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This is the discussion thread for an article on GTPlanet:
Yeah me too since I'm on Series X.Uh cool. I enjoy those circuits very much. I’m on PS5 though so got a long wait.
No. Literally no SRO series race at the Nordschleife, and the entire point of the game is that it covers SRO series.Will they ever make Nordschleife?
Next year at the earliest.Uh cool. I enjoy those circuits very much. I’m on PS5 though so got a long wait.
Kunos is handling the game on PC, and Untold Games is handling the console port. Code has to be converted, which takes up quite a bit of time.So sad that they dont have PC and PS5 both on patch 1.8
Why is there like 1 year difference ?
But over 6 months? Why?Kunos is handling the game on PC, and Untold Games is handling the console port. Code has to be converted, which takes up quite a bit of time.
I thought about that, but Indy is part of the Intercontinental GT Challenge as well as the GT World Challenge America.I would swap out Indy for road america. It is what it is
Me too. I bought ACC for PS5 a couple weeks back but I was massively underwhelmed by the entire experience. I'd been fortunate enough to play it on a friend's PC so I was immediately and acutely aware of just how poor it is in comparison to PC. So last week I gave in and bought a new RTX 3070 rig via PC Specialist and it arrived yesterday morning. ACC is superb, obviously, but I've also been blown away by the original AC and the mods available. iRacing seems cool as well. It's a little dry and very serious but it's just wonderful having these options now, after literally decades of trying to avoid the expense of making the switch over to PC.Looks like my switch to PC just this week is perfect timing.
Had my first blast around Bathurst just last night on the newly built PC and the difference with it pretty much maxed out compared to the Series X is pretty big. Graphically obviously but the FFB feels more natural I thought.
Ha, same as me.So last week I gave in and bought a new RTX 3070
I don't have an exact answer as I'm not working on the code obviously (Or am I? No, I'm not. ) but ,again, the code has to be converted from a PC base to a console base. All things considered, I'd imagine it's a shorter, maybe easier job going from native PC to, say, Xbox as it's essentially a Windows PC in the first place, however, it uses a custom kernel (build) of Windows.But over 6 months? Why?
ACC is built on Unreal Engine, which allows developers to build code on all those platforms with the same codebase. There are no fundamental hardware architecture differences, both PS5 and Xbox Series are basically PCs with AMD x86 Zen 2 CPUs and RDNA 2 GPUs. Any low level kernel differences will most probably be handled by the Unreal Engine itself.I don't have an exact answer as I'm not working on the code obviously (Or am I? No, I'm not. ) but ,again, the code has to be converted from a PC base to a console base. All things considered, I'd imagine it's a shorter, maybe easier job going from native PC to, say, Xbox as it's essentially a Windows PC in the first place, however, it uses a custom kernel (build) of Windows.
Then there's the PlayStation that uses its own system architecture. There's also the factor of how quickly Kunos can get the code to them and how long the conversion takes, as I've said before.
Well that's certainly something I didn't know. I assumed, like the greater majority of game engines, that the code was platform unique. Now, it sounds more like there's unique strings or data sets with the underlying code being the same.ACC is built on Unreal Engine, which allows developers to build code on all those platforms with the same codebase. There are no fundamental hardware architecture differences, both PS5 and Xbox Series are basically PCs with AMD x86 Zen 2 CPUs and RDNA 2 GPUs. Any low level kernel differences will most probably be handled by the Unreal Engine itself.
What I assume happened is that Untold Games forked Kunos' ACC 1.7 PC code and wrote all the necessary console-specific code. Kunos continued to evolve the PC code into version 1.8. If that code contains many breaking changes, which it seems like it does, Untold can't apply those same changes automatically. They have two choices: manually applying those 1.8 changes over the console-specific code they wrote, or re-writing the console-specific code again from scratch using ACC 1.8 PC codebase as starting point. From those options, it appears they chose the former.
Of course, the software industry has best practices for these scenarios which would solve the issues, but applying those might have meant more work and delays for Kunos on their PC efforts than they probably wanted to implement.
According to 505 Games, Untold Games is handling the conversion process, as it did for the ninth-gen console version of ACC. Fans may recall that d3t handled the eight-gen console port.
The process of implementing the PC physics update to the PS5/XBSeries console ports is seemingly not a simple task. In order to make sure each car behaves as it ought, Untold is assessing each car, each tire, each corner, and each surface individually.
That means it needs to take every possible car on every possible tire around all of the tracks, including run-off areas and curbing, in all weather conditions, to ensure the experience is consistent.
This surprisingly piecemeal approach adds significant development time, and the result is that it’s difficult for 505 Games to provide a precise date for completion. At the moment, the publisher is estimating that v1.8 will arrive “by the end of Summer in September”.
Untold is working on the core game first and, once that’s finished, the DLC cars and tracks will follow. That means the Challenger Pack DLC currently has a ninth-gen console launch window of November or December 2022.