Physics merge, Revenant update, new DLSS and a whole lot of fixes
Final 0.3 is almost ready, so I’m spending most of the time checking out reports and fixing all sorts of bugs. My apologies if I still haven’t responded to your messages, I’m working through all the reports. And if you encounter any issues, or have any questions, please feel free to DM me anytime.
For this update, we finally merged the main and physics branches (they were diverted for quite some time now), so now physics will continue to improve again! Also, Neoned rewrote Revenant mode, check it out if you’re interested in things like pair drifting with your ghost. DLSS also got an update, as well as OptiScaler, plus, now you can use DLSS with FFX CAS for sharpening: in my opinion, this combination looks better.
AI got a few fixes as well, now they better use turbo in qualifying sessions, or can properly operate three-wheeled vehicles. There is also a tweak reducing their stability for more dynamic behavior, but it is disabled by default (it could slow them down).
There are some other new experimental options, disabled by default. One, in control tweaks, can help to reconnect to a controller if it’s been attached live (although it might need a bit more work, apparently occasionally it might fail to initialize FFB, for example). Another changes how CSP tracks currently played media, providing scripts with more details and allowing for better control. Also, an experiment for adaptive smoothing of remote cars, something to test and compare with how things were previously.
Rendering improved a bit as well. Billboards of CSP trees should be more accurate (there was a strange perspective correction I was trying to do before that definitely was not worth it), cables anti-aliasing is finally working reliably (if configured in track configs), and recently updated TAA should be a bit less flickery now, especially around car edges or flags. And you can change skins (and cars) in the CSP showroom by pressing Page Up/Page Down/Ctrl+~ (changing cars is still a pretty experimental thing though).
There are also a ton of fixes for scripts. Lua apps now can interface with COM devices directly, car physics scripts can add customly programmed setup tabs or manipulate existing sliders, scriptable filters can access normals or motion data from Extra FX, Weather FX styles can use YEBIS but apply extra LDR post-processing without having to use scriptable filters, and a lot more.
Here is the full list of changes, and here is the link to the new update.
Ah, and also, Dmitry A. has been working on an alternative tyre model done very differently. It’s now ready for a beta test, so if you’re interested, check it out here!
Thank you so much for all the support, and all the patience! Hopefully, 0.3 should be ready by the middle of July. Also, there could be some small regressions in this build, my apologies, a few more fixes (and an update for built-in browser engine) are coming out in about a week.
