Tire track reversal for displacement normals

Discussion in 'Ideas and Suggestions' started by Artistterrymartin, Jun 5, 2022.

  1. Artistterrymartin

    Artistterrymartin
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    Joined:
    May 5, 2019
    Messages:
    710
    The same mechanism that creates skid marks could be reprogramed or toggled to display tire tracks all the time in the same way skid marks work. Not knowing the programming side of things, it would seem possible to instruct the game engine to write skid marks 100 percent of the time where skid marks are enabled in a ground model. Replacing the skid mark texture with normals only map of displaced tire tracks from mud. One could create a high poly model in blender using sculpting tools. Basically, a trench running down a plane. Bake the normals as a texture but prepare it for decal deployment. Using the bc3 compression type and setting the blend mode to LerpAlpha with Z write enabled. As the vehicle travels on terrain painted areas with the particular ground model, the tire track mechanism could possibly lay down the new tire skid marks. (that are the baked normals from the tire track model) For performance gains, it may be optimal to reduce the default skid marks from 6000 to 1000.
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    I am pretty confident displacement will follow soon after 0.25 deployment. Feel like the 64 bit code will free up some game engine bottle necks allowing for more robust improvements to the game. Just based on my limited knowlage in modding.
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    2 things could vastly improve the games attractiveness. And 1 thing to improve performance!
    1) Displacement shader normals,
    2) Raytraced global illumination and reflections, raytraced ambient occlusion, and raytraced sun shadows.
    3) Dlss/AMD Fidelity FX Super Resolution reconstruction
     
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