DIRT 5: General Discussion

Just got the game. Am a little dismayed by the apparent lack of vibration function. I turned it up high on the settings but still nothing. Playing on the xbox one x. Anybody else notice this or is it just me?
 
I may be doing something wrong but the Sprint races are terrible! Not only are the physics very weird to get used to but I can't keep up with the AI even when dropped to easy difficulty.

Edit: Encountered an error with cars I drove yesterday are now locked and asking me to purchase from the PS Store.
 
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Just got the game. Am a little dismayed by the apparent lack of vibration function. I turned it up high on the settings but still nothing. Playing on the xbox one x. Anybody else notice this or is it just me?
Mines been fine, also on a One X. Using a series 1 Elite Controller.


I may be doing something wrong but the Sprint races are terrible! Not only are the physics very weird to get used to but I can't keep up with the AI even when dropped to easy difficulty.
Toughest car to drive for sure.

The thing to keep in mind is that they are designed to turn left, so you should be countersteering down the straights. In the corners, lift off the throttle a bit to rotate the car and once you get back on the throttle get ready to countersteer again.
 
Just got the game. Am a little dismayed by the apparent lack of vibration function. I turned it up high on the settings but still nothing. Playing on the xbox one x. Anybody else notice this or is it just me?

I think it is a bug on some Xbox, seeing reports on it on Twitter and reddit post. My experience with D5 on Xbox has been mostly bug free so far compared to what was reported by other players on reddit.

No replays is a no go for me.
Forgetting the atrocity that Dirt 4 was, how does it compare to Dirt 3?

Not really comparable to me, no standard rally, odd car classing, I find the gymkhana arena is not as well designed as D3 and the handling feels more arcadey but it is more similar to Gravel in gameplay.

I think even with comparison to Gravel, Gravel handling physics feels better but I do love the routes design and variety in D5 a lot more.

Overall I find the game to be really fun, there seem to be sufficient track content this time.
 
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Some other things I've noticed with regards to the game (in no particular order):

- I really like how, with some vehicles (the Exocet is a very good example) dust, mud, and dirt builds up in the cockpit as well as all around the car (with the exception being the front bumper) Of course, it's kind of pointless considering the fact that the game doesn't really benefit from taking it seriously and turning off the HUD...still, it's a nice touch.

- Speaking of the Exocet, the Super Lite class is actually kind of fun to drive with the handling model the game has. The cars feel light, springy, and respond well to being drifted and hucked around the corner. However, the same sort of weirdness where there's no difference between the lightest Super Lite cars and the heaviest Pre Runners/Unlimited trophy trucks still apply, greatly.

- I guess it's a good thing that the game allows for branching paths in the career mode...because yeah, I've completely avoided doing the Sprint events with the short track sprint cars (sad too, because it's nice to see them out of a NASCAR context) and I've only done like two Gymkhana events. Which kind of isn't good for the mixed bag style that Codemasters seems to want to go, to give people an option to completely avoid events (and I guarantee people are avoiding Sprint events) in the ladder.

- The Gymkhana mode sucks. Granted, people bitched and moaned about Gymkhana in DiRT 3, but there it was at least fun to be had considering the cars were designed for it and the handling model didn't make it feel weird. Here...the two Gymkhana events I've actually completed were both in RX supercars (way too fast for this sort of thing) and the handling model just made trying to chain things weird and not very comfortable, alongside the timer not giving you enough time to really get your feet down and start building up a combo.

- The Path Finder race type is really cool! This idea of treating the race as both a race against time, and a tight rope walking exercise in a brutally powerful car is neat. It just sucks that in the times that I have played it...it's been a cakewalk, even with mistakes and being maybe a bit more tentative then I need to be. Which continues to be a running theme, at least in my experience.

- Throwdowns legitimately don't matter. Granted, they kind of didn't in DiRT 2 either, but here there's no buildup. You're just doing events, and then AJ sends you a message saying to race this person. They just come and go - there's no rivalry built up from playing them in the races, they're just people with more elaborate names then the people you've been racing already. There's no real good reward for doing Throwdowns either, it just...feels like a normal race except with one person instead of 11.

