[360, PS3] Need For Speed: Shift

Discussion in 'Console Gaming' started by standing ovation, Jun 29, 2009.

  1. standing ovation

    Regular

    Joined:
    Jan 27, 2005
    Messages:
    351
    Likes Received:
    2
    SHIFT is still bug infested - it's just that now it is breeding in the retail channel.

    I dunno...

    – scca1981, VirtualR.net
     
  2. standing ovation

    Regular

    Joined:
    Jan 27, 2005
    Messages:
    351
    Likes Received:
    2
    But you cannot do this infinitum! At some point you will have to get back to basics – integrity, quality and value - otherwise competitors will help themselves to your share of the market.
     
  3. standing ovation

    Regular

    Joined:
    Jan 27, 2005
    Messages:
    351
    Likes Received:
    2
    Audio and visual fidelity is one of the areas SHIFT nailed. (The other is Andy Tudor's circuit modeling and design.) In this regard, SHIFT will probably wipe the floor with Forza 3. But Forza 3 should be playable. :wink4:
     
  4. standing ovation

    Regular

    Joined:
    Jan 27, 2005
    Messages:
    351
    Likes Received:
    2
    I have never played Dead Space or FIFA or NHL. I have played racing games though, and this one ain't great. The IP (it is a lot like Mirror's Edge - a first-person experience, as opposed to a camera perspective) will probably transform the genre.
     
  5. Rolf N

    Rolf N Recurring Membmare
    Veteran

    Joined:
    Aug 18, 2003
    Messages:
    2,494
    Likes Received:
    55
    Location:
    yes
    Humans are a social kind of creature. We forgive and forget. We hope for the best. That makes us able to form stable societies but also gullible to business. And even beyond that, companies can always rely on birth rates to refill the ranks at roughly the same rate as existing customers turn away in disgust.
     
  6. Neb

    Neb Iron "BEAST" Man
    Legend

    Joined:
    Mar 16, 2007
    Messages:
    8,391
    Likes Received:
    3
    Location:
    NGC2264
    Is it really that much?

    For me only bug is the ocassional "low-rider" phenomena. :lol:

    Well it is extremly easy to tweak graphics settings, LODs, shaders etc and fairly easy to tweak physics parameters and sound system going by the files I have played with. As I also use Beyond Compare it makes it easy to cross compare files/folders etc.
     
  7. Neb

    Neb Iron "BEAST" Man
    Legend

    Joined:
    Mar 16, 2007
    Messages:
    8,391
    Likes Received:
    3
    Location:
    NGC2264
    Unlike the console version control lag the PC version is very responsive. Well for me and my 360 pad it is spot on on pro realism mode. Graphically it is a beast and havening just played the 360 version the PC version is kinda a leap forward.

    About playability I think people are exagerating wildly. Maybe the dislike some have for EA is clouding their judgement. I will look forward to same track, same car, same base settings F3 vs Shift track racing showcase. Or other 'lower-end' racing sim (I believe iRacing and some others are more correct sims).
     
    #107 Neb, Sep 23, 2009
    Last edited by a moderator: Sep 23, 2009
  8. standing ovation

    Regular

    Joined:
    Jan 27, 2005
    Messages:
    351
    Likes Received:
    2
    SHIFT is probably the best comedy F1 engineers have seen in years. (F1 simulators are, of course, renown for accuracy; and F1 engineers are the people who design them.)

    There are numerous vehicle modeling and specification errors, with the most blatant being a Chevrolet Corvette whose malfunctioning transmission renders it inoperative. (The gears will not engage!)

    http://www.neogaf.com/forum/showthread.php?t=374023


    Chalk it up to faux physics dutifully sweeping reality under the rug. If it does not forget your tuning settings, SHIFT halfheartedly models them. Whether you are piloting a daily commuter or a bona fide racecar, bumps feel equally jarring.
     
  9. Neb

    Neb Iron "BEAST" Man
    Legend

    Joined:
    Mar 16, 2007
    Messages:
    8,391
    Likes Received:
    3
    Location:
    NGC2264
    About modelling errors I've seen some for the other high profile racers on consoles.


