NokiMo
C13Automotive
C13Automotive

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C13 AEGIS 1.47.1 hotfix

So, um. Yeah. This is my bad, i hadn't done enough testing on the public CSP 0.2 and Pure 0.222 versions, and a few edge cases of super weird and unflattering reflections, were discovered, particularly on SRP tunnels. And a filter with AEGIS in it's name cannot look bad on SRP. Beyond that, i've historically always been willing to sacrifice entire rendering concepts if I couldn't adequately handle problematic edge cases. So here's a short changelog:
- Readjusted reflection behavior to avoid weird overbrights in VAO'd areas
- Re-balanced base AE, AE slider in PP tab now also works differently, giving more power over the actual AE calculation - use sparingly.

That's all, and since i oopsied the base 1.47, this update is also be available to all patrons.
Thank you very much for the support

Comments

Peter is skilled at writing his own shaders and he is interested in the YEBIS replacement because it offers great VR performance, so it's possible he anticipated some challenges that i have not overcome. Obviously various filters will break/not break in different ways, AEGIS breaks truly horrifically. I assume that is due to the various ways in which i push YEBIS harder and further than other filter developers. Thank you for the kind words!

ZC

was just wondering, did not affect pure at all. thanks for the explanation and by the way thanks for your time and effort to develop this Filter and share with us.

Alexander von Trauchburg

That is expected behaviour. Most assetto corsa PP filters leverage YEBIS for the look, turning that off expectedly messes with the visuals. The main issue is, why that isn't more clearly explained next to the toggle.

ZC

Hi, just wanted to inform you. If alternative post processing in Wether FX is active, your Filter is getting messed up.

Alexander von Trauchburg


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