Wreckfest (previously Next Car Game) by Bugbear (Creators of Flatout)
I need to bring this up again. Judging from the screenshots and the trailers the game looks absolutely stunning and it has been discussed here previously: [url]https://forums.geforce.com/default/topic/772283/3d-vision/next-car-game-disable-shadows-smoke-and-fire-fix-/[/url] As far as I know the game is still in development but playable via Steam Early Access. It seems InsaneInGame had some success with disabling issue-causing effects like fire, smoke etc. before a new patch broke his 3D-fix. Then the discussion (see above) ends with InsaneInGame saying that he will have a look at the newest build..... Anyone here who can tell us the current state of the game and if it is playable in 3D? BTW Now that the developers changed the "project-name" to what seems to be the final name of the game I created a new thread instead of posting into the old one which was named after the project's name.
I need to bring this up again. Judging from the screenshots and the trailers the game looks absolutely stunning and it has been discussed here previously:

https://forums.geforce.com/default/topic/772283/3d-vision/next-car-game-disable-shadows-smoke-and-fire-fix-/

As far as I know the game is still in development but playable via Steam Early Access. It seems InsaneInGame had some success with disabling issue-causing effects like fire, smoke etc. before a new patch broke his 3D-fix. Then the discussion (see above) ends with InsaneInGame saying that he will have a look at the newest build.....

Anyone here who can tell us the current state of the game and if it is playable in 3D?

BTW Now that the developers changed the "project-name" to what seems to be the final name of the game I created a new thread instead of posting into the old one which was named after the project's name.

#1
Posted 07/29/2015 01:09 PM   
I have access to this via family sharing from a friend, should be able to see how it's looking. It's not currently letting me play though, so I'll have to ask him to sort that out before I can test.
I have access to this via family sharing from a friend, should be able to see how it's looking. It's not currently letting me play though, so I'll have to ask him to sort that out before I can test.

#2
Posted 07/29/2015 04:10 PM   
I own this game to, it is playable and they just updated the engine to DX11. Like you said though the fire and smoke appear in 2d, other than that it looks great.
I own this game to, it is playable and they just updated the engine to DX11. Like you said though the fire and smoke appear in 2d, other than that it looks great.

MOBO: GIGABYTE GA-M68MT-S2 CPU: AMD FX 4100 RAM: 8GB 1600HZ DDR3 HDD: 1TB WD (MASTER) 500GB WD (SLAVE) GRAPHICS: GTX750SC MONITOR: ASUS VG248QE 3D VISION KIT 2

#3
Posted 07/29/2015 09:32 PM   
Update #1 (convergence presets) Updated Fix : (added two convergence presets; cycle between the presets with the "j" key) (first preset is for chase cam view 1 & 2) (second preset is for cockpit view) [url]http://www.mediafire.com/download/p0108mal358rgf3/Wreckfest_%28Early_Access%29_%28DX11_64-bit%29_%28v2%29.rar[/url] Original Fix : (disabling vs for smoke & fire effects) : [url]http://www.mediafire.com/download/42qz6soz8cvm9jb/Wreckfest_%28Early_Access%29_%28DX11_64-bit%29.rar[/url] - Just extract the contents of the compressed file to the "Bugbear Entertainment" folder where "Wreckfest.exe" and "Wreckfest_x64.exe" is located. - Right-click on the game in your steam library and run "Play Next Car Game: Wreckfest (DX11 64-bit EXPERIMENTAL!). - Use the "H" key to re-enable the vertex shader instructions for the 2d rendered smoke and fire effects. (The game will start with the shader disabled as default) - Use the "J" key to cycle between the two convergence presets (chase cam view 1 & 2, and cockpit cam) _________________________________________________________________________________________________________ Hi. Sorry about the lack of informing on my former thread. I've just recently started experimenting with 3dmigoto (dx11) after "completing" the HeliX (dx9) courses. The recent 64-bit DX11 patch now lifts the game from broken to playable since its last state. The shaders for the static shadows and dynamic shadows as well as dynamic reflections and different lens flare effects seems to be quite well rendered in stereoscopic vision. As stated above the smoke effects as well as the fire effects that appears during the races are still rendered in 2d and can be rather distracting (at least to my eyes). Shortly summarized : I've disabled the vertex shader responsible for the 2d smoke and fire effects, but added a toggle/keypress (H key), to enable/disable the shader if you should so desire. The shader will be disabled by default upon launching the game. -InsaneInGame
Update #1 (convergence presets)

