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#51 |
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Member
Join Date: Nov 2007
Posts: 938
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Ubi seems to like our technology: http://www.next-gen.biz/news/ubisoft...e-redlynx-tech
Trials HD is the second most sold game ever in console digital distribution channel. Evolution will improve it in almost every front, and has received very positive previews by critics. I wouldn't count on Trials going *poof* any time soon. With Ubisoft on our side, I hope we can expand our brands even further. RedLynx will stay RedLynx. We will still have all the same 50+ developers in house at our office at Helsinki (Finland). We still love games, and quality is still our top priority. This announcement will not affect Trials Evolution launch schedule at all... We are still going to release it "when it's ready" |
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#52 |
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Regular
Join Date: Jun 2004
Posts: 6,807
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I'm anticipating Trials on PS3 at some point, after the Ubisoft deal. That will be a sweet deal for the PS3!
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#53 | |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,880
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Quote:
And for those who wait for Trials, 360 owners are getting an enhanced version of Joe Danger soon too I read. Would be great if going Ubisoft could mean that Playstation owners also get Trials HD ... I'd surely buy it again and recommend it to everyone. |
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#54 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 25,998
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As the Ubisoft press release talks about reaching wider audiences, I expect ports are intended.
__________________
Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#55 | |
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Senior Member
Join Date: Jun 2005
Location: Chicago, IL
Posts: 1,530
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#56 | |
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Member
Join Date: Dec 2006
Location: France
Posts: 671
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#57 |
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Member
Join Date: Nov 2007
Posts: 938
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RedLynx has always been a cross platform developer. So far we have released games for Apple Mac + iOS, Microsoft Windows + Xbox 360, Nintendo DS + Wii, Sony PSP and Nokia N-Gage (and we have had internal Linux development builds as well). Trials games have so far been released for Windows and Xbox 360.
It's always better to have more players enjoying our creations. In our history, we have released some games for almost dead platforms, and it doesn't really feel that good. For example our first game, Pathway to Glory, was a really good game (90+ metascore), but N-Gage flopped badly. Only a handful of players could enjoy the game. The game also had slighly too advanced feature set for the time it was released. Global four player real time multiplayer was pretty much limited to big cities (good GPRS reception was not something you could count on back then) and pretty much nobody had monthly data plans on their cell phones either (basic plans had really expensive data at that time). But the game was really addictive online. Last edited by sebbbi; 04-Nov-2011 at 15:03. |
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#58 |
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Regular
Join Date: Nov 2005
Posts: 5,039
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I'm hoping that Evolutions is not being held back so other ports can be worked on and released simultaneously.
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Hall of fame thread: http://forum.beyond3d.com/showthread.php?t=50668 |
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#59 |
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Member
Join Date: Oct 2005
Posts: 878
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#60 |
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Member
Join Date: Nov 2007
Posts: 938
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This announcement doesn't affect Trials Evolution launch schedule at all. It will be released as planned. No worries.
Last edited by sebbbi; 04-Nov-2011 at 15:01. |
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#61 |
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Regular
Join Date: Nov 2005
Posts: 5,039
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Thanks Sebbi. I'm just eager to get my hands on it!
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Hall of fame thread: http://forum.beyond3d.com/showthread.php?t=50668 |
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#62 |
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Member
Join Date: Nov 2007
Posts: 938
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Two new videos of the latest development build (cam at DigiExpo 2011):
Single player: http://www.youtube.com/watch?v=7ClrZ...layer_embedded Multiplayer: http://www.youtube.com/watch?v=2wzsd...layer_embedded In the development build you can see yellow debug text at upper screen showing the CPU usage (for all six HW threads), GPU usage, frame statistics (fps, skipped frames, tearing, etc). And in the multiplayer there's a lot of extra network specific information shown (latencies, etc). The game manages constant 60 fps in most tracks, but there's still some optimizations left I am working on. It's 2 AM here, and I just got home from work... I just had to hunt down the last LHS (load hit store) stall in the visibility culler (added lots of new vector code to keep the data in VMX128 registers). We have fully dynamic visibility determination (for main camera, sunlight and all spot lights). Main camera also uses a hierarchal depth buffer (full pyramid down to 1x1) for dynamic occlusion culling. We generate the occlusion culler depth min/max pyramid from our low res virtual texture page request camera results (that renders ahead of time using predicted camera properties). If you look closely at the single player footage, you can see the player missing a jump in the Suspense track. The player drops down a few kilometers to the ground. It's not a fake backdrop. In the editor you can fly freely around the 16 square kilometer world, and start building your own tracks where you like. Last edited by sebbbi; 23-Jan-2012 at 11:12. |
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#63 | |
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Regular
Join Date: Jun 2004
Posts: 6,807
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#64 |
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Member
Join Date: Feb 2002
Posts: 497
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@sebbbi
Impressive stuff. Would have liked to see water react more realistically to the bike, though (height map/polygonal waves). |
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#65 | |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,880
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For the single player, will you get proper servers this time for sharing and rating user made levels? Maybe this was mentioned already somewhere, but as the first game was a big success, I would think you'd get them this time around? |
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#66 | |
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Member
Join Date: Nov 2007
Posts: 938
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Quote:
Yes, the game will feature "Track Central". Players can upload tracks there, download tracks, rate/search tracks, etc. All user created tracks also have online leaderboards. User created tracks can also be used in online multiplayer matches. |
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#67 |
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AndyTX
Join Date: May 2004
Location: British Columbia, Canada
Posts: 1,840
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Sounds and looks awesome sebbbi. Any chance we can view friends' replays this time around (i.e. if they are mere mortals and not in the top 1000 or whatever
Very much looking forward to this.
