OK it works ok.
Quick notes.
Set full screen shader to the commented out line in Racer.ini, though using the _blur version looks broken as everything is blurred even inside the car etc. Velocity map is turned on so maybe the depth map is broken due to changes with what looks like depth map range (to 50km) in constants.cg, or the new sort ordering etc?
Turn off the oculus rift on/off setting in Racer.ini
If you use the atlas tool then create a copy of the track you want to atlas, and rename the folder with _atlas at the end.
Load the non-atlas track and run the command.
A new annotated shader file is generated which lists what is atlased.
It seems pretty intuitive only combining shaders that share the same definitions. I'm not sure if it see's per-shader spec/shininess settings, or just the global shader type...
More testing needed but it works which is very positive!!!
But it does need track authors to build with it in mind, at least looking through a shader file you have to try get many things using the same settings as much as possible so shader entries themselves are just the texture references (and shininess/gloss/diff/spec etc are all set in the nest definitions at the top of the file)...
In theory if you work through the shader file this will be very nice indeed!
Might try it on the Schottenring track as that really hurt my fps... would be interesting to see if we can get that up to 50fps vs the 25fps my PC ran it at
Some sort ordering is still broken, trees a few hundred meteres away being rendered over the car for example.
And things with transparency (decals on cars) flickering under the surface they are over (Lambo Gallardo interior mirror and wing mirrors from interior view)
Car shadows are also doing the flickering thing, after maybe 50m away the car shadow is flickering under the floor.
The shadow map interval update skipping is implemented again (in shadowmapping section of racer.ini), but it's really very noticeable. A car driving along just 50m away (replay) has a shadow that jumps forwards every few frames after lagging behind several metres.
Ideally these values need tuning. I'm sure they are beneficial to use but they are too aggressive and very noticeable.
Everything feels like it's blurred a bit, like I'm running lower sampling amount (but I'm not), or lower resolution... got a feeling it's an oculus rift setting hiding somewhere hehe
Reversing seems to work.
Definitely not worth grabbing unless you have an Oculus Rift or want to try out the splitter/atlas features which is well worth it if you want to optimise some tracks!
Fingers crossed this whole depth mapping stuff is fixed... as noted it seems Ruud is playing with some code in constants.cg to alleviate z depth fighting even out to 50km!!! But it's fighting on mine at about 5cm hehe
Dave