reflections

Discussion in 'General Discussion' started by JAJP, Oct 24, 2015.

  1. JAJP

    JAJP Member

    Joined:
    Oct 15, 2015
    Ratings:
    +12 / 0 / -0
    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
     
  2. Nigel Fox

    Nigel Fox Well-Known Member

    Joined:
    Jul 25, 2015
    Ratings:
    +92 / 0 / -0
    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.
     
    • Agree Agree x 3
    • Like Like x 2
  3. heppsan

    heppsan Well-Known Member

    Joined:
    Jan 29, 2015
    Ratings:
    +1,268 / 0 / -0
    The best would be to have both an option for the reflection quality, and also in what speed the reflections will move.
     
    • Agree Agree x 3
    • Like Like x 2
  4. Cheeseman

    Cheeseman Well-Known Member

    Joined:
    Mar 4, 2015
    Ratings:
    +265 / 0 / -0
    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.
     
    • Agree Agree x 3
    • Like Like x 1
  5. Tuborg

    Tuborg Well-Known Member

    Joined:
    Feb 4, 2015
    Ratings:
    +460 / 0 / -0
    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!
     
    • Like Like x 1
    • Agree Agree x 1
  6. m.bohlken

    m.bohlken Well-Known Member

    Joined:
    Jan 29, 2015
    Ratings:
    +988 / 0 / -0
    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)
     
    • Like Like x 2
  7. JAJP

    JAJP Member

    Joined:
    Oct 15, 2015
    Ratings:
    +12 / 0 / -0
    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!
     
  8. r-r-public

    r-r-public Well-Known Member

    Joined:
    Feb 5, 2015
    Ratings:
    +55 / 0 / -0
    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.
     
    • Agree Agree x 3
  9. ElNino

    ElNino Well-Known Member

    Joined:
    Feb 7, 2015
    Ratings:
    +475 / 0 / -0
    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.
     
    • Agree Agree x 1
  10. Eisprinzessin

    Eisprinzessin Well-Known Member

    Joined:
    Dec 7, 2015
    Ratings:
    +315 / 0 / -0
    I have tuned them off.
     
  11. didel23

    didel23 New Member

    Joined:
    Dec 29, 2015
    Ratings:
    +3 / 0 / -0
    Haven't played rrre in a while because of, you know, steam sale :D.

    Played it last night and now after ~20h i still think about a way to fix the reflections - searching forums and stuff :p.

    Isn't there a config file we can edit or something?
     
    • Like Like x 1
  12. Not Lifting Off

    Not Lifting Off Well-Known Member

    Joined:
    Dec 5, 2015
    Ratings:
    +368 / 0 / -0
    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.
     
    • Dislike Dislike x 1
  13. didel23

    didel23 New Member

    Joined:
    Dec 29, 2015
    Ratings:
    +3 / 0 / -0
    I guess that would be considered modding o_O and i'm getting an anti-mods vibe from the devs. :(
     
  14. Christian G

    Christian G Topological Agitator Beta tester

    Joined:
    Apr 8, 2015
    Ratings:
    +2,411 / 0 / -0
    Pretty sure the reflection slideshow will receive some attention in 2016. Best thing to do until then probably is turning them to low.
     
    • Informative Informative x 1
  15. heppsan

    heppsan Well-Known Member

    Joined:
    Jan 29, 2015
    Ratings:
    +1,268 / 0 / -0
    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();
    }
    }
     
  16. didel23

    didel23 New Member

    Joined:
    Dec 29, 2015
    Ratings:
    +3 / 0 / -0
    i think that's a pp filter for cubemaps/skybox...o_O

    But i will check when i get home. maybe there's something in those shaders.
     
    • Like Like x 1
  17. Christian G

    Christian G Topological Agitator Beta tester

    Joined:
    Apr 8, 2015
    Ratings:
    +2,411 / 0 / -0
    yea, the cubemap setting is for reflections, no idea if you can manually change those to a pre-update state though...
     
    • Like Like x 1
  18. didel23

    didel23 New Member

    Joined:
    Dec 29, 2015
    Ratings:
    +3 / 0 / -0
    just fiddled with car.fx and found a 'parameter':
    //#define ENABLE_HD_REFLECTIONS 1
    I de-commented it and got this:
    RRRE 2015-12-29 20-54-10-274.jpg
    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 :D)
     
    • Like Like x 1
  19. hello.this.is.paul

    hello.this.is.paul New Member

    Joined:
    Dec 23, 2015
    Ratings:
    +3 / 0 / -0
    Yes, please do something with the reflections, Sector3. It's pretty annoying. Or at least, please tell us it will be fixed some day. :oops:
     
    • Agree Agree x 3
  20. JAJP

    JAJP Member

    Joined:
    Oct 15, 2015
    Ratings:
    +12 / 0 / -0
    still not updated / fixed in the latest build --- High reflections just unusable due to the update frequency being too low
     
    • Agree Agree x 1