lights-patch-v0.2.12-preview1-full 0.30
4/5,
81
votes
Latest Update
latest
Version
0.30
· Lights-patch-v0.3.0-preview210
6 months ago
- Major fixes:
- Triple screen-related issue with CSP not picking up regular AC configs fixed;
- Timing of rendering and physics threads rewritten, fixing some occasional problems with performance;
- Refraction headlights messing up certain meshes, especially LOD meshes, fixed;
- Graphics adjustments: grooves fix has been reworked to stop breaking things;
- V-sync not working correctly on some configurations fixed.
- CSP physics:
- Torque reaction edge case fixed;
- More channels in CSP Logger and now variable precision to avoid some channels hitting data type limits;
- Wings app & CSP logger downforce/drag levels corrected (fins were being included due to incorrectly set flag in code, did not affect physics);
- New power steering max torque setup options;
- Fixed blanket temperatures and overrides;
- New `GRIP_MULT_Y` in “tyres.ini”;
- Rewritten rev limiter to play more nicely with axle flex;
- CSP controller inputs: inputs for missing extras G…T are added, new `DRL` input for daytime running lights;
- New `EXT_LOOK = CHECKBOX` for “setup.ini” changing look of an item into a checkbox (switches between `MIN` and `MAX`);
- Hide and disable setup items based on the state of other setup items using `EXT_VISIBLE_WITH` and `EXT_ENABLED_WITH`;
- Hide setup tabs by adding `[EXT_TAB_TWEAKS_0] TAB=ALIGNMENT EXT_VISIBLE_WITH=…` (examples of queries: `EXT_VISIBLE_WITH=WING_1` shows a thing if WING_1 is non-zero, `EXT_VISIBLE_WITH=WING_1:5` is if it equals 5, `WING_1≠5` is if it’s not, `WING_1>5` if it’s above 5, `WING_1≥5` if equals or above 5, complex queries such as `EXT_ENABLED_WITH='{ WING_1:5 & ( ! WING_2<3 | SPRING_RATE_LF>10 ) }'` are supported as well).
- Inputs:
- Some keyboard bindings failing entirely with high FPS fixed;
- New binding to toggle high/low means/lights off;
- New binding for toggling DRL;
- New binding to remove smoke;
- Direct input devices initialize with keyboard or gamepad input modes again, in background so loading speed wouldn’t be affected.
- Audio:
- Gear change events mixup fixed;
- Surface audio not working if `WAV` is in uppercase fixed;
- Surfaces volume slider is fixed;
- New “Alter wind audio” tweak replacing broken audio sample used for slipstreaming with a DSP effect;
- New audio tweak playing wind audio from cars nearby;
- Wind volume fades out without atmosphere (for races in outer space);
- “Silence audio”: default value changed to new “When idling in background” for better compatibility with idle-in-background from DXGI tweaks.
- DXGI tweaks:
- New tweak activating Win11 efficiency mode when AC is in background, enabled by default;
- New “Consider DXGI’s occluded state” tweak (previously, with 0.3 it was always on, now it can be disabled to debug issues if AC suddenly stops rendering sometimes);
- “Smooth resize” option in DXGI tweaks is enabled by default and improved a bit;
- New experimental background idle option pausing rendering instead of limiting FPS (might help with some glitches on certain systems where AC would sometimes refuse to wake up after being Alt+Tab’ed back into);
- New “Adaptive V-sync” option temporarily pausing V-sync if FPS dips below 90% of display refresh rate, to prevent FPS halving;
- Options confining cursor to AC window, forcing AC to be a topmost window and forcing focus that can be enabled based on conditions (fullscreen and/or VR, or always);
- Borderless window option (it can still be dragged and resized, even without a visible frame);
- Alternative V-sync implementations in case Windows 11 with its “Variable refresh rate” option blocks regular V-sync from working.
- Rain FX:
- Rain drops missing on opaque materials with black alpha-channel fixed;
- Baked rain occlusion not applying correctly to skinned meshes fixed;
- Issue with rain puddles generation on low-detailed meshes using actual mesh fixed (now uses noise map again, like it was before, look for “Collecting puddle meshes” in logs for more details);
- Rain hits and splashes are slightly readjusted to reduce aliasing and better react to rain conditions;
- Rain hits fade nearby to be less distracting with open wheelers;
- Windscreen drops caused by actual water (falling off edges, or from other cars) are smaller;
- Rain splashes adjusted to fix issues with brightness, especially with LCS, now with a bit of a rainbow on a sunny day;
- Rain occlusion misbehaving with water surfaces and trees fixed.
- Smart Shadows:
- First split reduction when camera is close to a car adjusted, should work smoother and have a more pronounced effect, also affects other splits;
- Shadow biases adjusted to reduce self-shadowing issues with double-sided shadows;
- When the sun is low, sun shadows trajectories update every frame (shadows moving unsmoothly look like crap, so I’m ok with a bit of a performance hit in exchange for that lovely smoothness);
- Shadows with custom shadow matrices disabled no longer break if origin shift is enabled.