    I think it is a bug becouse looking at physics settings for different cars revels some extensive parameters to calculate phsyics. Then around 400Hz update rate for main physics engine (car physics and road etc while PhysX handles collisions and destruction).

    Bug only happens sometimes.

    below is a very small part of total physics cvars for Aston Martin DB9.
    Code:
    FuelConsumption=5.00e-005
    FuelEstimate=1.0
    EngineInertia=0.250
    IdleThrottle=1.0
    IdleRPMLogic=(900.0, 950.0)
    LaunchEfficiency=0.000
    LaunchRPMLogic=(4500.0, 5500.0)
    RevLimitRange=(7500.0, 00.0, 0)
    RevLimitSetting=0
    RevLimitLogic=150.0
    EngineMapRange=(0, 1, 5)
    EngineMapSetting=2
    EngineBrakingMapRange=(0.0, 0.000125, 6)
    EngineBrakingMapSetting=2
    OptimumOilTemp=95.0
    CombustionHeat=40.0
    EngineSpeedHeat=12.000e-004
    OilMinimumCooling=7.50e-003        // heat dissipated without oil/water transfer
    OilWaterHeatTransfer=(3.962e-001,7.925e-005)  // heat transfer from oil to water (base, w/ engine speed)
    WaterMinimumCooling=3.962e-003
    RadiatorCooling=(1.592e-004, 10.039e-005)
    LifetimeEngineRPM=(8000.0, 95.0)
    LifetimeOilTemp=(100.00, 3.00)
    LifetimeAvg=10800
    LifetimeVar=2250
    
    ...// Rear wheels (includes half of rear-axle)
    [BODY]
    name=rl_wheel mass=(26.0) inertia=(1.446,0.875,0.875)
    pos=(0.749,0.0,1.35) ori=(0.0,0.0,0.0)
    
    [BODY]
    name=rr_wheel mass=(26.0) inertia=(1.446,0.875,0.875)
    pos=(-0.749,0.0,1.35) ori=(0.0,0.0,0.0)
    
    // Fuel in tank is not rigidly attached - it is attached with springs and
    // dampers to simulate movement.  Properties are defined in the HDV file.
    
    [BODY]
    name=fuel_tank mass=(1.0) inertia=(1.0,1.0,1.0)
    pos=(0.0,0.0,0.0) ori=(0.0,0.0,0.0)
    
    // Driver's head is not rigidly attached, and it does NOT affect the vehicle
    // physics.  Position is from the eyepoint defined in the VEH file, while
    // other properties are defined in the head physics file.
    
    [BODY]
    name=driver_head mass=(5.0) inertia=(0.02,0.02,0.02)
    pos=(0.0,0.0,0.0) ori=(0.0,0.0,0.0)
    
