Re: MTM2 Beta Patch 0.48 - and we have Dx11

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KF2416
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by KF2416 »

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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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by Shockwave_S08 »

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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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by Fila »

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 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.
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by KF2416 »

Fila wrote: Wed Jul 08, 2026 11:16 am
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 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.
Mine was my stadium being enlarged for no reason.

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Fila
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by Fila »

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.
:eek: :eek: :eek:

I've completely reverted the code to the original state before my fix attempt O_O
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by Fila »

KF2416 wrote: Wed Jul 08, 2026 11:23 am
Fila wrote: Wed Jul 08, 2026 11:16 am
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 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.
Mine was my stadium being enlarged for no reason.
And just to make sure, the other ones work correct again yeah? RCA Dome and all the other stock ones.
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by Fila »

Fila wrote: Wed Jul 08, 2026 11:25 am
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.
:eek: :eek: :eek:

I've completely reverted the code to the original state before my fix attempt O_O
And I've been trying various bridges (Crazy, Sidewinder) they work correct now and AI drives over too O_O
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by KF2416 »

Fila wrote: Wed Jul 08, 2026 11:26 am
KF2416 wrote: Wed Jul 08, 2026 11:23 am
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.
Mine was my stadium being enlarged for no reason.
And just to make sure, the other ones work correct again yeah? RCA Dome and all the other stock ones.
Got others work.

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Image
Image
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by Fila »

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.
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by OG_RuDeE »

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.
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by Fila »

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).
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by Fila »

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)
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by OG_RuDeE »

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?
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by OG_RuDeE »

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).
Yes, happening on all tracks I've tried.
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)
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.
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by Fila »

Is it still happening?
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by Fila »

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.
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by OG_RuDeE »

Yes, with the hotfix, the reflection of the sky is still broken for me on all tracks.
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by Fila »

Wanna make sure I'm not getting confused. You meant to say yes models are still broken in addition to the sky?
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by Fila »

OG_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?
The cpu does the math (bake) then hands it off to the gpu in the gpu ram to render during gameplay
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Re: Re: MTM2 Beta Patch 0.48 - and we have Dx11

Post by Fila »

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
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