Afgelopen heeft iRacing Kansas Speedway gescanned en zijn nu bij Auto Club, Fontana.
De volgende baan die ze (opnieuw) gaan scannen, is Phoenix.
http://members.iracing.com/jforum/posts/list/2313324.page
iRacing staff over de graphics van iRacing
To us, the graphics and sounds are also simulations. It's all physics! The difference between zolder and limerock is we went out and took physical light measurements, etc, and measured material albedos (google it), while we were working on Spa, and since then you can see the difference. We do focus a LOT more on the racing, the vehicle physics, the track fidelity, as that is what iRacing is about. We could spend all our time on graphics, but then we'd be lost, cause without something worth rendering, why bother?
We hope to fix the tree shadows to actually cast from the light, soon. That will allow us to load up different skies/lighting at load time - it is mainly just tree shadows holding that up! But, this isn't a small project, have you seen the number of trees and the number of tracks?
Also, for almost the enitre last season, the graphics engineering was mainly working on eliminating shadow volumes. It didn't make the release, hang it there.... We're trying.
Eliminating shadow volumes, dynamic skies are on the TOP of my list - as is a DX11 port!
But as said above, going to DX11 doesn't change anything without rewriting the engine to use it differently.
Once we have dynamic skies working, then we can look into time of day changes while driving.
bron:
http://members.iracing.com/jforum/forums/show/606.page
Dit is zeker goed nieuws
[
Voor 78% gewijzigd door
Niellie41 op 05-11-2012 23:59
]