Race Remaster

Noticed that the fresnel reflection didn't work, so fixed that (but have to tweak reflections some more after that), and also some other tricky issues. Had some shadows issues at some tracks, where they just disappeared some meters in front of the car. Still got shadow problems when viewing the ground from low angles.
Also spent some time tidying up shader code for the most used shaders.

And one nice improvement, I finally succeeded with adopting a fast FXAA shader, and it really helps smoothing the pixels from the non multisampled normalmaps and other textures but it also makes the scene just a little bit less sharp obviously.

The main problem for the moment is rendering of the rear view. I have added the method to render it in the same optimized way as the rest of the scene, but it slows down the game a lot booth as rendered the standard and the optimized way. Maybe it is just too much with all these rendering passes (shadowmap, multirender buffers, multisample color pass and the rear view pass).

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I think I have solved the shadows pop in/pop out problem now, or at least most of it.
The problem was that the game will not render unnecessary objects that are completely outside of view. But these objects are sometimes still needed in the shadowmap as they still cast visible shadows on screen.
So now there is an option to force all track shadows available to be drawn. The addon logs all track objects and adds the missing objects.
It seems to work very well, the game looks much better without shadows disappearing or flickering, but it adds more draw calls obviously. Maybe I can add some manual distance calculation to omit far objects.
Also testing some dynamic shadow map zooming, maybe it can help with shadows in zoomed in track side cameras.

Also I have been able to render a second shadow map in a separate color channel (a very 'custom' cascade shadow map), but the hard thing is to match the position of the second map in this very custom solution.
 
Andreas, this is really amazing! All you've done has some vibes of the CSP for Assetto Corsa :cool:

I'm sure that one day, after you eventually make us all enjoy this on our own computers, this will be like an entire new game and cause us to spend another 1000 hours in it! :D

On another note, did you yet come across the code that restricts the cars and tracks by ID? It would be a total game changer if this limit would be removed from the game.
 
Andreas, this is really amazing! All you've done has some vibes of the CSP for Assetto Corsa :cool:

I'm sure that one day, after you eventually make us all enjoy this on our own computers, this will be like an entire new game and cause us to spend another 1000 hours in it! :D

On another note, did you yet come across the code that restricts the cars and tracks by ID? It would be a total game changer if this limit would be removed from the game.
Sadly I haven't found anything useful about the id's, I think that is above my skills so far.
 
Had some big problems caused by the lack of the split up matrices needed for many post process effects. But now I have finally found the camera parameters in the game memory, so I can recreate the matrix that adds the perspective to the scene. So now the reflections are much more consistent from different angles (without this they were quite useless). On the way there I messed up the normals rotation matrix and caused a crash that prevented the game from starting, but It should be solved now. Also cleaned up som code and fixed some options combinations that didn't work.

DXVK will now be the standard renderer, because the vs3.0 shaders can't be compiled (for some reason) in standard D3D9 and D3D9on12.

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Some artifacts and other things that are hard to solve, but also progress...
Way too much reflections now obviously, but at least the reflections calculations work better and better.
Added a fake specular calculation to the standard multi texture shader code so the track side grass looks nice and more realistic, and testing a function that desaturate colors depending on brightness in an attempt to make the game look a little bit more realistic.
The sun light model needs to be improved (more white daylight, but keep the yellowish tint in evenings and mornings.)

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I am very distanced from modding these days but didn't race07 also used to have a line like "SunDirectionalRGB" or something like that for sunlight color? Should be in every track settings file.

Ps: That little exe. file that I used for decrypting, yeah I lost that too :)
 
I had to redo the shadow map positioning and layout calculations, and the result is better than expected.
Now the shadow map uses more of the resolution near the camera, so it should look better.
Working on the reflections and the fresnel amount trying to find something that looks realistic enough.
Also had to rewrite some of the rendering code so now the opaque materials are rendered first and shaded in the postprocessing stage, and then the semitransparent materials with their postprocessing after that. It is more complex now, but it solves a lot of shading issues.

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I am very distanced from modding these days but didn't race07 also used to have a line like "SunDirectionalRGB" or something like that for sunlight color? Should be in every track settings file.

Ps: That little exe. file that I used for decrypting, yeah I lost that too :)

I have made a special function that calculates the sun color from the sun height/direction, so the track sun color is not used in this case :)
 
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