The more I play this game, the more I see some interesting (and maybe good) aspects that are cool, but they aren't enough to justify a full price purchase, and the problems that I outlined in my initial post become more glaring. It all leads to the same end - a game that simply isn't that fun when you boil it down, and while the graphics are nice (at least, on PS4 Pro, and hopefully this supposed patch might actually fix screen tearing on the high framerate mode, but I doubt it) that's not enough to plop money down day one anymore. Nor is it worth it for a handful of cool aspects or neat things that ultimately don't make a cohesive game.
 
It’s a fun game and the patch from yesterday seems to have fixed all the screen tearing issues I had on X1X. Loading times have increased though...
My bug of freezing up in the post race menus hasn’t reappeared either. Overall good patch!

Hands down the number one most frustrating thing about Dirt 5 is now the absolutely AWEFUL AI. It cheats, it drives RWD cars on ice as if it’s on tarmac, it drives as if the player car isn’t there and just smashes into it. My goodness, I can’t even remember when I played another racing game where the AI is THAT bad. To top it all off, there is no rewind button... if ANY game needs a rewind button, it’s a game with such pathetic AI...

Also, what are dynamo jumps? I need to do 5 of them for a sponsor thingy. I thought it was the blue arrowed ramps on Gymkhana events but that doesn’t seem to count (I drove over more than 5 already).

PS - pathfinder is cool :)

The thing to keep in mind is that they are designed to turn left, so you should be countersteering down the straights. In the corners, lift off the throttle a bit to rotate the car and once you get back on the throttle get ready to countersteer again.

That’s the theory behind it. Practically when playing, it just sucks and is no fun at all. And seeing the AI cheat like mad with their cars apparently having rails under the dirt in corners.... total BS and this mode (and the AI) need a lot of work.

* Sprint races and ice breaker are not fun because of cheating AI.
* Sprint races and gymkhana are not fun because of poor handling.
Summary: sprint races are very much not fun :drool:
 
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That’s the theory behind it. Practically when playing, it just sucks and is no fun at all. And seeing the AI cheat like mad with their cars apparently having rails under the dirt in corners.... total BS and this mode (and the AI) need a lot of work.

* Sprint races and ice breaker are not fun because of cheating AI.
* Sprint races and gymkhana are not fun because of poor handling.
Summary: sprint races are very much not fun :drool:
I have to agree, the three race types: Sprint, Gymkhana and Ice Breaker I have been avoiding. I really want to like them, but the wonky physics make them more frustrating than fun. And the AI will kill me in Sprint and Ice Breaker because they can take corners better than I possibly can, even if I mess with driving assists and drop it to easy.

I love the game, otherwise. It's a throwback to arcade racers that I miss and the graphics are stunning (wish I could get a PS5 soon, even). But damn, I don't like to have to avoid certain race types. I was especially looking forward to the ice racing.

Side thought. Anyone else remember RalliSport Challenge 2 on the original Xbox? That game had a fantastic ice racing mode 16 years ago with great handling physics, smooth controls and smart AI. :lol:
 
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So the Donut Media guys are in this? No thanks. I don't want to hear the shouty, cringey, content stealing & disinformation spewing douche.
 
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So the Donut Media guys are in this? No thanks. I don't want to hear the shouty, cringey, content stealing & disinformation spewing douche.
And they are not even the worse thing about the game (only because you can skip everything they say.
 
sprint races are really bad, played the second sprint race in chapter 3 (I think). Most of the AI just smash into walls at the very first turn and by the time I took the lead on the 4th lap, the backmarkers AI is moving in zig zag bouncing off 1 wall to the other like a broken game. I also notice the AI seems worse when running on very hard difficulty, they drove a lot faster but they crash and pile up way more often on sharp turns.

I think I got used to ice race and its physics quite early on because that is 1 event that I find the AI is just slow.
 
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Unless I'm missing something the game cannot be bought on Playstation store.
IMG_2020_11_07_01_09_36_0036781825902679594007.jpg

Given the mixed reviews I doubt I will buy it but even if it is really bad it doesn't seem right that it can't be purchased from the PS Store.
 
