First and foremost, without these amazing gents, this wouldn't be possible. They are the gods responsible for all this:
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[ Ссылка ]
Download Link: [ Ссылка ]
The link includes CSP Graphics settings, video settings, ppfilter and Sol Config
Join my discord community for early access of my mods: [ Ссылка ]
Songs:
Crossing Space - HYPERJAY, safetypleace, Nia.wave
one wish - akiaura
Stay with Me - BLADEFEAR
Additional info:
1st Person FOV: 66
3rd person view:
I use BACC, you can download it here:
[ Ссылка ]
Chase cam values:
Distance: 2.5m
Height: 1.8m
Pitch: 12
Chase cam 2:
Distance: 2.4m
Height: 1.95m
Pitch: 12.5
PC Specs:
RTX 3090
i9-10850k
64GB of RAM
MODS:
Content Manager:
[ Ссылка ]
Sol Planner 2.2
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CSP 1.79 preview 5
[ Ссылка ]
[ Ссылка ]
Cars:
2022 Porsche 911 GT3 (992)
2022 Ferrari Daytona SP3
2002 Nissan Silvia S15 Garage Mak
2011 Lexus LFA
2021 Toyota GR86
1998 Subaru Imrpeza 22b STi
2019 Porsche GT3RS MR
2020 Aston Martin Victor
2021 Audi R8 V10 Performance
2017 Mercedes-Benz AMG GTR
2019 Lamborghini Aventador SVJ Gintani F1
2011 Porsche 918 RSR
2020 Toyota GR Yaris 1st Edition RZ High Performance
2014 Mazda LM55
2012 BMW M3 E92
2021 Nissan 400Z Z35
2017 Ferrari 812 Superfast
2023 Porsche 992 GT3 RS
Tracks:
Santa Monica Mountains
Road America
Shibuya GRID
Shutoko
EK Tsukuba Fruits Line
EK Nanamagari
Misano World Circuit
Akina 2022
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As I was finishing the video, I realized that PURE tackles the exact same issue I tried to alleviate with AC's ambient light, creating proper sky light conditions (PURE is not a mod that just only provides 2d sky domes. It's a lot more than that and it is much better at tackling the sky issue, attempting to achieve a more realistic lighting system.). So if you're a SOL PURist, my settings are an alternative.
IRL the sky is a light, creating occlusion on the environment. In rasterized rendering, we mimic the sky light with "ambient light". In reality, the ambient light is not a real thing at all. In fact, the sky light is a part of global illumination, illuminations creating light bounces / indirect lighting, thus a conglomeration of lights creating "ambient" lightings.
The issue with rasterized ambient light is it's a single colored light in contrast to the coloration ambiguity from GI. Assetto Corsa's ambient light creates a rampant blue light, leaking everywhere in the environment, interfering with reflections and indirect lighting.
By tackling the problem, I wanted to achieve a more proper look of a sky light by adjusting reflections, ambient occlusion, exposure, bloom and color grading, all helping together to achieve a more believable sky light effect, while also maintaining good color balance and contrast ratio. The results are superb.
There's always pros and cons. Shadows can look dark because I designed my SOL config to rely on tracks to utilize the indirect light tech that CSP provides to properly illuminate the dark parts spots. An obvious fix could be to re-increase the ambient light to your liking. Hopefully more mods implement the tech; imagine Shutoko with indirect lighting..
It is by no means a perfect ppfilter nor SOL config. There's always a sacrifice to be made: some parts will be too dark, too bright; there's too much bloom, too much color; sky is too white; graphics card is about to explode; etc. At the end of the day, it's a video game :) and no matter how well you manipulate rasterized renderings, some lighting/shading effects will still look fake. All I can say is, again adjust to your liking and enjoy!
0:00 Intro
1:20 Video Settings
1:32 Sol Config
2:09 Comparisons
2:42 Awful 3rd Person Controller Gameplay
3:16 Awful 1st Person Controller Gameplay
![](https://s2.save4k.ru/pic/TkaO3h__EG8/maxresdefault.jpg)