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		<title><![CDATA[Forums - Feature Requests]]></title>
		<link>https://www.vdrift.net/Forum/</link>
		<description><![CDATA[Forums - https://www.vdrift.net/Forum]]></description>
		<pubDate>Thu, 25 Jun 2026 11:09:57 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[An easy way to improve Force Feedback]]></title>
			<link>https://www.vdrift.net/Forum/showthread.php?tid=2429</link>
			<pubDate>Sun, 27 Oct 2019 12:08:25 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://www.vdrift.net/Forum/member.php?action=profile&uid=44276">leillo1975</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.vdrift.net/Forum/showthread.php?tid=2429</guid>
			<description><![CDATA[Hello<br />
This weekend I enjoyed with the last master version of Vdrift. I was driving the Porsche 911 GT3 (CT) in a few circuits. If you want, you can see it here:<br />
<iframe width="560" height="315" src="//www.youtube.com/embed/Q0QlT_BT8DU" frameborder="0" allowfullscreen></iframe><br />
<br />
For my driving games I use a Logitech G29 Wheel in a Ubuntu 18.04 distro. I would like to thank the developers for include Force Feedback support, but I feel it a bit incomplete. Normally to improve it I set in game the gain to 300% and with an external application, <a href="https://github.com/berarma/oversteer" target="_blank" rel="noopener" class="mycode_url">Oversteer</a> or <a href="https://gitlab.com/OdinTdh/pyLinuxWheel" target="_blank" rel="noopener" class="mycode_url">PyLinuxWheel</a>, set degrees to 360º  and autocenter strenght to 50%. Autocenter makes the feeling of drive more real and precise.<br />
I don't know if adding autocentre to the Force Feedback effects of Vdrift, without using external applications would be very difficult, but it really would be a good addition.<br />
<br />
Greetings and thanks for all of your efforts.]]></description>
			<content:encoded><![CDATA[Hello<br />
This weekend I enjoyed with the last master version of Vdrift. I was driving the Porsche 911 GT3 (CT) in a few circuits. If you want, you can see it here:<br />
<iframe width="560" height="315" src="//www.youtube.com/embed/Q0QlT_BT8DU" frameborder="0" allowfullscreen></iframe><br />
<br />
For my driving games I use a Logitech G29 Wheel in a Ubuntu 18.04 distro. I would like to thank the developers for include Force Feedback support, but I feel it a bit incomplete. Normally to improve it I set in game the gain to 300% and with an external application, <a href="https://github.com/berarma/oversteer" target="_blank" rel="noopener" class="mycode_url">Oversteer</a> or <a href="https://gitlab.com/OdinTdh/pyLinuxWheel" target="_blank" rel="noopener" class="mycode_url">PyLinuxWheel</a>, set degrees to 360º  and autocenter strenght to 50%. Autocenter makes the feeling of drive more real and precise.<br />
I don't know if adding autocentre to the Force Feedback effects of Vdrift, without using external applications would be very difficult, but it really would be a good addition.<br />
<br />
Greetings and thanks for all of your efforts.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Calibration utility for Wheels in game]]></title>
			<link>https://www.vdrift.net/Forum/showthread.php?tid=2383</link>
			<pubDate>Mon, 15 Apr 2019 12:25:48 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://www.vdrift.net/Forum/member.php?action=profile&uid=44276">leillo1975</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.vdrift.net/Forum/showthread.php?tid=2383</guid>
			<description><![CDATA[Hello<br />
<br />
I use a Logitech G29 wheel to drive with VDrift. Everything seems to be ok, except the brake. G29 users know that Brake is too hard and is difficult press it to the top. Most driving games has a calibration utility to help users to set up his wheels, and in this case solve the brake problem. I think that Vdrift would must have it. <br />
<br />
I also notice that  there are a dead zone on accelerate and brake pedals. It's not very big but it can't be removed in control settings.<br />
<br />
Greetings]]></description>
			<content:encoded><![CDATA[Hello<br />
<br />
