Several additional fixes
Thank you for all the feedback and all the reports! Here are a few more fixes:
Variable Refresh Rate is enabled by default, to make sure people don’t experience unexpected performance regressions;
Replays saving and loading should be more sturdy (keep an eye on “Couldn’t load the entire replay” in CSP log);
Missing cars in replays load as dummies, shown as pink boxes;
Windscreen reflections won’t work with DLSS and such, unless explicitly enabled (not recommended; maybe eventually I’ll figure out a good way to get it to work, but this kind of effect goes against the whole nature of temporal upscalers);
Wet marks from tyres shown through hills and such fixed
CSP previews are fixed;
Background shaders loading is a bit more intense during first few frames after loading, to get the shaders ready sooner;
Polarizing filter is compatible with SSLR again;
Render stats app: performance report updated to be more informative and accurate, physics measurements are clearer;
CSP Debug app: an option to render track physics meshes;
Lua Debug app: time measurements occasionally misbehaving with some types of scripts fixed;
New experiment upgrading some colliders to convex, for a better collision detection and improved performance;
New physics experiment using new ODE batch raycast instead of Embree, saving on memory and loading times.
And here is the latest build itself.
Coming next, fixes for audio getting glitchy with some cars, and possibly some more performance improvements, and anything else urgent that might be reported. As always, if you experience any issues, please consider contacting me on Telegram or Discord. Thank you for all the incredible support, and all the help with development!
