1. Street Legal 1: REVision
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  3. Update Feb.02.2025: Vision REVision!

Update Feb.02.2025: Vision REVision!

[h3]Video[/h3]
  • Added in-game option for MSAA. Defaults to 4x. If you see a performance regression, this is probably why.
  • Added option for vertical sync.
  • Added options for texture filtering. Results can vary per GPU vendor / generation; Reduce this if surfaces appear oversharpened. Doesn't meaningfully affect performance.

These basics no longer need to be forced via graphics driver :)
[h3]Damage[/h3]
  • When a body part is fully destroyed from an impact, damage to chassis is now applied from the point of impact, not the part's attachment point. This means no more weird stretched engine bays from impacting the hood, or stretched rears from ripping off rear bumpers. Damage is more predictable, and more varied now.
  • Reduced how much health far-away parts lose from chassis impacts - you're much less likely to shed ALL parts from a big impact now.
    This change does not apply to imported SLRR cars, as the extra damage is needed to make sure their removable fenders fall off.
  • Reduced the boosted engine block impact resistance from 225% to 150% to compensate for the above change.
  • Opening trajectories of hinged parts can now be offset according to deformation.
  • The suspension segments of the damage indicator will now light up to indicate suspension mount damage on the chassis, if this is more severe than the normally-indicated shock wear.
  • Fixed some wheel damage parameters not saving.
  • Driveability of cars with missing wheels is back to how it was in SL1.
  • Brakes scraping on the ground no longer produce tyre squeal.

[h3]Performance & stability[/h3]
  • SSE/SSE2 CPU instructions are now in use. We've observed a performance improvement of up to 20%, but SL1R now requires a CPU made within this century :(
  • Reduced renderer CPU overhead.
  • Vertex processing is now fully performed on the GPU, if supported.
  • Resource cache is now only cleared when memory usage gets too high. This means less stuttering!
  • Fixed police cars sometimes bugging out, then sometimes causing screen flickering and/or game crash.
  • Fixed several bugs in car engine performance calculations, causing the tach needle to disappear and subsequent stability issues.
  • Engine performance calculations can now skip redundant steps (slight speedup).
  • Heavily deformed or misconfigured hinged parts will no longer cause game stability issues.
  • Fixed the "two cursors" fullscreen startup focus bug.
  • Fixed eventual crash after minimizing the game with an active decal preview render while in fullscreen mode.

[h3]Cars & parts[/h3]
  • The unique repair price of tyres is now considered when calculating sale price. Tyres above 80% wear are considered 'like new', and can be sold without the new penalty.
  • Similar logic applies to brakes.
  • Fixed Yotta headlight glow position.
  • Brake & reverse lights react to your inputs without delay.

[h3]Valo City[/h3]
  • Fixed police not ramming those who refuse to stop. Unlike in SL1, they will calm down if you DO stop.
    We'd like to hear from you guys on this! Maybe they should stay as brutal as they were in the original? :)
  • Birds don't sing at night anymore.
  • Fixed traffic cars stopping too late before intersections.
  • Improved traffic flow control - you will now see traffic cars driving all the expected roads when you look across the water into a locked area or sneak past the barriers :). A rare 'wrong place at the wrong time' game crash is also avoided now.
  • Fixed opponents sometimes getting stuck in first gear.

More to come! Stay tuned! :)