I use a Logitech G29 wheel to drive with VDrift. Everything seems to be ok, except the brake. G29 users know that Brake is too hard and is difficult press it to the top. Most driving games has a calibration utility to help users to set up his wheels, and in this case solve the brake problem. I think that Vdrift would must have it. <br />
<br />
I also notice that  there are a dead zone on accelerate and brake pedals. It's not very big but it can't be removed in control settings.<br />
<br />
Greetings]]></content:encoded>
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		<item>
			<title><![CDATA[Simulation Mode?]]></title>
			<link>https://www.vdrift.net/Forum/showthread.php?tid=2380</link>
			<pubDate>Thu, 11 Apr 2019 08:23:05 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://www.vdrift.net/Forum/member.php?action=profile&uid=44276">leillo1975</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.vdrift.net/Forum/showthread.php?tid=2380</guid>
			<description><![CDATA[I know perfectly well that the development of the game is somewhat stalled (a pity, because I love the game), but I would like to include a game option that varies the physics to make them a little more real. I know that the game is called V-Drift, and that consists as its name says (among other things) in drifting, but it would be nice to choose between a Drift mode and a simulation mode. In simulation mode cars could enter a little faster into curves without drift.<br />
<br />
What's your opinion?]]></description>
			<content:encoded><![CDATA[I know perfectly well that the development of the game is somewhat stalled (a pity, because I love the game), but I would like to include a game option that varies the physics to make them a little more real. I know that the game is called V-Drift, and that consists as its name says (among other things) in drifting, but it would be nice to choose between a Drift mode and a simulation mode. In simulation mode cars could enter a little faster into curves without drift.<br />
<br />
What's your opinion?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[4wd: torque split front-to-rear other than 50/50?]]></title>
			<link>https://www.vdrift.net/Forum/showthread.php?tid=2204</link>
			<pubDate>Wed, 02 Dec 2015 10:00:50 -0800</pubDate>
			<dc:creator><![CDATA[<a href="https://www.vdrift.net/Forum/member.php?action=profile&uid=34253">arturo</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.vdrift.net/Forum/showthread.php?tid=2204</guid>
			<description><![CDATA[Can torque be split front-to-rear other than 50/50? With the current possibilities for setting up the differentials, I would say no -- but I would be more than happy to be proven wrong!<br />
<br />
I am asking because I'd like to make a Peugeot 508 RXH with PSA's Hybrid4 system: a front internal combustion engine (120kW) plus a rear electric engine (27kW).<br />
<br />
Ideally, this would be simulated with two separate sources of power, as Project CARS seems to be doing. But I could settle for a central differential if torque could be split so that 81% goes to the front wheels and 19% to the rear wheels.<br />
<br />
Now, how could this be implemented? According to the documentation, "if the differential is torque-sensitive, then anti-slip-torque defines the amount of anti-slip torque per input torque". I may be talking nonsense here... but if we could tell the central differential which end is which, then anti-slip-torque = 4.26 will equalize front and rear torques along the desired distribution.]]></description>
			<content:encoded><![CDATA[Can torque be split front-to-rear other than 50/50? With the current possibilities for setting up the differentials, I would say no -- but I would be more than happy to be proven wrong!<br />
<br />
I am asking because I'd like to make a Peugeot 508 RXH with PSA's Hybrid4 system: a front internal combustion engine (120kW) plus a rear electric engine (27kW).<br />
<br />
Ideally, this would be simulated with two separate sources of power, as Project CARS seems to be doing. But I could settle for a central differential if torque could be split so that 81% goes to the front wheels and 19% to the rear wheels.<br />
<br />
Now, how could this be implemented? According to the documentation, "if the differential is torque-sensitive, then anti-slip-torque defines the amount of anti-slip torque per input torque". I may be talking nonsense here... but if we could tell the central differential which end is which, then anti-slip-torque = 4.26 will equalize front and rear torques along the desired distribution.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Car Color]]></title>
