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Thread: Crew Chief GTR2 Enhancements Plugin Setup Instructions, Known Issues and Changelog

  1. #31
    Update: CC 4.17.0.0/Plugin 2.6.0.0

    Bug Fixes:
    * Fix crash on loading from save if RealFeelPlugin is used.
    * Fix LeMans Classics mod crash with memory optimizations enabled.
    * Fix decoupled physics no busy wait race session restart via button getting stuck.

    DXVK VR:
    * Introduce OpenXR rendering. See the "OpenXR Rendering" section in the manual on how to configure and limitations.
    * Updated DXVK is required: https://thecrewchief.org/downloads/g...IWF_021723.zip

    Tires/Flat Spots:
    * Introduce tiresFlatSpotSoftnessWeight that allows configuring how much compound softness affects flat spot severity. See "Flat Spots softness weight" for more details.

    Tires:
    * Expose dirt pickup settings into .cchdc file.

    Graphics:
    * Allow hiding individual data pages via graphicsMotecDataPagesExcludeMask setting.
    * Introduce .cccar file for CCGEP specific per-car visual settings.

    FFB:
    * Introduce ffbRampUpSeconds setting which allows steering force to be applied gradually upon resuming driving. This is primarily helpful in avoiding strong punch or oscillation with DD wheels.

    Modding:
    * Fast Exit from GTR2
    * Load Last Saved Race from the command line

    See "Modding Enhancements" section in the manual for more info.

    Miscellaneous:
    * Allow disabling minidump collection on crash via disableCrashDump setting.


    Thanks to:
    * Immortalx for testing.
    * DXVK Team for Vulkan expertise.
    * ZNix for sharing his OC knowledge.
    * Mbucchia for help with PimaxXR and fixes/tweaks to it.
    IP

  2. #32
    Update: CC 4.17.1.1/Plugin 2.7.0.0

    Rules:
    Introduce F1 2011/2013 DRS rules (player only for now). Demo: https://youtu.be/3wVC-EYBFyc

    Miscellaneous:
    Introduce overrideMasterVolume setting. This setting makes it easier to balance CC app and GTR2 volumes.


    Thanks to:
    * Sidstalker for testing and feedback
    * ToniMartin for tweaking a track to include DRS zones
    * Crimson_764, wormyyyxd and Power Punch for inputs on F1 DRS rules
    IP

  3. #33
    Update: CC 4.17.1.4/Plugin 2.7.1.0
    OpenXR VR:

    Fix UI rendering with physics decoupling disabled. Thanks to @jlafc3s for catching this and testing.

    Rules:
    Add new rule that will require headlights on all the time:

    ; Require headlights during the daytime. It is recommended to also
    ; enable rulesRequireHeadlightsInDark, as it will enforce the rule on the player.
    rulesRequireDaytimeHeadlights = 0

    DXVK Update to v2.2:
    https://thecrewchief.org/downloads/gtr2/gtr2_dxvk_TIWF_latest.zip

    Next plugin version is going to include additional gear ratios needed for modern cars, so stay tuned! Early preview: https://youtu.be/ai41F2ziWwQ
    IP

  4. #34
    Sorry folks - a lot of work is going on the Crew Chief GTR2 Enhancements Project Discord server, so there are many changes not listed in this thread, so things are going out of sync. I was just notified that DXVK link got broken, here's the current link:

    It's based off DXVK version 2.3 currently - https://thecrewchief.org/downloads/g...iwf_latest.zip
    IP

  5. #35
    As Crew Chief application development has slowed down, I am sharing the major update of Crew Chief GTR2 Enhancements Plugin outside of the app. In order to run this you would need to update Plugin files manually.
    I suggest unchecking "Update game plugins on startup" CC app Property so that CC does not try to restore old plugin.

    Plugin 3.0.0.0 (Out of Band)
    https://thecrewchief.org/downloads/gtr2/ccgep.zip
    or https://thecrewchief.org/downloads/gtr2/ccgep_avx2.zip for processors with AVX2 support.

