Three Fields Entertainment https://www.threefieldsentertainment.com Wed, 27 May 2026 13:07:07 +0000 en-GB hourly 1 https://wordpress.org/?v=6.8.5 https://www.threefieldsentertainment.com/wp-content/uploads/2019/01/cropped-favicon-32x32.png Three Fields Entertainment https://www.threefieldsentertainment.com 32 32 Wreckreation Update 18 – the Physics Update! https://www.threefieldsentertainment.com/2026/05/27/wreckreation-update-18-the-physics-update/ Wed, 27 May 2026 13:07:07 +0000 https://www.threefieldsentertainment.com/?p=5268 Like the title suggests this update is heavily focused around physics

A lot of the work has been about making vehicle interactions feel more believable and less unpredictable. AI should behave more consistently when colliding with you in the Takedown camera, traffic are less likely to suddenly launch itself across the map at warp speed, and we’ve improved some impacts that could produce odd reactions or instant takedowns from very minor contact. There’s still more work to do here, but it should feel a lot more solid

There’s also a good number of general fixes and improvements as well, including reduced shader stalling, the much requested ‘finish times on race results in all circumstances’, audio muting removed in VOIP, UI clean-up and a number of crash fixes.

Full list below

General

Added finish times onto race results screens regardless of whether you beat your best time

Fixed audio muting in online games when someone uses Voice Chat

Fixed crashes caused by swapping events on the map if you remix a public event while your vehicle is also in the trigger

Remapped the Rate button to prevent accidental ratings when swapping events

Fixed incorrect reporting of “Other Stats”

Optimised shaders to help reduce stalling

Added warning not to remap arrow keys

Removed “Experimental” label from LiveMix buildings

Fixed broken HLODs on Lanois Bridge and Observation Towers

Physics / AI

Reduced glitching when AI hit the player car during takedown camera

Fixed AI getting shot forwards when grazing the side of your vehicle

Fixed a bug where AI vehicles could drive inside one another (although we’ve found another version of this when they respawn in Road Rage, so that’s next on the list)

Fixed an issue where traffic could fly around at extreme speeds or move laterally across the road

Made AI slightly tougher against walls and each other so the slightest touch doesn’t immediately result in a crash/takedown

 

Have fun!

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Wreckreation Update 17 – Fixes for Online Crashes and Disconnects https://www.threefieldsentertainment.com/2026/05/05/wreckreation-patch-11/ Tue, 05 May 2026 14:16:58 +0000 https://www.threefieldsentertainment.com/?p=5231 Update 17 is now live

Thanks to our Discord members we discovered there were some issues with online connectivity that had got much worse recently – so we have been investigating that.

We have identified the cause of a multiplayer crash occurring during the loading of online challenges. The root cause was challenges launching before they had been fully received by all players. This issue can be exacerbated by bandwidth, latency, player count and challenge size.

Patch 11 therefore includes the following changes:

* Waiting longer before a challenge starts, ensuring all players have received the data (note you will therefore notice a longer load if the challenge is large or players have low bandwidth/high latency)

* Fixing an issue where a default engine cap meant large challenges were not being broadcast to players

* Displaying challenge size as a percentage in the map popup, so players can see when they are near or over the limit

* Preventing hosts from launching challenges over 100% of the allowed size in multiplayer (these can still be played offline)

As a result of these we are hoping to see a significant improvement in the amount of Online crashes and disconnects !

Note there is still one disconnect issue remaining due to latency issues which we are still investigating. It is closely tied to how races are scored, so we want to avoid rushing a fix that could introduce unintended side effects, especially for offline races. Obviously this isn’t always something within your control – it can stem from general internet instability. Players who are geographically closer to one another are less likely to encounter these issues.

We have some more fixes in the works and will update on those soon. In the meantime do let us know how you get on with the new patch.

p.s Don’t forget we have also recently added the ability to Turn off Physical Parking Lots and instead choose your cars from the DJ menu. You can find this option in the DJ menu > Settings > Vehicles > Untick ‘Parking Lots Enabled’. This will make it quicker to find your vehicles and will also improve performance on lower end setups.

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Wreckreation Update 16 – Drift model now on by default! Improved Online performance. https://www.threefieldsentertainment.com/2026/04/14/wreckreation-patch-10/ Tue, 14 Apr 2026 15:22:41 +0000 https://www.threefieldsentertainment.com/?p=5227 We’ve had to adjust our plans slightly after a few issues came up that we felt were important to fix properly.

