Input lag really isn't lag?

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?)[/QUOTE]

Don't understand. Have had this nick for a while, yes, and on RSC if thats what you mean.
 
Apart from the Lag of steering wheel's what else will the patch add?

Among a lot of ancillary issues, we've fixed the freeze that some punters were experiencing. There's a lot more besides but I'd be stealing EA marketing thunder :)
 
I cannot believe the devs are keeping an eye on this forum and that they allready fixed the two main issues that prevented me from buying the game (the imput lag and the FFB issues).
I'm definitly getting this one next week (I had a great time playing the first one and still do from time to time)
I just hope they also fixed the freezing that occurs when playing online (not that I plan to play online all that much but its allways good to know that I can without problems)

Thanks for keeping us posted.

EDIT: beat me too it... the freezing is fixed...:D
 
Hi Ian, wanted to say great game as well. I like the improvements with the AI, significantly better than in Shift 1. Just wondering if someone in your QA with access to a G25/G27 wheel, can provide a suitable default setup for the wheel with the new lag patch in place, and please include it as part of the patch release. I think thousands of wheel owners would be greatly appreciative. We can tweak it of course based on our preferences, but a good baseline would go a long way.

Unfortunately, I've stopped playing Shift 2 because of the 5 or 6th challenge with the Alfa 8C in Brands Hatch is just unplayable for me, even with the G27 settings suggested in AWD's OP (3rd revision). I have to literally twist my arm in an uncomfortable position to get the wheel and hence the car to turn in the corners, and the car is still understeering. Since, it's a temp car that is provided I can't tune the steering ratio to get a faster turn in. Plus the mentioned input lag doesn't help.

Anyways, looking forward to the patch so I can have fun with Shift 2 again ;-)

Sorry, forgot to mention - PS3 with G27 wheel.

BoWing007
 
So excited again now even though after dialing in some wheel settings, the game is still enjoyable for how it is now. Imagining what it will be like after the patch is release will be even more better.
 
There are a lot more options on Shift1 as far as re-mapping controls.(ie h-shifter) Is there a reason why these were left out on Shift2?
 
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 ;)

WOW, this is the best!!!
I play the game alot on ps3 (ds3 controller) and love it. Just a simple request, i wonder if you will stop the text rolling so fast in the setupmenu, springsettings i think, i cant read now would be nice to scroll the text instead of autoscrolling i just cant read it now.
Just a minor detail...but if it takes to much time just put it on later and help the others with more important issues.

Thank you for just letting us know you are working on making the game even better!!!
 
IanBell
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.

Killing this bug will immensely improve this game!

How is full support for the T500 and game recognition for Fanatec GT3rs/GT2 coming along?

I've taken the plunge and bought DLC. I'm invested, I can't dump the game if it makes me mad. I really hope you guys support S2u more than you did S1.

S2u is VERY fun.

Can you guys bump it up to 1080p to match GT5's pristine track visuals?

As for all if the steering, gas, and brake adjustments. Can we select a simple "default" option that would take all of that out of the equation? It could be a "SMS Optimized Controller (and wheel) Setup".

GT5 just feels "right" and doesn't need a whole bunch of 'hit & miss' attempts to get the controls to feel right. Ultimately leading to frustration for some and bliss for those who nailed it. Then depending on how a car is tuned, all those adjustments might need to be tweaked.

I personally feel they just complicate things. This goes all the way back to TOCA 3 vs GT4 and GRID.

Thank you for responding!!! It makes us feel special when a developer or head honcho interacts with us :)
 
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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.

Excellent to hear. I'm hoping this will take a very good game to being a great one. Thanks for your effort in keeping us informed also. It is greatly appreciated.
 
No, it's really lag.

The www.thesixthaxis.com doesn't know, they are just posting what they find here and on the NFS message boards. I think it's funny since they keep linking to my initial post about the problem. However they should have quit while they were ahead because now they are spreading misinformation. Technical problem, not related to HUD elements, needs fix. Period.