    Gearbox:
    * Add full support for 8th and 9th gears. Utilizing this feature requires multiple steps, see the "Extra Gears" section in the manual. Here's a demo of player using the new gear ratios: https://www.youtube.com/watch?v=HvIS9RcgwuY

    Graphics:
    * ReShade integration improvements - long story short all the power of ReShade is now available in GTR2, including depth buffer support in VR and with DXVK MSAA enabled. In addition to the plugin update, you would need special files to utilize ReShade stuff fully, see below.
    * Improve reliabiltity of video mode configuration via the -ccvm-w/-ccvm-h command line parameters.

    VR:
    IMPORTANT: if you run DXVK VR, make sure to update DXVK to the latest version below.

    * Fix sky rendering corruption with some content running SRPL/SSTR shaders.

    * As ReShade got added into the mix it became apparent that GTR2 Sun Lens Flare effect has severe rendering problems in VR. While I couldn't make it perfect (visibility logic is still glitchy), I believe I managed to improve it a lot and made it faster. For that purpose I added alternative Sun Lens Flare rendering modes, see lensRenderMode setting in CrewChief.ini.

    Rules:
    * Fix crash in DRS rules processing caused by the race condition in the plugin.

    Physics:
    * Decoupled inputs: improve handling of Esc, Ins, Home, PgDn, PgUp keys.
    * Fix AI not respecting speed limit at boosted physics speeds. Thanks @Menrva for catching this. Please note that boosted AI physics rate is purely experimental feature, there are no proven benefits to bumping the AI physics rate currently.

    Modding:
    * Make Fast Exit feautre optional via moddingEnableFastExit setting

    Misc:
    * Internal cleanup, minor bug fixes etc.


    Satellite file updates:

    DXVK Update to v2.3:
    https://thecrewchief.org/downloads/g...iwf_latest.zip

    This update includes the important new feature from DXVK team - d3d9.clampNegativeLodBias. In my opinion, Enabling this setting further improves GTR2 image quality on Nvidia GPUs (and maybe on other GPUs as well) in both VR and 2D modes for free - there's no perf impact.
    Also, I noticed d3d9.maxFrameLatency setting, this setting may have significant impact on VR experience, so you may want to experiment with it.


    CCGEP ReShade tools:
    * https://thecrewchief.org/downloads/g...ols_latest.zip

    Includes:
    - Full ReShade effect support for GTR2 OpenXR DXVK VR
    - MSAA depth effects enabled (DXVK only, DX9 already works via Nvidia control panel override)
    - GTR2 VR depth based effects for ReShade (Both OpenXR and OpenVR but via DXVK only)
    - GTR2 custom depth detection - faster than "Generic Depth"
    - my personal preset to get you started in VR ReShade and more. See the readme inside tiw-vr-preset for details.

    CCGEP Monitor update:
    https://thecrewchief.org/downloads/g...tor_latest.zip

    Next up: gonna try making pit stops more configurable for better F1 experience.
    IP

  6. #36
    CCGEP ReShade tools updated:
    Official ReShade 6.0 accepted all my additions (Vulkan MSAA depth access and OpenXR) so there's no need to patch ReShade32.dll anymore. Just use official ReShade 6.0 to setup GTR2 in Vulkan/OpenXR modes.

    Nothing changed for 2D use, this update just removes custom ReShade32.dll and updates instructions. I still recommend using CCGEP ReShade addon for faster depth buffer access as it uses custom code designed specificlally for GTR2+CCGEP.

    For VR use, things changed a bit:

    * VR runtime now uses ReShadeVR.ini (previously it was ReShade2.ini, so rename is needed)
    * Do not use Disable setting to disable 2D runtime. Instead, set NoReloadOnInit to 1 in ReShade.ini

    https://thecrewchief.org/downloads/g...ols_latest.zip


    CCGEP Monitor update: improve AI pit stop detection reliability
    https://thecrewchief.org/downloads/g...tor_latest.zip
    IP

  7. #37
    Shovas is working on Wiki page for this plugin: https://www.simwiki.net/wiki/Moderni...cements_Plugin and might be easier to get started. Thank You, Shovas!
    IP

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