shader to use new global params system
* Code to allow us to scale the rain particles based on the camera FOV
* Reposition CTRL<S> FPS stats when running with Oculus Rift so that they are visible.
* DX11: Added creation of m_ShaderResourceViewSRGB for 128 and 64 bit RGBA float textures
* Fix for flush that should not be in place. This would cause full reloads on the character even if not required.
* DX11: Remove un-used GetType primitive call + optimise SetTextureParams : 1.8x faster when skipping unused params
* DX11/PS4: Changed MSAA centroid position to use SV_POSITION/ScreenPos, this saves an interpolator register and a divide.
* DX11: RenderMeshPrimitive optimised – removal of virtual function calls + per thread data grouped together (saves aroun 1.4% CPU on PC, 2.2% on XB1)
GUI:
* Subtitles updated and some usage notes attached
* Monitor screen fixes: Not resetting monitor camera when chaging participant view, Made all monitor on-screen options work in track-side camera, Changes UI buttons around & layout & positioning, Made font smaller for Quick Guide screen
* More monitor & standings screens fixups: Duplicated all changes from monitor screen to standings screen as well, Repositioned the HUD map for the monitor screen to be raised a little to avoid overlap with the new button positions, Added confirmation dialog for retire to pits
Multiplayer/Online:
* Fix MP Join in progress crash, make JIP car spawn on button press for better debugging.
Controllers:
* Updated gamepad preset 2 from Bruno
* Updates to Jerry’s gamepad presets + fix for low lock steer sens flag, increased gamepad preset 1’s deadzone based on Jerry’s feedback
Characters:
* Drivers: Helmet view for GT, F1 and KART updated exports + paths under main folder, Added missing textures from helmetview, Updated all driver versions ingame with latest updates on variations materials
Animations:
* RUF RGT8 : Updated with visor up animation
AI/Pitstops:
* Modified trigger tracking
* Added logging per physics vehicle
* Tyre wear AI pit calculation tweaks
* Increase AI tyre wear to better match players wear
* Changed physics accelerate debug key to on/off state
* Change speed calculations to prevent front to back impact
* Added modifiers for AI cold tyres, tyre wear and fuel load
* Fixed a bug where the driver predicted speed was not being updated every frame
* Only init pit strategy for AI in qualify/practice – fixes AI getting fresh tyres on pitting
* Attempt to protect from the ProcessHazard::Process() seg fault by null protecting the driver class
* Added some AI Behavior debugging info and made small tweaks to the conditions for triggering SingleFile and SlowSpeed behaviors
Career:
* Savegame size reduction and fixes for career
Physics:
* POD fix
* Formula A: More AI model tuning. Added grip to AI tires
* Lotus 72D: Aero tweaks, finished heat & wear model, revised tire
* Lotus 78: Small aero tweaks, heat & wear model finished, tire update
* Lotus 98T: Fixed brake wear rate mistake, fuel consumption, heat & wear model, setup adjustments, tire heating and new tech
* STM updates: Disable slow ticking of HD vehicle when under AI control, Fixed delta length for STM, Added logging of all inputs into STM, Adjusted STM float configs for PC
Vehicles:
* Pagani Huayra: LOD tweaks to reduce popping
* Pagani Zonda Cinque: LOD tweaks to reduce popping
* Caterham SP300R: Custom dirt texture to fix issues with ugly dirt inside the cockpit
* Ginetta G55 GT4: Added windscreen reflections, wheels dds texture, misc dds texture, lights dds texture, brake disc dds texture – new texture, windscreen banner dds texture, badges – initial check in
Environment:
* Upping ambient shadow tweakable distances.
Tracks:
* Oulton Park: Added new small txt for fences, new texture maps, fixed black parts, tweaked metal parts
* Monterey: Added latest missing assets from TomT + updated xml files, updated xml files – add some assets, fix position…
* Wisconsin Raceway: Updated, remaped and newly textures terrain, fixed wrong places, reworked the king part, fixed problematic (wrong) kerbs, relofted most of the walls, armco and fences, WIP of tree adding also proper 3D trees, new RL branding
Known issues:
– Replays: Working but sometimes you can’t watch saved replays plus other issues
– Player loses control of the car after accessing the Setup and Strategy.
