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Live For Speed September 2020 Progress Report

October 2, 2020 By Dan Thornton Leave a Comment

Last updated on March 2nd, 2021 at 04:12 pm

Live for Speed might have been around since 2002, but work has never stopped from the small team behind the racing sim. While it might not have the fame of more recent releases, the Live for Speed September 2020 Progress Report reveals some of the details behind the scenes. And provides some reasons to check it out.

It’s an interesting look at what’s actually involved on the graphical side of making racing sims not only look great, but also run efficiently without melting graphics cars.

Check out the Live For Speed September 2020 progress report
Check out the Live For Speed September 2020 progress report

Live For Speed September 2020 Progress Report

In this report we will link to the intermediate reports, talk about more recent updates and show some new screenshots. The information is quite technical so if you aren’t that interested in the internals of game development, feel free to skip straight to the screenshots which can hopefully speak for themselves!

Live For Speed September 2020 Progress Report

A live echo render has been implemented. This replaces the old system that was pregenerated and stored in the path (an invisible structure used to track your car’s location as you drive around). A special image for each ear is drawn, containing depth and angle information. The image is analysed by a compute shader on the graphics card creating a histogram for each ear. The histogram is read back by the CPU and used to update the reverberators.

For people who don’t know all about graphics cards, a compute shader is a special program that runs on the GPU. The modern GPU is really a special computer that can do some things very quickly by doing the same calculation on hundreds or thousands of different pixels simultaneously. These days it is not only about drawing triangles. The automatic exposure histogram is now also calculated by a compute shader, saving CPU time.

A new system has been developed for occlusion culling. This is the process of not drawing (in each frame) objects that are ‘occluded’ because they are hidden by nearer objects. The frame rate must stay high even in an environment full of detailed objects. For example you may be near a building so there is no point drawing thousands of objects that are behind it. This is especially important for driving views as we must first draw mirror views then the main view. In VR it’s even worse as these views are drawn twice each, slightly offset for each eye. Also we can avoid drawing some objects into the shadow maps, as there is no point casting shadows onto objects we cannot see.

Occlusion culling to avoid drawing hidden objects in Live for Speed
Occlusion culling to avoid drawing hidden objects in Live for Speed

The difficulty is in knowing which objects are hidden. Until now, the visible objects were stored in the path. For open configurations we needed to add paths for side roads, car parks and open areas to keep the frame rate high. The paths were also used for lighting and echo information

South City in Live for Speed
South City in Live for Speed

With the multi-storey car parks at South City it was hard to see how to make a path to cover all driveable areas. So we now have an octree system that analyses the driveable surfaces and creates cuboids to cover all places you might be in your car. The octree is subdivided where necessary to deal with multiple ground heights, such as bridges, tunnels and car parks. The occlusion data is computed and stored in the octree, then used to switch off areas that cannot be seen from your location.

Live For Speed September 2020 Progress Report
Looks like a nice town…

The shadow system has been optimised to allow sunset and sunrise with good frame rates. Realtime shadows are very important for realistic graphics and allow lighting to change with time. The shadow maps are a series of special images of the world, drawn from the direction of the sun, containing depth information so the GPU can calculate whether each pixel in your view is in the sun or shade. One notable problem for performance is when the sun is low in the sky and you are on the far side of the track area, away from the sun. In this case so many of the world’s objects are between the sun and your view, and any of these objects might contribute to the shadows you can see. By taking a more detailed look at which objects are visible from your location, LFS can now reduce the area drawn into the shadow maps.

Find out more and download Live for Speed as a demo version from the LfS website, or pay for one of three licenses to unlock cars and tracks at £12, £24 and £36 each.

You can keep up with our latest Live For Speed coverage, here. Or check out which cars are available in the demo and paid license levels with our Live for Speed car list, along with all of the circuits available, including the sadly-closed Rockingham Motor Speedway in the UK, with our Live for Speed track list.

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Filed Under: Blog, FeaturedContent, Live for Speed, pc, Video Tagged With: live for speed, South City

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