Just that? It should be connected to kn5 file too in my opinion (in case of changed layout or anything else), but thats only my opinion.Different surface.ini will trigger mismatch IIRC.
Just that? It should be connected to kn5 file too in my opinion (in case of changed layout or anything else), but thats only my opinion.Different surface.ini will trigger mismatch IIRC.
http://www.racedepartment.com/threads/okayama-international-circuit.137084/page-2#post-2573082Hey Mitja, I have still the same performance issues after the 0.92 update :-(
I tested the track with a mixed field of Kunos cars and switched between Okayama v0.92 and Spa Franchorchamps (Kunos original).
I get on the Kunos track ~60 - 75 FPS and on Okayama with identical settings and identical cars ~ 40 - 50 FPS
I didn't see this performance issue with any other mod track I have tried so far, even really detailed tracks as Riverside, Bridgehamton, Thomson Road, etc run silky smooth as do Kunos original tracks.
Here is a wild thought: When I install 4K mod skins for any car I have severe performance issues. I absolutely must make sure to exclusively use 2K car skins - a single car in teh field with a 4K skin and my FPS stutter severely.
Might it be by any chance that you are using higher resolution textures than Kunos original tracks (the reason I am asking is that the textures do look VERY crisp and detailed all around the track). This may very well be the reason for the issues I am seeing here.
If that could be confirmed as the cause, would you consider a second version of the track with texture resolutions restricted to original Kunos level for smooth online racing and people with lower end machines?
You don't need the edges in red the whole way around the track.I dont use bigger textures then original tracks from Kunos.
@LilSki what do you mean with these subdivisions? And... I split road object (which has texture) only on 2 halfs. Can this be better to divide to pieces?
Thanks a lot.
Btw, did you know, you can take any car on a tour on all surrounding roads and tunnels, that you see on the whole map of the circuit. Try it.
I don`t know what exactly are you reffering to. Can you explain someother way?Is it possible to correct a guardrail of a revolver from a hairpin end ?
Camera facing spectators is something really Horrid, so you see spectators looking to the opposite way of the road very clever and takes away some FPSI think some cars and team trucks would make it look a bit more populated and lively, especially with that feature where they can have the matching branding of the cars on track. Not sure I understand what you said about the spectators, but they're definitely not facing the camera. I know it's a bit tricky and you need to define the surface in the camera_facing.ini in order for them to always look at the camera, but I'm sure @LilSki would be a better person to help you on this, and the previous point as well.
So I will not touch it Still not optimized yet enough throw away fps. Maybe sometimes later.Camera facing spectators is something really Horrid, so you see spectators looking to the opposite way of the road very clever and takes away some FPS
I think he is referring to the guard rail on the left hand side in the picture sweeps around too rounded where it is more parallel to the parking lot. Also in the picture it looks like to parking lot should be elevated a little bit. Not so sunk down in the ground.I don`t know what exactly are you reffering to. Can you explain someother way?
thx.