Re: MTM2 Beta Patch 0.48 - and we have Dx11
Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11
Stadium in DirectX11 looks the same thing and Tran World Drag in DirectX9 looks the same thing. I'm still having an stadium/arena backdrop issue using both DirectX11 and DirectX9.
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Shockwave_S08
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11
Just tested the new hotfix. Framerate's cut in half on DX11 with shadows set to Extreme, and Crazy '98's bridge problem still persists.
Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11
I really want to see a picture from this view (so not looking back at the truck like your previous pictures).KF2416 wrote: Wed Jul 08, 2026 6:33 am Stadium in DirectX11 looks the same thing and Tran World Drag in DirectX9 looks the same thing. I'm still having an stadium/arena backdrop issue using both DirectX11 and DirectX9.
I need to try and understand if this is a transparency issue or your stadium somehow gets enlarged.
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11
Mine was my stadium being enlarged for no reason.Fila wrote: Wed Jul 08, 2026 11:16 amI really want to see a picture from this view (so not looking back at the truck like your previous pictures).KF2416 wrote: Wed Jul 08, 2026 6:33 am Stadium in DirectX11 looks the same thing and Tran World Drag in DirectX9 looks the same thing. I'm still having an stadium/arena backdrop issue using both DirectX11 and DirectX9.
I need to try and understand if this is a transparency issue or your stadium somehow gets enlarged.

The monster truck garage of KimikoFan2...

Impact Monster Championship playlist:
https://www.youtube.com/playlist?list=P ... _NZQT6712_
The Monster Truck Community Server (feel free to join if you want):
https://discord.gg/SxwBuTRAJA
"I'm Army Armstrong. Are you ready for Microsoft's Monster Truck Madness?"
-Army Armstrong, 1996

Impact Monster Championship playlist:
https://www.youtube.com/playlist?list=P ... _NZQT6712_
The Monster Truck Community Server (feel free to join if you want):
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"I'm Army Armstrong. Are you ready for Microsoft's Monster Truck Madness?"
-Army Armstrong, 1996
Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11
Shockwave_S08 wrote: Wed Jul 08, 2026 9:31 am Just tested the new hotfix. Framerate's cut in half on DX11 with shadows set to Extreme, and Crazy '98's bridge problem still persists.
I've completely reverted the code to the original state before my fix attempt O_O
Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11
And just to make sure, the other ones work correct again yeah? RCA Dome and all the other stock ones.KF2416 wrote: Wed Jul 08, 2026 11:23 amMine was my stadium being enlarged for no reason.Fila wrote: Wed Jul 08, 2026 11:16 amI really want to see a picture from this view (so not looking back at the truck like your previous pictures).KF2416 wrote: Wed Jul 08, 2026 6:33 am Stadium in DirectX11 looks the same thing and Tran World Drag in DirectX9 looks the same thing. I'm still having an stadium/arena backdrop issue using both DirectX11 and DirectX9.
I need to try and understand if this is a transparency issue or your stadium somehow gets enlarged.
Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11
And I've been trying various bridges (Crazy, Sidewinder) they work correct now and AI drives over too O_OFila wrote: Wed Jul 08, 2026 11:25 amShockwave_S08 wrote: Wed Jul 08, 2026 9:31 am Just tested the new hotfix. Framerate's cut in half on DX11 with shadows set to Extreme, and Crazy '98's bridge problem still persists.![]()
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I've completely reverted the code to the original state before my fix attempt O_O
Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11
Got others work.Fila wrote: Wed Jul 08, 2026 11:26 amAnd just to make sure, the other ones work correct again yeah? RCA Dome and all the other stock ones.KF2416 wrote: Wed Jul 08, 2026 11:23 amMine was my stadium being enlarged for no reason.Fila wrote: Wed Jul 08, 2026 11:16 am
I really want to see a picture from this view (so not looking back at the truck like your previous pictures).
I need to try and understand if this is a transparency issue or your stadium somehow gets enlarged.



