The demo has been updated to v0.31.0, bringing new SFX for engines, gear shifts, and contact.
In this update3
Full notes
Full Throttle Trace update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes2 additions3 changes0 removals
UI and audio
Performance
Gameplay
addedThe demo has been updated to v0.31.0, bringing new SFX for engines, gear shifts, and contact. Engines now sound much more aggressive, and audible gear shifts are both satisfying and helpful in keeping track of downshifts. I personally calibrate my speed based on the gearing (I think of each corner by the target gear e.g. "high 3rd gear" or "low 5th gear", and then adjust from there based on other conditions), and this change has been very helpful for consistently hitting those marks.
changedI'll continue to iterate on the SFX, such as battery whine for the power unit, a DRS activation sound, and more.
changedImproved PerformanceI optimized the AI's lookahead algorithm that predicts their target speed for the upcoming corner, made several updates to the data structure from which the physical properties of any point along the track are retrieved, and other small performance changes. The end result is a 12% reduction in processing time for each physics step. That may seem small, but for some machines it will make a world of difference.
addedCommunity-named TracksIn the discord, we organically decided that the first player to beat my benchmark Time Attack laps would get to name that circuit (with the exception of a mystery player who first set the mark on Snow Circuit but never joined the discord, so the naming honors were given to the most recent champ). Now each track has locked in their new name.
changedWhat's next?I'll be away on vacation later this week. I plan to spend the time beforehand investigating issues with Intel Arc GPUs not being able to run the game, and when I get back the items at the top of my backlog are
Throttle Trace changes
addedThe demo has been updated to v0.31.0, bringing new SFX for engines, gear shifts, and contact. Engines now sound much more aggressive, and audible gear shifts are both satisfying and helpful in keeping track of downshifts. I personally calibrate my speed based on the gearing (I think of each corner by the target gear e.g. "high 3rd gear" or "low 5th gear", and then adjust from there based on other conditions), and this change has been very helpful for consistently hitting those marks.
changedI'll continue to iterate on the SFX, such as battery whine for the power unit, a DRS activation sound, and more.
changedI optimized the AI's lookahead algorithm that predicts their target speed for the upcoming corner, made several updates to the data structure from which the physical properties of any point along the track are retrieved, and other small performance changes. The end result is a 12% reduction in processing time for each physics step. That may seem small, but for some machines it will make a world of difference.
addedIn the discord, we organically decided that the first player to beat my benchmark Time Attack laps would get to name that circuit (with the exception of a mystery player who first set the mark on Snow Circuit but never joined the discord, so the naming honors were given to the most recent champ). Now each track has locked in their new name.
changedI'll be away on vacation later this week. I plan to spend the time beforehand investigating issues with Intel Arc GPUs not being able to run the game, and when I get back the items at the top of my backlog are
The demo has been updated to v0.31.0, bringing new SFX for engines, gear shifts, and contact. Engines now sound much more aggressive, and audible gear shifts are both satisfying and helpful in keeping track of downshifts. I personally calibrate my speed based on the gearing (I think of each corner by the target gear e.g. "high 3rd gear" or "low 5th gear", and then adjust from there based on other conditions), and this change has been very helpful for consistently hitting those marks.
I'll continue to iterate on the SFX, such as battery whine for the power unit, a DRS activation sound, and more.
Improved Performance
I optimized the AI's lookahead algorithm that predicts their target speed for the upcoming corner, made several updates to the data structure from which the physical properties of any point along the track are retrieved, and other small performance changes. The end result is a 12% reduction in processing time for each physics step. That may seem small, but for some machines it will make a world of difference.
Community-named Tracks
In the discord, we organically decided that the first player to beat my benchmark Time Attack laps would get to name that circuit (with the exception of a mystery player who first set the mark on Snow Circuit but never joined the discord, so the naming honors were given to the most recent champ). Now each track has locked in their new name.
Testing CircuitJade Hill Testing Circuit
Snow CircuitHelios Polar Crest Circuit
Forest CircuitDomas Greenwoods Circuit
Sea CircuitMelfice Seaside Speedway
Thanks so much to everyone who has been grinding time attack!
What's next?
I'll be away on vacation later this week. I plan to spend the time beforehand investigating issues with Intel Arc GPUs not being able to run the game, and when I get back the items at the top of my backlog are