			<link>https://www.vdrift.net/Forum/showthread.php?tid=2193</link>
			<pubDate>Tue, 22 Sep 2015 10:27:17 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://www.vdrift.net/Forum/member.php?action=profile&uid=9460">slickx</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.vdrift.net/Forum/showthread.php?tid=2193</guid>
			<description><![CDATA[i was not sure if here is the right place so put it but here it goes.The car color in menu does not let you choose bright and colorful colors.It seems like when i choose Red and have the saturation full and the brightness full i get a washed red.That has to do with the Brightness parameter i guess...Can you check it?This has been going for quite some time and i would like it fixed if posible.]]></description>
			<content:encoded><![CDATA[i was not sure if here is the right place so put it but here it goes.The car color in menu does not let you choose bright and colorful colors.It seems like when i choose Red and have the saturation full and the brightness full i get a washed red.That has to do with the Brightness parameter i guess...Can you check it?This has been going for quite some time and i would like it fixed if posible.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Let's Play]]></title>
			<link>https://www.vdrift.net/Forum/showthread.php?tid=2186</link>
			<pubDate>Tue, 25 Aug 2015 21:09:12 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://www.vdrift.net/Forum/member.php?action=profile&uid=32946">ManOfTheLake</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.vdrift.net/Forum/showthread.php?tid=2186</guid>
			<description><![CDATA[I would like permission to do a 'Let's Play'. It'll be my first and I haven't played the game yet. I'm waiting for either a yes or no answer.]]></description>
			<content:encoded><![CDATA[I would like permission to do a 'Let's Play'. It'll be my first and I haven't played the game yet. I'm waiting for either a yes or no answer.]]></content:encoded>
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		<item>
			<title><![CDATA[some ideas]]></title>
			<link>https://www.vdrift.net/Forum/showthread.php?tid=1838</link>
			<pubDate>Thu, 25 Sep 2014 12:23:38 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://www.vdrift.net/Forum/member.php?action=profile&uid=9460">slickx</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.vdrift.net/Forum/showthread.php?tid=1838</guid>
			<description><![CDATA[What vdrift does not do good is Shift down gears.Meaning if i am in lets say 4th gear and going into a corner,the speed decrease as i brake but the gears dont change down only if i do it manually.I was intrigued by this and my method was to assign gear 1 to a button and hit it right when i know i needed to be in a lower gear and vdrift than switched to the right gear.<br />
<br />
<br />
Also when the car is on the ground and speed = 0 it should have all wheels brake activated and when you hold acceleration than that brake be released instantly.]]></description>
			<content:encoded><![CDATA[What vdrift does not do good is Shift down gears.Meaning if i am in lets say 4th gear and going into a corner,the speed decrease as i brake but the gears dont change down only if i do it manually.I was intrigued by this and my method was to assign gear 1 to a button and hit it right when i know i needed to be in a lower gear and vdrift than switched to the right gear.<br />
<br />
<br />
Also when the car is on the ground and speed = 0 it should have all wheels brake activated and when you hold acceleration than that brake be released instantly.]]></content:encoded>
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		<item>
			<title><![CDATA[Shader hack ?]]></title>
			<link>https://www.vdrift.net/Forum/showthread.php?tid=1836</link>
			<pubDate>Wed, 24 Sep 2014 05:01:18 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://www.vdrift.net/Forum/member.php?action=profile&uid=9460">slickx</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.vdrift.net/Forum/showthread.php?tid=1836</guid>
