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Hillbilly-racern Wreckfest 2 har fått nytt innehåll

Wreckfest 2, släppt early access i mars, har fått en första innehållsuppdatering. Du borde sluta läsa här och se (och lyssna - dialekten!) videon ovan för nyheterna, men om det inte passar så tar vi en beskrivning i textform också. Den krocksugna racernhar

Sammanhang: ...Till det kommer en skock välkomna förbättringar, buggfixar och nya funktioner, exempelvis uppskalningstekniker (för Nivida-, AMD- och Intel-grafik), möjlighet att ändra field-of-view, rumble (skak) med gamepads, med mera. Vidare kan du bjuda in vänner via Steam-gränssnittet, sortera servrar på olika sätt, dölja ratten vid cockpit-vy och se resultatlistan i realtid i racen. ...

Omnämnda platser: Ändringslistan, Steam.

fz.se - https://www.fz.se/ny...t-innehall - Datum: 2025-05-13 23:17. - Utan betalvägg »

Massiv Assetto Corsa Evo-patch: nya banor, bilar, spelformer osv.

----- Changelog - Version 0.2 ----- General - added Circuit Of The Americas - GP and National layouts - added Donington Park Circuit - GP and National layouts - added Alfa Romeo 75 Turbo Evoluzione - added Alfa Romeo Giulia Sprint GTA - added LotusExige

Sammanhang: ... - fixed AI cars being teleported to pit at the end of the session - fixed a bug where the AI could be dragged into the pit exit zones - fixed offset bug on pitlane spline, causing AI drivers to not center the pitlane - AI drivers have improved wall awareness in pitlanes now - AI cars will not ignore cars standing (i.e. on the grid) - fixed cooldown for AI behind player - pitlane spline exits are now merged into the ideal line at runtime, reducing violent steering - pitlane spline entries are now forked from the ideal line at runtime, reducing violent steering - increased precision especially for the tendency to cut corners - updated all car and track base information and finetuning - fix for immobilized AI cars when restarting session - fixed AI cars taking too long at the race start - fixed AI cars braking too late for the pit entry - fixed AI cars revving through pitstops - improved AI race start behaviour - improved braking calculation Graphics [Graphics] Enhancements: - retuned all current weather settings for all tracks, resulting in a less foggy overall look, better horizons, and dawns - tree material enhancements - mirrors rendering now shows opponents shadow decals - car dirt effects enabled - Fuji visual updates - Brands Hatch visual updates - Suzuka visual updates - Mt Panorama visual updates - tweaked visual ride height of several cars - adjusted VW Golf 8 rim offsets - global VRAM optimization - updated Ferrari 296 GTB and Audi RS 3 dash display - adjusted simple car mirror capture areas - light stage now auto-opens popup lights - wiper vignette effect is now a gradual effect per rain intensity - enhanced Filmic AA options - improves visuals for objects with sky backgrounds, such as trees and wires - texture streaming priority (to prioritize certain environment textures - such as Fuji mountain to always load first) - sun shadowing on directional shadows and smooth fog-based volumetric booster - auto-disabling of mirror in multi mode now respects which side the driver is on (with centre-positioned driver no mirror is disabled by default) - vsync now ignores the gameplay frame limiter - switching to VR or triple screen mode no longer disables DLSS - improved shadow culling heuristic at dawn and sunset - removed ideal line from mirror rendering - removed jittering from non-MSAA flimic pass - dash display emissive auto-adjustment to take into consideration overcast - column-mounted shifter paddles hidden when the steering wheel is hidden - tweaked visual tyre flex effect [Graphics] VR: - VR: added VR TV camera set - VR: mirror capture mode now defaults to "dynamic" in VR - VR: runtime changes of video settings - VR: enhanced reflections - VR: added DLSS - VR: new grass type (global) - VR: fixed black glitch at horizon - VR: idle-screensaver sequence disabled in VR [Graphics] Triple Rendering: - triple: fixed clustering issues caused by the addition of the "mono view on triple" feature - triple: added DLSS capabilities - triple: reworked world matrix calculations to resolve positional issues - triple: fixed volumetrics day-night transition - triple: fixed shadows popping - triple: fixed marshall animation - triple: fixed black glitch at horizon [Graphics] Optimizations: - optimize z-prepass - optimize mirrors and cubemap rendering - optimize loading times - reduced VRAM usage after loading - optimized global illumination memory footprint - optimized tiled culling - UI platform and VRAM usage optimizations - main menu UI textures are now compressed and sometimes shrunk, 10x texture memory save - dash display textures now compressed, approximately 50% texture memory save [Graphics] Fixes: - fix for diagonal line on the UI pages in VR and triples - fix for marshals occasionally becoming frozen - fixed blurred shader functions (tyre, rim, disc) not working in reverse - fixes stuttering during gameplay - fixed undercar fake shadow disappearing above a certain number of opponents - fixed previous car's reflection image visible on disabled mirror - fixed dancing clouds issue - fixed sss denoise unshadowing factor - fixed hero shadow resolution with experimental shadow - fixed replay shadow for focused car - fix rims jittering with DLSS - fix for dynamic thumbnail inconsistency depending on sky type in source showroom scene - car and windshield dirt and damage states are reset on return to pits - bodywork dirt resets only on session restart - fixed for internal raindrops going sideways on rear windows - TV cameras movement is now paused when the game or the replay are paused - fixed AMD glitches - improve shadow of drivable internal cameras Audio - fixed ABS indicator sound on the Lancia - restored the old default audio device when the audio has fallback on another device - removed ramp volumes on audio changing options - improved backfire logic - general fixes on volume and distance - bodywork muted when teleport - fading on scene loaded and player teleport - new sounds for Lancia Delta HF Integrale EVO II - doppler effect for some audio events - increased volume distance for turbo sound on exterior cameras - better distance scale and audio positioning for opponents - opponent volume for turbo and backfire...

