I'm impressed... 1. The shadows (set to max) are crisp at the edges and get softer as the distance increase, as if they were raytraced. They look fantastic on the road and in the cockpit. 2. Using the Vulkan option, I basically doubled my FPS. 3. The specular highlights and reflections are now very realistic. 4. Hoping to see SSAO eventually. 5. The color tones are drastically improved. 6. I did not see anything about this, but the windshield banner is high-rez and crips unlike iRacing and other sims. 7. Smoke left behind when cars ahead touches the grass/dirt, is superb... even gets caught is the sun lights rays at sunset (preferred time for me). Great job!!! Can't wait to see what the next rendering pipeline improvements are on Sep 25, 2025...
A question about running Vulkan and the pre-September 25 update. Is there a way to get it to run in HDR?
Yes, if you use Windows 11, turn on the HDR option. It converts games into HDR even if they don't support it natively. Works like a charm in RRE.
I'm guessing theres no way to force HDR on W10? I ran Vulkan a couple of days ago, and that allowed me to use the Nvidia overlay. It's how I keep track of my frame rates. I was amazed to see the game hitting the 200's at times. If HDR worked, I would run the game in Vulkan all the time. But without HDR on, the screen is dark and the reds are way too harsh. There is probably something I can do with the color settings, but I have become spoiled with HDR taking care of that for me.
Yes, I've been away from RRE for a little while. Yet, the comments remain relevant and the feature great. Can't wait to see the latest batch tomorrow Sep 25.
In some part of my mind, VFX Pro is a beta tester. Oops. I blame it on my rush to get my thought out, I completely missed the last part of his post. Sorry.
I would literarily pay to become a best tester if they would let me... I have 35 years of IT, Game Development, High-end Graphics for motion picture, Software development experience with a rig that is worth a high-end car. I'm ready, @J-F Chardon @Alex Hodgkinson @Georg Ortner, please let me!!
If you're using DXVK, you can add to a dxvk.conf file (placed in : raceroom racing experience\Game) d3d9.forceSampleRateShading = True This will force a much more expensive type of AA over MSAA, that should look comparable to SGSSAA. Edit: In a short controlled test scenario it hits my system from 133fps (4X MSAA) down to 83fps. Today's patch made this switch less usable, likely because R3E became more shader-heavy. Doing the same test, until yesterday, I was reaching 230fps just on 4X MSAA. Edit2: Oh, pay no mind! You mentioned SSAO, not SSAA!