			<description><![CDATA[Nan can u assign the car body shader to the glass and have the transparency be set by a value in "car".car data file<br />
<br />
Example<br />
<br />
[glass]<br />
texture = glass.png, glass-misc1.png<br />
mesh = glass.joe<br />
alpha = 10   (where 100 is fully transparent)]]></description>
			<content:encoded><![CDATA[Nan can u assign the car body shader to the glass and have the transparency be set by a value in "car".car data file<br />
<br />
Example<br />
<br />
[glass]<br />
texture = glass.png, glass-misc1.png<br />
mesh = glass.joe<br />
alpha = 10   (where 100 is fully transparent)]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Free Roam]]></title>
			<link>https://www.vdrift.net/Forum/showthread.php?tid=1748</link>
			<pubDate>Sat, 14 Sep 2013 04:47:59 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://www.vdrift.net/Forum/member.php?action=profile&uid=15095">iceguru</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.vdrift.net/Forum/showthread.php?tid=1748</guid>
			<description><![CDATA[HI! I'm new to this and I just stumbled upon your game.<br />
<br />
I'd love to see a free roam option.]]></description>
			<content:encoded><![CDATA[HI! I'm new to this and I just stumbled upon your game.<br />
<br />
I'd love to see a free roam option.]]></content:encoded>
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		<item>
			<title><![CDATA[A few questions and proposals for the developers and artists]]></title>
			<link>https://www.vdrift.net/Forum/showthread.php?tid=1712</link>
			<pubDate>Thu, 04 Apr 2013 13:32:39 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://www.vdrift.net/Forum/member.php?action=profile&uid=6428">vdriftfan</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.vdrift.net/Forum/showthread.php?tid=1712</guid>
			<description><![CDATA[The game has advanced a lot in the time I haven’t posted around here. The work done is wonderful. I hope I’m not annoying (too late?). I’ve read around the forum and some threads and I’m curious on your opinions on some of my thoughts. So here’s a list of things I’d like to see for game:<br />
<br />
1)	A car editor which can handle the game's native format like the track editor. I should be simple way to manipulate car models after being modeled in Blender or other program. It should be composed of a simple material library, and it should offer a way to modify the way the car components are connected one to another, a way to define what a component is within the model (suspension-set proper animations, hood-set open/close animation, convertibles, etc.), set LODs, set sounds and their sources in 3d space, light sources.<br />
It should save its changes into the car.ini. It should also let the user chose between different tire sizes, tire types and rim sizes.<br />
<br />
2)	Make the track editor more intuitive, to handle track parts like legos, and make it easy to set up textures, materials, physical behavior and levels of detail.<br />
It would be great if the tools can just be placed in the game folder and it would be able to browse the game’s components seamlessly. <br />
<br />
3)	Can I compile a list of cars requested on the forum sorted into categories(F1, muscle cars, super cars etc.), I’ll also point to the specific thread if it isn’t my own request. This will take some time to do so I’ll post it in parts if you’re interested, editing the first post in the thread.<br />
<br />
4)	Can I compile a list of feature requests and sort them in a milestone way?<br />
5)	Is it possible to put tags in the car.ini file, so the game can put the car in its proper categories?<br />
<br />
6)	Can Vdrift collaborate with other projects (Speed-Dreams, Stunt Rally, maybe even Flightgear for world data to reduce duplicate effort) to share resources like car models and tracks, even if the prefer a different implementation for their sim and rendering engine. Also it would be awesome for future artists to have modeling kits (chassis, interiors, suspensions, engines) for their projects, so they can just skew their required component to their model needs.<br />
<br />
7)	Shouldn’t we promote the game and look for help on places like reddit? There are lots of programmers there maybe even some artists. <br />
<br />
<br />
That’s about it for now.<br />
Cheers!]]></description>
