Hi I can see the reflections have been updated in the last update to a lower res and less frequent update (good for FPS) Is there a way to configure this as the update rate now makes objects in the reflections jump when moving toward you Thanks JP
I wish S3 would make this High level reflection a Medium, and give us a higher rate for an actual High level reflection. This flickering thing reminds me of early Forza.
The best would be to have both an option for the reflection quality, and also in what speed the reflections will move.
Would be nice if we get both. A better looking for those who can run it while a slower refresh rate for those with slower PCs.
I agree white you, but for now this was a great solution. Now i can run 1920 - 1080 and everything on max, full grid and 60fps. Nice!
Nice to hear... Maybe i should give it a try with high reflections as the shadow-improvent gave me some spare fps... But i agree that we could need both reflection-settings. The new one as medium and the old one as high or as another option - if reflections are set to high, open/anlock another option in which the user can select between the options performance( what is used now),quality(higher refresh rate, same resolution) maybe an high quality-option (higher refresh and high resolution)
Bump for the devs to remind them this is still an issue no update on the reflection in the last big update This needs to be addressed before the open wheelers come out else they will look awful!
I think they could reduce the visible amount of the reflections at all, make them blurry (just a little bit) or whatever. In my opinion, real race cars do not have this kind of sharp visible reflections because of their car wrapping. But please, release us from this slideshow, it kills immersion even in cockpit view. Even if you play at locked 60 fps, the moment you see this your brain thinks something is very wrong.
Yup, they need to get on this ASAP. It's a big ugly eyesore and gives the feeling of a much older game in an otherwise good looking sim. I'm usually not overly critical but it's bad.
Haven't played rrre in a while because of, you know, steam sale . Played it last night and now after ~20h i still think about a way to fix the reflections - searching forums and stuff . Isn't there a config file we can edit or something?
You used to be able to use wtced or whatever it was called to unencrypt the config/player files in some of the older games, cant seem to get it to work with this one although it says it has raceroom support, would be nice to be able to tweak the configs to suit our own systems.
Pretty sure the reflection slideshow will receive some attention in 2016. Best thing to do until then probably is turning them to low.
Not sure I'm on the right track, but in the game folder under shaders / dx9 / fx I find cubemap (this is the reflections?) Those can be changed in notepad, but not sure I'm even in the right place looking, or what's affecting the movement speed of them??.. //---------------------------------------------------------------------------------------------------------------------- #include "config.fx" //---------------------------------------------------------------------------------------------------------------------- #include "sharedparameters.fx" #include "shadow.fx" #include "light.fx" #include "hdr.fx" #include "../util.fx" #include "../car.fx" #include "renderstates.fx" //---------------------------------------------------------------------------------------------------------------------- float skyLightScale : SKY_LIGHT_SCALE = 1.0; texture colorMap : COLOR_MAP; sampler2D colorMapSamplerBilin = sampler_state { Texture = <colorMap>; SAMPLER_STATES_DEFAULT_2D AddressU = Clamp; AddressV = Clamp; }; //---------------------------------------------------------------------------------------------------------------------- struct vsOutputCubemap { float4 position : POSITION; float2 colorMapCoord : TEXCOORD0; float3 pos : TEXCOORD1; }; //---------------------------------------------------------------------------------------------------------------------- vsOutputCubemap vsCubemap(float4 iPosition : POSITION, float2 iColorMapCoord : TEXCOORD0) { vsOutputCubemap outdata; outdata.position = mul(modelViewProjectionMatrix, iPosition); outdata.colorMapCoord = float2(iColorMapCoord.x, 1 - iColorMapCoord.y); outdata.pos = iPosition.xyz; return outdata; } //---------------------------------------------------------------------------------------------------------------------- float4 psCubemap(vsOutputCubemap indata) : COLOR { float4 color = tex2D(colorMapSamplerBilin, indata.colorMapCoord); color.rgb *= skyLightScale; return packHDR(color); } //---------------------------------------------------------------------------------------------------------------------- technique cubemap_color_only { pass p0 { RENDER_STATES_DEFAULT CullMode = None; VertexShader = compile vs_3_0 vsCubemap(); PixelShader = compile ps_3_0 psCubemap(); } } //---------------------------------------------------------------------------------------------------------------------- technique cubemap_color_alpha_test { pass p0 { RENDER_STATES_DEFAULT CullMode = None; AlphaTestEnable = true; AlphaRef = 0x0000007f; AlphaFunc = GREATER; VertexShader = compile vs_3_0 vsCubemap(); PixelShader = compile ps_3_0 psCubemap(); } }
i think that's a pp filter for cubemaps/skybox... But i will check when i get home. maybe there's something in those shaders.
yea, the cubemap setting is for reflections, no idea if you can manually change those to a pre-update state though...
just fiddled with car.fx and found a 'parameter': //#define ENABLE_HD_REFLECTIONS 1 I de-commented it and got this: Seems they are trying a matte paint shader or something... I have no idea how to read this file. Maybe someone with HLSL skillz can shade some light on this. (pun intended )
Yes, please do something with the reflections, Sector3. It's pretty annoying. Or at least, please tell us it will be fixed some day.
still not updated / fixed in the latest build --- High reflections just unusable due to the update frequency being too low