    ...AdjustableUpgradeLevel_0=3 //base upgrade level tuning allowed. (ie used so a full racecar has full adjustablity "stock")
    Rules=0                         // what rules to apply to garage setups (0=none, 1=stock car)
    GarageDisplayFlags=7            // how settings are displayed in garage (add): 1=rear wing, 2=radiator, 4=more gear info
    FeelerFlags=0                   // how collision feelers are generated (add): 1=box influence 2=reduce wall-jumping 4=allow adjustment hack 8=top directions
    Mass=1750.0                      // all mass except fuel  (1100kg car + 80kg driver weight)
    Inertia=(2400.0,2650.0,420.0)    // all inertia except fuel
    FuelTankPos=(0.0, 0.200, -0.100)  // location of tank affects center of gravity (very close and even slightly ahead of CG in F1)
    FuelTankMotion=(560.0,0.7)      // simple model of fuel movement in tank (spring rate per kg, critical damping ratio)
    Notes=""
    Symmetric=1
    CGHeight=0.300                  // height of body mass (excluding fuel) above reference plane
    CGRightRange=(0.50, 0.000, 0)  // fraction of weight on left tires
    CGRightSetting=0
    CGRearRange=(0.50, 0.005, 0)
    CGRearSetting=0
    GraphicalOffset=(0.0, -0.03, 0.0) // does not affect physics!
    CollisionOffset=(0.0, 0.02, 0.0) // Moves collision mesh independently of G'offset and undertray feelers
    Undertray00=(0.95,  0.02, -1.695)  // offset from center of car, and between axles// LF (Left front corner of splitter) (forward is negative, right is negative)
    Undertray01=(-0.95, 0.02, -1.695)  // offset from center of car, and between axles// RF (Right front corner of splitter)
    Undertray02=(0.85,  0.02, 1.000)  // offset from center of car, and between axles // LR (Left rear corner of floor
    Undertray03=(-0.85, 0.02, 1.000)  // offset from center of car, and between axles // RR (Right rear corner of floor)
    UndertrayParams=(262500.0,11600.0, 0.0) // undertray spring rate, damper rate, and coefficient of friction
    FrontTireCompoundSetting=1         // Front compound index within brand
    RearTireCompoundSetting=1          // Rear compound index within brand
    FuelRange=(1.0, 1.0, 100)
    FuelSetting=49
    NumPitstopsRange=(0, 1, 4)
    NumPitstopsSetting=3
    Pitstop1Range=(1.0, 1.0, 100)
    Pitstop1Setting=64
    Pitstop2Range=(1.0, 1.0, 100)
    Pitstop2Setting=64
    Pitstop3Range=(1.0, 1.0, 100)
    Pitstop3Setting=64
    AIMinPassesPerTick=2            // minimum passes per tick (can use more accurate spring/damper/torque values, but takes more CPU)
    AIRotationThreshold=0.12        // rotation threshold (rads/sec) to temporarily increment passes per tick
    AIEvenSuspension=0.0            // averages out spring and damper rates to improve stability (0.0 - 1.0)
    AISpringRate=1.0               // spring rate adjustment for AI physics (improves stability)
    AIDamperSlow=0.5                // contribution of average slow damper into simple AI damper
    AIDamperFast=0.5                // contribution of average fast damper into simple AI damper
    AIDownforceZArm=0.150           // hard-coded center-of-pressure offset from vehicle CG
    AIDownforceBias=0.0             // bias between setup and hard-coded value (0.0-1.0)
    AITorqueStab=(1.40, 1.40, 1.40)   // torque adjustment to keep AI stable
    
    [FRONTWING]
    FWRange=(0.0, 0.0, 0)          // front wing range
    FWSetting=0                    // front wing setting
    FWMaxHeight=(0.10)              // maximum height to take account of for downforce
    FWDragParams=(0.05, 0.00, 0.000)        // base drag and 1st and 2nd order with setting
    FWLiftParams=(-0.120, -0.0, 0.0000)  // base lift and 1st and 2nd order with setting
    FWLiftHeight=(0.0)            // effect of current height on lift coefficient
    FWLiftSideways=(0.0)            // dropoff in downforce with yaw (0.0 = none, 1.0 = max)
    FWLeft=(-0.23, 0.0, 0.0)        // aero forces from moving left
    FWRight=(0.23, 0.0, 0.0)        // aero forces from moving right
    FWUp=(0.0, -0.50, -0.001)       // aero forces from moving up
    FWDown=(0.0, 0.30, 0.001)       // aero forces from moving down
    FWAft=(0.0, 0.00, -0.0)        // aero forces from moving rearwards
    FWFore=(0.0, 0.0, 0.0)          // aero forces from moving forwards (recomputed from settings)
    FWRot=(0.25, 0.25, 0.20)        // aero torque from rotating
    FWCenter=(0.00, 0.00, -0.70)    // center of front wing forces (offset from center of front axle in ref plane)
    
