DIRT 5: General Discussion

Oh PSA seems framerate issues on 1.04 are ONLY ON Playstation. PS4-PS4 PRO-PS5.

Hopefully this means a fix can come sooner since it wont need to be looked at on Xbox or pc.
 
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I wanted to know how much Evolution there is inside Codemasters Cheshire. In bold the team they belong to inside Codemasters Cheshire, their Driveclub title at the right of their name and the numbers show the proportion of DC devs on each team:

Dev Director (2/3)
Robert Karp Senior producer
Amrish Wadekar Location Lead

Production team (0/3)

Game team (0/12)

Core tech team (3/9)
Craig Beeston Physics Programmer
Nathan Forsyth Tools Programmer
Stephen Wilson Game Programmer

Graphics team (4/7)
Stephen Taylor Graphics and Low Level Tech Programmer
Dan Hawson Graphics and Low Level Tech Programmer
Howard Price Graphics and Low Level Tech Programmer
Bill Pullan Graphics and Low Level Tech Programmer

World Team (5/24)
Andrew Fletcher World Art Team
Paul Butler Location Lead
Richard Heasman VFX and World Art
Adam Biddulph World Art Team
Lewis Kennedy Functional Tester (Contract)

Technical Art Team (1/3)
Andrew Bolt Tech Art

Character + Animation Team (0/2)

Vehicle Team (1/11)
Chris Elliott Vehicle Artist

Design Team (3/9)
Alex Wild Additional Design
Paul Cooper Test Team
Mark Rocco Test Team

User interface Team (1/7)
Michael Simkins Test Team

Video Team (0/7)

Audio Team (0/7)

Embedded QA Team (3/9)
Gary Marshall Lead Tester
Tom Wilson Test Team
Phil Maggs Functional Tester

Support (0/6)

I used these to see who worked on Dirt 5 and Driveclub:
DIRT 5™ Credits
https://www.igdb.com/games/driveclub/credits

Some notes:
  • 23 of the 144 Driveclub devs are part of the 120 people that forms the Dirt 5 team. Take these numbers with a pinch of salt, for many reasons: you don't even know how bad I am at maths and there might be names repeated in some teams (some dudes worked in two teams at the same time). Also, EVO and Cheshire are organized differently. Although it doesn't matter much for the conclusion I get: not many people from DC working on Dirt 5, but DC boys have great presence in some teams (graphics or direction).
  • Stuart Ross, the creator of that magnificent OST for DR and DR2.0, is the Audio Director.
  • The best part of Driveclub for me wasn't graphics (even if they are ludicrous), but handling: only one guy of the 4 that formed the "Physics and Vehicle Handling Team" of Driveclub worked on Dirt 5. Two went with Rushy to work on Project Cars 3 and the other one went to some game called "Filthy Lucre".

edit: Embed youtube video
 
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It's another off-road arcade game that makes me wonder why we still haven't went back and explored SEGA Rally Revo's use of track deformation to make things a bit different and exciting to play.

Good callback. I can't stand the physics in Revo but the track deformation truly was revolutionary. It feels like a next gen feature. Simply improving graphics is not enough to classify a game as "next gen" in my opinion. You get the wow factor for an hour, and then your eyes just gets used to it. So much work for not a lot long term benefit.

@SlimCharles interesting work. At the end of the day, I wonder how much individual devs matter in a game like this. Driveclub was in development for 5 years IIRC, and they had the backing of a first party Sony studio. D5 seems rushed and given Codies' machine gun release strategy I doubt they have the same budget as DC. At the end of the day, bad games are due to bad decisions made by a few people at the top, and not necessarily a reflection of the quality of the devs.
 
