Disclaimer... I am in no way affiliated with the game. They wouldn't give me a job. And I asked nicely.
RENDERER
- brand new particle system with smoke, dirt and spray and impact effects
there's a fallback video setting to disable the more expensive effects
This is quite a significant change. (I don't think we've seen a particle system until this point in ACE? I can't recall one pre-0.7...) It seems quite performant, but I am running on a lowly 5090. The particles, from what I've seen so far, seem pretty basic. The fact that there is a fallback option suggests some of the effects might be quite intensive, but it isn't immediately obvious
why they might be so intensive. I haven't looked too closely yet but I am not sure just how grounded the particle system is with other game engine components. For example, are the particles volumetric? Or simulate some level of volume in order to scatter light contributions? In fact, are particles a constant colour or are they included in the lighting pass (effectively giving particles that are affected by indirect and direct light sources in the game?) I can't say I've looked or seen evidence of this yet. The particles all seem quite common and flat in appearance. Also, are the particles affected by the physics in the game? Are particles affected by turbulence of passing cars, etc.? No idea - I would think not as this could also get expensive at scale.
Regardless of the above, the addition of the "new" particle system is a significant change as it potentially has fingers in different pies. I'm not sure if the particles are running wholly on the GPU or if they rely on some fixed-step pre-processing/update by the CPU. Either way, a significant change. But I think it needs some work as the effects look quite underwhelming if I'm honest. Early days still!
- renderer update that improves indirect specular contribution when the car is in shadows: effectively it reduces the glow we have had while the car was going from a sunlit condition into a shadowed one, plus in overcast conditions in general
this is enabled both on car and environment materials, so shaded conditions should blend better now across the board
Sounds like a bug fix or rendering quality improvement. It suggests lighting contributions were incorrectly calculated and/or applied in the shader when a car is shadowed. The "glow" was probably caused by too strong reflected environment lighting giving the impression that the car was not shadowed when it actually should have been. Hence, this sounds more like a minor improvement/fix rather than anything significant.
- fixed subsurface scattering contribution when glominess dominates the scene
Not sure what this means. Perhaps they mean "gloominess"? This sounds like a bug fix under certain lighting conditions (e.g. gloomy). Subsurface scattering is when light penetrates a surface, bounces around for a bit, then exits the surface. Usually applies to things like skin, paint (some), rubber, wax. It's the sort of effect you get when looking at a torch shining through your fingers and you get that strange red glow where some light from the torch is actually penetrating into your skin before exiting and entering your eye. Or if someone is stood between you and a strong light source and their ears appear to be partially see through and red due to the strong light partially penetrating them and scattering beneath the surface. If that makes sense. I digress - this sounds like a bug fix.
- fix dark halo caused by "negative" MIE scattering on cloudy scenes
Sounds like an another bug fix. Mie scattering describes how light interacts with particles that are roughly the same size as the wavelength of visible light, e.g. water droplets, mist, fog, smoke, dust. In atmospheric rendering, you usually have Rayleigh scattering and Mie scattering. Rayleigh handles the very small particles that are much smaller than the wavelength of light. This is what creates the phenomenon we see as blue sky and red sunsets. Mie scattering is for fog, haze, clouds, dust, etc. and is highly forward scattering - which means that light generally continues to travel in the same direction after hitting the particles. It is why fog looks brightest when looking towards the sun or headlights illuminate mist ahead of a car. However, Mie CANNOT be physically negative. It has to be zero or a positive contribution/value. The fact their calculations ended up with a negative value suggests an error in their calculations, hence a resulting inaccuracy where light might have been lost, and the resulting darkening halo was observed. I won't go deeper into the likely phase functions that calculate the angles of scattering, etc. (although it is really interesting! LOL!) - bug fix. Someone screwed up.
- adjusted vfog ambient scattering term
Quick tweak to makes things look better or appear more plausible.
- fixed glowing blurred rims (especially when metallic) in shadow context
Sounds similar to the issue where cars appeared to intensely lit when in shadow, although this appears to be made worse by metallic rims - which suggests a whoopsie in the PBR shader that lights and renders the rims. Possibly a temporal/accumulation issue given the fact it is associated with blurred rims, which is an effect that will be accumulated/calculated over time. Bug fix.
- fix for inconsistent cloud shadows
Bug fix.
- updated fog formulation (cubemap and mirrors) to use a phase function that more closely matches the volumetric one
this helps align the contribution between indirect render passes and the main pass
in practice this results in a truer reflection capture on cars, which now also includes volumetrics instead of just the clouds
A closer alignment of how fog is realised when the renderer is taking different paths, and - I think - probably results in reflections picking up volumetric fog effects whereas they might not have done so before. That is how it reads; reflections now pick up volumetric effects like fog and not just the clouds. A phase function (as with the Mie scattering issue) is a function that determines how strongly the light scatters at different angles. A fairly significant update I would think.
- changed entirely the texture streamer logic to use GPU feedback. streaming should now behave correctly, especially on larger maps
This is a big one, and arguably the most technically significant engine-level change. Bear with me...
A GPU-feedback texture streamer is a system that uses the GPU itself to report which textures (and which mip levels of those textures) are actually needed for rendering a given frame, then uses that information to drive what the CPU/streaming system loads into VRAM. It works along the lines of:
- Feedback buffer: During rendering, a special low-cost pass writes "requests" into a small GPU-side buffer - recording which texture tiles or mip levels were sampled while drawing the scene.
- Readback: The CPU reads this feedback buffer (usually with a frame or two of latency to avoid a GPU stall) to learn exactly what the GPU consumed.
- Streaming decisions: The texture streaming manager uses that data to prioritize loading high-resolution mips for visible/nearby surfaces, and to evict mips for surfaces that haven't been requested or used recently.
This is important because "traditional" texture streamers had to predict what the GPU needed based on camera position, distance, and heuristics. GPU-feedback eliminates the guesswork so...
- No over-streaming - you don't load high-res mips for surfaces that are occluded or just off-screen.
- No under-streaming - you don't miss a texture that's unexpectedly visible (e.g., a reflection, a portal, a shadow receiver).
- Works with complex visibility - mirrors, portals, VR reprojection, and ray tracing all "just work" because the GPU tells you what it actually touched.
In short, it's a mechanism that lets modern games stream enormous amounts of texture data efficiently by letting the GPU act as its own "I need this" oracle rather than relying on CPU-side guesses.
- switched to d3d12ma, using separate mesh pools
This likely refers to Microsoft's/AMD's DirectX 12 memory allocator. It can typically provide:
- better VRAM management
- fewer memory fragmentation issues
- potentially reduced stuttering
Most players won't directly notice this.
The mesh pool thing... likely another memory management optimisation for:
- better streaming
- reduced memory contention
- potentially faster loading
I think that covers the main ones.

These are my thoughts/opinions, and could be wrong!
