Can this method also being used for shimmering overhead telephone/utility wires? Especially in VR this cable shimmering is prominent visible.Thanks John, that is interesting to know. I came across a great write up on this subject here:
https://bgolus.medium.com/anti-aliased-alpha-test-the-esoteric-alpha-to-coverage-8b177335ae4f
I experimented with changing the blend mode from alpha_test to alpha_blend...
[SHADER_REPLACEMENT_1]
MATERIALS=fence-mesh
BLEND_MODE=ALPHA_BLEND
View attachment 507583
The checkerboard dithering pattern is gone which is great, but the trade-off is that the visibility of other objects through the fence is effected causing some unacceptable artifacts at certain points along the track.
Alternatively, to get the grey Feldbergring fence wire look i instead added the following to my config file...
[SHADER_REPLACEMENT_1]
MATERIALS=fence-mesh
KEY_1 = ksAmbient
VALUE_1 = 0.2
This greatly suppresses visible dithering without introducing other artifacts.
Everything's possible if you make itVerry nice track, found it yesterday, question, is it possible to have two way traffic ?
Amazing Job Sir ! My favorite mapFat-Alfie submitted a new resource:
Fonteny - Fictional circuit based on 26km of real French roads - 'The French Green Hell'
Read more about this resource...
a 1060 might be a little short !Firstly I think this track is fantastic; it's so enjoyable to drive with all the variety of corners, elevation, cambre, and scenery. Clearly a lot of work has gone into this.
I just have a slight issue with framerate on some parts of the track in the dense forests (particularly before and after Le Pargon) when it drops to about 40fps. With my current settings and no graphics mods on a GTX1060 @1920x1080 the builtin benchmark at Spa gives an average of 88 fps and min 67 fps. Is there anything you can do to optimise this in the forests or can you suggest any settings to tweak?