			<content:encoded><![CDATA[The game has advanced a lot in the time I haven’t posted around here. The work done is wonderful. I hope I’m not annoying (too late?). I’ve read around the forum and some threads and I’m curious on your opinions on some of my thoughts. So here’s a list of things I’d like to see for game:<br />
<br />
1)	A car editor which can handle the game's native format like the track editor. I should be simple way to manipulate car models after being modeled in Blender or other program. It should be composed of a simple material library, and it should offer a way to modify the way the car components are connected one to another, a way to define what a component is within the model (suspension-set proper animations, hood-set open/close animation, convertibles, etc.), set LODs, set sounds and their sources in 3d space, light sources.<br />
It should save its changes into the car.ini. It should also let the user chose between different tire sizes, tire types and rim sizes.<br />
<br />
2)	Make the track editor more intuitive, to handle track parts like legos, and make it easy to set up textures, materials, physical behavior and levels of detail.<br />
It would be great if the tools can just be placed in the game folder and it would be able to browse the game’s components seamlessly. <br />
<br />
3)	Can I compile a list of cars requested on the forum sorted into categories(F1, muscle cars, super cars etc.), I’ll also point to the specific thread if it isn’t my own request. This will take some time to do so I’ll post it in parts if you’re interested, editing the first post in the thread.<br />
<br />
4)	Can I compile a list of feature requests and sort them in a milestone way?<br />
5)	Is it possible to put tags in the car.ini file, so the game can put the car in its proper categories?<br />
<br />
6)	Can Vdrift collaborate with other projects (Speed-Dreams, Stunt Rally, maybe even Flightgear for world data to reduce duplicate effort) to share resources like car models and tracks, even if the prefer a different implementation for their sim and rendering engine. Also it would be awesome for future artists to have modeling kits (chassis, interiors, suspensions, engines) for their projects, so they can just skew their required component to their model needs.<br />
<br />
7)	Shouldn’t we promote the game and look for help on places like reddit? There are lots of programmers there maybe even some artists. <br />
<br />
<br />
That’s about it for now.<br />
Cheers!]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Car sound features]]></title>
			<link>https://www.vdrift.net/Forum/showthread.php?tid=1711</link>
			<pubDate>Wed, 03 Apr 2013 03:12:28 -0700</pubDate>
			<dc:creator><![CDATA[<a href="https://www.vdrift.net/Forum/member.php?action=profile&uid=9460">slickx</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.vdrift.net/Forum/showthread.php?tid=1711</guid>
			<description><![CDATA[Idle engine sound different from the "engine" sound at 7000 rpm and maybe shift up/down sounds just to give it a more realistic feel?]]></description>
			<content:encoded><![CDATA[Idle engine sound different from the "engine" sound at 7000 rpm and maybe shift up/down sounds just to give it a more realistic feel?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Where are the in and outputs of the engine?]]></title>
			<link>https://www.vdrift.net/Forum/showthread.php?tid=1677</link>
			<pubDate>Tue, 25 Dec 2012 01:02:44 -0800</pubDate>
			<dc:creator><![CDATA[<a href="https://www.vdrift.net/Forum/member.php?action=profile&uid=8624">andybillie</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.vdrift.net/Forum/showthread.php?tid=1677</guid>
			<description><![CDATA[Where are the in and outputs of the engine?]]></description>
			<content:encoded><![CDATA[Where are the in and outputs of the engine?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[OSM2World support]]></title>
			<link>https://www.vdrift.net/Forum/showthread.php?tid=1671</link>
			<pubDate>Thu, 29 Nov 2012 08:13:35 -0800</pubDate>
			<dc:creator><![CDATA[<a href="https://www.vdrift.net/Forum/member.php?action=profile&uid=70">charlieg</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.vdrift.net/Forum/showthread.php?tid=1671</guid>
