(Some of) Extra FX in VR, and a lot more fixes
While the previous build helped with GPU crashes, it seems like it wasn’t enough, but, thanks to all the reports, I found a couple more problematic functions, and reworked them as well. Let’s see if these changes help in any way (and if not, I feel like it’s a decent release candidate for 0.3.0 regardless: there are always more bugs to fix, but at some point it’s reasonable to draw a line, and leave the rest for 0.3.1 and later).
Another big fix is the scrape audio, which should no longer misbehave. That one was a recent regression; thank you for letting me know. The new CSP car audio implementation has been updated as well, to prevent stutters and get audio for distant cars to fade in and out smoothly.
There are other noteworthy fixes, such as AIs no longer failing to drive cars with alternative throttle models, text rendering now working with NVIDIA 3D Vision, and memory consumption improving. Plus, a ton of smaller fixes, all listed here, with the rest of the changes.
As for the updates, Extra FX now supports VR (as long as Single Pass Stereo is enabled). It’s still pretty experimental, and some of the effects aren’t supported yet, but DLSS and SSLR should already function. Alternative tyre model, SFP, got a big update as well, with a new test mode to try it out. There is also an experimental alternative AI implementation, which might drive cars a bit faster, as well as an option to show tyre temperatures on cars. And, the updated marble particles are enabled by default now, unless you use the Marbles app by Alex Mail.
Thank you for all the incredible support, and all the help with the development. To install the new build, use this link (and don’t listen to Content Manager when it says “not available to install”, it means everything is fine and ready; the fix for that bad phasing is coming very soon). And, please feel free to DM me if you have any questions, bugs to report, or suggestions, here, on Patreon, on Discord (x4fab), or on Telegram.