Updated Fix : (added two convergence presets; cycle between the presets with the "j" key)
(first preset is for chase cam view 1 & 2)
(second preset is for cockpit view)
http://www.mediafire.com/download/p0108mal358rgf3/Wreckfest_%28Early_Access%29_%28DX11_64-bit%29_%28v2%29.rar

Original Fix : (disabling vs for smoke & fire effects) :
http://www.mediafire.com/download/42qz6soz8cvm9jb/Wreckfest_%28Early_Access%29_%28DX11_64-bit%29.rar

- Just extract the contents of the compressed file to the "Bugbear Entertainment" folder where "Wreckfest.exe" and "Wreckfest_x64.exe" is located.
- Right-click on the game in your steam library and run "Play Next Car Game: Wreckfest (DX11 64-bit EXPERIMENTAL!).
- Use the "H" key to re-enable the vertex shader instructions for the 2d rendered smoke and fire effects. (The game will start with the shader disabled as default)
- Use the "J" key to cycle between the two convergence presets (chase cam view 1 & 2, and cockpit cam)

_________________________________________________________________________________________________________

Hi.

Sorry about the lack of informing on my former thread.

I've just recently started experimenting with 3dmigoto (dx11) after "completing" the HeliX (dx9) courses. The recent 64-bit DX11 patch now lifts the game from broken to playable since its last state. The shaders for the static shadows and dynamic shadows as well as dynamic reflections and different lens flare effects seems to be quite well rendered in stereoscopic vision.

As stated above the smoke effects as well as the fire effects that appears during the races are still rendered in 2d and can be rather distracting (at least to my eyes).

Shortly summarized : I've disabled the vertex shader responsible for the 2d smoke and fire effects, but added a toggle/keypress (H key), to enable/disable the shader if you should so desire. The shader will be disabled by default upon launching the game.


-InsaneInGame

CAB : Lian Li Tyr X-2000B | PSU : Cooler Master V1200 (1200W) | MB : Asus Rampage IV Extreme ROG | CPU : INTELi7 3930K @ 4,5GHz | FAN : Noctua NH-D14 SE | GPU(s) : (Tri-SLI) EVGA Geforce GTX 980Ti SC+ ACX 2.0 | MEM : Corsair Vengeance DDR3 1600MHz (16GB) | SSD : OCZ Vertex 2 (120GB) | SSD(s) : Samsung EVO 850 Pro (2x500GB RAID0 | SSD : Kingston HyperX 3K (2x240GB RAID0, 1x120GB) | SSD : Samsung EVO 840 (1TB) | SCR : Eizo Flexscan SX2461WK (IPS/Editing) | SCR : Eizo Flexscan EV2736W (IPS/1440p/Gaming/Editing) | SCR : Wacom Cintiq Companion Hybrid (Photo Editing/Illustration/Drawing) | SCR : Asus ROG Swift PG278Q (1440p/144Hz/G-Sync/3DV 2/Gaming) | SCR : Asus PB287Q (4K Gaming/DAW) | SCR/TV : Philips 55" PUS9109/12 UHD (4K Gaming) | NAS : QNAP TS-419PII /w Lian Li EX-503B Drive Bay | HID : (Keyboard) Corsair K95 RGB Brown Cherry (Mouse) Corsair M95 Performance & Generic Logitech HID Devices | NIC : Asus RT-AC66U (with Asus repeaters| NIC : Jensen Scandinavia 8-port Gigabit switch | SYS : NVIDIA SHIELD Portable | SYS : NVIDIA SHIELD Tablet (16 GB version/non-LTE) | Oculus Rift DK2

#4
Posted 07/30/2015 05:16 AM   
#tinyupdate I've added two convergence presets for the game. The first preset is for the "chase cam view 1 & 2", and the second preset is for the "cockpit cam view". You can toggle between the two presets with the "J" key. [url]http://www.mediafire.com/download/p0108mal358rgf3/Wreckfest_%28Early_Access%29_%28DX11_64-bit%29_%28v2%29.rar[/url] If you play with an xbox360 gamepad, using xpadder to map the "J" key to an available button would be the most "fluid" way to cycle between the two presets. (I use the R3 button). If you want to modify the convergence value(s), pressing F7 won't have any effect as far as I observed, they won't "stick", so the value(s) will only reset back to the value(s) specified in the d3dx.ini file. However you can activate separation and convergence logging in the d3dx.ini file (change 0 to 1), and read the values in real-time as you modify the convergence in-game, and then input these values into the d3dx.ini file. In the instructions section on the bottom of this post (copied from the d3dx.ini file), change the first convergence value 3.8 (I use this high convergence value for the chase cams) to your own read-out value, and the same with the second convergence value 0.5 (I use this low convergence value for the cockpit cam). Of course you can also freely change the key assigned for changing between the presets [Key=j] to any available letter or number. [Key2] Key=j type=cycle convergence=3.8, 0.5 ;z = 0.25, 0.5, 0.75 transition=100 transition_type=cosine -InsaneInGame
#tinyupdate

