Pre-release. MXB Evolved is in development. There is no public download yet.

Features

What it does today.

Every feature, grouped the way the project tracks them, with an honest status. Where something is only partly there, it says what's missing. Screenshots come straight from the test runs.

Done works and was tested in game Partial works, with gaps listed In MX Bikes the game already does it

Lighting and colour

  • HDR scene and tone curves

    Done

    The 3D scene is drawn into a 16-bit float target with the same multisampling as your window, so bright light keeps its headroom above white. Choice of tone curve: Neutral (default), AgX or ACES, with dithering against banding.

    the game's own unedited and fixed-function draws aren't scene-linear, so the final frame is still display-referred.

  • Physically based lighting in the game's shaders

    Partial

    The game's own lit shaders are edited as they load: lighting per pixel in linear space, separate sky and ground ambient light, specular highlights with Fresnel. Terrain, objects and bike/rider paint all get it; the game's textures, masks, shadow map and fog are kept. If an edit ever fails to compile, the original shader is used.

    draws the game makes without shaders (for example the onboard bike when the game's reflections are off), true HDR output.

    The start straight with the edited lighting: warmer, more even dirt The start straight, stock lighting StockMXB Evolved
  • Sun, sky and glare from measured light

    Done

    A real-sized sun disc (0.27°, darker at its rim) drawn only where the sky is open, with lens glare that scales with how much of the disc you can see. Sunlight and shade keep a measured ratio of about 4.5 : 1; sun colour and sky gradient follow the time of day.

    Close-up of the sun disc in the sky with a soft glare around it
    Sun disc and glare (test sun position).
  • Sun shadows

    Partial

    When MX Bikes' own shadows are switched on, their hard edges are filtered soft.

    MXB Evolved's own shadow cascades and terrain self-shadowing.

    The same shadow with soft edges The rider's shadow with the game's hard edge StockMXB Evolved
    The rider's shadow: hard (stock) and soft.
  • Ambient occlusion and bounce light

    Partial

    Ground-truth ambient occlusion (GTAO) darkens creases and contact points, less on sunlit surfaces. Surfaces facing down pick up light bounced off the ground.

    occlusion of the skylight only (it currently applies to the final colour); the bounce light hasn't been judged by eye yet.

Time of day and weather

  • Time of day: sun path, night, moon and stars

    Partial

    Hour and sun-direction sliders. The sun (or moon) relights the scene, light and fog colours change with its height, the sky gets a sunset glow, and nights have stars and a moon. Noon keeps the track's own look.

    the game's shadow map doesn't follow the moved sun; unlit textures such as signs and some buildings stay bright at night.

    The same straight at 08:00, 17:00, 18:00 and 21:00
    08:00, 17:00, 18:00 and 21:00.
  • Weather: rain, snow, storms

    Partial

    Rain streaks and snowflakes, overcast light, wet-looking ground, weather haze, lightning flashes with synthesised thunder that arrives after the light's travel time. Visual only: grip never changes.

    lightning bolts, splashes, keeping rain out from under roofs. The thunder sound and the on-screen flash haven't been checked in a test yet.

    The start straight under snow
    Snow.
  • Puddles

    Partial

    In the rain, muddy pools form on flat ground near you, with screen-space reflections of the scene and sky, Fresnel and ripples.

    pools that collect in the real hollows and ruts (MX Bikes doesn't expose the terrain heights this needs), pools in the distance.

    Puddles across the start straight reflecting the sky and the start gate
    Puddles in the rain.
  • Snow layer

    Partial

    Snow settles on surfaces that face up. Your own bike stays clean.

    depth, and ruts cut through the snow.

  • Atmosphere: haze and light shafts

    Done

    Clear-air haze that turns distant hills bluish, valley haze that hugs the ground, the sun's forward glow in the haze, and light shafts. The track's fog can be scaled from 1 to 3: thicker only, never thinner.

    The far tree line fading bluish into haze The far tree line, stock: sharp to the horizon StockMXB Evolved

Bikes on the ground

  • Wheel particles: dust, roost, spray

    Partial

    Your own bike throws dust that grows with speed, clods of roost when you accelerate, and spray in the rain, all in the colour of the ground under you.

    other riders' particles, mud splats, snow, tyre and exhaust smoke. The dust puffs are still faint.

    Looking back at a trail of dust and clods behind the bike
    Looking back while riding.
  • Tyre tracks

    Partial

    The ruts themselves come from MX Bikes, which already deforms its terrain as you ride.

    tread prints pressed into the dirt.

Ground

  • Grit and stones

    Partial

    Fine grit and dark specks on the ground near you, sized in real metres.

    real stones with shadows, clods, sand ripples.

    The same dirt with fine grit and dark specks Close-up of the dirt, stock StockMXB Evolved
    Zoomed in on the dirt.
  • 3D grass

    In MX Bikes

    MX Bikes has its own 3D grass option. Nothing added.

  • Flatten painted-in shading

    Partial

    A slider that takes out part of the light and shadow painted into ground textures, so the real lighting does the work.

    not yet judged on a track whose textures carry heavy painted shading.

  • Dirt on the bike

    Partial

    In the onboard view your bike collects mud, dust or snow as you ride (faster in the rain), mostly on its lower parts and in the ground's colour, and it wears off again.

    the third-person view and other riders' bikes.

    The same view with dirt coating the plastics The bike's front, clean StockMXB Evolved
    Coating set high for the test shot.

Camera

  • Anti-aliasing

    Partial

    Temporal anti-aliasing (TAA) for steady fences, trees and track edges, with FXAA as a lighter fallback. Works with the game's own MSAA, and switches on alpha-to-coverage for see-through textures when the window is multisampled.

    per-object motion for other riders; the visual gain of alpha-to-coverage hasn't been judged yet.

    The same fence line with temporal anti-aliasing Fence line and trees, stock, with jagged edges StockMXB Evolved
    The fence line along the far side of the track.
  • Lens: motion blur, bloom, sharpening, vignette

    Done

    Camera motion blur like a 1/120 s shutter (adjustable), with your own bike and hands kept sharp. Bloom, contrast-adaptive sharpening and a light vignette.

    other riders' own motion isn't separated from the camera's yet.

    The ground streaking with motion blur while the bars stay sharp
    Riding across the infield.
  • First-person camera

    In MX Bikes

    MX Bikes has its own onboard camera. MXB Evolved doesn't change the camera or the field of view.

Coming with the launch

Licence activation and the in-game update notice are being built for the launch, when MXB Evolved goes on sale on this site.