- Grass FX:
- Some local variance for grass shade;
- Scriptable filters that alter FOV no longer mess up grass culling;
- `TEXTURE_BASE_CHANCE = 0` works properly, stops spawning basic grass nearby if normalized chance of basic grass is below 5%;
- Customly colorized pieces (if color has red or blue component disabling surface color sync) don’t fade to green with distance.
- Particles FX:
- Smoke from locked wheels is visible again;
- Smoke particles rendering improved to make things more lively;
- Screen smoke (effect filling screen with smoky effect if camera is within smoke particles) conditions for activation have been fixed;
- Flame and smoke particles from track configs no longer act strange for a first frame after spawning in;
- Fireworks: new behavior option, spawn only if scripts are using fireworks.
- Skidmarks FX:
- A lot more responsive, can visualize ABS in action;
- Shape for newly spawned piece adjusted;
- Other small improvements.
- Weather FX:
- Custom MSAA resolve handles LCS properly;
- New `ac.setCameraExposureMultiplier()` for Weather FX styles just in case;
- BC7 compression for cached clouds texture dropped, instead, number of slices has been lowered from 128 to 32 (simpler animation, but much better static quality, and still only using 45 MB of VRAM);
- “Increased cloud shadows resolution” option is enabled by default;
- Missing moon, earth and stars textures used by default Weather FX style fixed;
- Default Weather FX style: cloud map parameters adjusted, Extra FX emissives are 3 times brighter with LCS, to closer match the look without LCS, or the way Pure looks.
- Online extensions:
- Using AI (with `[EXTRA_RULES] ALLOW_AI = 1`) automatically activates net-aware AI tweak, which now should work a lot better;
- New `[EXTRA_TWEAKS] LOWER_SEND_RATE_FOR_STATIONARY_CARS = 1` lowering packets rate for stationary cars (experimental).
- Adjustable car color (used in online, AI flood):
- Alter secondary color, interior color and more (for some of compatible cars);
- Loading of previously selected color fixed;
- Complex textures (above 16×16 px) are colorized instead of filled;
- Lua event `ac.onCarColorChanged()` is raised properly.
- New behavior:
- New tweak replacing AI smoothing with critically damped springs (purely visual, enabled by default);
- “Fix downshift” option fixed;
- New tweak lowering shifting thresholds on sectors with max speed hint around 120 km/h to stop calm traffic from redlining.
- Small Tweaks:
- Dark suit tweak reworked to use actual proper skins;
- New tweak disabling shifting preload animation for drift or all cars (by default, disables animation for drift cars).
- Triple screen-related issue with CSP not picking up regular AC configs fixed;
- Timing of rendering and physics threads rewritten, fixing some occasional problems with performance;
- Refraction headlights messing up certain meshes, especially LOD meshes, fixed;
- Graphics adjustments: grooves fix has been reworked to stop breaking things;
- V-sync not working correctly on some configurations fixed.
- CSP physics:
- Torque reaction edge case fixed;
- More channels in CSP Logger and now variable precision to avoid some channels hitting data type limits;
- Wings app & CSP logger downforce/drag levels corrected (fins were being included due to incorrectly set flag in code, did not affect physics);
- New power steering max torque setup options;
- Fixed blanket temperatures and overrides;
- New `GRIP_MULT_Y` in “tyres.ini”;
- Rewritten rev limiter to play more nicely with axle flex;
- CSP controller inputs: inputs for missing extras G…T are added, new `DRL` input for daytime running lights;
- New `EXT_LOOK = CHECKBOX` for “setup.ini” changing look of an item into a checkbox (switches between `MIN` and `MAX`);
- Hide and disable setup items based on the state of other setup items using `EXT_VISIBLE_WITH` and `EXT_ENABLED_WITH`;
- Hide setup tabs by adding `[EXT_TAB_TWEAKS_0] TAB=ALIGNMENT EXT_VISIBLE_WITH=…` (examples of queries: `EXT_VISIBLE_WITH=WING_1` shows a thing if WING_1 is non-zero, `EXT_VISIBLE_WITH=WING_1:5` is if it equals 5, `WING_1≠5` is if it’s not, `WING_1>5` if it’s above 5, `WING_1≥5` if equals or above 5, complex queries such as `EXT_ENABLED_WITH='{ WING_1:5 & ( ! WING_2<3 | SPRING_RATE_LF>10 ) }'` are supported as well).
- Inputs:
- Some keyboard bindings failing entirely with high FPS fixed;
- New binding to toggle high/low means/lights off;
- New binding for toggling DRL;
- New binding to remove smoke;
- Direct input devices initialize with keyboard or gamepad input modes again, in background so loading speed wouldn’t be affected.
- Audio:
- Gear change events mixup fixed;
- Surface audio not working if `WAV` is in uppercase fixed;
- Surfaces volume slider is fixed;
- New “Alter wind audio” tweak replacing broken audio sample used for slipstreaming with a DSP effect;
- New audio tweak playing wind audio from cars nearby;
- Wind volume fades out without atmosphere (for races in outer space);
- “Silence audio”: default value changed to new “When idling in background” for better compatibility with idle-in-background from DXGI tweaks.
