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Intel iGPU (6xx series) crashesFixed drivers available!Instructions here
Is an old issue, and not easy to solve. Sorting transparent meshes are always a complex and dont have a proper way to do it 100% correct.
Never do that, Steam will delete everything on next BeamNG update :(
I tried to reproduce the crash in our AMD computer and i cant, not sure if we are missing some important step to reproduce the issue.
We have no plans to use it for material declaration.
As i wrote before, enable the old HDR never was a problem, the real issue is all our content and mods will looks too different.
wow, that is clearly not normal :(
I will try to reproduce the issue here and try to understand what is happening.
Do you see any difference on...
Yep is a know issue :P
HDR was broken some years ago, but no one realized until was a bit too late.
Fix it will make all the content look...
Is already fixed in our internal version.
Will be included in next update
Thx for the report :)
We fixed the issue internally.
Will be included in next hotfix.
Thx for the report :)
We cant reproduce the issue internally.
Can you plz provide some explicit steps to reproduce the crash?
Will be very helpful is you can provide...
We are not really sure about the issue.
In our internal tests serialization of "distanceFade" works properly.
Will be very helpful if anyone can...
Fixed in internal branch.
Will be fixed in next hotfix
I will check it.
But i recommend you to check ii SpotLights will work on your case, are a lot faster to render than SpotLights.
For now, i can say the new optimizations should make any map render faster if it is cpu bound.
TSStatics are a lot faster to render now, no...
Thx for your interest and contributions, wow this is a lot of research work :)
Im currently working on Italy "performance issues" and some of...
We have a cache for speed level loading, you need to delete your shader folder inside you userFolder/cache.0.14.0.0/
All the materials generate...
Fix a render engine after years of content and mods is not an easy task :(
For example if we decide to modernize the engine, like adding deferred...
Add Fresnel to current render system is not as easy :(
That library use custom shaders that will be a lot more expensive to render than materials...
Thx, i will check it :)
Is in my ToDo list.
Working on lots of invisible changes on the render code, but i have on my ToDo some little things too...
Added a new material option for invert...