Sounds like you answered your own question in the second sentence. Probably the PP filter isn't designed to be used with whichever version of Pure you've selected, ie LCS or Gamma. I prefer LCS and use the supplied VR pp filter from Peter.Adding onto the copious issues I'm having, Does anyone know why some of my cars appear a bit... Brown?
It only seems to have started when I installed pure yesterday. I'm using Realistic Turismo PP filter.
Can't help you on the subject (too little knowledge I'm affraid), but...what track is that?Does anyone know what could be causing this weird reflection bug on the tail lights of the Ferrari F50 V3.2 from Dan Bucsa?
View attachment 1512480 View attachment 1512481
It's only when the tail lights reflect light and with glare it's really annoying.
Shader Patch 0.3.0-preview212
Thanks.
Just try the "pure" ppfilter and see if it is still the same...Adding onto the copious issues I'm having, Does anyone know why some of my cars appear a bit... Brown?
View attachment 1512484
Here's a car that isn't affected:
View attachment 1512485
It only seems to have started when I installed pure yesterday. I'm using Realistic Turismo PP filter.
Oops... I didn't notice, thanks for pointing this up.Just FYI, your ext_config binds the hood and door animation to extra_a resp. extra_b, which is normally the ignition and starter function. I had to re-assign the animations for the hood and door to different extra functions, otherwise the hood opens while the car is getting started.![]()
True, it looks like only supertourers could use this anyway.Are they really applicable beyond the Supertourers? I don't think VRC, RSS, or URD has anything with halogen bulbs and fluted lenses that would warrant actually using that effect, at least as far as headlights are concerned.
That is Brasov - Poiana Brasov (a hillclimb track in Romania) made by SimTraXX. it is free (and awesome)Can't help you on the subject (too little knowledge I'm affraid), but...what track is that?
Maybe it's priorities or maybe you shouldn't look too closely.Thanks for the Mondeo config @k_p, again it's a big improvement.
The VRC Accord having a plain texture for the rear lights explains my earlier observation about some VRC tourers having lights that look no better than NASCAR stickers... it seems that's practically what some of them are, just textures.
It's a big shame that VRC cut so many corners with the lights on these cars. Proper refractive lights still seem beyond the skills (or priorities) of the big paymod groups, even though bedroom modders have been including them for years.
I can't reproduce this on my setup. Are you using Pure? What about changing ppfilter?Does anyone know what could be causing this weird reflection bug on the tail lights of the Ferrari F50 V3.2 from Dan Bucsa?
View attachment 1512480 View attachment 1512481
It's only when the tail lights reflect light and with glare it's really annoying.
Shader Patch 0.3.0-preview212
Thanks.
Crowne Plaza Raceway v1.0
View attachment 1512460View attachment 1512461
Fictional circuit.
Conversion from GTL.
-CSP recommended
-42 pit/start
-AI, cam
Credits & Thanks;
RACE07 Track by SimBin Studios
GT Legends converted by ?
AC converted by @shi (shin956)
logo.png by @Breathe
Alternative Adboards skin by @Masscot
RainFX config by @Quikslvr
Crowds texture by @Kniker97
marshall and textures by Kunos
Enjoy.
I am using Pure 3.10 Lowres with the 3.14 Hotfix 4; changing ppfilters did absolutely nothing..I can't reproduce this on my setup. Are you using Pure? What about changing ppfilter?
I slighty tweak ext_config for taillights, maybe it's that.
I got the opposite Im doing the 1964 british saloon championship and the 1st race at snetterton it is supposed to rain and they start on wets but they still pit .Its a full 30 lap race but I dont know why they are pitting they should make full race as it rains all race.Guess i change to random dry in pure and see if they still pit(im a newb to this dumbai app)but having fun....lolDoes it happen with any track / car combination (Kunos or mods ?)
What is your CSP version ? because there are sometimes changes in the pit behavior between CSP version and some cars more or less support them.
What about the RSS classic endurance pack (edit: and GT-N pack too), wouldn't they qualify? Regardless, not using refractions on these paymod super tourers seems like a bit of a missed opportunity by VRC, especially when most amateur modders seem to include them as a matter of course.Are they really applicable beyond the Supertourers? I don't think VRC, RSS, or URD has anything with halogen bulbs and fluted lenses that would warrant actually using that effect, at least as far as headlights are concerned.
According to my research, the lights of ordinary lighthouses are extinguished during the day, though there are exceptions.Little issue: the lighthouse bulb should always glow even in the day light.
The red line could be a fix
[MATERIAL_ADJUSTMENT_...]