An update is now live with the following fixes and improvements across all platforms (unless otherwise specified):

  • [Online] Resolved a crash occurring in online sessions

  • [Drifting] Experimental Drift Mode is not longer experimental and is enabled by default. Legacy drift mode can still be enabled via the DJ Menu → Settings.

  • [Performance] Added a Setting to disable Parking Lots to improve performance (and in doing so allow car switching at any time). When parking lots are disabled, changing car becomes available under “Mix My Car” in the DJ Menu (same as it is online).

  • [Performance] Extended streaming range to prevent players from outrunning world streaming in the Weld

  • [Weld] Corrected the 0-62mph string for the Weld

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Wreckreation Update 15 – Free Content Pack 6 https://www.threefieldsentertainment.com/2026/04/02/free-content-pack-6/ Thu, 02 Apr 2026 12:58:06 +0000 https://www.threefieldsentertainment.com/?p=5220 We’re celebrating our 15th Update with this FREE Content update featuring 3 new cars and 7 new events.

A new cop car – the ever popular Maclean Aurora now comes in a Cop Variant – unlocks at 750 Licence Points

 

 

 

 

 

 

Once you’ve secured your new ride, head to any of the 4 Police HQ Parking Lots to pick it up and go hunting for the Weld WTF Shutdown

 

Shut down the Weld and you’ll have unlocked the ultimate reward car.

Get behind the wheel of the Weld WTF and you’ll find 4 brand new events waiting for you.

      • The Weld WTF Wreckoning event
      • Run to the Sun: A New Wreckoning 
      • Macgowan’s Peak 
      • Game on

Upgrade to the Weld WTF GP and 3 further new events are now yours to dominate

      • Starman’s Dilemma
      • Race to Higher Ground
      • Downhill Rampage 

The 100% requirement has been upgraded to include the new cars and new events (you don’t have to re-earn the 100% car if you already have it)

Other fixes and improvements include:

  • Fix for invisible barriers appearing in races when creating custom road events
  • Disconnect popup now only shows every 10 minutes (we didn’t want to let players disable it entirely as they would then not be uploading and downloading high scores.)
  • Correct time shows on the Mitani Suprema’s Wreckoning (5.00)
  • Alternate liveries for existing cop cars
  • Livery fix for one of the Mulsanne liveries.
  • Russian drift and drift chain message fixed
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Wreckreation Update 14 – *New* Drift Model, 34 New Liveries, and Bigger Sky Tracks allowed! https://www.threefieldsentertainment.com/2026/03/24/wreckreation-patch-9/ Tue, 24 Mar 2026 14:00:54 +0000 https://www.threefieldsentertainment.com/?p=5212 Welcome to our 14th Update

Here is what’s included:

Drifting

Our new Drifting Model, thoroughly tested and loved by our Patreon players, is now available to all players (switch to it in Mix My Car)

We’ve also made the following Additional Drift Improvements (for those who were already playing it).

⁃ Drift entry is now more consistent across all cars

⁃ Drift exit is less “sticky”, meaning there isn’t a big delay right at the end of counter-steering before actually exiting

⁃ Drift transitions have been improved

⁃ Cars are much less likely to roll over (even part way) when drifting over the start of a downward slope on Sky Tracks

⁃ Braking and Handbraking now have a larger slowing effect while drifting

Liveries

  • The Motorhead, Headbanger, Vagabond, Hauler, Powerslave, Mulsanne, Cigarello and Bison all have new liveries created by Wreckreation player ‘Biggie’ – 34 new liveries in total

  • Thanks to another Wreckreation player KekAnTing the cop cars now have county alternate liveries available via Customise My Car.

Other Fixes and Improvements

  • We’ve upgraded the Boost system on the Huntsville Hauler and Maiden Manhattan cars (and their Wreckoning versions) so they can carry 95% of their top speed when boosting offroad (to match other cars in the Offroad class).

  • We’ve fixed barrel rolls being limited to 1 roll on keyboard controls

  • Finally, last not very much not least – Sky Tracks have been optimised allowing for larger tracks to be uploaded.

 

Thanks for everyone who continues to feed back on the game. We are loving working so closely with the community. See you soon. If you’re not already there, consider joining us on Discord or Patreon.

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Wreckreation Update 13 – Worldwide Leaderboards & PC Rebinding Patch https://www.threefieldsentertainment.com/2026/03/02/wreckreation-patch-8/ Mon, 02 Mar 2026 14:04:58 +0000 https://www.threefieldsentertainment.com/?p=5206 Our 13th free update is live.

