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#51 | |
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Senior Member
Join Date: Sep 2006
Posts: 1,365
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Quote:
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#52 |
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Member
Join Date: Jul 2006
Posts: 409
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Anyone know if the cars get lighter as fuel gets used up?
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SHENMUE 3 ... Do you want to play it? Sign the petition. http://www.petitiononline.com/shen1986/petition.html |
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#53 |
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Junior Member
Join Date: Jan 2008
Posts: 33
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It looks amazing :O
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#54 |
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Member
Join Date: Jun 2008
Posts: 777
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#55 |
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Junior Member
Join Date: Nov 2008
Posts: 23
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I didn't know GRID was in arcades. And since Virtua Racing came out every racer I have seen in arcades ran with 60fps. Actually pretty much every game (fighters, shooters, sports etc.) runs with 60fps in arcades. If I had to name one technical feature that is characteristic for arcade games, it would be 60 fps.
Forza 1 on the other hand ran with 30 fps tops. I read in an interview that they rather used processing time to calculate more physics states per drawn frame. |
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#56 |
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+ 1
Join Date: May 2006
Posts: 3,529
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Arcade racer as in unrealistic, not as in actually being located at the arcades.
F1 was 30fps, and the devs got hell for it, which is why F2 was 60fps, and why F3 will be 60fps aswell.
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"I'm going to get rich when i figure out how to stab people over the internet" |
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#57 |
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Member
Join Date: Apr 2008
Posts: 352
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Did anyone play it at the show?
I'm hearing conflicting reports of the game running at 30 fps in cockpit view. (60 fps in third person and hood view) I find that hard to believe. |
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#58 |
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Member
Join Date: Aug 2005
Posts: 625
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#59 |
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+ 1
Join Date: May 2006
Posts: 3,529
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Hard to tell, because after youve got proper heat in the tires, your grip gets worse and worse, while your fuel decreases and thus weight get lower.
Hard to measure if your car actually gets lighter in game, because the decrease in weight seems to be outmatched by the decrease in tire grip. Its therefore hard to asses if your car actually gets lighter when your fuel decreases (it would be very easy to implement thought, simple math, you wouldn't even have to update it that often to have a satisfactory effect). I just remembered, if anyone still has FM2, you can turn off tire wear, but i think you can still have fuel consumtion in the options (not 100% sure). If thats the case, just take some laps on a easy course that you can handle and check times.
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"I'm going to get rich when i figure out how to stab people over the internet" |
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#60 |
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Member
Join Date: Jun 2005
Location: IDF France
Posts: 2,440
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New gameplay vid from gamersyde here , looks really impressive but the guy is pretty bad
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What's trying to be a bunch of presentations |
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#61 | |
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Member
Join Date: Jul 2006
Posts: 409
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Quote:
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SHENMUE 3 ... Do you want to play it? Sign the petition. http://www.petitiononline.com/shen1986/petition.html |
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#62 |
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Member
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GameTrailers off-screen Replay Footage
Watch for the panning over the car and its interior and the end of the video. If that is representative of the game model than
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Holt Allen |
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#63 | |
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Maximus Testosterone
Join Date: Mar 2007
Location: NGC2264
Posts: 6,583
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#64 |
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Member
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Yeah, but how could they handle something like 600,000 - 800,000 polys per car in-game at 60FPS with that beautiful scenery as well. I am guessing they have like super high detail cars for the garage and replays and then lower detail ones for the actual races or something like that.
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Holt Allen |
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#65 | |
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Maximus Testosterone
Join Date: Mar 2007
Location: NGC2264
Posts: 6,583
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Quote:
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#66 |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 8,502
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I'm thinking Forza 2 models were probably more like 40.000 polys max. If they managed to push it up to 400.000 that would mean they could do 200.000 on the interior and 200.000 on the exterior. In theory, according to the figures we're getting from the developers, that would put both games at the same amount of polygons per car - GT5 Prologue is supposed to have 100.000 polygons on the interior and another 100.000 on the exterior. And 8 cars x 400.000 equals 16 cars x 200.000 ...
In practice though, I'm strongly suspecting that Forza 2 will be like PGR4 and only have that amount of detail when you park a single car somewhere along the road and drive 0 mph. I think games on the 360 under optimum conditions push 3-4 million polygons, and 8x400.000 uses up that budget already leaving practically nothing for the track, which doesn't seem likely. In both games, there's undoubtedly a lot of LOD-ing going on, as has always been. Forza has the added difficulty of supporting custom liveries, which is awesome but must cost at least a bit of power. In both games, the individual car models are clearly very, very detailed, and that detail will very likely shine most in selection screens and replay modes - in other words, when you have time to look at them. |
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#67 |
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Member
Join Date: Jun 2005
Location: IDF France
Posts: 2,440
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OT
I wonder if it would interesting to ask our dear devs in a proper thread what they think about the interaction between Dx11 and 360 development. Not that the xenos is directx11 compliant but it can support tesselation, multi thread rendering and while not able to deal with compute shaders where they stand in regard to memexport use. /OT
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What's trying to be a bunch of presentations |
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#68 | |
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Senior Member
Join Date: Feb 2002
Posts: 1,906
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Quote:
I'm guessing it's the amount of physics simulation that limits the number of cars to 8, - especially with the more advanced tire-simulation. 8 cars with 4 tires with 360 ticks per second ( 6x oversampled compared to framerate). The you have suspension, aerodynamics (no idea how complex/complete this is) etc. Cheers
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I'm pink, therefore I'm spam |
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#69 | ||
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Maximus Testosterone
Join Date: Mar 2007
Location: NGC2264
Posts: 6,583
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Quote:
Quote:
Last edited by Nebula; 03-Jun-2009 at 16:00. |
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#70 |
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Regular
Join Date: Mar 2007
Posts: 5,115
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Aye, to date very few games have taken advantage of the tesselator of Xenos. If they've managed to come up with an efficient way to use it, it does allow them to use orders of magnitude more triangles for things.
Regards, SB |
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#71 |
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Senior Member
Join Date: Nov 2006
Posts: 1,216
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#72 |
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Member
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Gamespot 14 Min. Demo
Overall a good presentation, but I recomend you download the 180mb version on the right hand side. Its a shame GameSpot makes you subscribe for the high quality footage because they have an 800mb version of this video. EDIT: I noticed the cars have real-time environment reflections which is pretty impressive. In one scene when Che switches to the hood view you can see the reflection of the car in front of him on the hood.
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Holt Allen Last edited by Inquisitive_Idiot; 03-Jun-2009 at 17:57. |
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#73 |
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ಠ_ಠ
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Seems limited to just the hood view, but I would think it's no different than having the rear-view mirrors in terms of performance.
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"He's more gamerscore than man now." -Referring to Wavey <Burga>stop whining <DeanoC>no |
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#74 |
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Senior Member
Join Date: Nov 2005
Posts: 3,913
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The replay mode is actually usefull now! FM2 had *the* worst replay system in a racing game. The camera would just be zoomed in around the car the whole damn time. Now it looks to be quite well done. This is easily the most improved game of the show. The leap over FM2 is very impressive. Didn't expect them to pull all of this off.
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#75 |
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Senior Member
Join Date: Sep 2006
Posts: 1,365
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![]() ![]() ![]() ![]() Upgrade is very noticeable!
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Proud Owner of: - 360 Premium - PS3 40GB - Toshiba HD-A3 |
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