Silent
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cookieplmonster.bsky.social
Silent
@cookieplmonster.bsky.social
Game developer, modder, reverse engineer, legacy code specialist. I port games for a living and patch them as a hobby. Also known as CookiePLMonster.

https://cookieplmonster.github.io/
Interestingly enough, the game doesn't expose Unreal's Reflections Quality setting, and locks it at Epic. Forcing Low reflections results in a noticeable quality degradation, but saves only a few FPS for me in an extremely GPU bound scenario (1440p, 150% res).
November 17, 2025 at 9:02 PM
Oh, I slightly misremembered - it was about FOLDERID_Screenshots, aka %USERPROFILE%\Pictures\Screenshots. That one isn't guaranteed to exist so apps should ask for it to be created if they query the path for writing
November 17, 2025 at 3:30 PM
Bonus points for when they assume this directory exists, which isn't always the case and you should pass a create-if-needed flag to SHGetKnownFolderPath
November 17, 2025 at 3:03 PM
2005, I finished 2012
November 16, 2025 at 1:23 PM
So back to how it was in the 1990s and 2000s
November 14, 2025 at 11:24 AM
I since realized there is SOME logic to it, as those gamepad mappings are menu actions. This DOES make sense, but they should have given them a separate sub-section
November 14, 2025 at 9:46 AM
No luck sadly
November 13, 2025 at 10:50 PM
Not bad looking at night, very simple but with a clear and sharp image. Unfortunately, they don't even let us hide the HUD, let alone offer Photo Mode, so the only trick I got is taking screenshots directly at the start of the race...
November 13, 2025 at 7:11 PM
Tried the option in TXR so I know what to expect, then tried it in Nascar and it shows nothing. So engine.ini is either not read, or there's zero Lumen.
November 13, 2025 at 4:32 PM
Reposted by Silent
It runs well! I'll note that I didn't see extensive options for things like lighting and global illumination. There were only options for dynamic and screen-space reflections. You'd obviously have a better sense of what is going on under the hood, but I think the result looks great.
November 13, 2025 at 3:35 PM
It is 5.5 indeed. I will try that, thanks! The game creates engine.ini by itself, and puts a lot of paths in [Core.System] at the moment
November 13, 2025 at 2:55 PM
OH! I was asked about this issue recently and I could not reproduce it, but "Advanced particles" could be the missing piece.

I plan to look into 04 and 2005 at some point, but at this point I can't promise anything, I already feel like I'm overpromising
November 13, 2025 at 1:21 PM
And indeed, UUU and UE4SS both insta-crash the game on some random thread with a scrambled rsp value and a bogus address (20000 in my case). Very clearly getting slapped by anti-tamper right there 🤕
November 13, 2025 at 1:20 PM
Yes of course the "best" approach would be to preload all cars, but I was thinking more in terms of a classical "show a loading screen, and do not show the car until it's -fully- done loading, highest mip levels and everything". That is the part I'm not sure Unreal can provide.
November 13, 2025 at 1:20 PM
Isn't this that Unreal gives you a load completion delegate before the highest mip is loaded? At least this looks like they are showing the asset ASAP and not waiting for a full load.
November 13, 2025 at 12:31 PM