Furthermore, it can only reduce details a certain amount, so please don't expect it to double your framerate.Ĭonverted to the latest DirectX SDK (Apr 06).Īdded option to blur shadow maps (in dx9 mode only).
Note that this is NOT a "minimum" framerate - if you desire the game to attempt to maintain a particular framerate, you should set Auto Detail FPS to a value higher than your desired framerate. A side effect of using this feature is that details or other vehicles may appear or disappear depending on your current framerate. This may be useful if your framerate is low only at the start of the race, for example. Improved shadow code, now faster, and they work better in DX7 mode, also the shadows should not break up at the edge when very early or very late in the day.Īdded "Auto Refresh FPS" to Display options which specifies a framerate threshold below which the game will automatically start reducing detail to try to improve framerate. In general, it should not be used unless the framerate increase is noticeable. Further adjusted ambient shadow so that it fades out if vehicle leaves the ground.Īdded a player file option "Delay Video Swap" which MAY improve framerate in some situations. Improved the static ambient shadow so it stays directly under the car even on extreme banking.
Update rate of shadow projectors was reduced to lighten CPU load.Īdditional pipeline and shadow optimizations make this the fastest rFactor ever. Improved handling of MIP'd cube maps on machines which don't support them.
Below is a list of the changes that is included in v1150 of rFactor.ĭisabled some old tree swaying code, since it is not used by us, and was being incorrectly used by some track conversions.įixed a bug in setting the special day/night vis groups.įixed a shadow updating bug with TimeAcceleration=None.