    [REARWING]
    RWRange=(0.0, 0.0,0.0)          // rear wing range
    RWSetting=0                    // rear wing setting
    RWDragParams=(0.05, 0.00, 0.00)        // base drag and 1st and 2nd order with setting
    RWLiftParams=(-0.140, -0.00, 0.00)  // base lift and 1st and 2nd order with setting
    RWLiftSideways=(0.0)            // dropoff in downforce with yaw (0.0 = none, 1.0 = max)
    RWPeakYaw=(0.0, 0.0)          // angle of peak, multiplier at peak
    RWLeft=(-1.00, 0.0, 0.0)        // aero forces from moving left
    RWRight=(1.00, 0.0, 0.0)        // aero forces from moving right
    RWUp=(0.0, -0.70, -0.002)       // aero forces from moving up
    RWDown=(0.0, 0.40, 0.002)       // aero forces from moving down
    RWAft=(0.0, 0.00, -0.4)        // aero forces from moving rearwards
    RWFore=(0.0, 0.0, 0.0)          // aero forces from moving forwards (recomputed from settings)
    RWRot=(0.08, 0.05, 0.11)        // aero torque from rotating
    RWCenter=(0.00, 0.60, 0.80)     // center of rear wing forces (offset from center of rear axle at ref plane)
    
    [BODYAERO]
    BodyDragBase=(0.26)            // base drag
    BodyDragHeightAvg=(0.22)       // drag increase with average ride height
    BodyDragHeightDiff=(0.47)       // drag increase with front/rear ride height difference
    BodyMaxHeight=(0.20)            // maximum ride height that affects drag/lift
    BodyLeft=(-1.0, 0.0, 0.0)       // aero forces from moving left
    BodyRight=(1.0, 0.0, 0.0)       // aero forces from moving right
    BodyUp=(0.0, -1.0, 0.0)         // aero forces from moving up
    BodyDown=(0.0, 1.0, 0.0)        // aero forces from moving down
    BodyAft=(0.0, 0.00, -0.0)      // aero forces from moving rearwards
    BodyFore=(0.0, -0.100, 0.00)  // aero forces from moving forwards (lift value important!)
    BodyRot=(9.73, 7.3, 4.87)         // aero torque from rotating 
    BodyCenter=(0.0, 0.50, -1.30)   // center of body aero forces (offset from center of rear axle at ref plane)
    RadiatorRange=(0.0, 1.0, 4)      // radiator range
    RadiatorSetting=3               // radiator setting
    RadiatorDrag=(0.00)            // effect of radiator setting on drag
    RadiatorLift=(0.00)            // effect of radiator setting on lift
    BrakeDuctRange=(0.0, 1.0, 5)    // brake duct range
    BrakeDuctSetting=1              // brake duct setting
    BrakeDuctDrag=(0.000)           // effect of brake duct setting on drag
    BrakeDuctLift=(0.00)           // effect of brake duct setting on lift
    
    [DIFFUSER]
    DiffuserBase=(-0.500, -0.50, 5.0) // base lift and 1st/2nd order with rear ride height
    DiffuserFrontHeight=(0.000)         // 1st order with front ride height
    DiffuserRake=(-0.005, -0.0, 0.0)        // Optimum rake (rear - front ride height), 1st order with current difference from opt, 2nd order
    DiffuserLimits=(0.010, 0.100, 0.055)    // Min ride height before stalling begins (0.0 to disable), max rear ride height for computations, max rake difference for computations
    DiffuserStall=(1.0, 0.5)  // function to compute stall ride height (0.0=minimum, 1.0=average), downforce lost when bottoming out (0.0=none,1.0=complete stall)
    DiffuserSideways=(0.0)              // dropoff with yaw (0.0 = none, 1.0 = max)
    DiffuserCenter=(0.0, 0.000, -1.20)  // center of diffuser forces (offset from center of rear axle at ref plane)
    