ACTIVE = 1
DESCRIPTION=lighthouse bulb glow
MESHES = club-9_1
KEY_0 = ksEmissive
VALUE_0 = 255,255,255,50
VALUE_0_OFF=255,255,255,50
KEY_1 = ksAlphaRef
VALUE_1 = -193
VALUE_1_OFF=0
CONDITION = SHARP_SUN_A
Hmm, it still seems a bit brown even with the default PPfilter, it's not a big deal.Sounds like you answered your own question in the second sentence. Probably the PP filter isn't designed to be used with whichever version of Pure you've selected, ie LCS or Gamma. I prefer LCS and use the supplied VR pp filter from Peter.
Maybe the color in that texture is brown?!Adding onto the copious issues I'm having, Does anyone know why some of my cars appear a bit... Brown?
View attachment 1512484
Here's a car that isn't affected:
View attachment 1512485
It only seems to have started when I installed pure yesterday. I'm using Realistic Turismo PP filter.
I think you're right, I had a look in the CM showroom and it appears brown, plus in the preview, I've just noticed that it looks brown too.Maybe the color in that texture is brown?!
You can check this with the ingame CSP object inspector and a color picker like "Just Color Picker".
So you have a reference and not only your eyes to measure something!
View attachment 1512702Then make a screenshot and use a colorpicker to measure the color:
View attachment 1512703
Hi,I am using Pure 3.10 Lowres with the 3.14 Hotfix 4; changing ppfilters did absolutely nothing..
The modified ext_config WORKED!! Whatever you tweaked did the trick.
Thank you!
No there is no difference!Hi,
This got me triggered; am wondering if their is a difference in PURE "Lowres" vs "Highres". Is there and what are those, if any?
it is the terrible pp filter. use the filters included with Pure first before trying all the terrible filters going around. stay away from any patreon paid ones like c13ages, they dont offer anything better than the pure filters, which you can adjust to your own liking (and then sell on patreon lol)Adding onto the copious issues I'm having, Does anyone know why some of my cars appear a bit... Brown?
View attachment 1512484
Here's a car that isn't affected:
View attachment 1512485
It only seems to have started when I installed pure yesterday. I'm using Realistic Turismo PP filter.
So basically for my personal situation (where the GPU is the bottleneck since i have a ultra high-end pc but running an old 1060 6gb) i should switch from low res to high res without any fear?No there is no difference!
We measured it in my Pure Dev group and there is really no difference between low res and high res even in VR.
So the first intention to do a lowres version was to support GPUs with very low VRAM.
BUT!
Pure uses the BC7 format for the dds texture. This format supports a good compression with nearly no loss of the details.
a 16384x4096 pixel bitmap has a size of steady 64MB in this format. But the best part of this format is, the texture is NOT decompressed in the VRAM like with all other dds or png formats. It will still have 64 MB in VRAM because it is directly supported by the common GPUs today!!!
And therefore the dds in BC7 can be copied without any subroutines by the CPU to the GPU/VRAM. This leads to a texture loading 1000 times faster than the normal texture loading. And therefore Pure can use loading and unloading this files live.
So with Pure there are over 50 of those highres skydomes (~3.5 GB), BUT only a maximum of 2 of them are loaded into the VRAM at the same time. If the weather changes you will have a fade between 2 textures, but after the weather change it will unload the not needed texture again.
Therefore Pure Highres only needs 136 MB of VRAM in maximum for 2 highres skydomes and 2 lowres masks (4096x1024 / 4 MB per dds). The mask is used to hide the clear sky and let stars, moon and the sun shine through.
So it makes absolutelly no sense to use Pure Lowres because of performance reasons, you just have ugly res skydomes then with no performance gain. Thats why i no longer provide it via the official way. No normal or low spec GPU will benefit from the lowres package anymore.
It's definitely the livery, or something about how RSS does carbon fibre,as even with default pure PPfilters, it still appears.it is the terrible pp filter. use the filters included with Pure first before trying all the terrible filters going around. stay away from any patreon paid ones like c13ages, they dont offer anything better than the pure filters, which you can adjust to your own liking (and then sell on patreon lol)
Hey,Some of those older track mods are done wrong in terms of where the geometry is place to:Good afternoon all
Any idea what's going on with my Nürburgring 1967 by William Tricker several advert boards are black ? and in places the clouds for some reason are smeared/dragged downwards I deleted my old copy of the track and reinstalled it but no change. It is only this track doing this.
Regards
Mark
That's perfect Peter, thank you so much 😀😀👍👍Hey,Some of those older track mods are done wrong in terms of where the geometry is place to:
View attachment 1512753
So in this case the track is 1.4km too low, but you can adjust the horizon offset for this track and save it as the tracks config then:
View attachment 1512754
Try the following... Once in 'Showroom' mode, click & hold right-mouse-button... This combination enables to auto-rotate around the car in an anti-clockwise direction.Hey, how did you record cars rotating in the CM showroom like that? I can't seem to get the showroom on full screen.
