Race Remaster

Andreas, your mod is a wonderful labour of love, but I hope you will forgive me for experimenting with it. I recently installed all the folders in your mod (GameData and so on, there are six of them), leaving out all the files that go directly into the game directory. I then took Bjarne Hansen's tip and ran the game in DX11, through DgVoodoo2, using 8xMSAA via DgVoodoo and SGSSAA via nVidia Inspector. The results, to my eyes, are good. Of course, this is all very subjective.
Interesting to know! I'd never thought of experimenting with dgVoodoo for titles like RACE 07 or its counterparts like rF1 or GTR 2. Hmm. I may have to experiment with this!
 
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Interesting to know! I'd never thought of experimenting with dgVoodoo for titles like RACE 07 or its counterparts like rF1 or GTR 2. Hmm. I may have to experiment with this!
I use DgVoodoo in Automobilista, as well, and it seems good to me. If you're using the CrewChief plugin with GTR2, it won't work with it, but CC seems to provide much the same graphic benefits (along with much more).
 
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How do I play the stock "vanilla" Race 07 now?

Launching from STEAM or any desktop shortcut just runs REMASTERED.

EDIT: GOT IT! Had old desktop icons & deleted all old Race 07 stuff & make 2 new like this:
X:\whatever\steamapps\common\race 07\Run Race 07.exe
X:\whatever\steamapps\common\race 07\Run Race Remaster.exe
 
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@GameBrain.media
1. Free your game from Steam. Copy whole game to a different folder.
2. Replace steam.dll with the file that doesn't require login and even internet connection.
3. Create shortcut, run config and play.
With which file should i replace steam.dll?

I got the remaster working, but the game crashes when i go to the track.
 
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Short update:
* Remade rendering so that all multi render target rendering is made first, then the multisampled color rendering after that (calls are logged and then repeated when first render is done), so all the render target switching is avoided. This should improve performance.
It has been quite hard to make it work, but I think it is worth it.

* Also remade post process render passes to a better and more organized pipeline. Added a more modern PBR shader style (the previous one was 'home made PBR') for material roughness, and 'metallness'. It will not be a big difference, but a little bit more realistic. Added gamma-correction for better sun lighting.

* Added tripple buffering support in game.
 
How do we apply this?
Sorry, just ment it as a update how work goes, not a downloadable update yet.
There are still some difficult issues to solve, including sky shader upgrades/downgrades that causes a few tracks to crash when loaded.

31.jpg


Needs to balance ambient light, but interior materials look nice.

32.jpg


The car self shadowing look nice on formula cars in motion, but hard to see in a picture.

33.jpg
 
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Would love to now what that *.dll replacement is.
This is steam.dll file reworked once by SkidRow, that connected with their server, but still required internet connection.
Then reworked again to send the connection request into "space" and not wait for response.
This .dll doesn't affect online gameplay, it is only used when the game starts.
Online game was hosted by SimBin, not by Steam. SimBin turned off their servers later.

I don't want to make mess with various game mods, posting download links here in the Remaster topic, so visit the Alltimer Grandtour topic. There you will find download links
 
@AndreasFSC My god do the screenshots look good! I really hope you can keep up with the workload my friend!

Ps: is there a way to clamp the max screen color saturation to improve a bit some oversaturated cartoonish colors without decreasing the vibrancy of less/ weeker saturated textures?
 
@AndreasFSC My god do the screenshots look good! I really hope you can keep up with the workload my friend!

Ps: is there a way to clamp the max screen color saturation to improve a bit some oversaturated cartoonish colors without decreasing the vibrancy of less/ weeker saturated textures?

I'm not sure it can be done in an intelligent way, but I could add a saturation tweak option at least.
 
To improve performance further I have moved and reversed order for some render calls.
Now opaque objects are drawn front to back to reduce pixel overdraw a lot (the fastest pixels are the ones that are not rendered).
When adding those changes sky rendering got semi transparent (too dark in screenshot), game shadows are absent and a few semi transparent objects are not right, so I have also created more work for myself...

35.jpg
 
Andreas, I have noticed in some tracks converted from rFactor, that the same objects are duplicated in the same place. One object is for day, one for night.
In rFactor they are selected by VisGroups,
in GTR games the overlaying objects are blinking.

Do you have any ideas, to
- implement VisGroups
- blend the overlaying objects
or only manual cleaning of duplicate objects remains?
 
Andreas, I have noticed in some tracks converted from rFactor, that the same objects are duplicated in the same place. One object is for day, one for night.
In rFactor they are selected by VisGroups,
in GTR games the overlaying objects are blinking.

Do you have any ideas, to
- implement VisGroups
- blend the overlaying objects
or only manual cleaning of duplicate objects remains?
Yes, i 'm afraid it has to be done manually.
 
Some of the new issues are solved now, but there are some challenges. It seems the game shadows can't be used this way (the shadows are only stored temporarily), so I have to either find a way to sort the shadows render out of the renders and render it by its own, or find a way to render real shadow map without slowing the game down too much.

The screen space shadows that are used here works well on some close details (see shadows casted by safety net here), but they can never replace the "real" standard shadows.

36.jpg
 
It seems one of the main reasons for the sometimes poor performance is the game shadows, because they require a lot of render target changes. By disabling them the game is much faster, and there seems to be no problem to render everything one more time for shadow mapping. The hard thing is to transform the scene to shadow view when the matrices don't work as they should with the special shaders that are needed.
 
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