Thanks for that, but I'm wondering, is that 10 new tracks to the whole franchise, or 10 new tracks that where not in FM5?
I don't see how they're gonna fall into irrelevancy in a genre that is literally 4 games strong on consoles. Aside from GT nobody else challenges them in sales or more importantly amount of content/features in one package. People still want to have lots of cars in one game, PC/AC don't match in that department, customization/tuning/upgrades are again a step above everything else out there. Now that PCars is out you can enjoy the experience of dynamic ToD/Weather there, the two titles can co-exist perfectly, I have enough space on my hard drive to keep both and play whichever game I feel like playing.To not fall into irrelevance within the racing genre.
That is your personal opinion, not a fact. I know that I would straight up refuse to buy a T10 game that has framerate drops, solid 60fps in their games is a legit selling point for me and differentiates them not only from the rest of the genre but the rest of the gaming industry. People like to state 1080p/60fps as the holy grail and then when a dev actually achieves it they say it's not important. I've had nice experience with PCars' dynamic systems and it's a major selling point for the game considering everything else is very barebones in the game, it's a unique feature than nobody else has, but I hope they continue to improve the performance because when it slows down those are the times when I'm not having a great time with the game despite the added visual flare.My whole argument was that these dynamics add more to the racing than a solid 60fps.
Please provide some sources about F1 using F+?A full Forward+ rendering engine coming to XB1 at 900p at a framerate closer to 30fps than 60fps with very little going on in terms of dynamic lighting.
Same, which is why I have no qualms owning multiple games.
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Instead of putting a lot of time into small details in physics for track side props, why not have the track artists design art for time of day or weather? Instead of using up CPU or GPU cycles for physics props, why not calculate dynamic weather?
Show me a single game that has great crash physics. From my experience they're all mediocre. As long as the performance/handling is affected I don't give a damn about visual side of things, we're never gonna see burnout style damage in these games, so might as well stop hoping.Now while I fully expect someone to chime in with "but simulation damage was off", let me stop you right now. I fully believe that if the crash physics were all that, T10 would be showing it off in sublime manner.
Well, thats because it is quite literally off. No damage occured what so ever, not even the pop up for mechanical damage. The mechanical damage has always been great. The visual damage seems to improve ever iteration though, so I'm also interested to see what comes out of it on the final game.Now while I fully expect someone to chime in with "but simulation damage was off", let me stop you right now. I fully believe that if the crash physics were all that, T10 would be showing it off in sublime manner.
Show me a single game that has great crash physics. From my experience they're all mediocre. As long as the performance/handling is affected I don't give a damn about visual side of things, we're never gonna see burnout style damage in these games, so might as well stop hoping.
Well, thats because it is quite literally off. No damage occured what so ever, not even the pop up for mechanical damage. The mechanical damage has always been great. The visual damage seems to improve ever iteration though, so I'm also interested to see what comes out of it on the final game.
I don't see how they're gonna fall into irrelevancy in a genre that is literally 4 games strong on consoles. Aside from GT nobody else challenges them in sales or more importantly amount of content/features in one package. SOME People still want to have lots of cars in one game, PC/AC don't match in that department, customization/tuning/upgrades are again a step above everything else out there. Now that PCars is out you can enjoy the experience of dynamic ToD/Weather there, the two titles can co-exist perfectly, I have enough space on my hard drive to keep both and play whichever game I feel like playing.
That is your personal opinion, not a fact. I know that I would straight up refuse to buy a T10 game that has framerate drops, solid 60fps in their games is a legit selling point for me and differentiates them not only from the rest of the genre but the rest of the gaming industry. People like to state 1080p/60fps as the holy grail and then when a dev actually achieves it they say it's not important. I've had nice experience with PCars' dynamic systems and it's a major selling point for the game considering everything else is very barebones in the game, it's a unique feature than nobody else has, but I hope they continue to improve the performance because when it slows down those are the times when I'm not having a great time with the game despite the added visual flare.
Please provide some sources about F1 using F+?
At the same time, we know for certain mechanical damage is there, and that it works well, but it's still not shown in the video. However, I also would like to see if there is any change in that department.That's all I want to see. Why not show it at E3? When certain features are not shown, I am forced to wonder why the developers might be hiding it.
