Tracks Mosport 2021 (CTMP) [Deleted]

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Yeah PP is a nightmare with this stuff balancing times affect colours nicely,

I still feel the sacrifice of an extra 1mb on the track textures for making them with uncompressed or 8,8

most my seamless say 256px very rarely I’ll use 512,

I think my f2000 carries over 145 textures and they are all 8,8 or 8,8,8,8 uncompressed in the dds 0 bugs on the car age still under 45mb the kn5

sometimes you can drastically improve quality and save on mb,
Be nice to see them saved as 8,8 if possible

RF2 is the worst those bugged tarmac textures are horrendous some us just all pink.
Track textures are MUCH larger in general to car textures. For example the road texture on Road America is 1024x8192. DXT5 that's 11MB. Uncompressed that's 44MB for one texture. You do that too much and you quickly eat up a ton of VRAM.
 
Yes, sorry, I wasn't pointing the compression artifacts, just the general warmer/colder tone for gray.
We don’t have as much freedom with tracks to save uncompressed, or we would get massive KN5s and exhaust the available vram lol.
Colors and tones... hard to please everyone, and wasn’t really my goal to be honest. I matched my reference material, and was happy with it :)
2020 version will feature a whole new repave, which took place in the off season. And grass similar to RA.
 
Track textures are MUCH larger in general to car textures. For example the road texture on Road America is 1024x8192. DXT5 that's 11MB. Uncompressed that's 44MB for one texture. You do that too much and you quickly eat up a ton of VRAM.
Oh yes you can’t be doing that,
I never realised the tarmac textures was saved this way I’d be using different techniques if that’s the case lol insane mb,

in my mind was thinking there seamless textures with masks seems odd doing it this way,

I’d still be saving the base as say a dxt5 but half the resolution so 11mb for example your saying I’d save it as 512x4096 but apply a small seamless tile textures there be a base AO map 1 shade + the seamless get 5x more quality at half the mb.
 
Oh yes you can’t be doing that,
I never realised the tarmac textures was saved this way I’d be using different techniques if that’s the case lol insane mb,

in my mind was thinking there seamless textures with masks seems odd doing it this way,

I’d still be saving the base as say a dxt5 but half the resolution so 11mb for example your saying I’d save it as 512x4096 but apply a small seamless tile textures there be a base AO map 1 shade + the seamless get 5x more quality at half the mb.
We have to minimize texture repeat as much as possible. That's why the textures are so long. You lower the resolution of the road diffuse too much it looks terrible,
 
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We have to minimize texture repeat as much as possible. That's why the textures are so long.
Like a draw call distance thing where it will break the seams on the textures ?

I made loads of tiles 1000,s and loaded massive tracks ingame before using seamless tiles I never noticed no crazy offset repeat or issues with it, I’ll take another look tomorrow.
 
Just the amount the pattern in the diffuse gets repeated.

Good
1596158319585.png


Bad (extreme example)

1596158392343.png
 
Yes just gave a good quality inspection on Monza and Red Bull Ring,
its the textures,
Tarmac, Kerbs, Run off areas, Grass, well everything apart from the trees they look very lush and green very pleasing to the eyes,
the exposure levels on the stuff I mentioned there is way over exposed to the point now the textures are almost ruined the colours for say the reds are almost orange very poor its this,

just 0 depth or feel to them just never liked the difference Monza is very lush texture wise lol I love it.
have you tried the color correction files from peter boese? Redbull Ring is one of the best looking Kunos tracks imo.
but yeah, sorry for OT
 
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Just the amount the pattern in the diffuse gets repeated.