So pretty much all my worries are confirmed in the last few pages. Codies making yet another sub par game, why am I not surprised. And they will probably still win several game awards for D5, because there are no other serious competitors in the field.

How hard is it to just build upon Dirt 2 ? Improve graphics, keep adding cars and tracks, maybe a new game mode every once in a while. You don't have to reinvent the wheel every time. It feels like with every game, they pander more and more to the lowest common denominator.

They haven't been removed per se. It's a new engine with a new team (for Dirt). Sadly, it also doesn't have flashbacks, cockpit mirrors, or mechanical damages. Also, I think car collisions and dynamics doesn't look as good. Still, I think it might be a good game.

I'm just gonna quote myself here:

How can they move to a new engine that is inferior to their old engine??? I mean Ego sure has its problems, but no cockpit mirrors or damage in 2020 is just :lol:
 
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How hard is it to just build upon Dirt 2 ? Improve graphics, keep adding cars and tracks, maybe a new game mode every once in a while. You don't have to reinvent the wheel every time. It feels like with every game, they pander more and more to the lowest common denominator.

I don't think it is that different from D2 other than the lack of standard rally and championship, they barely invent anything new in this one other than the playground arena. D5 focus a lot more on multi car racing and most of the game modes are the same as before but on new tracks. Physics feels somewhat similar between the 2 when I tried it back to back.

The biggest issue I noticed is the AI is awful the higher the difficulty, they seem to just adjust the speed they drive but without consideration of the braking and cause pile ups all the time.

How can they move to a new engine that is inferior to their old engine??? I mean Ego sure has its problems, but no cockpit mirrors or damage in 2020 is just :lol:

It is still Ego engine deep inside, the Onrush engine is built based on Ego with a brand new graphics engine if I remember correctly.
 
I don't think it is that different from D2 other than the lack of standard rally and championship, they barely invent anything new in this one other than the playground arena. D5 focus a lot more on multi car racing and most of the game modes are the same as before but on new tracks. Physics feels somewhat similar between the 2 when I tried it back to back.

The biggest issue I noticed is the AI is awful the higher the difficulty, they seem to just adjust the speed they drive but without consideration of the braking and cause pile ups all the time.

The thing is, racing games are all pretty similar to each other. It's all cars going round circles. So it's the small details that matter. When you say it's not that different, it's still significant when the differences are what makes or break the game. It's just like F1 - the difference between Mercedes and Williams is only 2 seconds. Not that big in the grand scheme of things, but one is the most dominant team of all time and the other is a backmarker.

I'm not asking it to be Dirt Rally, but having a rally stage (even slightly widened) would only help expand the appeal of this game. Also it's possible to have good arcade physics that still makes sense and have depth. Easy to pick up, hard to master. Dirt 2 was like this. Dirt 3 was dumbed down and it's been downhill since.

Making more structure in career would be an easy thing to do as well. Just group it by discipline or country, instead of a hodge podge of random races. It's all just lines of code and a bit of mental effort. Also remember in Dirt 2 you have a 3D menu (same with Race Driver GRID and GRID 2). You pick a race on a world map on the table, and you go out of your motorhome and the car is right in front of you under a tent, surrounded by mechanics. The loading screen shows a nice animation of a flight to the country of the race. The sense of immersion in the game world is amazing. And here we are, 2 console generations later and we're back to static menus that looks like it's drawn by a 10 year old with a box of crayolas.

The story and voice acting also is a poor marketing attempt, and looks like they didn't even bother to properly integrate it in the game. A bunch of youtubers, really? We went from Colin McRae, to Ken Block, to Donut Media :lol:

Scaff mentioned other things like dynamic weather/time that isn't really dynamic and difficulty spikes with some car classes. Things like these just show the game lack polish and Codies is just rushing it out the door for the $$$. Dirt 2 feels solid out of the box. All these little things add up, and when you're a seasoned gamer you notice these things.

Playground idea has potential, but when the rest of the game is this bad what's the point? Why not actually invest time on a proper stage generator/creator, which V-Rally 2 back in PS1 managed to do?