			<description><![CDATA[<a href="http://osm2world.org/" target="_blank" rel="noopener" class="mycode_url">http://osm2world.org/</a><br />
<br />
OSM2World is a converter that creates three-dimensional models of the world from OpenStreetMap data.<br />
<br />
Sadly it is a Java app.  However, the notion of levels created from real roads/landscapes is a potentially limitless world to race in.<br />
<br />
Obviously it would be a very large undertaking.]]></description>
			<content:encoded><![CDATA[<a href="http://osm2world.org/" target="_blank" rel="noopener" class="mycode_url">http://osm2world.org/</a><br />
<br />
OSM2World is a converter that creates three-dimensional models of the world from OpenStreetMap data.<br />
<br />
Sadly it is a Java app.  However, the notion of levels created from real roads/landscapes is a potentially limitless world to race in.<br />
<br />
Obviously it would be a very large undertaking.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[New rendering options]]></title>
			<link>https://www.vdrift.net/Forum/showthread.php?tid=1615</link>
			<pubDate>Sun, 26 Feb 2012 13:27:51 -0800</pubDate>
			<dc:creator><![CDATA[<a href="https://www.vdrift.net/Forum/member.php?action=profile&uid=6428">vdriftfan</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.vdrift.net/Forum/showthread.php?tid=1615</guid>
			<description><![CDATA[I've seen the development pictures of Vdrift and it's progress over the years. The current nightly build has the best lightning since it's inception but it is still not enough. I gathered my and other users wishes I read over a number of threads. I know the things below will take maybe years to implement and are very hard to do, but I wanted to put all the things in one place.<br />
<br />
Advanced options are not advanced enough.<br />
Car detail:<br />
-We should be able to choose the car body detail(simplest possible, medium, high poly, and for newer machines: tesselated, to future proof a relatively well done model and stop sweating every year to update it), type of reflection(none, static, low detail, higher detail, and rendered with image based lighting).<br />
-Also the type of shadow it casts, and in the future: if I want the engine to render the suspension system and the drive shaft, or underside of the car or the brake calipers and rotor, or I choose to not see the tires bending when making a tight turn, just a static mesh. <br />
-Car interior: fully/medium/low detailed, just a black blob inside or just make the windows not transparent. An option to display/hide driver/passengers.<br />
-Do I want to see a soft body damage body or a premade one or even simply don't make it visible?<br />
The car options should be totally independent of the environment's and viceversa.<br />
<br />
World detail: <br />
-First of, the game needs a shared library of textures and track elements(It does already, but it's still not there yet). Street lamps, trees, cones, TV cameras, spectators, types of road surfaces etc. <br />
Yes, track creators MUST have freedom, but we also need some standards and rules because we never have enough time.<br />
-Tracks should function like visual databases. View distance is not enough to make a game engine fast. It should be combined with some sort of algorithm that simply won't load a environment component in memory until it is in the camera's view angle. Far object should be striped away of detail that can't be visible(like the depth of windows inside a building at a far distance should be only a flat surface with a low resolution texture) more efficiently than it is currently done. It is possible. Maybe through a combination of tesselation and Intel's LOD? You know better.<br />
-Light trails and light glow should work even without motion blur. Also, is it possible fake motion blur with some sort of layered transparent PNG textures that deform in the directions the car is going? Or whould it be as resource hungry option as traditional methods?<br />
The idea is that visually things don't have to work like mother nature(eg: ray-tracing, global illumination) but should be faked(prerendered stuff, approximations). You can make something convincing without burning PC components.<br />