– Speed sensitive camera option is missing from UI
– Mandatory delete of the local WTC files (if you haven’t done previously)

Build 789 (15/08/14, Team Member+) – 428.6 MB
Audio:
* Lotus 98 Turbo incar and external engine sets, plus an AI version. Includes other vehicle events tranny, gears, backfires, distant roll-offs and trajectory. An even NEWER distant based reverb/echo effec – check it out! Plus a slight update to the turbo logic for turbo 7.
Render:
* DX11: Fix for PC gamma issue
* DX11: Fix for missing tyres/driver on XB1
* Fix for in game editing of static emap postions.
* DX11: Enable Instance ID style shader instancing
* DX11: Runtime support for Vertex Instance ID style mesh instancing.
* Fix for dynamic renderable objects being placed in the static emap.
* Fix for potential occasional random crash when going from front end to game (crash was in odd places due to re-use of deleted memory).
Effects:
* Added code to calculate the bias for drying of puddles on the racing line. Basically the effect now ramps up over time and there is an effect of being overwhelmed by current rain, so in a storm the line is only a bit dryer, but as rain vanishes the line can dry almost completely.
GUI:
* Added new standings screen titles
* Added quick guide, button & screen
* Fix for player always appearing in non player series result lists
* Removed player index from monitor names, and added spectate title
* New video voice overs and career tutorials, first pass complete. Removed obsolete track description entries.
* Updating monitor screen title text depending on whether the session is timing based, or lap based. Also corrected the time format of the best lap times next to each drivers name on that list.
Characters:
* Crowds: Created and placed sitting crowds for Outlon
* Driver male: Updated materials – removed alcantara from visors and composition on M version
Controllers:
* Tweaked gamepad preset 2 movement high speed to 1.2
Career:
* Fixed up career DB file
* Career Championships: Formula Rookie series updated to correct participant count.
Physics:
* Quick pass over Formula A for AI stability
* Fixed player and AI vehicle metrics pose disparity.
* Tires: Lotus 49 setup symmetry fix. FB R6 tire. FB CR2 lo tire. FC setup range fix. FC R21 tire. FFB default base drag fix
Vehicles:
* Vehicles: Rain tire #5 tread texture set.
* Added three Aston Martin to vehicle list.
Tracks:
* Oulton: Manager Ad Panels (static assets)
* Eifelwald: Added the new tree override textures specific to this track
* Oulton Park Foster: Removed intersecting trees and replaced with 3d in places
* Silverstone: Grid markings added, pitmarks added, gridskids added, more trunkonly collisions added
* Monterey: Added new building on the lake island, add latest assets, udpated xml files (add some trees around the lake and cars, truck), update xml files – delete some tent on the lake and add some car, trees, truck, add txt for lake building and other small assets
Known issues:
– Replays: Working but sometimes you can’t watch saved replays plus other issues
– Player loses control of the car after accessing the Setup and Strategy.
– Speed sensitive camera option is missing from UI
– Mandatory delete of the local WTC files

Build 788 (14/08/14, Team Member+) – 668.3 MB
Next-Gen:
* PS4: PlanerReflectionTasks fix.
* PS4: Added support for msaa resolve in copy RT to texture.
Audio:
* Added latest batch of pit to car radio files to FMOD project
* Renault Clio Cup 14 racecar version of incar and external engine sets, plus an AI version. Includes other vehicle events tranny, gears, backfires, distant roll-offs and trajectory. Plus the new distant based reverb/echo effect. Tweaks to the Race1 tranny whine, it now tails out at low diff speeds without pitchyness.
Render:
* Seperate lighting scalers for rain.
* Fix for low res issues and fix for camera juttering.
* Revised concatenation method to assist with shader compilation errors
* Maths – Invert4x4 and Matrix 4×4 transpose both optimised using SSE (2.5x faster)
* DX11: Runtime optimised bonestack handling for skinned geometry. Bones are direct map written to the CB, avoiding 2 intermediate copies. Also has the benefit on aligning PC more closely to how XB1 is handling these.