I mean, in the first 30 seconds, this has wayyy more personality than the whole of D5.


It is still Ego engine deep inside, the Onrush engine is built based on Ego with a brand new graphics engine if I remember correctly.

That makes it even weirder that key features are now not available. Also see how badly Onrush flopped.

They have access to Evo Studios expertise (which made Motorstorm), also Madness engine. Why not use that?
 
Also it's possible to have good arcade physics that still makes sense and have depth. Easy to pick up, hard to master. Dirt 2 was like this. Dirt 3 was dumbed down and it's been downhill since.

The thing is D2 aged and the depth wasn't much either, at best the cars feels to have less grip compared to D5. A better arcade physics is something everyone talk about but I don't think a game could pin point a arcade physics that is easy to drive and still feels different going from 1 car to the other. Even games like FH4 where many praised it for good arcade physics but the cars still handle very similar and felt rather weightless.

As for arcade-y off road physics, I think Gravel did it better since the cars do feel different enough and it doesn feel as rigid as the ones in D2 and D5.

Making more structure in career would be an easy thing to do as well. Just group it by discipline or country, instead of a hodge podge of random races. It's all just lines of code and a bit of mental effort. Also remember in Dirt 2 you have a 3D menu (same with Race Driver GRID and GRID 2). You pick a race on a world map on the table, and you go out of your motorhome and the car is right in front of you under a tent, surrounded by mechanics. The loading screen shows a nice animation of a flight to the country of the race. The sense of immersion in the game world is amazing. And here we are, 2 console generations later and we're back to static menus that looks like it's drawn by a 10 year old with a box of crayolas.

But going back to D2 comparison, you still jump from 1 location to the other to play different events, you could be racing on China trailblazer now and the next new event unlocked will be on LA rallycross or maybe the same location but rally event. You still end up jumping from 1 location to the other going through different race modes. The structure is fairly similar to D2 but D5 lacks something like the X Game championship that D2 has as you progress and level up, considering the game has a decent amount of tracks per game mode they could have make a champioship to close out each chapters instead of just another race event like before. Odd design decision by them.

The biggest different after that will be the messy menu, I have no idea what happened to Codemasters menu design after D2 and D3. Just a weird mess or overly simplified like in DR2.

The story and voice acting also is a poor marketing attempt, and looks like they didn't even bother to properly integrate it in the game. A bunch of youtubers, really? We went from Colin McRae, to Ken Block, to Donut Media :lol:

If you hate them it could be bad but they rarely spoke either way, I don't really have an opinion on that since I don't care about it.

Scaff mentioned other things like dynamic weather/time that isn't really dynamic and difficulty spikes with some car classes. Things like these just show the game lack polish and Codies is just rushing it out the door for the $$$. Dirt 2 feels solid out of the box. All these little things add up, and when you're a seasoned gamer you notice these things.

Don't think I notice any spikes yet but broken/wonky AI at higher difficulties and unbalanced car classes is definitely more common. Like having the F2 Kit Cars in 90s Rallys along with AWD rally cars, those FWD cars has a lot of trouble keeping up and useless on ice race events. I think the VW ID Buggy in Super Lites class seems to feel underpowered compared to everything else in its class.

Not too sure on the dynamic weather comment, the dynamic cycle and weather do come and goes as you progress the race. Unless it meant the dynamic weather or environment objects like puddles did nothing in gameplay then that is true and I did mention about it probably last page. The lack of mechanic damage don't annoy me much but when it comes to like puddles and rain doesn't seem to affect grip or performance it just feels off. Also the lack of any environment effect and mechanical damage, they could have just open up all the races for all cars instead of restricting higher jumps events to just trucks and buggies, pretty sure a R5 Skoda could jump over a gap too.

The lack of polish or lack of contents seems to be the issue with Codemasters lately but I think D5 issue is due to the rush for crossgen release.

Playground idea has potential, but when the rest of the game is this bad what's the point? Why not actually invest time on a proper stage generator/creator, which V-Rally 2 back in PS1 managed to do?

