Official account about Unreal Racing development
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-linktr.ee/UnrealRacingJoined August 2022
@RyryCreativeFN Thanks! Btw, thats the old one for months ago, game ported to 5.2 ,better visuals and better driving, hope to release a new version soon.
Improving the driving to get better donuts/drift around objects more easy and clean without "Drift Button".
You can see how is done in real life by a master:
youtu.be/_bkX5VkZg8U?t=…
Last month and specially this week the new driving system got improved a lot in all areas.
Ive been playing Dirt3 and Dirt4, and this last one have an interesting car physics, similar to what i want to achieve.
Also the visuals for a 2017 game are so good, with MSAA 8x for AA. #gaming#Dirt4
Developing an Anti-Ghosting system to reduce/remove it while improve the default AA quality by EPIC (to avoid any Flickering/shimmering)
Still there is some issues but looks promising.
#UnrealEngine#Indiedev
The car scene is so good. Just on close camera you can see some aliased / low resolution reflections that breaks the realistic illusion but in overall so good.
#UnrealEngine#UE5youtube.com/watch?v=SV33j7…
@OverJumpRally Well, this is for 4.27.2 im still using, no idea if for 5.0 will work the same or 5x uses another kind of shader for TAA. Let me know ;) . Btw, if not you can always try DLAA/DLSS
Example that how DLSS and DLAA decreases AA stabilization to remove the ghosting.
Similar aproach:
Inside TAAStandalone.usf set around 1.0 - 0.8 instead 0.2 on BlendFinal, in this line:
BlendFinal = lerp(BlendFinal, 1.0, saturate(Velocity / 40));
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