I am not sure why you :: pointing at IanBell :: haven't posted this on the EA NFS boards though I am going to remain optimistic this is legit and a fix is coming. But I am left scratching my head, wondering why it took so long to speak up? This game is taking an absolute beating on Amazon. And to post about a patch on GTPlanet? It doesn't make sense. I am going to leave before my skepticism gets the better of me.

-DD
 
JediRage
GT5, pristine track visuals. Does not compute.

Autumn Ring makes the blue screen flash in my eyes.

Not me. Clean and sharp are things of reality. What I'm pointing out is if the PS3 is capable of better graphics than 'the other console', then the game should be bumped up to maximize those capabilities. The PC looks better overall for a reason. You don't need an uber high end rig to see that the PC version has better graphics than the consoles. There is no reason the 360 should have better graphics than the PS3. And if the Wii or PS2 or iPhone had versions of S2u, we would see graphics degradation where appropriate.

GT5 is the benchmark for console racer graphics PERIOD. I would hope S2u can be tweaked to get closer to that benchmark. Optimizing the game at 1080p and 60 FPS would be the starting point.

Jedi, you might want to step up to an HD display buddy. Or at least take your tv out of torch mode.
 
«...»So the period of a 400 Hz sine wave is 0.0025 seconds. In milliseconds (l/l, 000ths of a second) that's 2.5 ms (0.0025 times 1000). «...» according to google you're right :D
 
There is no reason the 360 should have better graphics than the PS3
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.
GT5 is the benchmark for console racer graphics PERIOD.
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.
 
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.
 
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.

Okay, bad wording on my part, but now at least I grasp the concept. Thanks again. Done hijacking the thread w/ disinformation now.
 
deftonesmx17
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.

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.

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.
 
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?
:lol:

http://replay.waybackmachine.org/20...s.com/products/beast/technical-specifications
http://replay.waybackmachine.org/20....com/products/turtle/technical-specifications
http://replay.waybackmachine.org/20...luminatelabs.com/products/reference-customers

The blind at the exit of the tunnel is only present in a few tracks and its delay and intensity is a deliberate effect.

I think that you don't understand what a benchmark means, even with not being perfect and not maxing every graphic category GT5 is doing more per frame than any other console racer.

Games that do something better than GT5 actually fail on other aspects like resolution, framerate, polygons or effects. As a whole and computational wise is unrivaled and until the new consoles arrive I doubt that you will see another game doing most of the things that GT5 is doing now at once(1080p/60, volumetric smoke, 16 premium cars on track, realtime day change with dynamic shadows, real time weather, photorealistic lighting engine, realtime damage, physically affected rain particles, etc).
 
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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.

Remember Shift 2 is multi-platform, GT5 is PS3 only. Zer0 is right, they made GT5 specifically for PS3 hardware and played to its strengths. Multi-platform development requires trade-offs where you make some platform specific tweaks. Shift 2 did a terrible job on that last step.

-DD
 
There's a reason other racing games don't max out specs like GT5 does. Because they realise that at the end of the day it's just numbers and they don't necessarily improve the overall performance.

It's not like the choices GT5 has made are clearly superior to other racing games.
-Is 60fps that regularly tears and drops to 40-50fps better than a stable 30fps? Maybe to some, maybe not to others. Definitely not clear-cut.
-Is 1080p with graphical issues in the shading and smoke effects superior to 720p with good effects? Debatable, depends on what's more important to you.
-Is having multi-million poly cars on previous generation level tracks superior to having lower level cars and better modelled tracks? Opinion is important here.

At the end of the day, GT5 does not consistently reach the specs it is advertised as (1080p, 60fps). And it makes major sacrifices to other content (tracks, smoke, shadows, effects) to achieve what it does. In some areas it is advanced, the premium cars are like nothing seen in any other game. But that alone does not make it worthy of being emulated by every other racing game out there. As some of the screenshots posted here show, in the right conditions Shift 2 is every bit as spectacular looking as GT5 is.
 

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