They did make a stage generator for D4 but it seems to be thrown away, many of Codemasters "new features" seems to just available in 1 game and never return. The weird live track in Grid 2 never came back, D4 stage generator is gone and Grid 2019 nemesis feature don't seem to be coming back.

I don't think the Playground will be much use when you can't run online races with it, it is just time trial events. It is fun for a while but I find it rather pointless.

V-Rally 4 by KT has a pretty decent route generator when I tried it last time, at least it isn't like D4 generated routes of very similar looking and repetitve turns.

I mean, in the first 30 seconds, this has wayyy more personality than the whole of D5.


It sure does but a game personality doesn't really do much for the actual gameplay. The cars handle well and the routes design are fun to race on. If they fixed the broken AI and rollover physics, I'll say this is a Codemaster game that I really enjoy since Grid Autosport.

That makes it even weirder that key features are now not available. Also see how badly Onrush flopped.

They have access to Evo Studios expertise (which made Motorstorm), also Madness engine. Why not use that?

Things like working mirrors probably need to be rebuilt for the new graphic engine but somehow it is still not here is odd. I guess Onrush failure is on its marketing, everyone thought it will be like Motorstorm but it ends up being a weird and messy team based driving game that most of the time you don't even know where are your team mates.

D5 is made by the the leftovers of Evo Studios after Codemaster decapitate the lead position for Onrush failure (the leads of Onrush got picked up by SMS and help made pCARS 3 before CM bought SMS), the engine is rebuilt by them for Onrush at that time. Madness engine is just a recently acquired by Codemaster, they can't rebuild a whole new game in a few short months. It will looks worse than what it is now if they tried.
 
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So the Donut Media guys are in this? No thanks. I don't want to hear the shouty, cringey, content stealing & disinformation spewing douche.

Don't know who these Donut Media guys are but I don't like the sound of them! I imagine you referring to the inane voice-overs in the game.

A while back I complained that there was no vibration function in my game. Well it came back on by itself - don't know why.
 
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Is there a way to shut down those annoying cringy voices in campaign? The more I hear them, the more furious I get. :mad:
 
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Is there a way to shut down those annoying cringy voices in campaign? The more I hear them, the more furious I get. :mad:

Yeah, it's easy enough. Go to settings, audio, and reduce voice volume. I think you can also press a skip button. And yeah, they make you squirm.
 
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It is still Ego engine deep inside, the Onrush engine is built based on Ego with a brand new graphics engine if I remember correctly.

Yeah, you might be right (see 7:25), but seems like they changed a lot of stuff by using Havok.
 
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I may be doing something wrong but the Sprint races are terrible! Not only are the physics very weird to get used to but I can't keep up with the AI even when dropped to easy difficulty.

Edit: Encountered an error with cars I drove yesterday are now locked and asking me to purchase from the PS Store.
Glad I’m not the only one who has an issue with the sprint cars. I’ve never really had any experience with driving Sprint Cars in racing games before, possibly because they don’t get too much attention and after playing with them on Dirt 5, I already hate driving them.

I think the best way to master these cars is trying to drift without losing too much speed as much as possible around the track as I think that was how I was able to come in first place on the first sprint car event I did.
 
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The thing is D2 aged and the depth wasn't much either, at best the cars feels to have less grip compared to D5. A better arcade physics is something everyone talk about but I don't think a game could pin point a arcade physics that is easy to drive and still feels different going from 1 car to the other. Even games like FH4 where many praised it for good arcade physics but the cars still handle very similar and felt rather weightless.

As for arcade-y off road physics, I think Gravel did it better since the cars do feel different enough and it doesn feel as rigid as the ones in D2 and D5.

Driveclub, Driver San Francisco, Burnout Paradise/NFS MW 2012. Hell even Codemaster's own GRID 2 manages to capture the different feeling of each car while still keeping it arcade.

Anyway, I'm not gonna pick this apart in further detail. I'm just basing this off Scaff and Famine's reviews so it's not possible to make any more detailed judgment. But I think I've seen enough to confirm my worries and put off buying this game until it's cheap.

Things like working mirrors probably need to be rebuilt for the new graphic engine but somehow it is still not here is odd. I guess Onrush failure is on its marketing, everyone thought it will be like Motorstorm but it ends up being a weird and messy team based driving game that most of the time you don't even know where are your team mates.