These settings should be very granular so people can find the best looking configuration of the game for their 6 year old or bleeding edge PC. The game should be optimized and scalable.<br />
<br />
Sorry for the long rant and grammatical errors. English is not my native tongue.<br />
<br />
Also here are some reference photos with illumination conditions:<br />
Sunny day, sun reflecting brightly off glossy paint.<br />
<img src="http://www.rx8blog.com/wp-content/gallery/stelvio/dsc01904.jpg" loading="lazy"  alt="[Image: dsc01904.jpg]" class="mycode_img" /><br />
<br />
Morning.<br />
<img src="http://www.altspace.com/rx8/wide/test.jpg" loading="lazy"  alt="[Image: test.jpg]" class="mycode_img" /><br />
<br />
Clouded day.<br />
<img src="http://upload.wikimedia.org/wikipedia/commons/a/a9/2009-2011_Mazda_RX-8_--_10-12-2011.jpg" loading="lazy"  alt="[Image: 2009-2011_Mazda_RX-8_--_10-12-2011.jpg]" class="mycode_img" /><br />
<br />
Show.<br />
<img src="http://farm8.staticflickr.com/7021/6754550961_467a7492e5_b.jpg" loading="lazy"  alt="[Image: 6754550961_467a7492e5_b.jpg]" class="mycode_img" /><br />
<br />
Motion blur.<br />
<img src="http://upload.wikimedia.org/wikipedia/commons/b/b8/Mazda_RX-8_on_freeway.jpg" loading="lazy"  alt="[Image: Mazda_RX-8_on_freeway.jpg]" class="mycode_img" /><br />
<br />
Night with street lights.<br />
<img src="http://carphotos.cardomain.com/ride_images/3/2494/4761/31234880007_large.jpg" loading="lazy"  alt="[Image: 31234880007_large.jpg]" class="mycode_img" /><br />
<img src="http://a2.ec-images.myspacecdn.com/images01/53/5e0538260aea108e728d3646a2d029dc/l.jpg" loading="lazy"  alt="[Image: l.jpg]" class="mycode_img" /><br />
<br />
Night but far away from illumination.<br />
<img src="http://farm4.staticflickr.com/3361/5701598801_fb33fc9624_z.jpg" loading="lazy"  alt="[Image: 5701598801_fb33fc9624_z.jpg]" class="mycode_img" />]]></description>
			<content:encoded><![CDATA[I've seen the development pictures of Vdrift and it's progress over the years. The current nightly build has the best lightning since it's inception but it is still not enough. I gathered my and other users wishes I read over a number of threads. I know the things below will take maybe years to implement and are very hard to do, but I wanted to put all the things in one place.<br />
<br />
Advanced options are not advanced enough.<br />
Car detail:<br />
-We should be able to choose the car body detail(simplest possible, medium, high poly, and for newer machines: tesselated, to future proof a relatively well done model and stop sweating every year to update it), type of reflection(none, static, low detail, higher detail, and rendered with image based lighting).<br />
-Also the type of shadow it casts, and in the future: if I want the engine to render the suspension system and the drive shaft, or underside of the car or the brake calipers and rotor, or I choose to not see the tires bending when making a tight turn, just a static mesh. <br />
-Car interior: fully/medium/low detailed, just a black blob inside or just make the windows not transparent. An option to display/hide driver/passengers.<br />
-Do I want to see a soft body damage body or a premade one or even simply don't make it visible?<br />
The car options should be totally independent of the environment's and viceversa.<br />
<br />
World detail: <br />
-First of, the game needs a shared library of textures and track elements(It does already, but it's still not there yet). Street lamps, trees, cones, TV cameras, spectators, types of road surfaces etc. <br />
Yes, track creators MUST have freedom, but we also need some standards and rules because we never have enough time.<br />
-Tracks should function like visual databases. View distance is not enough to make a game engine fast. It should be combined with some sort of algorithm that simply won't load a environment component in memory until it is in the camera's view angle. Far object should be striped away of detail that can't be visible(like the depth of windows inside a building at a far distance should be only a flat surface with a low resolution texture) more efficiently than it is currently done. It is possible. Maybe through a combination of tesselation and Intel's LOD? You know better.<br />
