Taking the risk of implementing professional drifting : If they ever come to the point to add a few Rally Tracks (even if tarmac and /or fictional only, I don't care) and a handful of cars to it it would be soo great. Even just for shoving it up Codemasters butt to say "THAT'S the way it has to be done " guess it won't happen ever but one may dream
it would be interesting to understand if the conversion to DX12 will also result in the need to buy more powerful hardware. many players also choose Raceroom because it has reduced hardware requirements and works even on older PCs
If you can´t get a decent FPS with the current version then the problem is likely on your side and not the game. I can run it on a laptop with iris integrated graphics, it looks bad but it runs at 60 fps, which is the screen refresh rate.
Thats the problem. Lots of people want night/day and want weather and rain but the game should run with ancient hardware. This will probably not work....
Plenty of games can do it with lower spec machines - Iracing, AC, AMS2 and Rfactor 2, basically the non Unreal Engine based ones. I´m intersted to see how AC Evo fares in that sense since they are using a bespoke engine.
How ancient are we looking at? I just checked and it seems like DX12 support was added even to nVidia 400 series which is from 2010. The idea that newer API means higher performance requirements isn't entirely correct. Performance requirements depend on the complexity of game graphics and available graphics settings and that's all on devs, not on API.
Will this facilitate an implementation of day night transition and rain or will only make it possible for the Game to look more eye candy?
And, as we know, RRE is processor bottlenecked, newer DXs may or may not allow for better use of mutli core processors and I guess most players are using systems with at the very least 4 cores if not a dozen or more.
If they are going as far as to move the rendering engine to another API then they surely hope to also remove the current light sources limitation. If they succeed at this, night will be possible. As for rain, I don't know why it's not implemented, but both rendering and physics engine have (or at least had) stuff for rain, so it wasn't actually impossible.
im running lower specs than you (ddr3 vs ddr4 memory; cpu at 4ghz)and with most stuff turned up, 34 grid rolling start with ai ,the lowest i dip to is 60 fps+/- a couple on the start after that im running up in the 80fps+ ... in mp im never under 120fps can you run gpuz and cpuz and post the results looking at your specs which HD is raceroom on ? Andi
I might be wrong but implementing realistic (1:1) wet conditions with all possible variables might be a tough task in itself, just think of the devs extensive work spent on car/tire behaviour even in dry conditions over the years. Tbh I don't need another lame rendition with some random rain presets on a soapy surface that never feels quiet right just for the sake of it ("it's a must have bro! Everybody says so !"). Not to talk about the fact that most ppl will use that feature occasionally (10% of the average racing time ) like in RL where one out of ten race weekends might be a rainy one (except for U live in the UK ) or even less eventually cause it makes no fun if not implemented correctly, physics wise.... Day - Night transition, yeah, foggy or damp conditions, of course ! But rain ? Only if you can do it a 100% right...
All good.I can run with 20 visible opponents @1080p/60hz with 60 fps on high settings with mirror. If i use more opponents,the FPS goes down the drain.Raceroom is on my extra internal Games drive wich is a SSD.
The only thing I'm interested in is that this game starts to work on the Pimax Crystal with it's native resolution. Will DX12 fix that?