I wanted to know how much Evolution there is inside Codemasters Cheshire. In bold the team they belong to inside Codemasters Cheshire, their Driveclub title at the right of their name and the numbers show the proportion of DC devs on each team:

Dev Director (2/3)
Robert Karp Senior producer
Amrish Wadekar Location Lead

Production team (0/3)

Game team (0/12)

Core tech team (3/9)
Craig Beeston Physics Programmer
Nathan Forsyth Tools Programmer
Stephen Wilson Game Programmer

Graphics team (4/7)
Stephen Taylor Graphics and Low Level Tech Programmer
Dan Hawson Graphics and Low Level Tech Programmer
Howard Price Graphics and Low Level Tech Programmer
Bill Pullan Graphics and Low Level Tech Programmer

World Team (5/24)
Andrew Fletcher World Art Team
Paul Butler Location Lead
Richard Heasman VFX and World Art
Adam Biddulph World Art Team
Lewis Kennedy Functional Tester (Contract)

Technical Art Team (1/3)
Andrew Bolt Tech Art

Character + Animation Team (0/2)

Vehicle Team (1/11)
Chris Elliott Vehicle Artist

Design Team (3/9)
Alex Wild Additional Design
Paul Cooper Test Team
Mark Rocco Test Team

User interface Team (1/7)
Michael Simkins Test Team

Video Team (0/7)

Audio Team (0/7)

Embedded QA Team (3/9)
Gary Marshall Lead Tester
Tom Wilson Test Team
Phil Maggs Functional Tester

Support (0/6)

I used these to see who worked on Dirt 5 and Driveclub:
DIRT 5™ Credits
https://www.igdb.com/games/driveclub/credits

Some notes:
  • 23 of the 144 Driveclub devs are part of the 120 people that forms the Dirt 5 team. Take these numbers with a pinch of salt, for many reasons: you don't even know how bad I am at maths and there might be names repeated in some teams (some dudes worked in two teams at the same time). Also, EVO and Cheshire are organized differently. Although it doesn't matter much for the conclusion I get: not many people from DC working on Dirt 5, but DC boys have great presence in some teams (graphics or direction).
  • Stuart Ross, the creator of that magnificent OST for DR and DR2.0, is the Audio Director.
  • The best part of Driveclub for me wasn't graphics (even if they are ludicrous), but handling: only one guy of the 4 that formed the "Physics and Vehicle Handling Team" of Driveclub worked on Dirt 5. Two went with Rushy to work on Project Cars 3 and the other one went to some game called "Filthy Lucre".

edit: Embed youtube video
That's cool. I wonder what happen to the original 1st Motorstorm team. None of these guys worked on the first MS Game.
 
I am back into this game quite a lot after I put it down for about a week since completing career. I think my first impressions weren't super great because I jumped into it while playing Dirt Rally 2.0 for so long that the handling of the cars in Dirt 5 felt too weird. Yeah, they still feel weird, but as strictly an arcade racer, it's fine and actually a lot of fun once you get it figured out.

I've completed all of the career races and am trying to unlock all liveries now. Also trying to get the "drive 1000 miles" trophy, which surprisingly, I've not unlocked yet and there is no stat screen that shows my total distance driven. The Playgrounds mode is pretty great, some people are very creative and I'm attempting to make something myself. I've also discovered the Path Finder vehicle (I forget the name of it) has rear wheel steering if you turn while pressing in the left stick (on PS4), not sure if that was mentioned in the game or elsewhere.

I can't get over how good looking the game is, though. If it looks this good on PS4 Pro, then PS5 (or Series X) must look insane.
 
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Also trying to get the "drive 1000 miles" trophy, which surprisingly, I've not unlocked yet and there is no stat screen that shows my total distance driven.
If you do every Career Mode race, you should be at around 600 miles or thereabouts.

TrueAchievements have a handy guide for getting the rest.
 
If you do every Career Mode race, you should be at around 600 miles or thereabouts.

TrueAchievements have a handy guide for getting the rest.
That's actually good to know, thank you, so I should be nearing 1000 miles real soon! Going though many of the career races multiple times to complete sponsor challenges is racking up mileage. It's my final trophy before platinum.
 
That's actually good to know, thank you, so I should be nearing 1000 miles real soon! Going though many of the career races multiple times to complete sponsor challenges is racking up mileage. It's my final trophy before platinum.
It’s much easier now than 2 weeks ago, when it was 10,000.

I think I clocked all Achievements at something like 20-25 hours playtime, which seems about right for a casual racing game with a heavy Achievement focus on Career.
 
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It’s much easier now than 2 weeks ago, when it was 10,000.

I think I clocked all Achievements at something like 20-25 hours playtime, which seems about right for a casual racing game with a heavy Achievement focus on Career.
Damn. I don't think I even have 10,000 miles in DR2.0 after a year of play!
 