Just about every single racing game ever made is guilty of this. You can only simulate damage so far.That's a great question. On top of that, I see a car traveling at over 100 MPH smack into a wall as if it was nothing. But hey, the tires along the barricade flew in the air, right?![]()
Since when has T10 ever advertised its crash physics as "all that"?Now while I fully expect someone to chime in with "but simulation damage was off", let me stop you right now. I fully believe that if the crash physics were all that, T10 would be showing it off in sublime manner.
Maybe because every developer knows better than to show everything at once? Ever heard of building hype?That's all I want to see. Why not show it at E3? When certain features are not shown, I am forced to wonder why the developers might be hiding it.
And neither do you, some people want a hardcore experience and some want a laid back one, so what's the problem with PCars doing the first and Forza doing the second? Don't like it, don't buy, it's pretty simple. Why do you feel the need to **** on the game if you're not gonna play it anyway?BTW I added some to your statement because you don't speak for everybody.
If the majority of consumers don't care then I don't see the problem. The time saved on migrating to a new engine can lead to better polish, which T10 and Codemasters have shown over the years and SMS hasn't. They've got this deferred rendering and everything dynamic, but the games' performance is uneven to say the least and polish wise it's more akin to an alpha build than a compete polished AAA experience you get in other racers, not to mention that it's not using PBR and is essentially rooted in lastgen tech with the majority of tracks seemingly carried over from Shift 2 with minor improvements.it's just easier to get from A to B using that solution if your a developer, It's not the best solution for the consumer. In development world, time is money.
Yes. Yes. YES!Rain confirmed for nordschleife on gamespot e3 live from Dan Greenawalt. He said that there are 500+ puddles on the ring.
And neither do you, some people want a hardcore experience and some want a laid back one, so what's the problem with PCars doing the first and Forza doing the second? Don't like it, don't buy, it's pretty simple. Why do you feel the need to **** on the game if you're not gonna play it anyway?
If the majority of consumers don't care then I don't see the problem. The time saved on migrating to a new engine can lead to better polish, which T10 and Codemasters have shown over the years and SMS hasn't. They've got this deferred rendering and everything dynamic, but the games' performance is uneven to say the least and polish wise it's more akin to an alpha build than a compete polished AAA experience you get in other racers, not to mention that it's not using PBR and is essentially rooted in lastgen tech with the majority of tracks seemingly carried over from Shift 2 with minor improvements.
You're absolutely insane if you think deferred would give them a lot more performance to achieve ToD.
I don't know how you haven't notice the aquaplaning effect in gran turismo, and in fact it is very easy to loose the grip when is raining.I've played GT5/6 quite a bit, it doesn't have aquaplaning, simple as that.
In oil you loose the grip instantly and aquaplaning it's the sameAquaplaning is not like driving on oil either.
I don't think it is about sacrifice cause we can look at PD, they have added dynamic wether day/night cycle ,rally and all this stuff in 1440x1080p on a 2006 consoleIts funny seeing people saying that t10 is lazy, because they had to sacrifice the dynamic elements of night or weather for rock solid 60fps, but at the same time ignoring the fact, that SMS had to sacrifice a rock solid framerate and 1080p resolution to do those dynamic effects on xbox one. Game development is about sacrifice.
I don't think it is about sacrifice cause we can look at PD, they have added dynamic wether day/night cycle ,rally and all this stuff in 1440x1080p on a 2006 console
Then I would be unhappy. It isn't as good as you think it is, although 450 cars solves the problem a lot better than 320 does.
I am disappointed about one thing. They went and made some fake Forza Team cars. Someone ate the Polyphony book on adding duplicates now, didn't they...
Oh for god's sake, how are they duplicates? They are special editions of cars with special paint jobs that clearly aren't there to boost car count as not everyone will even have them.I am disappointed about one thing. They went and made some fake Forza Team cars. Someone ate the Polyphony book on adding duplicates now, didn't they...
(I know about the three blatant duplicates in FH2 (the G-Shock 370Z, the FF Supra, the Cheetos F-150) but this is a bit more extreme).
Oh for god's sake, how are they duplicates? They are special editions of cars with special paint jobs that clearly aren't there to boost car count as not everyone will even have them.
You're thinking of this as x number of cars but some of them are just the same car with another paint job. Instead, you really should be thinking of this as y number of cars with some additional special Liveries for some cars on top of that.If anything thats worse, a car pack of 10 tuned and painted cars that they are flogging as DLC
If anything thats worse, a car pack of 10 tuned and painted cars that they are flogging as DLC