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

  1. #31
    Update: CC

    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:

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

    * Expose dirt pickup settings into .cchdc file.

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

    * 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.

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

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

    * 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.

  2. #32
    Update: CC

    Introduce F1 2011/2013 DRS rules (player only for now). Demo:

    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

  3. #33
    Update: CC
    OpenXR VR:

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

    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:

    Next plugin version is going to include additional gear ratios needed for modern cars, so stay tuned! Early preview:

  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 -

  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 (Out of Band)
    or for processors with AVX2 support.

    * 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:

    * 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.

    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.

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

    * 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.

    * Make Fast Exit feautre optional via moddingEnableFastExit setting

    * Internal cleanup, minor bug fixes etc.

    Satellite file updates:

    DXVK Update to v2.3:

    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:

    - 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:

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

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