Good
View attachment 394051

Bad (extreme example)

View attachment 394052
I save everything with no mipmaps
For example a dxt5 with 11mips be say 5.1mb or something with no mips it’s 4.0mb do this on 100 textures you saved over 10-15% inside the dds files for example and force the engine to generate its own mips which it does just fine based on requirements,

sometimes I’ll save files as .png to improve quality if required and force the engine again to make the dds in which it converts the png to dds + generates mips,
I’ll take a look tomorrow 1hr if I’ve some free time I’ll extract something and make a skin from the entire textures stored inside the kn5 and look at the difference between the 2,
Most Kunos cars I can extract rework the textures improve the quality and in the end get a better looking quality car at 20mb not 45, my cars are only 45mb because I use twice more textures than Kunos did otherwise be half the mb.
 
have you tried the color correction files from peter boese? Redbull Ring is one of the best looking Kunos tracks imo.
but yeah, sorry for OT
Hi man,
No not seen it I’ll take a look tomorrow,
I really like this track although the corners are murderous and try to kill me every lap these issues I mentioned cause me not to bother with it, I’ll take a look thx :)
 
I save everything with no mipmaps
For example a dxt5 with 11mips be say 5.1mb or something with no mips it’s 4.0mb do this on 100 textures you saved over 10-15% inside the dds files for example and force the engine to generate its own mips which it does just fine based on requirements,

sometimes I’ll save files as .png to improve quality if required and force the engine again to make the dds in which it converts the png to dds + generates mips,
I’ll take a look tomorrow 1hr if I’ve some free time I’ll extract something and make a skin from the entire textures stored inside the kn5 and look at the difference between the 2,
Most Kunos cars I can extract rework the textures improve the quality and in the end get a better looking quality car at 20mb not 45, my cars are only 45mb because I use twice more textures than Kunos did otherwise be half the mb.
Again, all sounds fine and dandy for a car project, but tracks are a very different story. There are a number of things we avoid doing to minimize extra loading times, extra vram usage, lower DIP counts, Etc.
Sometimes we still get blamed for lower FPS when a grid consists of Facebook mods and forza rips, lol
 
Again, all sounds fine and dandy for a car project, but tracks are a very different story. There are a number of things we avoid doing to minimize extra loading times, extra vram usage, lower DIP counts, Etc.
Sometimes we still get blamed for lower FPS when a grid consists of Facebook mods and forza rips, lol
Saving the textures with no mips it’s a game engine utility not sure it makes any difference from a car to a track tbh, less mb load faster anyways + it’s a official Kunos technique using no mips on textures was done on all content near the end.
 
Again, all sounds fine and dandy for a car project, but tracks are a very different story. There are a number of things we avoid doing to minimize extra loading times, extra vram usage, lower DIP counts, Etc.
Sometimes we still get blamed for lower FPS when a grid consists of Facebook mods and forza rips, lol
Yes we get blame for everything CSP bug related also lol :D
 
Saving the textures with no mips it’s a game engine utility not sure it makes any difference from a car to a track tbh, less mb load faster anyways + it’s a official Kunos technique using no mips on textures was done on all content near the end.
AC auto creates mip maps on loading if they aren't already in the file. It all ends up in VRAM anyway. If it has to make mips for multiple 4k files it will turn a 5 second load into 30+
 
AC auto creates mip maps on loading if they aren't already in the file. It all ends up in VRAM anyway. If it has to make mips for multiple 4k files it will turn a 5 second load into 30+
I’ll have to check it out tomorrow and look at the difference I never noticed any drop in loading times when I run 1000,s of benches and tests on our cars,

I can’t really comment regarding the tracks never benched any I did find some insane issues with the game engine though I passed over to Ilja last year if fixed improve performance like night and day in everything like 30% across the board, Normal games work by removing LOD from the scenes AC don’t works in blocks for example RF2 works on a per meter basis 1,2,3,4,5,6 /// 600 and so on removes and places LOD every single meter almost all game engines work like this,

AC don’t I find out running insane tests, it’s roughly every 15/20 meters
This is why replays and such are dreadful for performance because it’s loading for example 24 cars + all the LOD in some camera views that’s why they turned off half the settings in replays to try and improve performance slightly more because of the LOD problems inside the game engine,

best mod to AC would be making the game engine remove LOD on a proper meter per meter basis the improvements to performance would be mind boggling,

but like I say I’ll have a look at the difference I don’t like to speculate I like to investigate.:)
 
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