I just had to do a few laps before going to sleep, only had time to try clear morning and wow, even without modern shaders it is really beautiful, great work!
If all that is true it might be hard for me to resist the temptation to spend money on upgrading my computer and eventually spend money on Oculus Rift.
As I was playing with the mip sliders on Fern Bay I noticed that some wall and other textures are affected by the slider for the road textures. It's very apparent when switching between the two attached screenshots. I found this in J2 at first but LFS 0.6J has the same problem.
I just noticed that the fences on South City near the pitlane have some aliasing problems, I think they would benefit from the same treatment as the trees and other fences. This looks the same on J and J2 but since this is a graphics related patch I thought I'd mention it.
Indeed the reflectivity when looking parallel to the normal seems to be too low. I know it's supposed to emulate the fresnel effect, but it just looks too matte.
I tried adjusting the facing_reflectivity variable in Car2.psh to 0.12 and it looks a bit better in my opinion.
Also it's a bit of a shame there is no reflection of the road surface when looking at the side of the car (see here).
I agree, a little more facing_reflectivity is needed and the road reflections would look cool.
Otherwise it looks great and the FPS did not seem to suffer much or at all thanks to the other optimizations.
I had 0 issues with performance on ALL of the Westhill Test Patches on my AMD FX 4130 and R7 270X.
Learn to configure your PC, scrubs.
So people are brain dead sheep because they can see that an optimized graphics engine enables the possibility of using more demanding graphics effects in the future. I remember Scawen writing about realtime reflections for cars and track shaders etc...
You may had no performance problems, but believe it or not, not everyone has adequate hardware. And I think people who have slow hardware had to learn to squeeze every last bit of performance out of their computers to run anything nowadays.
The only way to get completely stutter free is to resample/interpolate from game to graphics or get HW that supports G-sync or free-sync or simlar.. Or make LFS sync to refresh rate clock if that is possible.
Yeah, I know that completely stutter free gaming is not possible with the current system but if you check my screenshot that is far from the random little stutter that you are referring to.
Regarding the interpolation, isn't some kind of interpolation already used in calculating the positions of other cars in multiplayer? Or does that system only use the last know parameters for the calculations?
I just tried turning on VSYNC and got crazy stutters. Soon I found the issue, my CPU underclocked to 1000 MHz from original 3200 MHz (saw on LFSLazy gadgets). Normally when VSYNC is off I get 250+ FPS, so I guess same problem is on your PC.
It seems that it's something like that because it's stuttering less when the minimum processor speed is set to 100% in the Power Settings. But the stuttering is still there sometimes so I guess the other power saving options are working in the background. I never thought I'd see the day when LFS uses so little CPU power that my low spec computer goes into power saving while playing
(I tried LFSLazy and it seems that because it uses some CPU power it smoothes out LFS ) Thanks for the advice
I have a strange stuttering on BL carpark when I'm driving around a layout. When I don't use V-Sync LFS runs at 100-120 FPS. When V-Sync is enabled I get stuttering when I'm turning and new parts of the layout have to be drawn. See attached screenshot.
It runs really great on my cheap PC, I gained around 25% FPS in H10 compared to version H. Now even my business laptop with Intel HD 4000 graphics accelerator can run LFS at a usable speed as well.