Racer can look very realistic.
I think right now the biggest issues are TOD curves and sky intensities.
Roggel has all the right ingredients, but as I said I'm sure they were pretty rushed on this project. I think the job they have done is great, but obviously we as a community can now make it better using our infinite (ish) time capabilities hehe.
Ie, things like the parquet paving has no spec maps. Simply adding some spec maps and tweaking the values makes that part of the track feel loads more 'realistic'
The TOD curves have the sun intensity values not so great for a partially overcast cloudy day.
I do agree with Cam too though. Having 2nd TC's for lightmaps would allow us to add AO really nicely and add some realism... or we could just tweak the shaders we want to use vertex lighting and bake AO into the verts... adding vert density isn't so costly these days, possibly less costly than 2nd TC's and maps for them all!?
So yeah, I just think alot of the issue right now is more to do with good TOD/sun intensity/sky texture inbalances, which them drop down through everything, reflections in cars, scene exposure, how bright speculars then look on cars/tyres/pavement etc...
It all starts at the top and works it's way through... so getting those near perfect is key.
I really should try develop some more curves for people but the biggest issue is that TOD curves are also geo-location fixed too, so if I set them up for a real winters day here in the UK, they are only good for that location.
Maybe not a huge issue, but for people who want to run the right location in special.ini and run a full 24hr day, it's not gonna look right AT ALL
I'm just scattering my attention all over and never really finish anything. If people want me to make some super-perfect (imo) TOD curves for Roggel I will.
Cheers
Dave