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I'm still thinking about getting Dirt 5 when it will go cheap (might be Black Friday) and looking on the YouTube videos about the game I found this one:



I find it quite interesting but also after seeing this I'm in doubt if the Black Friday is not too early to get it (as I said earlier - initially I was convinced to wait for Dirt 5 appear in some kind bargain bin).

Can anyone playing Dirt 5 confirm if those poor graphics are really that noticeable during gameplay? I'm not really sure if I'll be able to "unsee" some of these after this video when playing the actual game.
 
looking on the YouTube videos about the game I found this one:
That video is off-screen analysis of a 1080p video that IGN published, while claiming it was 4K; it was also pre-release.

Digital Foundry's a good spot for tech analysis (and the bug found in the Foundry video is already set to be fixed), but ultimately it comes down to what machine you've got.

I play on an Xbox One X and the game holds up pretty well, especially after a recent update removed almost all of the screen tearing. Even on last gen consoles the lighting stands out, I'd recommend playing the game in HDR if you can.
 
One X user here too and the game holds up very well in quality mode; graphics are solid and the delivers a stable 30fps. 👍

Frame rate mode isn't great for me - the game struggles to reach 60fps at all resulting in some very jittery gameplay in its current state.
 
A small question:

Does anyone has some tips on getting the best quality image on the PS5 video options menu?
Especifically the 3 HDR options...

Thanks in advance 👍
 
It’s much easier now than 2 weeks ago, when it was 10,000.

I think I clocked all Achievements at something like 20-25 hours playtime, which seems about right for a casual racing game with a heavy Achievement focus on Career.

Hmm, so they lowered the achievement requirement for Dirt 5, but left GRID's Around The World trophy as it is (which was much worse at 25k miles). I guess it's because you can't really rubberband grind any of the tracks in D5 :lol:

Also once again they didn't have distance tracking in the stat screen at launch (exact same mistake as GRID).

Does anyone in the dev team actually pays attention to things like these? Or is everyone too busy deciding which contents to hold back as DLC?
 
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Hmm, so they lowered the achievement requirement for Dirt 5, but left GRID's Around The World trophy as it is (which was much worse at 25k miles). I guess it's because you can't really rubberband grind any of the tracks in D5 :lol:
DIRT 5 and GRID have different development teams, and GRID got its final update a long time ago I believe.

Also once again they didn't have distance tracking in the stat screen at launch (exact same mistake as GRID).
Don't know the reasoning behind that. At least on Xbox we have a live tracker in the Achievements menu, don't know about Steam and PS5 (I know PS4 doesn't).

Does anyone in the dev team actually pays attention to things like these?
Pre-launch, presumably. Feedback on previous games helps but there's not always a guarantee that such feedback is common enough to be seen.

Post-launch, hit up the official Discord/Twitter and drop it in there.

Or is everyone too busy deciding which contents to hold back as DLC?
Dev team don't determine the DLC strategy in most cases ;)
 
@PJTierney Any info on a patch that finally fixes glitched trophies on PS5? It’s been almost a month since the game launched...
Nothing about specific bugs, but there’s this:

https://dirtgame.com/dirt5/news/dirt-5-rear-view-november-2020

Following the launch and a couple of small updates to further improve stability and overall performance, from a development standpoint we’re moving onto the first major game update, headlined by the addition of wheel support on all platforms. After setting a tentative date for the end of November, this update and addition is now moving into early-December, as we make absolutely sure that everything is good to go and your experience in the game is further improved. Apologies for the very small delay – it’ll be worth it!



Wheel support isn’t the only reason this is a major update, though – we’re bringing in some community-requested changes across the board, even more visual improvements, and some key fixes for a few issues that you’ve reported through to us. More details, including full patch notes, will be live on our channels before the update starts rolling out. We’ll keep you posted every step of the way.



We look forward to that major update rolling out soon – especially as we have a little something extra for you when it arrives. Look out for some special game additions, available for free to all players, upon this update’s arrival. All will be revealed very soon!
 
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DIRT 5 and GRID have different development teams, and GRID got its final update a long time ago I believe.