__________________
The content of this message is my personal opinion only. |
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#68 | |
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Member
Join Date: Nov 2007
Posts: 938
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Quote:
In Trials Evolution we encode approximate 3d path of all players directly in the leaderboard database rows (all the bits in leaderboard database row are used). The path is less than 100 bytes of data, but we crammed a compressed spline curve inside it (it took a while time to create the compression algorithm for that, but the results are pretty good). With the 3d spline data, we can visualize the 3d positions of all your friends while you are riding the tracks. So you can basically play against your friends "ghosts" any time you like (or select any players from the leaderboards to play against). Last edited by sebbbi; 10-Nov-2011 at 20:01. |
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#69 |
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AndyTX
Join Date: May 2004
Location: British Columbia, Canada
Posts: 1,840
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Right yeah I'm not ignorant of the storage, but it's a pretty nice feature to have since while the top 1000 players are basically irrelevant to me, competing with my friends and watching their runs isn't
Thought experiment wise though, it seems like if you stored input (assuming the engine is deterministic, which I imagine it is) and compressed it with RLE/arithmetic/delta encoding, I could imagine getting the replays down to a pretty small size.
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The content of this message is my personal opinion only. |
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#70 | |
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Member
Join Date: Nov 2007
Posts: 938
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Quote:
But then there would be this another issue. Controller based replays are only good for replays, but not for ghost racing, since you have to wait for the game to simulate the ghost rider first (we do not have the memory or processing power to simulate two worlds at the same time). Waiting is always boring... especially if you have to wait for the game to simulate a 30 minute replay [OFF TOPIC] Spent three straight days optimizing our visibility culler... It's time to celebrate. First time in my life I see a thread that doesn't list cache miss as #1 penalty in profiler. Actually there's only two minor cache misses in the top 10 penalty list... and that thread goes though all our scene objects and visible octree nodes Last edited by sebbbi; 10-Nov-2011 at 20:52. |
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#71 | |
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Senior Member
Join Date: Apr 2007
Posts: 1,372
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Quote:
Regarding watching friends playing, YES PLEASE, I want that. Even so, just competing with my friends -watching their runs or not- was very fun. At some point I gave up, the two friends who played the original Trials -both of whom I know in real life too- and am best friends with one of them IRL, were a lot better than me. They tried to encourage me to beat their times but my skills were limited, and my mind was in another place. Currently only one of them has Forza 4, and Rivals mode is quite similar -however I wonder how does Turn 10 storage the replays now that I look at the humongous numbers sebbbi posted- but I think that there they can't get past me in FM4... Maybe the way they are saving storage explains why some Ghosts in Rivals mode seem to do weird things, like going fast in some areas and then overly slow so suddenly. Perhaps I am wrong and those were the actual laps they did.
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#72 |
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Member
Join Date: Nov 2007
Posts: 938
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They must be compressing the data heavily. If you fit an approximate mathematical curve (spline) over the exact sampled position data, you will get some errors. But it's worth doing, since the uncompressed data could take over 100x more space.
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#73 |
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Member
Join Date: Dec 2006
Location: France
Posts: 671
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For friends replays, are a friend request to send me a replay is a possibility, and downloading need the both to be connect in same time, so use P2P, solve the "cloud" storage?
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#74 |
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Member
Join Date: Nov 2007
Posts: 938
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From Xbox Live (UK) dashboard (captured by a fan):
http://vimeo.com/35248176 |
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#75 |
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Junior Member
Join Date: Jul 2005
Location: London
Posts: 90
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Looks amazing Sebbi, great work
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