Hey Hey HEY there Carmafans, nobby here!
As promised, this week is Significant Update Week! And what a PILE of stuff we’ve got for y’all! Below is a list of all the notable THINGS that will be in the Update, plus some handy hints and explanations about what the new things actually DO! And remember to tune in to our Wednesday TWITCH Broadcast from Brand’s Hutch at Stainless, as Sim and I will be demoing lots of stuff over the course of our two hour show, which starts at 5pm BST.
PERFORMANCE RELATED CHANGES IN THE NEW BUILD
- The game has a better frame rate in full screen. Reduce your screen resolution to improve performance.
- We default to the LOW Graphics quality setting in the new Visual Options screen. Lowering this setting is the first thing you should try if your performance is not suitable.
- Once you have set the Graphics quality setting to something that is approximately correct for your PC we suggest you use some of the Advanced options to further tune the look and performance of the game depending on your PC setup.
- Post Processing, Shadows, Dynamic Cube Mapping, Virtual Textures and Ambient Occlusion are big performance hitters.
- The new sliders for World Distance, Accessory Distance, Ped Distance and Vehicle Distance can all have dramatic effects on game performance. We suggest you try each one, see what affect it has in the game and experiment with getting a balance between visual niceties and a playable frame rate.
- You will find that these sliders can be adjusted on per-level basis depending on how the level has been built, how large it is and the sort of viewing distance required.
On the Low setting and turning off VT’s, Shadows, Ambient Occlusion, Post Processing and Cube mapping we have been able to achieve a 30fps+ gameplay experience on nearly all levels using the following PC setup:
i3 @ 2.9Ghz, 4GB RAM, 1Gb AMD HD 5700 series video card. Chopping Maul is our largest level yet and this level will have worse performance than the others.
Please be aware that this is just the beginning of our performance optimisations. We expect to see a lot more happen over time as more content is implemented and we find out the best ways to render the game to screen for different PC setups.
Post Processing is in early stages and as such the visuals in game when they are switched on have not been set to final.
Virtual Textures have been implemented and are included in the build. They are switched off by default as (currently) they can have a detrimental effect on performance, especially on lower spec PCs. If you have a good rig we suggest you try them and see how they work. We would love to receive feedback about how they are working on your PC. Please include output from DXDiag with any reports. (See
HERE for how to generate the DXDiag file.)
Multi-threaded Damage is switched off by default. This was a late addition to the game and hasn’t received much testing. It should provide a performance boost but as it is untested we expect there to be some dodgy results. You can help us by reporting bugs you see with this switched on. If you can try to replicate any bugs with it switched off and on before reporting the issue that would be fabulous.
Here is a more detailed breakdown for what each of the graphical settings do:
Full Screen
This options allows you to choose whether to have the game take up the whole screen to itself or to be in a window where you can also see other applications.
Aspect Ratio
This determines the choice of resolution. Normally you should stick to the native aspect ratio of your monitor or else the game will look squashed.
Resolution
Lower resolutions will give you higher performance but lower visual detail.
Graphics Quality
Use this option to set appropriate values for all the visual options based on the level you choose – Ultra Low, Very Low, Low, Medium, High, Ultra High and Custom. This is the quick way to set a “sensible” set of values for the spec of PC you own. Once set, you can then further tweak the resultant values up or down, see how it effects performance versus visual quality.
Refresh Rate
The rate at which you monitor redraws the screen. Normally you should stick to the native refresh rate of your monitor (LCD/LED are generally 60hz).
V-sync
If this is turned off, the game will run as fast as possible but there is chance you will see screen tearing. If this is turned on, the frame rate of the game will be limited to your refresh rate.
Post Processing
This impacts all of the subtle effects that change the look of the game before it is finally presented to you. Turn it off to see the game in its jaggy raw state with no bloom, motion blur, tone mapping or anti-aliasing. The effects haven’t been tuned yet and so currently won’t provide the correct look for the game yet.
Anti Aliasing
Turning this on makes everything look smoother and less jaggy.
Particle Effect Quality
This affects the density and complexity of the special effects such as smoke, fire and gushing blood.
Car Reflection Quality
This affects the level of detail and update rate of the dynamic cube maps that are used to draw a reflection on shiny cars.
