- 587
- Utah
Guys, what happened... half of the tracks seem to now be missing.
Guys, what happened... half of the tracks seem to now be missing.
Guys, what happened... half of the tracks seem to now be missing.
The logs detail everything. Look under the next gen section.
As for how it is done. Don't know. We don't test those versions as Sony and Microsoft charge for every update so SMS would go bust before even releasing the game if we got a build every day.
When the game dev engine creates versions of the game, it creates tham all at the same time. Unless you specifically see PC: at the front of a line (which there haven't been many of for a while), you can take it as read that the update automatically applies to all versions. As Haitch said above, if it has XB1:, PS4: or WiiU: at the front of the line, then it refers to that direct version of the game (usually it will be render code, or the way the CPU/GPU/RAM is used or addressed). The updates are kept in house, the console companies charge for each released update. So although the Next-Gen versions are updated on a daily basis, none of the updates are made available for the end user, so they are not charged.
Guys, what happened... half of the tracks seem to now be missing.
Thanks to both of you for that. Very impressive. I hadn't noticed the "PC" moniker (as you said they don't happen so often) so I was wondering where consoles weren't mentioned it only applied to PC and consoles were perhaps updated later.
Thanks again.
Render:
Tweaks to reflection culling.
* DX11: MeshPrimitive profile flattening
* Adds support for compressing floats in interpolators.
* DX11: Tiny fix that reduces the number of contant buffer updates by around 1000 calls.
* DX11 Optimisations: Remove FX11 redundant SRV and Sampler state setting. Remove redundant common constant buffer pixel/vertex shader setting
* DX11 State setting optimisations: Early out and don't set constants with shaders that are null (shadows), Fix issue with zero sized constant buffers forcing a slow material path (shadows), Constant Buffer tracking reducing state setting, Full optimal/merged vertex buffer state setting.
Lets just hope at Gamescom they have the setting on Sim, and with a proper wheel/setup. They're going to Gamescom though, right?I hope they have a new build, apparently the Merc used at E3/Comic Con was from 580, that's 200 builds behind
Link to articleAlso, a review.
savegameonline.com/c3-features/hands-preview-project-cars?utm_source=rss&utm_medium=rss&utm_campaign=hands-preview-project-cars
I was wondering; seeing I'm used to the superb track animations in Grid AS, are there extensive plans to add those and more crowds in the final development stage? The tracks in PCARS still look quite deserted atm hence my question.
Especially now with the graphical power of next gen consoles, i think it would make next gen racing games stand out more if there's also more happening around the tracks, you hear the crowds and horns when you pass by, see birds and planes flying over or like you say; have marshals, pit crews, safety vehicles and such also animated to enhance the experience.I could do without detailed crowds but detailed corner workers, flags, safety vehicles, and pit crews would be nice.
Difference is that in the virtual world you can be a popular racing driver!To each their own.. but having raced at Sonoma (Sears Point) a few times, I am used to huge racing stands being empty haha..
I think the crowd will change according to the career tierEspecially now with the graphical power of next gen consoles, i think it would make next gen racing games stand out more if there's also more happening around the tracks, you hear the crowds and horns when you pass by, see birds and planes flying over or like you say; have marshals, pit crews, safety vehicles and such also animated to enhance the experience.
Difference is that in the virtual world you can be a popular racing driver!
What's this madness!!!???!!!??
What's this madness!!!???!!!??
Hmm, looks like it's something related with DTM...
Hmm, looks like it's something related with DTM...
You're right, this surprise might just be the reveal of the final discipline in their website or something else.Could be... But I don't think that the screenshot of the two Asano X4 means anything.
YES Project CARS!! I hope the demo in this event is much better than the E3 one though.
Seeing as I've known about this game over a year now, waiting doesn't bother me anymoreI'll gladly take any new Project Cars info but it's too bad it isn't November and we're all looking at the "3 days" teaser.
Lets just hope at Gamescom they have the setting on Sim, and with a proper wheel/setup. They're going to Gamescom though, right?
Actually Gamescom ain't the final show before release, they are also going to EB Expo in Sydney.This is the last show before release and SMS need to redeem themselves after comicon fail.
I'll gladly take any new Project Cars info but it's too bad it isn't November and we're all looking at the "3 days" teaser.