1.02 Update live!

  • Thread starter alfaphlex
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Actually glad they got rid of the lobby names and use our PSN ID's now... Some folks amongst us don't want every Tom, Dick & Harry to see their real name. For sure, you can use your imagination and get another name online but that has caused lots confusion I guess - atleast in my case eventhough one was able to look the PSN IDs up whilst you were in a room in pre 1.02.
 
Negatory, data is sent over a network in a packet, that packet is then decoded and used by the game. if you have a full grid, that is 15 racers, constantly pushing packets out to every one else, further, that is 15 packets that your PS has to send constantly as well. Further, unlike in single player, your PS3 will also be responsible for running the algorithm that is used to place the cars on track, and figure out their trajectory in between packets received. This has to be done for every car on track. The closer you are, and the more cars near you, the more work it has to do. Go test it for yourself. get some friends, hop onto daytona with a very fast car, and watch the cars jump on your screen. Trust me, online is way more intensive on a computer than single player.


Packet data IO takes a very small about of CPU power, very small (and the actual sending the network card does for free). And the physics calculations for the cars between packets are not full on physics calculations. Remember in GT5 how cars would sometimes float in the air over jumps and things like that when players had a bad connection? This is proof that the physics model for online opponent cars is massively simplified because it does not need to be complex.

Trust me, offline is way more intensive on a computer than multiplayer.
 
No new career events then? I was hoping PD would continue to add new race series (or flesh out the existing ones with additional races) as they did with the 1.01 update.

Couldn't really care less about the red bull cars but I know some people will be interested in them; the increased credits and login bonus is very welcome though.
 
Online is actually less demanding since there is zero AI to worry about and vastly reduced physics calculations for opponent cars (since the other players PS3's are doing them).

Grid starts might cause slightly more AI overhead but the main issue I see is smoke from 16 cars at once. It does seem telling that all the grid starts that happen are all with cars that can not smoke the wheel off the line.
Considering that this is the first implementation of a standing start, I don't see it telling much yet.
As for the other, the psychics AI. Granted there is no AI to conside but any gpu/cpu power that is freed up, is used on the prediction algorithms that they use to keep cars smooth on track between packets. I think you guys are under estimating the power needed to run that algorithm.
 
Usually for a comparison you give a like for like situation...

Seems like you're not really understanding what factors are involved.

Nice. A little stronger than weak.

Is there any buffeting when you side slip into the slipstream? Remember GT5 slipstream when it first came out.

Don't get what you mean exactly.
 
I can't access the vision GT lamborghine :s

it says in development, more news later.

is there anything special i should do to access this car?
 
Red Bull X2014 Junior.

Why is the revving indicator always flashing on the steering wheel? Shouldn't it be flashing only when reaching the rev limit to shift? It got me confused a lot...
 
Don't get what you mean exactly.
If you remember GT5's first slipstream model you could actually feel the car enter the slipstream if you eased into it from the side. Your car could become a little unsettled as you entered/left the slipstream air flow.
 
Seems like you're not really understanding what factors are involved.



Don't get what you mean exactly.

You don't get it because it was not a like for like test. The video makes it look like the real setting is stronger. It does this firstly by backing off the throttle in the first demo, then in the second one the chase car is very far back for the weak setting, almost starts out out of the slip entirely.

Maybe the slip is stronger on real, i have not tested online but in offline it is certainly weaker. However hat video shows nothing.
 
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Considering that this is the first implementation of a standing start, I don't see it telling much yet.
As for the other, the psychics AI. Granted there is no AI to conside but any gpu/cpu power that is freed up, is used on the prediction algorithms that they use to keep cars smooth on track between packets. I think you guys are under estimating the power needed to run that algorithm.

Wrong on two counts. It is not the first implementation, the karts also use a standing start and also have no power off the line.

Secondly I have already explained how the physics calculations are significantly cut down and told you a way you can see this for yourself. Not sure what more I can do here...
 
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