Gran Turismo 3 HUD

Gran Turismo 3 HUD 0.4.0

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This update comes with a new feature and a few tweaks. First, the biggest one.

Tire wear indicator

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In the original game, took form of a top view of the tires, with four colored squares indicating the state of the tires. They range from blue, to green, to yellow, then red as tires degraded with usage. To keep it as faithful as possible with Gran Turismo 3, some time was spent analyzing the memory values for the tire wear in the original game.

Then, these values were compared with the colors the game outputted, so an approximate procedure to recreate these colors in the HUD could be made, according to the 0-100% tire wear provided by CSP.

There are two instances of which tire wear will not be displayed:

  • Tire wear is set to 0x
  • CSP version is below 0.2.1

As such, this will only work with CSP 0.2.1 and above.

Some cars might show the indicator but no wear. This can be confirmed if you use the Car Debug app and check that the tire wear is always -100% in Other Values. Below, an example.

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Qualifying tweaks
Some changes have been made to replicate the behavior during qualifying sessions. In Assetto Corsa, this will apply to the qualifying in a weekend, a track day, or any instance of practice mode with more than one car in the track.

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In short, this includes:

  • Display of the pole position time instead of the track record, where "Record Lap" now reads "P.P." for Pole Position
  • A message displaying on the top center of the screen when the pole position time has been updated with the name of the car that achieved it

Keen eyed among you might notice that the miniature display of the car is shown in place of the "P.P." text in GT3. This will be the only discrepancy in comparison to the actual game until the car miniatures can be implemented.

New setting: HUD Type

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Now it is possible to force the HUD to be of an specific type, regarding of the camera setting, if desired. Otherwise, the default behavior is the automatic switching. Three buttons were added to the settings app to allow this choice. The options are:

  • Automatic: the default behavior, that the HUD switches automatically depending on the camera chosen
  • Chase: Force the HUD seen in the chase camera to be displayed at all times
  • Bumper: Force the HUD seen in the bumper camera to be displayed at all times

This setting is saved in the config.ini file, which makes it available as a setting in Content Manager. Text above is shown to remind of the currently applied setting.

That is all for this update. Enjoy!
First off, I would like to apologize for the long time without updates on this. To come back to this, I'm updating the app with one of the most requested features: Support for triple screen setups.

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Track: El Capitan

Now, the HUD will be properly centered on the middle screen when the rendering mode is set to Triple Screen.

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Track: El Capitan

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Track: Tokyo R246

Enjoy!
Some of you pointed out a problem with the cluster RPM and speedometer that was happening with the previous version. I investigated into this problem and also crossed out one of the known problems, for this version. Thank you for pointing them out to me.

For this release:

  • There was a problem when loading the game directly into a race (not into practice or qualifying, for instance) that caused the car information not to be loaded or be loaded incorrectly, thanks to the reliance on the current time information that only is properly initialized after the race is started.

  • It was a known problem on online races that, upon completing a lap, the HUD was displaying the lap time incorrectly on the center of the screen.
    This is due to the completed lap time not being available immediately when crossing the start/finish line and relies on server latency. So I devised a solution that waits for this information to be available before showing it on screen. If server latency is high, you will notice a small delay until the completed lap time shows on screen.

  • There were a few instances during online play that the position read "0th". Adjusted not to be shown anymore.

  • Lap timing information is now hidden in drag and drift mode, given they're not relevant.

Enjoy!
A minor update that focusing on solving a few problems and adding support for those who play the game in windowed mode.

Windowed mode​

Upon startup, the app will now fetch the current video settings and use these to initially render the HUD, which has the correct resolution regardless of being fullscreen, windowed or borderless.

Previously it was simply fetching the primary monitor's resolution to do so. This should now allow windowed mode players to see the HUD properly.

I believe this will solve some issues of the HUD not appearing even after enabling the app on the sidebar, given that the game window dimensions could be way smaller than the monitor's resolution — example, a 2560x1440 screen containing a 1600x900 game window will make the HUD render out of bounds.

Option: Scale HUD to Current Dimensions


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Should the app not fetch the correct dimensions on startup, or if you change the window size during gameplay, you can use this option and the app will attempt to fetch the current size of the window and adjust the HUD accordingly.

Below, a demonstration of this.

This does not apply if you have FidelityFX Super Resolution (FSR) enabled. The app will show this information if it is the case, with a "(with FSR)" notation next to the current resolution. This option is available under Settings > Custom Shaders Patch > Graphic Adjustments > AMD FidelityFX Super Resolution, available on CSP 0.1.75 onwards.

With FSR, the window content is stretched accordingly to the window size by default, thus not needing any readjustment, as seen below.

Bugfixes and adjustments​

A few problems have been identified and solved, those being:
  • On session restarts or changes, the HUD information was not being reset, causing the lap history to persist when it shouldn't. This was also causing a problem where a time difference was appearing during race on lap completions.
  • On certain circumstances, zero-time laps were being considered to display the Record Lap when it shouldn't.
  • On the actual game, in a race, the current lap timer disappears when the race is finished. This behaviour has been replicated.

Future plans​

There are still a lot of features I plan to update for this app. Included, but not limited to:
  • Tire wear indicator
  • Accelerator and brake input graphic
  • Steering angle graphic
  • Triple monitor support
  • Time difference to car ahead/behind during races
  • Track map
  • Replay mode graphics
Some of these may arrive in a short time, others may take a long time. I do this in my spare time so it is not always feasible to work on this as much as I would like. A few known problems I would like to address in this, too, are:
  • Proper support for use in online races
  • Support for triple-screen setups
By all means, enjoy!

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