Omnämnda platser: Fuji, Custom Grid, Lambo. Omnämnda personer: Race Weekend UI, Giulia Sprint GTA, Lancia Delta.

fz.se - https://www.fz.se/ny...former-osv - Datum: 2025-05-08 13:18. - Utan betalvägg »

Världens bästa hjälte – 32-delsfinaler (del 1 av 2)

Ibland behöver man en hjälte. Ibland behöver man sextiofyra. Det har röstats, kampanjats och seedats, och nu inleder vi den stora turnering som ska leda oss fram till vinnaren; världens bästa hjälte. Det kommer bli ett episkt slag! Att världens bästa skurk

Sammanhang: ...Kända spel: Assassin's Creed, Assassin's Creed: Revelations Citat: "I long for the day when men turn away from invisible monsters and once more embrace a more rational view of the world" Du måste ha Javascript aktiverat för att delta i omröstningar. Commander Shepard Shepard är den du vill att han ska vara. ...

Omnämnda platser: Florens, Spider-Cat, Zlatan. Omnämnda personer: Gordon Freeman, Assassin's Creed, B.J. Blazkowicz.

fz.se - https://www.fz.se/ar...del-1-av-2 - Datum: 2025-03-04 15:17. - Utan betalvägg »

Här listas pc-godiset i Dragon Age: The Veilguard

Dragon Age: Veilguard närmar sig, och i Biowares pågående uppladdning passar man på att berätta vilka pc-specifika godsaker som finns att se fram mot. Till att börja med följer de trenden med att inte tvinga på spelarna fler spelklienter än nödvändigt (en).

Sammanhang: ...Spelet stödjer såväl "vanliga" upplösningar som ultra-widescreen, och field of view går att ändra efter tycke och smak. På grafikfronten stöds en rad tekniker, exempelvis olika sorters uppskalning, dynamisk upplösning och en flock ray-tracing-alternativ. ...

Omnämnda personer: Xbox Series.

fz.se - https://www.fz.se/ny...-veilguard - Datum: 2024-08-22 19:17. - Utan betalvägg »