Shadow Quality
Turning this up will improve the detail and accuracy of the shadows in the game at the expense of performance.
Image Quality
This affects the level of detail you'll see on all the cars, peds and accessories. High settings look best but hit performance and require more video memory.
View Distance
This determines how far away from the camera things are still drawn. Setting it higher costs in performance but lets you see detail further into the distance.
Ambient Occlusion
Emulates shadowing of ambient light. It can be turned off to improve performance.
Headlight Shadows
Options for which cars produce shadows from their headlights. Turning this on will give a better visual experience, but a cost in performance.
World Distance Culling
The distance at which objects become visible in the game. Setting it higher costs in performance but lets you see more of the world further into the distance.
Accessory Distance Culling
The distance at which accessories become visible in the game. Setting it higher costs in performance but lets you see accessories further into the distance.
Ped Distance Culling
The distance at which pedestrians become visible in the game. Setting it higher costs in performance but lets you see peds further into the distance.
Vehicle Distance Culling
The distance at which vehicles become visible in the game. Setting it higher costs in performance but lets you see vehicles further into the distance.
Shadows
This allows shadows to be on or off. Turning them on will give a better visual experience, but will cost in performance.
Shadow Culling Factor
Removes objects from the shadows based on their size. Higher numbers reduces shadow quality, but improves performance. (i.e. opposite behaviour to the culling distances).
Skid Marks
This setting will determine which cars produce skid marks, turning this on for more cars will cost performance.
Multi Threaded Crushing
This setting will speed up the crushing calculations, but at present is a bit buggy. Turning this on should improve performance (or crash).
Virtual Textures
This setting will allow texture streaming, which will improve the visual experience. Turning this on will cost in performance.
NEW FEATURES
New Environments:
Environment Updates:
- Dusty Trails
- Now populated with more PUps and accessories
- Level geometry and texture tweaks and updates
- MagNuChem
- Now populated with more PUps and accessories
- Level geometry and texture tweaks and updates
- Rig Wreck
- Level geometry and texture tweaks and updates
New Cars:
- Electric Blue – complete with “Electro ******** Ray” (ped reaction and visual effects not done yet – in the meantime, the ray insta-gibs ‘em!)
- The Plow – not textured yet
- Annihilator – complete with permanent “Hot Rod”, but also not textured yet
Car Updates:
- CU:NT Cop car textured and specs tweaked for game play
- General game play tweaks, adjustments and fixes to all cars
Front End updates:
- Improvements to the Wrecks Gallery and Garage
- New Visual Options to tweak to increase performance
- General bug fixes and improvements
In-Game updates:
- Performance and Stability Improvements
- More Ped animations
- More new Peds
- New Pups
- Electro ******* Ray
- Peds on Map
- Mine ******** Ability
- Afterburner
- Fast Bleedout
- Opponent Stinger
- Ped Detonator
- Water splashes
- Minimap and Map tweaks
- PIS tweaks
- Additional audio and audio tweaks and improvements
- Action Replay tweaks and improvements
Things We Broke:
The Eagle R’s damage texture is currently “horrible”.
Well, that’s all folks! We’ll let you know the exact time that the Update will be going live on the Twitch broadcast tomorrow - so, Turn On, Tune In and…
Nob Out!
EDITED! Wednesday 7th May 2014. Adding extra notes following a "Release Candidate Review".
Some stuff that became clear in the review, that it's important to pass on to Players.
- To ensure that any change to the graphics is properly applied, we highly recommend you do it from the main menu, rather than in the game. Especially if you change the "Master" settings (High, Medium, Low etc.). But just as a general rule, to avoid unexpected behaviour, Abort your current game, go to the Options menu in the FE, and make any changes to the Visual Settings from there.
- Clipping is still occurring in the Countryslide levle, when the visual settings are put to Very High. This is likely to be because the "far clip" has been set wrongly. By an artist. Naughty Artist.
- The Visual Settings are ALL pre-alpha, and so there are likely (almost certain) to be bugs. Please let us know in the usual way.
- The "Shadow Culling Factor" slider works counter-intuitively - because lower is better, it means that currently (unlike all the other sliders) you move it to the LEFT for better quality shadows. Bloody programmers.