Last week, just as we were preparing to release, we discovered a 100% reproducible crash that would have impacted anyone creating events. We held the update back to fix it properly. That inevitably caused a delay, but it was the right call.

This update includes significant changes to the new drift model (now available as an option to all Patreon members – free and paid), AI and Sky Track fixes, and the addition of Top 6 Global Leaderboards for all event types.

Leaderboards

Top 6 leaderboard for every event is now shown in the Event panel for all Event types including Custom Events, via the Map (note: does not show on race results).

We have a tool to identify rogue times. If you see suspect looking times on a Leaderboard please email hello@threefieldsentertainment.com

 

Handling changes

Drift

Ben will be publishing an update later on our Patreon detailing everything that has changed about drift, here’s a preview

  • Fixed drift exit taking too long
  • Fixed bug where some cars (particularly RWD Bruisers) could spin out and become stuck driving in reverse
  • Reduced resistance when exiting a drift by steering out
  • Tuned vehicle rotation during drift, especially when steering in
  • Automatic gearbox is no longer disabled while drifting
    • This fixes the issue where you could start drifting at 50 mph in 2nd gear, boost to 200 mph, and still remain in 2nd
  • Handbrake now correctly increases turn-in (previously had no effect)
  • Tweaked steering response on certain cars to reduce lag/floatiness
  • Moved the Experimental Drift Model to a more obvious location in the DJ Menu
Here’s how to access it – remember until the next update you need to be a Patreon member (which you can join for free HERE) to access:

 

Handling

  • Fixed strange roll/spin correction while airborne
  • Handling: Tweaked suspension setup for Hooper Powerslave to make it more stable when cornering (especially on Sky Tracks)

PC

  • Key bindings can now be accessed via DJ Menu > Settings as well as Map > Help.

AI

  • Fixed AI crash when landing jumps
  • Fixed AI spinning out when shunting other cars (including the player)
  • Reduced AI confusion caused by bumps/jumps during Sky Track lap races

Sky Tracks

  • Fixed a crash that affected any track with a checkpoint on a jump where a loop came close to the top of the checkpoint.
  • Fixed a crash if you went into daydream on a SkyTrack near a junction without a road attached.

 

We know many of you are eagerly awaiting news on the Weld, Blackspots, Construction Vehicles, and more.

As we explained on our Patreon last week, larger feature updates need funding behind them. We’re continuing to work on that in parallel.

If you’d like to help move things forward, there are a few ways that genuinely make a difference:

  • Join our Patreon, even as a free member it all helps.
  • Keep playing and stress-testing the update
  • Report reproducible issues clearly (especially crashes)
  • Set leaderboard times and flag anything that looks rogue
  • Share Creator Challenges and events you’re proud of
  • Spread the word to friends who love arcade driving games

Every bit of interest strengthens the case for what we can build next.

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Wreckreation Update 12 – Keyboard & Mouse Rebinding https://www.threefieldsentertainment.com/2026/02/10/wreckreation-patch-7/ Tue, 10 Feb 2026 15:00:47 +0000 https://www.threefieldsentertainment.com/?p=5200 This is our 12th update overall (check out our FAQ for a list of all the updates we have done so far)

This patch includes the following improvements and fixes:

  • PC: Keyboard rebinding (beta) – we’d love feedback once it’s in your hands
  • Gas station repair now reliably reattaches missing parts
  • Challenges moved into a separate save game to prevent stalling for players with very large saves
  • Drift fix: reduce the chance of cars rolling over during drift
  • Cop Car Liveries: fix the cop car liveries being incorrectly assigned when damaged; fix an additional bug where police vans would have incorrect liveries applied
  • Nebraska Wreckoning: prevent the event being played in any car, and remove incorrect cars from the leaderboards
  • AI ruleset fix (Road Rage): if more than 4 AI are applied, the game will show an error and limit AI to 4 (prioritising non-penalty AI)

We have also extended access to the new experimental drifting system to all paid Patreon members – find it under Mix My Car>Handling>Drift Model where you can turn it off and on – let us know what you think. Note this was a server side change so takes time to roll out – if you don’t yet have access wait til tomorrow and if still no access then message us on here and we will check your gamertag/Steam ID etc is linked up.

As ever head over to our Patreon or Discord if you’d like to engage with other players, find online games or chat to us online.

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Wreckreation Update 11 – Free Content Pack 5! https://www.threefieldsentertainment.com/2026/01/30/content-pack-5-released/ Fri, 30 Jan 2026 13:58:21 +0000 https://www.threefieldsentertainment.com/?p=5189

We are delighted to release our 11rg update since Wreckreation launched.

