Good news that about the Patch for the lag, Ian i presume it will be for all 3 versions of the game. ??
Thanks for taking time out to let us know.
(Are you the original racing forum CTD BTW?)
Apart from the Lag of steering wheel's what else will the patch add?
Thanks James.
We're really happy to chat to the community and the punters who spend their hard earned cash on our work - five million on the last game. We wouldn't be here without you guys. So we thank you![]()
IanBellQuick post to say that we've removed the lag internally (well, down to hardware limits) and we're have a blast in testing with the wheels here. Some 'late in the day' asynchronous changes with a view to optimization put things out of kilter a touch. The changes mean that the input is now processed very early on in the frame and filtered through to the physics as quickly as possible.
Big thanks to gtplanet forums and members for the feedback. We do read as much as we can.
Quick post to say that we've removed the lag internally (well, down to hardware limits) and we're have a blast in testing with the wheels here. Some 'late in the day' asynchronous changes with a view to optimization put things out of kilter a touch. The changes mean that the input is now processed very early on in the frame and filtered through to the physics as quickly as possible.
Big thanks to gtplanet forums and members for the feedback. We do read as much as we can.
JediRageGT5, pristine track visuals. Does not compute.
Autumn Ring makes the blue screen flash in my eyes.
Came across this interesting article today - http://board.nfsplanet.com/index.php?page=Thread&threadID=3985 - in which it's confirmed that the original NFS: Shift had "an engine that can run unlimited threads, detailed physics parameters running at around 400 Hz on consoles". Which, unless I'm mistaken, translates to 400 milliseconds (0.4 seconds) of "input" lag for the user.
Came across this interesting article today - http://board.nfsplanet.com/index.php?page=Thread&threadID=3985 - in which it's confirmed that the original NFS: Shift had "an engine that can run unlimited threads, detailed physics parameters running at around 400 Hz on consoles". Which, unless I'm mistaken, translates to 400 milliseconds (0.4 seconds) of "input" lag for the user.
400Hz = 0.0025 sec = 2.5 milliseconds![]()
The 360 has an ever so slightly better GPU, one of the main reasons why almost every single multiplatform game looks ever so slightly better on the 360.There is no reason the 360 should have better graphics than the PS3
Not really...GT5 is the benchmark for console racer graphics PERIOD.
Thank you, sir. Where did I go wrong?
Is it 400Hz = 400 frames per second?
No, it means it can perform up to 400 "updates" per second. So let's say tire temperature gets calculated up to 400 times a second or engine torque, or w/e are the "internals" of the engine. FPS is how many times per second you get a visual feedback on the state of the vehicle.
deftonesmx17The 360 has an ever so slightly better GPU, one of the main reasons why almost every single multiplatform game looks ever so slightly better on the 360.
Not really...
Aside from the premium models in the showroom and/or photomode the game overall does not look that great.
The lighting model is akin to early style HDR used in PC games that first featured it, blinding white at the end of tunnels ring a bell?
The courses themselves do not look that great either. An almost complete lack of normal mapping on the environments for a major game released in 2010 is laughable.
A ridiculous amount of dithering on static and very ugly looking vegitation. It wouldn't be such a big deal, but many of the courses in the game are surrounded by these so called trees.
I could go on and on and this is with me completely ignoring the standard cars or the tracks which were obviously ported from GT4 as well.
The lighting model is akin to early style HDR used in PC games that first featured it, blinding white at the end of tunnels ring a bell?
Now why would any developer strive to achieve the flaws of any game... :-|
Again, Ian and his team could start with 1080p and 60 FPS.