Came across a reddit-post sometime in 2024 that quoted "All Gran Turismo tracks for AC"... See attached text-file for DL links. Unsure if URLs are still active (fingers-crossed). [REMOVED. DM.]Kinda a pipe dream but I wish some GT6 tracks would make their way to AC - like Apricot Hill, Cape Ring, Circuito de Madrid, Matterhorn and finally some proper versions of Deep Forest and Mid-field Raceway. Must be a bitch to port and work on tho![]()
To continue from last post re: pit-lane SFXOk so no manual or whatsoever, but please can somebody explain on what coordinates I should use here if wanting pits sound.
View attachment 1512377
A little help from all the bright and dedicated people.
I'm trying to add the (goodwood?) trackside announcer to ks_monza66 to add additional immersion.
I've got as far as importing the files from the excellent rouen_f3ct.
The ext_config.ini - the line I'm stuck on (I think) is where AC plays the file, which would be the player pit position, the "POSITION" in the following.
; Track sounds
[SOUNDBANK_0]
BANK = sfx/goodwood.bank
GUIDS = sfx/GUIDs.txt
[EVENT_0]
ID = racetrack/new_announcer
REVERB_RESPONSE = 0
POSITION = 349.36,32.93,-358.14
DIRECTION = 0, 0, 1
VOLUME = 4
CAMERA_INTERIOR_MULT = 1...
Wow... this info is a game changer, Peter... Thank you for your support.No there is no difference!
We measured it in my Pure Dev group and there is really no difference between low res and high res even in VR.
So the first intention to do a lowres version was to support GPUs with very low VRAM.
BUT!
Pure uses the BC7 format for the dds texture. This format supports a good compression with nearly no loss of the details.
a 16384x4096 pixel bitmap has a size of steady 64MB in this format. But the best part of this format is, the texture is NOT decompressed in the VRAM like with all other dds or png formats. It will still have 64 MB in VRAM because it is directly supported by the common GPUs today!!!
And therefore the dds in BC7 can be copied without any subroutines by the CPU to the GPU/VRAM. This leads to a texture loading 1000 times faster than the normal texture loading. And therefore Pure can use loading and unloading this files live.
So with Pure there are over 50 of those highres skydomes (~3.5 GB), BUT only a maximum of 2 of them are loaded into the VRAM at the same time. If the weather changes you will have a fade between 2 textures, but after the weather change it will unload the not needed texture again.
Therefore Pure Highres only needs 136 MB of VRAM in maximum for 2 highres skydomes and 2 lowres masks (4096x1024 / 4 MB per dds). The mask is used to hide the clear sky and let stars, moon and the sun shine through.
So it makes absolutelly no sense to use Pure Lowres because of performance reasons, you just have ugly res skydomes then with no performance gain. Thats why i no longer provide it via the official way. No normal or low spec GPU will benefit from the lowres package anymore.
Thats good to know. But if its not taking to much effort don't give up on low res version. I still use them because of slow connection and faster download times.No there is no difference!
We measured it in my Pure Dev group and there is really no difference between low res and high res even in VR.
So the first intention to do a lowres version was to support GPUs with very low VRAM.
BUT!
Pure uses the BC7 format for the dds texture. This format supports a good compression with nearly no loss of the details.
a 16384x4096 pixel bitmap has a size of steady 64MB in this format. But the best part of this format is, the texture is NOT decompressed in the VRAM like with all other dds or png formats. It will still have 64 MB in VRAM because it is directly supported by the common GPUs today!!!
And therefore the dds in BC7 can be copied without any subroutines by the CPU to the GPU/VRAM. This leads to a texture loading 1000 times faster than the normal texture loading. And therefore Pure can use loading and unloading this files live.
So with Pure there are over 50 of those highres skydomes (~3.5 GB), BUT only a maximum of 2 of them are loaded into the VRAM at the same time. If the weather changes you will have a fade between 2 textures, but after the weather change it will unload the not needed texture again.
Therefore Pure Highres only needs 136 MB of VRAM in maximum for 2 highres skydomes and 2 lowres masks (4096x1024 / 4 MB per dds). The mask is used to hide the clear sky and let stars, moon and the sun shine through.
So it makes absolutelly no sense to use Pure Lowres because of performance reasons, you just have ugly res skydomes then with no performance gain. Thats why i no longer provide it via the official way. No normal or low spec GPU will benefit from the lowres package anymore.