We are deeply delighted to announce that our second big update for Carmageddon: Reincarnation is now available on Steam! And what a PILE of stuff we’ve got for y’all! Below is a list of all the notable THINGS that will be in the Update, plus some handy hints and explanations about what the new things actually DO!
Performance related changes
Our performance updates in the latest version include:
The game has a better frame rate in full screen. Reduce your screen resolution to improve performance.
We default to the LOW Graphics quality setting in the new Visual Options screen. Lowering this setting is the first thing you should try if your performance is not suitable.
Once you have set the Graphics quality setting to something that is approximately correct for your PC we suggest you use some of the Advanced options to further tune the look and performance of the game depending on your PC setup.
Post Processing, Shadows, Dynamic Cube Mapping, Virtual Textures and Ambient Occlusion are big performance hitters.
The new sliders for World Distance, Accessory Distance, Ped Distance and Vehicle Distance can all have dramatic effects on game performance. We suggest you try each one, see what affect it has in the game and experiment with getting a balance between visual niceties and a playable frame rate.
You will find that these sliders can be adjusted on per-level basis depending on how the level has been built, how large it is and the sort of viewing distance required.
On the Low setting and turning off VT’s, Shadows, Ambient Occlusion, Post Processing and Cube mapping we have been able to achieve a 30fps+ gameplay experience on nearly all levels using the following PC setup:
i3 @ 2.9Ghz, 4GB RAM, 1Gb AMD HD 5700 series video card. Chopping Maul is our largest level yet and this level will have worse performance than the others.
Please be aware that this is just the beginning of our performance optimisations. We expect to see a lot more happen over time as more content is implemented and we find out the best ways to render the game to screen for different PC setups.
Post Processing is in early stages and as such the visuals in game when they are switched on have not been set to final.
Virtual Textures have been implemented and are included in the build. They are switched off by default as (currently) they can have a detrimental effect on performance, especially on lower spec PCs. If you have a good rig we suggest you try them and see how they work. We would love to receive feedback about how they are working on your PC. Please include output from DXDiag with any reports. (See HERE for how to generate the DXDiag file.)
Multi-threaded Damage is switched off by default. This was a late addition to the game and hasn’t received much testing. It should provide a performance boost but as it is untested we expect there to be some dodgy results. You can help us by reporting bugs you see with this switched on. If you can try to replicate any bugs with it switched off and on before reporting the issue that would be fabulous.
For a complete breakdown of each setting please see the following support article: