Thanks for clarifying. I thought that the Lancia's transmission looked like it only had one axis when I had a deeper look into the interior of the model. However, I don't need the clutch or revmatching for downshifts. Maybe it's a bug? (Autoclutch isn't activated) And besides, it's not only me having this issue. Actually, it was a mate who noticed that and I've been able to reproduce that.
If you use content manager you can do it in settings - Assetto Corsa - systemHow does one disable logging?
Thanks for this explanation. What is logging? Why would one have it enabled?If you use contend manager you can do it in settings - Assetto Corsa - system
If you use Kunos launcher go to Assetto corsa folder - system - cfg and open assetto_corsa.ini and find
[LOG]
SUPPRESS=0 Change it to 1
Thanks for this explanation. What is logging? Why would one have it enabled?
I checked it and it is spamming the log.txt file with "EMPTY CURVE, RETURNING ZERO ()"
This makes the log file grow bigger and bigger and that is what is making you have issues when you use it on the grid.
Suggest you disable logging and test it again. I have no issues with that car but I always have logging off.
I only enable logging if AC can`t load stuff.
This needs to be fixed by the DRM team. I know other mods have had this issue when released.
It was fixed quite fast by the modder. So I guess it is an easy fix.
According to Kunos the more objects a car has, the lower the performance will be so part of the optimization is to have the less amount as possible. There's the reason why the COCKPIT_LR model is usually a single object with a single shader (unless there's a color change), and objects are mostly grouped by texture maps or shaders.
Most common is to have less than 200 objects for LOD_A + COCKPIT_HR, on LOD_B it should go down to about 25% of that and so on.
Hi,Both Monastir are heavy on performance. One has 288512 tris and 313 objects, the other 279478 tris and 295 objects (could see in content manager).
The Lanzo GT1 for example is 257000 tris and 215 objects.
42-48mb is recommended simply due to the loads on the AC engine,What is exactly the reason for the 48mb limit? Not just because some dev said it is... what is the technical reason for it? I thought it was a console limitation? I'd imagine if the game originally shipped with 120k tris recommendation for cars then if you can increase that to 300k you could also increase the kn5 size?
Because AC still has a set minimum requirement. Sure we could exceed the targets and would be fine for 80% of people, but in the end it says on Steam that the game runs on X harware, so we have to make sure it still does.Doesn't really answer my question. Just like processing power power has gone up since 2015 (more vertices and draw calls) so has gpu memory (more and bigger textures). What happens at 50mb kn5? Why is it a hard limit?
its not a hard limit, its a mixture of things all at once,Doesn't really answer my question. Just like processing power power has gone up since 2015 (more vertices and draw calls) so has gpu memory (more and bigger textures). What happens at 50mb kn5? Why is it a hard limit? Why not make 55mb kn5 and 200k tris with x amount of draw calls or 60mb kn5 with 150k tris and x amount of draw calls? Even if you race against 20 cars the 5mb difference per car is just 100mb memory difference assuming all is memory. And it is not because mip maps exist.
I can calculate numbers just fine. I just don't get why one number is a hard limit while others can be played with?
The car that has been discussed is the monastir (Lancia Beta Montecarlo) The main lod is 49mb
do not know about lod.ini settings - have not unpacked the data.acd
The problem with that car is that it is spamming the log with "EMPTY CURVE, RETURNING ZERO ()"
For me that has an impact on the performance, people with higher end PC,s mite not notice it?
Anyway that is why I told people to disable the logging until fixed.
I have not checked the other cars maybe they also have the problem.
Thanks. This is the info I was looking for.The limitation was down to the initial minimum requirements which were specified during early access (2GB ram, core2duo 2.4Ghz, GT460/HD6450) - at least that's the official version