And with this one we have done something a bit radical!

This pack introduces an alternative, physically driven drift model – this is currently in Beta and will be rolled out gradually, starting with a small group to gauge feedback. Once we have gauged that initial feedback and made any adjustments we will roll it out to all players.

Crucially this new system will sit alongside the existing drift behaviour – it will not replace it. Players will be able to switch freely between the two and decide which they prefer.

This Content Pack also includes the following Community requested and Patreon-voted Improvements:
  • Adds a filter to show only incomplete items on the map – this can filter by Incomplete progression events or Incomplete Billboards, Smash Gates and Live Mix Collectibles helping players mop up those last few items by type.
  • Replaces Double-Header Billboards so all Billboard collectible-related cars can be collected in Offline play.
  • Introduces a change to the reset feature after a crash – now offers both ‘Reset’ (to undamaged vehicle) and Drive away options.
  • Adds the Police class to custom events enabling players to make Cop only events
  • We have also enabled the ability to choose specific vehicle models for each AI type in all modes of play (note that the existing AI ruleset will need to be deleted when editing custom events and the new Car specific AI ruleset added).
  • The player car no longer crashes out when jumping off low Sky tracks outside events
  • Console and PC performance has been improved to minimize streaming hitches
In addition we have made multiple small world, Sign and car livery/badge fixes as well as some small UI fixes
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Wreckreation Update 10 – Fixes Incoming! https://www.threefieldsentertainment.com/2026/01/23/wreckreation-patch-6/ Fri, 23 Jan 2026 16:16:18 +0000 https://www.threefieldsentertainment.com/?p=5149 We have just published a quick patch to solve a few things we discovered this week and wanted to get sorted quickly. Thanks to everyone involved in getting this out so quickly.

Changes:

  • Fixed issue where first race would reset you back on the Sky track at the end, requiring a game reset to bypass (also affected all Sky Track races that ended with a jump off an off-ramp)
  • Fixed virtual keyboard not appearing on console when entering Share codes (to view other people’s challenges)

For Patreon members look for a poll later today asking you to prioritise what Quality of Life changes we should focus on next.

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Explanation of Graphics Settings in Wreckreation https://www.threefieldsentertainment.com/2026/01/22/explanation-of-graphics-settings-in-wreckreation/ Thu, 22 Jan 2026 14:59:52 +0000 https://www.threefieldsentertainment.com/?p=5138 In our earlier post here we provided an update on PC performance. We thought it would also be useful to explain what the different Graphics Settings do and how you can vary them to get the best performance on your setup.

Graphics settings are listed below in a rough order of performance impact, from highest to lowest. The exact impact of each setting will vary depending on hardware, resolution, and whether upscaling technologies such as DLSS or FidelityFX are enabled.

Window Mode

If you are running on hardware close to the minimum specification and using Windowed Fullscreen, the game may be running at a higher resolution than your system can comfortably support.

Fullscreen
Runs in fullscreen mode at the resolution selected under the Resolution setting.

Windowed Fullscreen
Runs fullscreen at the desktop resolution, ignoring the resolution selected under the Resolution setting.

Windowed
Runs in a window at the resolution selected under the Resolution setting.

Texture Quality

As a rough guideline, it is recommended not to allocate more than approximately 50 percent of available GPU memory to textures.

Approximate GPU memory usage by texture setting is as follows:

Low
Approximately 1200 MB

Medium
Approximately 1800 MB

High
Approximately 2500 MB

Epic
Approximately 5000 MB

For 4K resolution, at least High texture quality is recommended to avoid noticeable texture issues. For 1080p resolution, Medium texture quality is generally sufficient. Low can work at 1080p but may result in visible texture blurriness in some areas.

Allocating too much GPU memory to textures forces the GPU to use system memory instead of its dedicated high speed memory, which can significantly reduce performance and cause stuttering. The operating system also consumes GPU memory in the background, often around 1 GB even when no other applications are running. Any additional background software may further reduce the memory available to the game, which is why keeping texture memory usage well below the GPU limit is strongly recommended.

Shadow Quality

Shadow quality has a significant impact on GPU performance due to shadow resolution, draw distance, and the number of lights casting shadows.

Low
No distance field shadows. Shadows stop approximately 120 metres from the camera. Low resolution shadows.

Medium
Distance field shadows beyond approximately 140 metres from the camera. Medium resolution shadows equivalent to 1080p.

High
Distance field shadows beyond approximately 170 metres from the camera. High resolution shadows. All lights in the world cast shadows, including street lights.

