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http://www.gamersyde.com/news_need_for_speed_shift_images-8247_en.htmlNeed for Speed: Shift images
http://www.gamersyde.com/news_need_for_speed_shift_images-8247_en.htmlNeed for Speed: Shift images
Edit: I've been living a bit under a rock lately, but is Shift from the Burnout Team or not? If it is, I'd find it hugely disappointing, since 60 fps was a priority in the old days for them.
"Need for Speed SHIFT delivers an authentic and immersive driving experience developed by Slightly Mad Studios in collaboration with executive producer Michael Mann at Black Box and senior vice president Patrick Soderlund at EA Games Europe."
– Electronic Arts
http://www.psxextreme.com/ps3-previews/348.htmlNeed for Speed: Shift Preview
We're talking about an engine that can run unlimited threads, detailed physics parameters running at around 400 Hz on consoles.
Whereas the physics and AI threads are running at a full 120hz
Downgraded already ? That's rather large drop too.
SHIFT is built on the most advanced physics engine we've made, and is by far the most advanced and realistic physics engine of any of the mainstream racing games. We're talking about an engine that can run unlimited threads
We're running a more complex physics engine than anything on the market. No physics engine runs faster ... 420Hz I believe as of now, on the consoles. We're still working on the final settings, though. If we find higher gives any advantage, we might raise it and vice versa.
Two completely different things.
Physics needs high refresh rates in racing games because it needs to model the movement of the cars etc, regardless of what the framerate the game is. While people can argue about the gains\cons with 60vs30fps (imo this game looks worse than GT5\FM3, so in this case its only cons), physics are different, aspecially for anything that is going to move fast.
A car moving at 200km\h equals 55,5 metres per second. 120 hz physics refresh rate means that the Cars movement etc is only updated once every 27,7 metres. This inpacts how the car reacts to your input, and how accurately can model what happends.
Forza 2's physics ran 360 refreshes per second, 120hz is nothing to brag about. Im sure GT5 uses a very high number as well.
but if it doesn't update quick enough you can never get something that can be called "realistic"Just because it updates quick doesn't necessarily mean it's "realistic" or in fact good.
http://uk.media.xbox360.ign.com/media/143/14319193/vids_1.htmlNeed for Speed Direct-Feed Footage
http://uk.xbox360.ign.com/articles/100/1005347p1.htmlNeed for Speed Shift Updated Impressions
When you first start the game, you'll only have two choices: Start Career and Options. Choosing Start Career immediately puts you behind the wheel of a BMW M3 with all assists turned off for a solo lap at Brands Hatch.
[…]
After you complete this orientation lap, you're then put in a two lap race on the same course, and your finishing position will determine how much cash you get to start your career [...] After this, then everything else opens up, including the Quick Race and online options.
-IGN
"We're trying to much more aggressively put in at least two to three months of polish time back into the schedule," [Frank Gibeau, EA label boss] said. "So a game is actually functionally complete, content complete, then we go in and we put it through mass amounts of tests, massive amounts of replay-throughs, so that we can really get those five, 10, 15 points on Metacritic."
"Dead Space was one of those titles that had a lot of polish built into it, and a lot of the games that we're doing right now like Mass Effect 2, Dragon Age and Need for Speed Shift also have built-in polish."
It wasn't always that way, Gibeau said. "Three or four years ago, products were coming in hot, hitting the market hot. ... You know, last year's Need for Speed finished tests, and that was it. There was no time in the schedule [for polish] because of the way the studios had been set up. We had to break the cycle and give very careful consideration to polish times. We have to have that polish time at the end of the project, or none of it matters."
- Gamasutra