Xtreme Gaming Network

Simulation Racing Leagues => Assetto Corsa => Topic started by: Wally on October 13, 2016, 08:01:02 PM

Title: Graphical tweak - skid marks
Post by: Wally on October 13, 2016, 08:01:02 PM
I've made a graphical tweak to dramatically increase the number of skids left behind on the track, which adds a bit more "life" to the tracks according to what other drivers have done. I've edited steamapps\common\assettocorsa\system\cfg\skidmarks.ini to change QUANTITY_MULT to 10, for 10 times the skids. It hasn't had any effect on performance; you could possibly even go higher.
Title: Re: Graphical tweak - skid marks
Post by: Guybrush Threepwood on October 13, 2016, 09:46:24 PM
So this doesn't create fake skid marks it only keeps the skid marks from when people lock up or spin the wheels or slide?
Title: Re: Graphical tweak - skid marks
Post by: Wally on October 13, 2016, 10:01:38 PM
So this doesn't create fake skid marks it only keeps the skid marks from when people lock up or spin the wheels or slide?
Yep.
Title: Re: Graphical tweak - skid marks
Post by: marty on October 13, 2016, 11:14:13 PM
Ok will give it a go, in the current season we are leaving skidmarks all over the place. We can never get enough, here are the ones I found left behind in the Monza pits after Guybrush had a session.  :o

(https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcQ91GPtUOdgqkomPJJVlHhiOyemsHvktpQL7CbXATLfEco3Xon0)
Title: Re: Graphical tweak - skid marks
Post by: Dave O on October 14, 2016, 12:10:16 AM
Cracked me up Marty  ;D  nothing like a good laugh before retiring for the night.  ;D
Title: Re: Graphical tweak - skid marks
Post by: Bruce on October 14, 2016, 08:21:36 AM
Haha that was funny, I opened the pic expecting an actual pic of burnout skids,  haha
Title: Graphical tweak - skid marks
Post by: Gratulin on October 14, 2016, 02:15:35 PM
At least you could have washed them before posting!!
Title: Re: Graphical tweak - skid marks
Post by: marty on October 14, 2016, 03:15:32 PM
At least you could have washed them before posting!!

As you can see he has left 3 dollars in one for who ever wants to wash them. Looks like a nasty flatspot on the bottom set too.  ;D

In terms of the tweak itself I tried it at 20 and noticed no issues.
Title: Re: Graphical tweak - skid marks
Post by: Wally on October 15, 2016, 01:05:17 PM
Yeah, I've gone to 20 too. I had 10 at Donington, and it looked really good late into the race with some genuinely rubbered up corners.
Title: Re: Graphical tweak - skid marks
Post by: marty on October 15, 2016, 01:13:24 PM
I think this setting would simply use more ram, on a 64 bit system with 16GB or more it shouldnt really have any perfmance impact. I ran it on my long run tests at Monza and noticed the entry to parabolica get fairly black.
Title: Re: Graphical tweak - skid marks
Post by: Bacchulum on October 15, 2016, 01:43:53 PM
Guess I'll see what 19 does on Tuesday. 8)
Title: Re: Graphical tweak - skid marks
Post by: Wally on October 16, 2016, 11:43:10 AM
Just testing...


(http://xgn.com.au/index.php?action=dlattach;topic=1637.0;attach=815;image)



Title: Re: Graphical tweak - skid marks
Post by: marty on October 16, 2016, 01:18:35 PM
Wally did you get to the point where it started to delete old skidmarks, this was always something I noticed in all driving games if your doing donuts. You will see the tyre marks at the end of the line vanishing, I wonder if at the point there it kept all marks still or already started to lose some of them.
Title: Re: Graphical tweak - skid marks
Post by: Wally on October 16, 2016, 02:03:09 PM
I known the erasing effect you mean, but I didn't see it. I got bored before anything started disappearing.  Might be fun to see how much rubber you can put down :)
Title: Re: Graphical tweak - skid marks
Post by: marty on October 17, 2016, 11:50:02 AM
With quite a few long sessions over the weekend woth a few cars in I had no issues and the track looked better with all the mess caused by others.

Only people with limited ram or vran possibly could have issues but as my gpu has 8gb and system 16gb with both far from being fully used ingame I will be fine. If someone had say a 4gb ram system and small gpu it could possibly cause issue for them.
Title: Re: Graphical tweak - skid marks
Post by: marty on October 18, 2016, 10:21:57 PM
For me this mod at 20 worked without issue on the race nite, the track looked well rubbered in by the end of the race.
Title: Re: Graphical tweak - skid marks
Post by: Joe on October 18, 2016, 10:42:42 PM
I set it back to 1 after  noticing some framerate drops into the low 50s but it still happened so wasnt this setting. Could never go back to 30fps console gaming  ;D
Title: Re: Graphical tweak - skid marks
Post by: Wally on October 18, 2016, 11:05:28 PM
I stuck with 20 as well, getting some nice visual rubbering into the corners (and into the pits where everyone's brakes came on at 150 kph!)
Title: Re: Graphical tweak - skid marks
Post by: marty on October 18, 2016, 11:24:56 PM
I stuck with 20 as well, getting some nice visual rubbering into the corners (and into the pits where everyone's brakes came on at 150 kph!)

Shame we dont have a pitlane speed limit, I think no tyres would have been more of an option if you couldnt enter pitlane at full speed. If not wanting to change tyres you had to come in a bit slower to avoid killing fronts and this was about 3 seconds while still speeding into the pits compared to just letting them flatspot at full speed if you plan to change them.
SimplePortal 2.3.5 © 2008-2012, SimplePortal