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This is the discussion thread for a recent post on GTPlanet:
This article was published by Kyle Patrick (@SlipZtrEm) on August 16th, 2018 in the Gaming category.
It came out last year, though it was December last year so I can understand why it felt like it was this yeardidn't the first game come out this year, tho?... lol
Well, maybe because the first GCU wasn't very good?I, too, am surprised a sequel to this game would be released so soon, because it wasn't too long ago that the first Gear.Club was released for the Switch.
Of all the racing games Switch got this...
Switch really need more racing games It have everything needed for console quality racing on the go,imagine Most Wanted 2005 on the go or TDU1 and 2.
Im surprised barely any racing games announced for Switch.
I was just thinking that PD could learn something about crafting a desirable car list from these people! P1, 675LT, Zonda, 918 - why are these all still missing from GTS?Dont get why this game is the only one with the 675LT in it..... want to drive that in Motorsport 7 haha
Zonda is coming to gts. But we don't know whenI was just thinking that PD could learn something about crafting a desirable car list from these people! P1, 675LT, Zonda, 918 - why are these all still missing from GTS?
Dont get why this game is the only one with the 675LT in it..... want to drive that in Motorsport 7 haha
The triggers on the Joy-Con (and by extension, the Switch Pro Controller) are digital instead of analogue, so it’s pretty hard to modulate throttle and brake considering that the trigger is essentially a big on/off switch. This may turn developers away.
Plus, you need to remember that while the Switch is pretty powerful for what it is, it’s still pretty weak compared to a base PS4 or Xbox One.
As much as I speak my personal preference here, I personally dislike having acceleration and brake on one axis (this is also my massive gripe with xinput). And I find triggers feeling better as pedal inputs than the stick. However if DS4's triggers have worse sensors than these of analog sticks, that's a shame.That's not an issue since the right analog stick has always been the best way to control throttle and brakes.
As much as I speak my personal preference here, I personally dislike having acceleration and brake on one axis (this is also my massive gripe with xinput). And I find triggers feeling better as pedal inputs than the stick. However if DS4's triggers have worse sensors than these of analog sticks, that's a shame.
Maybe it's a Windows driver thing? The telemetry HUD in PCARS2 on PS4 clearly demonstrates the DS4's triggers are more precise than that. Precise enough to reliably read one pixel's difference, which suggests a resolution of at least 128, given the size of the throttle input indicator.It's not the DS4's triggers, it's all triggers basically. Xbox controllers are no different. If you hook them up to certain games or profilers on PC, it shows you the exact numbers while you're calibrating the sticks or triggers. it goes 0-16 for triggers, and 0 to 256 or -256 on the analog sticks.
Which ones? The default Windows calibration means show that triggers operate nice and smoothly all across their respective axes. And they also feel as smooth in games I tried with DS4.If you hook them up to certain games or profilers on PC
Maybe it's a Windows driver thing? The telemetry HUD in PCARS2 on PS4 clearly demonstrates the DS4's triggers are more precise than that. Precise enough to reliably read one pixel's difference, which suggests a resolution of at least 128, given the size of the throttle input indicator.
As for your question, @TomBrady, it appears you get a choice of ZR or A. I don't have GCU, but I wouldn't expect it to demand precise throttle control. It was a mobile game, after all.
I'd use the right stick for any racing game on the Switch that really benefits from or needs the extra control. Maybe GCU2 will. I prefer triggers because otherwise your thumb is occupied away from the face buttons, but I also don't mind the throttle and brake sharing an axis, because I don't left-foot brake in a real car or with a wheel.
There is no throttle/brake dampening with analog inputs in PCARS2, and input dampening would not explain the ability to increase the throttle very slowly.That doesn't mean anything though. Even using the X button will appear to have smooth throttle input in most games, that doesn't mean the button is pressure sensitive. It's on and off yet shows progressive throttle input.
The telemetry is just showing the throttle response, not the precise input. It's not hard for them to make it look smooth even if its not.
...uh, the telemetry where? I'd love to see what shows you that triggers only have 16 pressure levels instead of 256 (or 128 if you use an xinput gamepad) like they should.The telemetry