Download: https://kronbits.itch.io/unreal-racing
Game Development: / devtechart
Mastodon: https://mastodon.gamedev.place/@Davit...
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Increased Min & Max motion blur
// Around 20-30% amount but decreased other values
Changed some car values for better driving
// Torque share, differential, front/rear brakes...
BP Drift/Normal system optimizations
// Code was executed every frame instead of trigger once
Ghosting reduced on noise surfaces
// TAA shader edited & less normal intensity on asphalt
Added FSR 1.0. Press 0 to change Quality/Ultra Quality
// First test using upscalers. DlSS in future.
NEW CAR :: Peugeot 208 WRX 2018
// Diff mass distribution for upcoming new driving system
NEW :: RallyCross track (WIP)
// Based on: Circuit Trois-Rivieres, Canada.
NEW Physics event system to trigger sounds and FX
// That should give a more accurate feel
New car system for better organization
// The old one was a bit mess
FIXED :: Drift/Normal camera change
// Values were linear, now uses tween for smooth
FIXED :: Camera location lag & FOV
// Now on collisions moves smooth
FIXED :: Motion blur on high speed
// Wheels still needs radial blur to avoid glitches
FIXED :: Same torque share on both axles
// Not was changed on Drift Datatable
FIXED :: Glass material refraction
// On Subaru WRX and Peugeot 208 WRX
FIXED :: Correct RPM in front wheels on handbrake
// Before on handbrake the four wheels had idle RPM
FIXED :: CounterSteer on negative speed values
// Changed condition on my countersteer system
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