    [SUSPENSION]
    ApplySlowToFastDampers=0         // whether to apply slow damper settings to fast damper settings
    CorrectedInnerSuspHeight=-1        // instead of moving inner susp height relative with ride height, use this offset (set to -1 for original behavior)
    AdjustSuspRates=1                // adjust suspension rates due to motion ratio ( 0=enable, 1=disable)
    AlignWheels=1                    // correct for minor graphical offsets
    SpringBasedAntiSway=1            // 0=diameter-based, 1=spring-based
    FrontAntiSwayBase=0.0
    FrontAntiSwayRange=(10000.0, 10000.0, 10)
    FrontAntiSwaySetting=6
    FrontAntiSwayRate=(1.36e11, 4.0) // not applicable with spring-based antisway
    AllowNoAntiSway=1                // Whether first setting gets overridden to mean no antisway bar
    RearAntiSwayBase=0.0
    RearAntiSwayRange=(5000.0, 5000.0, 8)
    RearAntiSwaySetting=5
    RearAntiSwayRate=(1.36e11, 4.0)  // not applicable with spring-based antisway
    FrontToeInRange=(-2.0, 0.1, 41)
    FrontToeInSetting=19
    RearToeInRange=(-2.0, 0.1, 41)
    RearToeInSetting=22
    LeftCasterRange=(-0.0, 0.25, 29)          // front-left caster
    LeftCasterSetting=10
    RightCasterRange=(-0.0, 0.25, 29)         // front-right caster
    RightCasterSetting=10
    
    ...[FRONTRIGHT]
    BumpTravel=-0.030                   // travel to bumpstop with zero packers and zero ride height
    ReboundTravel=-0.200                // these two numbers assume front ride height is 30cm to 90cm with 10cm leeway
    BumpStopSpring=125000.0             // initial spring rate of bumpstop
    BumpStopRisingSpring=1.25e9         // rising spring rate of bumpstop (multiplied by deflection squared)
    BumpStopDamper=1050.0               // initial damping rate of bumpstop
    BumpStopRisingDamper=2.19e7         // rising damper rate of bumpstop (multiplied by deflection squared)
    BumpStage2=0.090                    // speed where damper bump moves from slow to fast
    ReboundStage2=-0.090                // speed where damper rebound moves from slow to fast
    FrictionTorque=9.50                 // Newton-meters of friction between spindle and wheel
    SpinInertia=1.422                   // inertia in pitch direction including any axle
    CGOffsetX=0.000                     // x-offset from graphical center to physical center (NOT IMPLEMENTED)
    PushrodSpindle=(0.150, -0.150, 0.000) // relative to spindle
    PushrodBody=(0.350, 0.320, 0.000)   // spring/damper connection to body (relative to wheel center)
    CamberRange=(-3.5, 0.1, 66)
    CamberSetting=15
    SpringMult=1.00                  // take into account suspension motion if spring is not attached to spindle (affects physics but not garage display)
    PressureRange=(200.0, 1.0, 106)
    PressureSetting=60
    PackerRange=(0.000, 0.001, 41)
    PackerSetting=0
    SpringRange=(80000.0, 6666.0, 6)
    SpringSetting=0
    RideHeightRange=(0.100, -0.005, 6)
    RideHeightSetting=0
    DamperMult=1.00                     // take into account suspension motion if damper is not attached to spindle (affects physics but not garage display)
    SlowBumpRange=(4000.0, 300.0, 10)
    SlowBumpSetting=2
    FastBumpRange=(2000.0, 200.0, 10)
    FastBumpSetting=2
    SlowReboundRange=(8000.0, 300.0, 10)
    SlowReboundSetting=2
    FastReboundRange=(4000.0, 300.0, 10)
    FastReboundSetting=2
    BrakeDiscRange=(0.035, 0.000, 0)    // disc thickness
    BrakeDiscSetting=0
    BrakePadRange=(0, 1, 5)             // pad type (not implemented)
    BrakePadSetting=2
    BrakeDiscInertia=0.001              // inertia per meter of thickness
    BrakeOptimumTemp=350.0              // optimum brake temperature in Celsius
    BrakeFadeRange=700.0               // temperature outside of optimum that brake grip drops to half (too hot or too cold)
    BrakeWearRate=1.215e-011             // meters of wear per second at optimum temperature
    BrakeFailure=(1.33e-002,7.20e-004)  // average and variation in disc thickness at failure
    BrakeTorque=4500.0                  // maximum brake torque at zero wear and optimum temp
    BrakeHeating=0.00045                 // heat added linearly with brake torque
    BrakeCooling=(1.910e-002,0.667e-004)   // minimum brake cooling rate (static and per unit velocity)
    BrakeDuctCooling=2.000e-004         // brake cooling rate per brake duct setting
    