The monster truck garage of KimikoFan2...

Impact Monster Championship playlist:
https://www.youtube.com/playlist?list=P ... _NZQT6712_
The Monster Truck Community Server (feel free to join if you want):
https://discord.gg/SxwBuTRAJA
"I'm Army Armstrong. Are you ready for Microsoft's Monster Truck Madness?"
-Army Armstrong, 1996

Impact Monster Championship playlist:
https://www.youtube.com/playlist?list=P ... _NZQT6712_
The Monster Truck Community Server (feel free to join if you want):
https://discord.gg/SxwBuTRAJA
"I'm Army Armstrong. Are you ready for Microsoft's Monster Truck Madness?"
-Army Armstrong, 1996
Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11
Ok when I get home tonight (I'll be gone all day) I'll make a version for you where I shrink the stadiums on purpose, just as a test to see what happens to the Trans stadium.
Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11
Testing the 5600 xt on the hotfix now. All Dx11 feedback.
I haven't been able to reproduce the shadow issue on the groundboxes in Zoonette Euro. So, I don't know.
I can confirm that ground boxes still aren't working properly when landed on. I even fell through one while parked with nothing else making contact with me.
The reflection of the sky in the water is still broken.
No rush for fixes on my end.
I haven't been able to reproduce the shadow issue on the groundboxes in Zoonette Euro. So, I don't know.
I can confirm that ground boxes still aren't working properly when landed on. I even fell through one while parked with nothing else making contact with me.
The reflection of the sky in the water is still broken.
No rush for fixes on my end.
Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11
Is the reflection thing on every track you tried? It was happening on my end too but I fixed it... or should have unless there are multiple issues having the same outcome (could be).
Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11
Btw no need to test dx9 unless you want to test the broken models. Otherwise these issues are dx11 related ( and falling through the ground box is not tied to the dx version)
Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11
Separate question: I notice while on the black screen waiting for shadows to be computed that my GPU stays at 0% utilization most of the time only blipping 2 or 3% every few seconds. CPU hovers around 13% during the black screen. I'm curious, are the shadows being computed with the GPU?
Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11
Yes, happening on all tracks I've tried.Fila wrote: Wed Jul 08, 2026 6:35 pm Is the reflection thing on every track you tried? It was happening on my end too but I fixed it... or should have unless there are multiple issues having the same outcome (could be).
Ok. Interestingly, broken model's behavior differs between Dx9 and Dx11. For example, on Quid pro quo, checkpoint signs read in reverse in Dx11, while some do that and others become invisible in Dx9. Similar for Bobsled.Fila wrote: Wed Jul 08, 2026 6:36 pm Btw no need to test dx9 unless you want to test the broken models. Otherwise these issues are dx11 related ( and falling through the ground box is not tied to the dx version)
Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11
Is it still happening?
Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11
That's because the models have textures on the same plane and dx 9 linear z buffer and dx 11 reverse z buffer work differently so different sides win the fight to be rendered.
Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11
Yes, with the hotfix, the reflection of the sky is still broken for me on all tracks.
Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11
Wanna make sure I'm not getting confused. You meant to say yes models are still broken in addition to the sky?
Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11
The cpu does the math (bake) then hands it off to the gpu in the gpu ram to render during gameplayOG_RuDeE wrote: Wed Jul 08, 2026 6:43 pm Separate question: I notice while on the black screen waiting for shadows to be computed that my GPU stays at 0% utilization most of the time only blipping 2 or 3% every few seconds. CPU hovers around 13% during the black screen. I'm curious, are the shadows being computed with the GPU?
Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11
The amd shadow fix does away with the bake, so shadows are calculated real time on the gpu, so slower because it does brand new calculations every frame. Even if it's on the GPU, doing every frame is slow.
Truck shadows and anything that is moving or moveable is still real time shadows now as well
Truck shadows and anything that is moving or moveable is still real time shadows now as well