S397 blog post here:
https://www.studio-397.com/2017/05/open-beta-with-directx-11-and-virtual-reality-support/
Release Notes
Well start these release notes with a few hints on how to setup the DX11 graphics (regardless of VR):
In the same config window where you set your Video Settings you have a drop down for post effect levels. Post effects provide you with some exciting new graphical options that look great, but as with any graphics option, need to be balanced against a good framerate. Therefore, we recommend you start at a conservative level (none or low), and if you have a graphics card of the latest generation, try the higher ones (medium or high). The highest setting (ultra) gives the best quality effects, but will also require a really fast graphics card. Note that even the None setting gives a better graphical quality than the DX9 graphics we had before! An overview of the levels:
None
Low = Glare Effects
Medium = Glare Effects and Depth of Field
High = All Effects at High Quality
Ultra = All Effects at Ultra Quality
At this point we would also like to thank the people from YEBIS for providing a great library to work with. It has definitely contributed to the overall look of the end product.
With the DX11 implementation we also introduced new features to improve many aspects of the final output:Improved MSAA rendering.
Improved Clouds resolution and depth.
Static AO; This is adding Occlusion to bottom of objects and cars. It does improve the overall depth in the environment.
Dynamic AO. This is adding a subtle low-frequency Ambient Occlusion to the scene and cars, improving the connection between terrains and structures in the scene, and also balancing cockpits brightness.
Shadows Normal renders shadows, taking into account the shadow receiver normal map.
A new Tone mapper which improves both colors and histogram, a perfect companion for our dynamic weather/sky engine!
New Car Ambient Shadow, now working for the entire 24h cycle.
Fixed some pixel artifacts caused by invalid calculations in shaders.
Dedicated dynamic exposure simulation for each main camera set.
Realistic simulation of Depth Of Field, Lens Flare, Bloom and other Optical aberrations, with scalable options.
Track Lights and Car Headlights now can use the realtime glare simulation and get rid of the old technology and custom shaders.
New Shader for car Dashboards, Rev Meters and Motecs.
Content updates as part of this initial build. To get these, you need to subscribe to the workshop items (because of technical reasons we had to move them to the Studio 397 account):
The USF2000, Nissan GT500, Howston G4 and G6, Dallara DW12 and the Stock Cars have been updated with new shaders, better headlights and overall better textures.
Atlanta Motorsports Park, Silverstone, NOLA Motorsports Park, Mores and Indianapolis Motor Speedway have all gotten texture updates, and we painted the curbs at Silverstone in the current colors too!
Modding:
There are new guidelines for content creators, please make sure you read them here
https://www.studio-397.com/guidelines-for-artists/