- DXGI tweaks:
- New tweak activating Win11 efficiency mode when AC is in background, enabled by default;
- New “Consider DXGI’s occluded state” tweak (previously, with 0.3 it was always on, now it can be disabled to debug issues if AC suddenly stops rendering sometimes);
- “Smooth resize” option in DXGI tweaks is enabled by default and improved a bit;
- New experimental background idle option pausing rendering instead of limiting FPS (might help with some glitches on certain systems where AC would sometimes refuse to wake up after being Alt+Tab’ed back into);
- New “Adaptive V-sync” option temporarily pausing V-sync if FPS dips below 90% of display refresh rate, to prevent FPS halving;
- Options confining cursor to AC window, forcing AC to be a topmost window and forcing focus that can be enabled based on conditions (fullscreen and/or VR, or always);
- Borderless window option (it can still be dragged and resized, even without a visible frame);
- Alternative V-sync implementations in case Windows 11 with its “Variable refresh rate” option blocks regular V-sync from working.
- Rain FX:
- Rain drops missing on opaque materials with black alpha-channel fixed;
- Baked rain occlusion not applying correctly to skinned meshes fixed;
- Issue with rain puddles generation on low-detailed meshes using actual mesh fixed (now uses noise map again, like it was before, look for “Collecting puddle meshes” in logs for more details);
- Rain hits and splashes are slightly readjusted to reduce aliasing and better react to rain conditions;
- Rain hits fade nearby to be less distracting with open wheelers;
- Windscreen drops caused by actual water (falling off edges, or from other cars) are smaller;
- Rain splashes adjusted to fix issues with brightness, especially with LCS, now with a bit of a rainbow on a sunny day;
- Rain occlusion misbehaving with water surfaces and trees fixed.
- Smart Shadows:
- First split reduction when camera is close to a car adjusted, should work smoother and have a more pronounced effect, also affects other splits;
- Shadow biases adjusted to reduce self-shadowing issues with double-sided shadows;
- When the sun is low, sun shadows trajectories update every frame (shadows moving unsmoothly look like crap, so I’m ok with a bit of a performance hit in exchange for that lovely smoothness);
- Shadows with custom shadow matrices disabled no longer break if origin shift is enabled.
- Grass FX:
- Some local variance for grass shade;
- Scriptable filters that alter FOV no longer mess up grass culling;
- `TEXTURE_BASE_CHANCE = 0` works properly, stops spawning basic grass nearby if normalized chance of basic grass is below 5%;
- Customly colorized pieces (if color has red or blue component disabling surface color sync) don’t fade to green with distance.
- Particles FX:
- Smoke from locked wheels is visible again;
- Smoke particles rendering improved to make things more lively;
- Screen smoke (effect filling screen with smoky effect if camera is within smoke particles) conditions for activation have been fixed;
- Flame and smoke particles from track configs no longer act strange for a first frame after spawning in;
- Fireworks: new behavior option, spawn only if scripts are using fireworks.
- Skidmarks FX:
- A lot more responsive, can visualize ABS in action;
- Shape for newly spawned piece adjusted;
- Other small improvements.
- Weather FX:
- Custom MSAA resolve handles LCS properly;
- New `ac.setCameraExposureMultiplier()` for Weather FX styles just in case;
- BC7 compression for cached clouds texture dropped, instead, number of slices has been lowered from 128 to 32 (simpler animation, but much better static quality, and still only using 45 MB of VRAM);
- “Increased cloud shadows resolution” option is enabled by default;
- Missing moon, earth and stars textures used by default Weather FX style fixed;
- Default Weather FX style: cloud map parameters adjusted, Extra FX emissives are 3 times brighter with LCS, to closer match the look without LCS, or the way Pure looks.
- Online extensions:
- Using AI (with `[EXTRA_RULES] ALLOW_AI = 1`) automatically activates net-aware AI tweak, which now should work a lot better;
- New `[EXTRA_TWEAKS] LOWER_SEND_RATE_FOR_STATIONARY_CARS = 1` lowering packets rate for stationary cars (experimental).
- Adjustable car color (used in online, AI flood):
- Alter secondary color, interior color and more (for some of compatible cars);
- Loading of previously selected color fixed;
- Complex textures (above 16×16 px) are colorized instead of filled;
- Lua event `ac.onCarColorChanged()` is raised properly.
- New behavior:
- New tweak replacing AI smoothing with critically damped springs (purely visual, enabled by default);
- “Fix downshift” option fixed;
- New tweak lowering shifting thresholds on sectors with max speed hint around 120 km/h to stop calm traffic from redlining.
- Small Tweaks:
- Dark suit tweak reworked to use actual proper skins;
- New tweak disabling shifting preload animation for drift or all cars (by default, disables animation for drift cars).
Lights Patch For Assetto Corsa
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Version: 0.30Updated: 6 months ago
Total Size: 260.68 MB
lights-patch-v030-preview210_modland.zip
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· 130.34 MB
· added 6 months ago
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About Mod
| Latest Version | 0.30 |
| Game | Assetto Corsa |
| Category | Apps |
| Downloads | 49221 |
| Created | 11 months ago |
| Last Updated | 6 months ago |
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