That would be an amazing feat as Paul Ricard always looked like crap. If that's fixed, I'll be a happy person. What in-game settings for AA are you using? TSAA or KTAA?Yup. Though I wonder if they recompiled the game with a new build of UE4 and that's where the improved AA came from? Or it's some other PP effect? Either way, I just drove Paul Ricard (the worst aliasing offender) without millions of pixels flickering before my eyes.
It was one of the first things Reiza fixed whereas SMS couldn't after 4 games.Jesus, that handling bug is insane. I'd wager that since they found it, they've fixed it for Automodellista 2 given they're using that engine?
1- Niels described the bug well in this post - it was fixed by ISI at some point over rF1 development but it was still present in the older code the Madness engine is based on. You could somewhat get around it by plugging inertia values that accounted for the wrong formula, but our car physics had inertia values already set to the correct formula so this was an important bug to fix.
2- Changing the FFB system was less about what was wrong with the native ffb and more about what was right with the simpler Realfeel-like system we´re implementing (basically converting the forces coming through the steering rack combined with a limited number of "hacks" for special circumstances and less room for misconfiguration). In time we will provide more documentation explaining these changes in more detail.