![wrc 9 rendering mode wrc 9 rendering mode](https://cdn.the-race.com/wp-content/uploads/2020/03/19173106/wrc-9-logo-1024x683.png)
– A new system for viewing Replays has been added! – The mean starting track state (default usage percentage) for dirt race sessions has been increased.
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Enabled the filter through the dropdown for the UI. – Three new night shadow map filters have been added (pcf4p, pcf8p, pcf16p in order of increasing performance cost/visuals). – Portions of very large trackside objects near the racing line, such as portions of the terrain, can now receive static shadow maps as they did previously in the DX9 version of the Simulator. This reduces the in-memory and on-disk size of 3D objects, especially cars. – Support for shadow volumes has been removed from all 3D objects and the rendering engine in favor of shadow maps. By default this option is set to 0 since it can have a large impact on performance. This controls how many cubemaps will be rendered per frame. There is a new UI element in the Graphics and Replay sections of the Options menu labeled “Dynamic Cubemaps”. – The Simulation can now render out cubemaps dynamically to improve reflections on cars. Both effects deal much more realistically with tire hot spots on the surface of the tire. This keeps the tire from becoming too “greasy” after a lockup. Also, the temperature drops rapidly upon releasing the brake and allowing wheel rotation.
#Wrc 9 rendering mode Patch
Now the temperature is kept separately for the contact patch and the entire tire surface, so lockup heats up the contact area much faster which reduces grip.
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– The temperature effects from locking up a wheel have been improved. – The rate of conduction and convection of heat from the track has been decreased, which will result in higher track temperatures and quicker buildup of heat due to the running of cars on track. This was especially noticeable in a dirt hosted session with a long practice session before qualifying. Thanks for your continued efforts to improve this game, Kylotonn.– Fixed a bug that allowed an exploit of joining an event during a lone qualifying session and not inheriting the track state from a prior session. Third and finally, could you have a look at the chances of bad weather during career, and perhaps the increase the chances of better weather? A few years running of bad weather in Corsica (and just about everywhere else) seems to be a little excessive. It should of course be cleared before the start of any S.S. Second, significantly reduce the mud and dust effects on the in-car cam, and/or give the player the ability to clear it off. First, push the fog effects back during bad weather, as it is hiding both your nice models and textures, and the road. Of course, one could play in one of the third person modes, but not everyone enjoys doing so, and the excessive fog effects are also something of an irritant in all modes. The unclearable mud build up on the windscreen on the in-car view, coupled with the game's excessive fog during the perpetual bad weather during the career mode, and the arguably vague and inconsistently delivered pace notes, is rendering single stage mode to be something of a chore, and the career to be rather worse. A quick perusal of the FIA's sporting regulations for the WRC reveals that there are no rules preventing either the cleaning of windscreens between special stages, or during the stage using one's wipers.