Many many many complaints across lots of forums about the unreasonable requirements for ATW trophy in GRID. Even before support was pulled completely after Season Pass 3.

https://forums.codemasters.com/topic/43455-around-the-globe-trophyachievement-problem/
https://forums.codemasters.com/topic/43345-around-the-globe-trophy/
https://forums.codemasters.com/topic/48301-grid-around-the-globe-method-for-this-ridiculous-trophy/
https://forums.codemasters.com/topic/53767-around-the-globe/
https://www.playstationtrophies.org/forum/topic/312943-around-the-globe-trophy/
https://www.playstationtrophies.org...-the-globe-g-afk-method-no-rubberband-needed/
https://www.playstationtrophies.org/forum/topic/316353-around-the-globe-full-afk-method/
https://www.playstationtrophies.org/forum/topic/318612-around-the-world-trophy-considerations/
https:// www.reddit.com/r/gridgame/comments/dhq5he/around_the_globe_trophy_ridiculous/
https://www.gtplanet.net/forum/threads/grid-ps4-around-th-globe-trophy-ridiculous.393045/

Not a single acknowledgement from the devs. Same issue with the unreasonable Two Wheels achievement. Or even in my thread over at Codies forum asking why certain liveries remain locked even though I have completed everything.

I don't want to turn this into a GRID thread, but you can kinda get an idea of why I'm so miffed at Codies, and are quick to slag the devs for similar oversights in DIRT.
 
I completed that Achievement, I know the pain of that grind :lol:

It's not something I have much control over though I'm afraid, I am responsible for Rally.
 
VW1.jpg



Update 2.00 - Wheel Support and Community Requests


A key topic in the community since DIRT 5’s launch has been the addition of wheel support, and we’re excited to bring you exactly that in Update 2.00. Whilst DIRT 5 is a much more accessible title than other previous Codemasters games, it has been designed to be equally as fun and intuitive on a wheel as it is on a controller. Using data and feedback from previous Codemasters titles, we’ve implemented a wheel support system to work across PC and both generations of consoles, to give you another way to experience each thrilling DIRT 5 event.



In terms of compatible devices, we expect the majority of modern wheel devices, that work across recent Codemasters games and other racing titles, to also be supported in DIRT 5. Much of the compatibility data has been utilised from GRID, meaning if your wheel was fully supported for that game, it’ll be supported by DIRT 5 – as well as other wheels that have released since GRID’s launch.



Modern devices from both Thrustmaster and Logitech are set to be fully supported. As for Fanatec wheels, we expect support for a selection of its wheels, and more to be added as we make further progress over the coming weeks. Peripherals, such as shifters and handbrakes, will also work if they are connected to the wheel itself. In-game, you'll have menus and detailed options to adjust input bindings, vibration, feedback, sensitivity and much more.



We’ll be closely monitoring all feedback regarding wheel and peripheral support as the update rolls out, and are committed to making further tweaks, if required, based on your reports and suggestions. Whilst this info should have you covered, we're working on a full wheel list to publish soon, too.
 
Not buying the game and not planning too (also haven't played it yet), but I'm sure more than one from old school who liked good chase cameras from old tittles (less fov etc), will have noticed that the camera allows the car to be seen while rotating at least a little bit. Just noticed it in a youtube video and it brought me good memories. I mean it's been too long already since they decided to apply a fixed camera for the car (in cmr2 we could even customize this, and in GT2 we were able to choose between the two modes, either fixed car/camera track), specially CM from CMR3 onwards, and I'd love to be able to play a rally game again with chase camera old good CMR/V-rraly2/old Evo WRC games style for the ps2. It was so much nicer and satisfying to see the car rotating and wheels spinning. I think you were also faster when that on chase.

I really can't understand how so many like nowdays chase cams. And that of DR2 with the insane fov.., omg. Wish there was a mode to make chase camera look at least like Driveclub, a lot less fov, big car on screen and seen it rotate.

The game truly shines graphically even on youtube, then it must look truly impressive even at 1080p. They have updated Evo to death, graphically speaking as well of course.
 
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I completed that Achievement, I know the pain of that grind :lol:

It's not something I have much control over though I'm afraid, I am responsible for Rally.

Well yes, I did it as well with the rubberband method, but it's just so silly to do it that way and it's a symptom of poor game design.

The Two Wheels achievements (60 secs and 5 mins) are beyond me completely.

Do you know who is the community manager for GRID? Contactable in official forums preferably because I don't have twitter and hate discord. Even if they're not gonna do anything about it, would still be nice to get some answers.
 

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