Epic
Distance field shadows beyond approximately 200 metres from the camera. 4K resolution shadows. All lights in the world cast shadows.

Even at 4K resolution, Epic is rarely required. The visual improvement over High is relatively small, while the performance cost is substantial. Casting shadows from all lights, particularly during dusk or night scenes, adds significant GPU workload. For most systems that are not high end, Medium provides a good balance between quality and performance.

Foliage Density

Foliage density controls the amount of grass and trees rendered in the world and can be performance intensive, particularly in dense environments.

Low
No grass. Approximately 12 percent of trees.

Medium
Approximately 30 percent of grass and 47 percent of trees.

High
Approximately 60 percent of grass and 88 percent of trees.

Epic
100 percent of grass and 100 percent of trees.

Foliage rendering can be expensive at higher densities. Epic is intended for high end GPUs only. Medium is recommended for systems near the minimum specification, while High is suitable for more capable mid range GPUs.

Ambient Occlusion

Ambient occlusion enhances contact shadows and depth but varies widely in performance cost depending on quality level.

Low
Off.

Medium
Lowest cost ambient occlusion.

High
Medium cost ambient occlusion.

Epic
Very high cost ambient occlusion.

Unless running on a very high end GPU, settings above High are not recommended. Medium provides a good balance and avoids overly dark shading in enclosed areas.

Transparency

Transparency affects the rendering cost of most translucent elements in the game. This includes particle effects such as tyre smoke and dust, car glass, and motion blur on moving wheels.

If frame rate is generally stable but drops noticeably when driving offroad or on dirt tracks, reducing transparency quality can help.

Rendering transparency at full resolution can be expensive due to overdraw, where multiple transparent layers are rendered on top of one another. Reducing transparency resolution significantly lowers this cost with minimal visual impact in most cases.

Low
Transparency rendered at 50 percent resolution.

Medium
Transparency rendered at 60 percent resolution.

High
Transparency rendered at 80 percent resolution.

Epic
Transparency rendered at 100 percent resolution.

When using upscaling technologies such as DLSS or FidelityFX, transparency is already rendered below native resolution. In these cases, further reducing transparency resolution may affect visual quality more quickly.

VFX

VFX settings affect the complexity and frequency of visual effects such as tyre smoke, dust, and explosions.

If performance issues occur when driving offroad, on dirt tracks, or during crashes, and transparency has already been reduced, lowering the VFX setting can provide further improvement.

Low
Low VFX quality. Only the player vehicle spawns tyre VFX. Only rear tyres spawn VFX. Explosion effects do not include lighting.

Medium
Medium VFX quality. All vehicles can spawn tyre VFX. Only rear tyres spawn VFX. Explosion effects include lighting.

High
High quality VFX. All vehicles and all tyres spawn VFX. Explosion effects include lighting.

Volumetric Clouds

Volumetric clouds can have a noticeable performance impact, particularly at higher quality levels.

Low
Off. Volumetric clouds are replaced with a simpler cloud material.

Medium
Single cloud layer at a reduced quality setting.

High
Two cloud layers at a reduced quality setting.

Epic
Two cloud layers at the highest quality setting.

Unless running on high end hardware, Medium is generally recommended, as higher settings offer diminishing visual returns relative to their cost.

Anti Aliasing

Anti aliasing smooths jagged edges but can interact with motion blur and overall image clarity.

Low
Off.

Medium
FXAA.

High
TXAA high quality.

Epic
TXAA epic quality.

If FXAA is used, some players may notice increased ghosting when motion blur is enabled. In this case, reducing or disabling motion blur may improve clarity.

Motion Blur

Motion blur affects fast moving objects and camera movement.

Low
Off.

Medium
Medium quality motion blur.

High
High quality motion blur.

Epic
Highest quality motion blur.

Motion blur generally has a moderate performance impact and can be adjusted based on visual preference.

Volumetric Fog

Volumetric fog adds atmospheric depth and lighting effects.

Low
Off.

Medium
Low quality fog.

High
High quality fog.

Epic
Best quality fog.

Fog settings are tuned to be relatively low cost compared to other effects. Medium performs well visually and is a good option when tuning for performance.

Bloom

Bloom controls light glow and brightness bleed.

Low
Off.

Medium
Medium quality bloom.

High
High quality bloom.

Epic
Highest quality bloom.

Bloom has a relatively modest performance impact and can be adjusted primarily based on visual preference.


If you haven’t done already we also recommend you read our earlier post on PC performance

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