-Light trails and light glow should work even without motion blur. Also, is it possible fake motion blur with some sort of layered transparent PNG textures that deform in the directions the car is going? Or whould it be as resource hungry option as traditional methods?<br />
The idea is that visually things don't have to work like mother nature(eg: ray-tracing, global illumination) but should be faked(prerendered stuff, approximations). You can make something convincing without burning PC components.<br />
These settings should be very granular so people can find the best looking configuration of the game for their 6 year old or bleeding edge PC. The game should be optimized and scalable.<br />
<br />
Sorry for the long rant and grammatical errors. English is not my native tongue.<br />
<br />
Also here are some reference photos with illumination conditions:<br />
Sunny day, sun reflecting brightly off glossy paint.<br />
<img src="http://www.rx8blog.com/wp-content/gallery/stelvio/dsc01904.jpg" loading="lazy"  alt="[Image: dsc01904.jpg]" class="mycode_img" /><br />
<br />
Morning.<br />
<img src="http://www.altspace.com/rx8/wide/test.jpg" loading="lazy"  alt="[Image: test.jpg]" class="mycode_img" /><br />
<br />
Clouded day.<br />
<img src="http://upload.wikimedia.org/wikipedia/commons/a/a9/2009-2011_Mazda_RX-8_--_10-12-2011.jpg" loading="lazy"  alt="[Image: 2009-2011_Mazda_RX-8_--_10-12-2011.jpg]" class="mycode_img" /><br />
<br />
Show.<br />
<img src="http://farm8.staticflickr.com/7021/6754550961_467a7492e5_b.jpg" loading="lazy"  alt="[Image: 6754550961_467a7492e5_b.jpg]" class="mycode_img" /><br />
<br />
Motion blur.<br />
<img src="http://upload.wikimedia.org/wikipedia/commons/b/b8/Mazda_RX-8_on_freeway.jpg" loading="lazy"  alt="[Image: Mazda_RX-8_on_freeway.jpg]" class="mycode_img" /><br />
<br />
Night with street lights.<br />
<img src="http://carphotos.cardomain.com/ride_images/3/2494/4761/31234880007_large.jpg" loading="lazy"  alt="[Image: 31234880007_large.jpg]" class="mycode_img" /><br />
<img src="http://a2.ec-images.myspacecdn.com/images01/53/5e0538260aea108e728d3646a2d029dc/l.jpg" loading="lazy"  alt="[Image: l.jpg]" class="mycode_img" /><br />
<br />
Night but far away from illumination.<br />
<img src="http://farm4.staticflickr.com/3361/5701598801_fb33fc9624_z.jpg" loading="lazy"  alt="[Image: 5701598801_fb33fc9624_z.jpg]" class="mycode_img" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[main menÃº redesigning.]]></title>
			<link>https://www.vdrift.net/Forum/showthread.php?tid=1587</link>
			<pubDate>Sat, 07 Jan 2012 07:04:58 -0800</pubDate>
			<dc:creator><![CDATA[<a href="https://www.vdrift.net/Forum/member.php?action=profile&uid=6039">antoniovazquez</a>]]></dc:creator>
			<guid isPermaLink="false">https://www.vdrift.net/Forum/showthread.php?tid=1587</guid>
			<description><![CDATA[I think VDrift menÃº needs a redesign and a friend of mine started playing a very simple but addictive game called Minecraft. I saw its main menÃº and liked the idea of an blurred animation as a background.<br />
<br />
<a href="http://cdn.minecraftdl.com/wp-content/uploads/2011/09/Minecraft-1-8-Main-Menu.jpg" target="_blank" rel="noopener" class="mycode_url">http://cdn.minecraftdl.com/wp-content/up...n-Menu.jpg</a><br />
<br />
What you see in the main menÃº is a map blurred in animation. This simple idea fixes the problem of the various resolutions and pixeling. It would also be nice to use garage track for selecting cars in the car menu and a free camera to see the tracks on selecting. What do you think of this?]]></description>
			<content:encoded><![CDATA[I think VDrift menÃº needs a redesign and a friend of mine started playing a very simple but addictive game called Minecraft. I saw its main menÃº and liked the idea of an blurred animation as a background.<br />
<br />
<a href="http://cdn.minecraftdl.com/wp-content/uploads/2011/09/Minecraft-1-8-Main-Menu.jpg" target="_blank" rel="noopener" class="mycode_url">http://cdn.minecraftdl.com/wp-content/up...n-Menu.jpg</a><br />
<br />
What you see in the main menÃº is a map blurred in animation. This simple idea fixes the problem of the various resolutions and pixeling. It would also be nice to use garage track for selecting cars in the car menu and a free camera to see the tracks on selecting. What do you think of this?]]></content:encoded>
		</item>
	</channel>
</rss>