Video game development is full of names that have made groundbreaking steps you’ve never even heard about. Shawn Nash is a behind-the-scenes pioneer responsible for SODA Off Road Racing’s incredible physics, Papyrus’ graphical advancements and iRacing’s use of laser scan data for the physical track surfaces.
This interview with RSC, published in 2021, details his early life and career, through both his own company, Papyrus, Electronic Arts, to his time at iRacing.
Asobo, known today as the Microsoft Flight Simulator developer, created groundbreaking technology for large scale maps that was intended to be used in a high quality rally raid title. It was never released and ended up as FUEL, a post-apocalyptic open-world racing game. What happened?
When properly implemented DLSS is amazing, but until now I prefer not to have it enabled in racing titles because it honestly seems to struggle most of the time with the fast motion and rotation of wheels. F1 2021 had some horrific ghosting every time I tried it, and I’d frankly rather try to get higher-end hardware most of the time and just try to get my framerate by turning down visuals… Until now?
I went through the video NVIDIA posted on their YouTube (embedded below) really carefully and the only thing I don’t like is how the DLSS AI deals with the LEDs on the car windscreens (giving position information); It’s the only true difference that I can see with DLSS on or off. I’m extremely impressed. From what I have read in the past DLSS is heavily reliant on being passed correct 3D model information so it can quickly understand what an object is doing. It seems they did that…
Check out these framerate comparisons that NVIDIA posted:
NVIDIA’s Comparison Trailer:
No replies yet
Loading new replies...
Join the full discussion at the Race Sim Central Community Forums →