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Project CARS: Build 261 Released
Game News | Project CARS | By Paul on 21 July 2012 14:06

Slightly Mad Studios have released build 261 of Project CARS. This build includes various fixes and improvements for previously released content.

You'll need to download it from the WMD Portal.

Don't forget to visit our Project CARS game profile for much more on this game, and keep up to date by following us on Twitter.

Build 261 (20/7/12, Team Member+)

Bumped version of all vehicles for Friday’s stat reset. Fixed times not uploading

Build 260 (20/7/12, Team Member+)

Please start a new profile with this build

Quick fix for clouds popping. I am rendering the clouds in order of their cells. So no fancy sorting , therefore no switching of render order and thus no poping because of it
Changed Event Queue processing to use new Online Event Filters
Add new Online event Queue which will eventually replace all previous online related event queues
Modified DX11 handling of default texture to correctly set "write by CPU" flag (this removes an error reported by DX11 debug version)
Cloud Optimisations , spawning and rendering fixes:
- CloudLayers regions can be configured to sizes and we can vary their total densities
- Clouds share primitative resources and materials so no need for thousands
Added in code so IBL can be used forward and phase3 render passes. Changed the order so then I seed the enviroment random variable
Changed the camera far render clip plane. Added in code so IBL can be used forward and phase3 render passes in dynamic env maps
Change so percloud formation factor is stored in the clouds w.w component.. this is done cause we do not store 1 material per cloud instance (why because that would be a massive overhead)
Overlay shader modified to properly cope with being only in phase 3 of deferred rendering, which fixes specular and normal map issues
Removing experimental IBL Lighting from clouds
Fixed new_ground shader broad normal map to use correct UV mapping
WTC tweaks to optimise a couple of conditions. Cloud meshes re-exported with a single texture applied. Slightly lower res as a result but looks OK. console specific versions added for the new texture
Fix new_ground.fx not doing normal mapping properly
Caterham Classic max file: damage added
Various cars: fixed issue with tabs and readability in physics files
Ghosts system:
- Added texts to global text database, used primarily for save game support in the ghost system
- Ghosts that the cache manager knows about are of two distinct types now: server-side ghosts (present either on the server or in the local disk cache), or save game ghosts. They never mix together, and searches for one type igno
Adding experimental stratus cloud set up into the light rain slot, which is currently just a placeholder anyway
Belgian forest – 1st pass for trees done
Removed downward facing quads in stormy and thurnder stormy conditions as they don’t add much and are a frame hit. Also halved the number of clouds for further optimisation
Belgian Forest Circuit – add new textures for Atrium
Eifelwald – new slope grass texture psd source file
Eifelwald – new slope grass texture
Eifelwald – wirefence texture tweak
Metallic Matte paint support added to bodywork2 and bodywork2_skinned shaders
WTC edit to add new cloud densities for optimised weather system
Also added horizon altitudes for clouds. Setting these to just above the top of the sky ring looks best for now, but they will noticeably pop in until other issues are sorted
Belgian Forest – update crowds for new terrain and changes
Belgian Forest – create more darker temporary grass texture for outer terrain
Tweaked settings in CSD for Caterham Classic
BFC grass textures checked in
Caterham Classic: Fixed speed calibration
New Belgian Forest export
New Eifelwald export
New Sakitto exports


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