D5 is made by the the leftovers of Evo Studios after Codemaster decapitate the lead position for Onrush failure (the leads of Onrush got picked up by SMS and help made pCARS 3 before CM bought SMS), the engine is rebuilt by them for Onrush at that time. Madness engine is just a recently acquired by Codemaster, they can't rebuild a whole new game in a few short months. It will looks worse than what it is now if they tried.

Kunos ported its whole AC physics engine to Unreal Engine, and Reiza did the same with the Madness engine. If these smaller devs can do it, there's no reason why Codies with all its resources and experience can't. Especially since they already have a trial run with Onrush.

At the end of the day, if the game isn't ready, then why release it? Just keep working on it until you can have mirrors, damage, replays, steering wheel support at launch.

Of course, the reason is so they can cash in on the holiday season and a new console release, at the cost of actual game quality and the fans' money. It's this kind of half assed mentality that irks me more than any problem with the game itself at the end of the day. And people who buy games like these at full price, are indirectly contributing to the problem by supporting the devs.

It's just disappointing to see the direction the gaming industry has taken. I'm voting with my wallet but it seems to make no difference and it's been getting worse.
 
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What do you mean? Reiza is using the Madness engine for its physics. They are even using the Seta Tire model.

That's what I meant. They need to port over all their cars' physics, which were previously optimised for ISImotor, over to fit the Madness engine. Not a small undertaking for a niche developer. Granted the Madness engine is still based on ISImotor, but it's not just a copy-paste afternoon job.
 
Driveclub, Driver San Francisco, Burnout Paradise/NFS MW 2012. Hell even Codemaster's own GRID 2 manages to capture the different feeling of each car while still keeping it arcade.

Driver SF handling was definitely great and I always forget about it. I only played a couple of races of DriveClub so I can't say much about it but BP and MW2012 handling was just snappy brake to drift on every single car, the cars barely feel any different from one another other than the speed and acceleration. Don't really remember how Grid 2 handled now but I remember I hated it back then.

Kunos ported its whole AC physics engine to Unreal Engine, and Reiza did the same with the Madness engine. If these smaller devs can do it, there's no reason why Codies with all its resources and experience can't. Especially since they already have a trial run with Onrush.

That's what I meant. They need to port over all their cars' physics, which were previously optimised for ISImotor, over to fit the Madness engine. Not a small undertaking for a niche developer. Granted the Madness engine is still based on ISImotor, but it's not just a copy-paste afternoon job.

What phyics could CM's Evo Studio port to that UE engine? If it is the same Ego physics then it won't make much difference in the way cars feel and they still have to rebuilt and tune it visually. As for the Madness engine it just impossible to fit the timeline, Codemasters bought SMS late November last year and D5 likely started production after Onrush released, they already spent 1 years working on the modified Ego engine by the time Codemaster bought SMS. Also considering CM has their own in-house engine, it is unlikely for them to went out of their way to license a 3rd party sim engine for an arcade game.

At the end of the day, if the game isn't ready, then why release it? Just keep working on it until you can have mirrors, damage, replays, steering wheel support at launch.

I think CM really needed the money, considering D4, Onrush, Micro Machines and Grid 2019 likely failed financially or just break even. The F1 games and DR2 seems to be selling very well but I don't think it will be enough to support that many failed projects. Likely why they are in talk with Take Two for full takeover now too.
 
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Does anyone know yet what dynamo jumps are? Each time that pops up I switch to a different sponsor, but I got a handful already that need this.
 
Does anyone know yet what dynamo jumps are? Each time that pops up I switch to a different sponsor, but I got a handful already that need this.

No idea on how to complete that but you can reroll that objective by pressing "Y" for Xbox on the career race selection screen, I think it cost 2000 for career objective and 1000 for race objective.
 
Yep, have to say, going PC was the best decision I’ve made in gaming this year.

finding myself firing up my PS4 Pro less and less these days after my first ever PC purchase, although I blame Flight Simulator for being way too addictive :lol:
 

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