* DX11: Bone Constant Buffer moved to index 5 and world/lighting/scene/frame constant buffers moved down a slot. This allows a single call for material/world constant buffer setting now that the runtime manages Bone CB’s directly
* Rainfall changes to use omni directional lighting, fixing issues we were having with transmissive. The effect has had particle specific multipliers set up for headlight and direct light so it will should now be balanced better visually. The effect has also been optimised by reducing the density and area, the omni lighting is also an optimsation. I have also added headlight multipliers for gravel specs, grass and gravel dust so they shouldn’t glow like crazy now when caught in direct beams.
Cameras:
* Near and Far plane Z settings are now carried on the FOV Z and Y coordinates
GUI:
* Unread messages indicator
* CareerEvent Icons & Posters updated with WMD stuff
* Career Events icons & posters – fixed and missing icons
* „New career” menu option disabled when no more save slots are available
* Sorting monitor screen driver list correctly. Qualification is by timing, races are by position.
* Custom Seasons menu option changed to just disabled rather than invisible (design request, as it’s now tagged as coming soon)
Career:
* Range checks to avoid issues when testing with incompatible save data
Characters:
* Driver male ART: Added F1 classic variations + composer exports, Added new materials and removed old ones, Added Driver medium set up + composer + ready for export
Animations:
* Initial helmet tearoff strip animation
* GT Pistops: Airjack mechanic animations updates.
* Driver animations/setup: Tweaked camera for RWD P30 LMP1 (fix for WMD-543 )
AI/Pitstops:
* Adjusted fuel variance for AI
* Exclude hazards that are not on the driver’s current branch
* Removing obsolete Strength code as the AI skill / modifiers are prefered
* If in pitlane and pit is busy, cars will drive through the lane. If wanting to enter pit lane but pit is busy, cars will stay on main
* AI tweaks: Fuel strategy tweaked when stopping, Increased fuel load for final session to ensure the car is able to drive back to the pits, Scaled all AI into pit decisions to reduce frequency, More accurate fuel use calculations for AI, Tweaked initial strategy for pitting for fuel
Physics:
* Kart CR2 Slick tire added
* GT3 Cars: Tire preheat to 90C
* 250cc Superkart: Physics overhaul
* Caterham R500: AI tire tuned in wet weather
* Added GetAIAbilityAdjustedScale back to calculations for split times
* 125cc shifter kart: Physics update and fixed a bug causing the car to CTD
Vehicles:
* Mercedes C-Coupe DTM: UV fixes
* Oreca 03: LOD tweaks to reduce popping
* RUF RGT-8 GT3: Changed interior material, LODs cut further
* Renault Clio Cup14: Added AO, added damage and cockpit animations
* LMP2 Marek RP219D: Interior DDS texture. Initial check in. Steering wheel DDS texture. Replaces placeholder one. Cockpit DDS texture. Replaces placeholder one.
Environment:
* 3D tree bhlow008 LODB vertex issue fix
Tracks:
* Anhalt „C” Circuit: Trd change, added Anhalt C Circuit to Anhalt group
* Oulton Park: Updated TRDs to include the tree override folders, and updated tree placement XML to a) randomise the tree type more , b) use all of the override tree types in reasonable amounts , and c) to rotate all trees so they’re not end-on to the camera from the typical racing direction.
* Le Mans: Added latest from Jan, added gate for Bugatti circuit, ongoing fixes and optimisations on outer terrain
* Brands Hatch: Skyring draworder issue fixed, loft updates/corrections as for Indy layout, microgaps fixed, skyring draworder issue fixed, godray occluder flagged
Known issues:
– Replays: Working but sometimes you can’t watch saved replays plus other issues
– Player loses control of the car after accessing the Setup and Strategy.
– Speed sensitive camera option is missing from UI
Game brightness is lower than normal, temporary workaround is to do Alt+Tab to get out of the game and back in