Happy New Build Day at iRacing! Sadly, destroyed my ankle so can't jump in the rig and play with all the new toys like normal, but this has been an amazing build. Thanks to our members for the continued support; hope all enjoy the improvements!... now back to work on the next build and beyond! π€©
all at much greater and stable performance across a large variety of hardware, including triple screens, VR, and scalable for current GPUs and those that are coming down the road. Itβs incredibly exciting to be a part of it!
The new renderer is ground-up modern and addresses these core issues, which will allow us to push greater detail, at a much-improved final image quality...
instead of needing to use an off-the-shelf solution with its own variety of problems and performance issues.
Thanks to our amazing members and the years of support, youβve allowed us to hire some of the best engineers imaginable to build this bespoke engine, focusing singularly on high-speed race cars traversing the world in minimal frame time,
As such people disable shadows, disable objects, run lower resolutions, etc. and thereβs really not much benefit because the performance is still suffering from the overly large CPU hit from our current rendererβs architecture, which has roots all the way back to DirectX 7.
Without getting too into the weeds - So much logic to simply deal with which triangles to draw on the screen is tied into the CPU we are suffering in the modern GPU-is-king world of PC gaming.
Although weβve been constantly building and improving our current renderer, it has inherent issues which severely hinder the performance achievable in modern graphics architectures.
While my PC is churning away processing an 18 gig laserscan, I wanted to take a moment to respond to some concerns Iβve seen in the iRacing forums and reddit about our future graphic engine, especially with respect to performance and scalabilityβ¦