Changelog
We’ll start these release notes with a few hints on how to setup the DX11 graphics (regardless of VR):
In the same config window where you set your ‘Video Settings’ you have a drop down for post effect levels. Post effects provide you with some exciting new graphical options that look great, but as with any graphics option, need to be balanced against a good framerate. Therefore, we recommend you start at a conservative level (none or low), and if you have a graphics card of the latest generation, try the higher ones (medium or high). The highest setting (ultra) gives the best quality effects, but will also require a really fast graphics card. Note that even the “None” setting gives a better graphical quality than the DX9 graphics we had before! An overview of the levels:
- None
- Low = Glare Effects
- Medium = Glare Effects and Depth of Field
- High = All Effects at High Quality
- Ultra = All Effects at Ultra Quality
At this point we would also like to thank the people from YEBIS for providing a great library to work with. It has definitely contributed to the overall look of the end product.
- With the DX11 implementation we also introduced new features to improve many aspects of the final output:Improved MSAA rendering.
- Improved Clouds resolution and depth.
- Static AO; This is adding Occlusion to bottom of objects and cars. It does improve the overall depth in the environment.
- Dynamic AO. This is adding a subtle low-frequency Ambient Occlusion to the scene and cars, improving the “connection” between terrains and structures in the scene, and also balancing cockpits brightness.
- Shadows Normal renders shadows, taking into account the shadow receiver normal map.
- A new Tone mapper which improves both colors and histogram, a perfect companion for our dynamic weather/sky engine!
- New Car Ambient Shadow, now working for the entire 24h cycle.
- Fixed some “pixel” artifacts caused by invalid calculations in shaders.
- Dedicated dynamic exposure simulation for each main camera set.
- Realistic simulation of Depth Of Field, Lens Flare, Bloom and other Optical aberrations, with scalable options.
- Track Lights and Car Headlights now can use the realtime glare simulation and get rid of the old technology and custom shaders.
- New Shader for car Dashboards, Rev Meters and Motecs.
Content updates as part of this initial build:
- The USF2000, Nissan GT500, Howston G4 and G6, Dallara DW12 and the Stock Cars have been updated with new shaders, better headlights and overall better textures.
- Atlanta Motorsports Park, Silverstone, NOLA Motorsports Park, Mores and Indianapolis Motor Speedway have all gotten texture updates, and we painted the curbs at Silverstone in the current colors too!
Modding:
- There are new guidelines for content creators, please make sure you read them here https://www.studio-397.com/guidelines-for-artists/