I've added two convergence presets for the game.
The first preset is for the "chase cam view 1 & 2", and the
second preset is for the "cockpit cam view".

You can toggle between the two presets with the "J" key.

http://www.mediafire.com/download/p0108mal358rgf3/Wreckfest_%28Early_Access%29_%28DX11_64-bit%29_%28v2%29.rar

If you play with an xbox360 gamepad, using xpadder to map
the "J" key to an available button would be the most "fluid"
way to cycle between the two presets. (I use the R3 button).

If you want to modify the convergence value(s), pressing F7 won't
have any effect as far as I observed, they won't "stick", so the
value(s) will only reset back to the value(s) specified in the
d3dx.ini file.

However you can activate separation and convergence logging in the
d3dx.ini file (change 0 to 1), and read the values in real-time as
you modify the convergence in-game, and then input these values into
the d3dx.ini file.

In the instructions section on the bottom of this post (copied from
the d3dx.ini file), change the first convergence value 3.8 (I use this
high convergence value for the chase cams) to your own read-out value,
and the same with the second convergence value 0.5 (I use this low
convergence value for the cockpit cam). Of course you can also freely
change the key assigned for changing between the presets [Key=j] to any
available letter or number.

[Key2]
Key=j
type=cycle
convergence=3.8, 0.5
;z = 0.25, 0.5, 0.75
transition=100
transition_type=cosine

-InsaneInGame

CAB : Lian Li Tyr X-2000B | PSU : Cooler Master V1200 (1200W) | MB : Asus Rampage IV Extreme ROG | CPU : INTELi7 3930K @ 4,5GHz | FAN : Noctua NH-D14 SE | GPU(s) : (Tri-SLI) EVGA Geforce GTX 980Ti SC+ ACX 2.0 | MEM : Corsair Vengeance DDR3 1600MHz (16GB) | SSD : OCZ Vertex 2 (120GB) | SSD(s) : Samsung EVO 850 Pro (2x500GB RAID0 | SSD : Kingston HyperX 3K (2x240GB RAID0, 1x120GB) | SSD : Samsung EVO 840 (1TB) | SCR : Eizo Flexscan SX2461WK (IPS/Editing) | SCR : Eizo Flexscan EV2736W (IPS/1440p/Gaming/Editing) | SCR : Wacom Cintiq Companion Hybrid (Photo Editing/Illustration/Drawing) | SCR : Asus ROG Swift PG278Q (1440p/144Hz/G-Sync/3DV 2/Gaming) | SCR : Asus PB287Q (4K Gaming/DAW) | SCR/TV : Philips 55" PUS9109/12 UHD (4K Gaming) | NAS : QNAP TS-419PII /w Lian Li EX-503B Drive Bay | HID : (Keyboard) Corsair K95 RGB Brown Cherry (Mouse) Corsair M95 Performance & Generic Logitech HID Devices | NIC : Asus RT-AC66U (with Asus repeaters| NIC : Jensen Scandinavia 8-port Gigabit switch | SYS : NVIDIA SHIELD Portable | SYS : NVIDIA SHIELD Tablet (16 GB version/non-LTE) | Oculus Rift DK2

#5
Posted 07/31/2015 04:42 AM   
That's what I call great news. Thanks alot, Insane! I am pretty forgiving when it comes to just issues that don't render a game unplayable. Judging from your comment above it should be very playable at least. Your fix with the option to disable the distracting issues should make things even better. Definitely will give it a try!
That's what I call great news. Thanks alot, Insane!

I am pretty forgiving when it comes to just issues that don't render a game unplayable. Judging from your comment above it should be very playable at least. Your fix with the option to disable the distracting issues should make things even better.

Definitely will give it a try!

#6
Posted 07/31/2015 06:51 AM   
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