    ..........and a heck of a lot more
    EDIT: Just bought the game today but I haven't played it yet but I have patched with latest patch and it changes way more than what the patch readme say if I compare archives. Will be interesting to test though I am enjoying reading a hilarious thread at GAF for the moment! :lol:
     
    #109 Neb, Sep 23, 2009
    Last edited by a moderator: Sep 23, 2009
  10. DJ12

    Veteran

    Joined:
    Oct 20, 2006
    Messages:
    3,105
    Likes Received:
    198
    I think the biggest and most annoying bug is not being able to change the settings so a works modified car does not bottom out. (Please bear in mind when I set the ride height to the middle marker I officially lost the will to even bother with it so haven't tried higher levels)

    And the joys of trying the shorter london track with the left turn first when you get to the end of the bridge and take flight is one I will never forget.
     
  11. joker454

    Veteran

    Joined:
    Dec 28, 2006
    Messages:
    3,819
    Likes Received:
    139
    Location:
    So. Cal.
    I find I'm liking this game significantly more than expected, looks like a great reboot for the series! I heard there were bugs but I haven't encountered any so far, although I'm just a level 12 driver at the moment. I only have three issues with the game so far, one major and two minor. The major being no rewind feature, it used to be acceptable in the 90s to have a long race totally ruined at the last turn, that just won't cut it anymore. I really hate not having rewind :( The other two are more minor, that driver assist line sometimes doesn't seem quite so accurate, and on the one on one challenges I swear the AI cheats! Aside from that, having fun so far. I originally bought this just as filler until Forza arrives, but I been playing it a lot. Good stuff over all.
     
  12. DJ12

    Veteran

    Joined:
    Oct 20, 2006
    Messages:
    3,105
    Likes Received:
    198
    They've already released a patch at least on PS3, weighing in at 38 mb I guess it's quite substantial.
     
  13. Rotmm

    Regular

    Joined:
    May 14, 2008
    Messages:
    688
    Likes Received:
    0
    Really? Do you think "no-rewind" should be the new "regenerating health"?
     
  14. Cheezdoodles

    Veteran

    Joined:
    May 24, 2006
    Messages:
    3,930
    Likes Received:
    24
    No rewind = YOU ALLWAYS WIN NO MATTER WHAT

    In my eyes that is just stupid. Takes away what little challenge there was (usually not a big challenge to win again AI unless you got a very bad car compared to the rest).

    Whats next? Rewind in soccer games? Missed the penalty? No problem...
     
  15. Neb

    Neb Iron "BEAST" Man
    Legend

    Joined:
    Mar 16, 2007
    Messages:
    8,391
    Likes Received:
    3
    Location:
    NGC2264
    Agreed.

    Rewinds just make you less worried about avoiding collisions and you hit the gas more agressively.
     
  16. Tap In

    Legend

    Joined:
    Jun 5, 2005
    Messages:
    6,382
    Likes Received:
    65
    Location:
    Gravity Always Wins
    I love rewind feature in my games... Madden, Grid, FM3... keep it coming.. I reach for it in many games wishing it was there and it does not take away the FUN for me, it takes away the frustration
     
  17. Cheezdoodles

    Veteran

    Joined:
    May 24, 2006
    Messages:
    3,930
    Likes Received:
    24
    For me its the oposite. The average game out there is already quite dumbed down and not particularly challenging. Being able to rewind just makes it even simpler, makes you not care at all. Took a corner to quickly? No problem, rewind and do it slower. You end up not caring\ being invovled in the game at all.

    Same reason as why i dont like playing an FPS game with say God mode on.

    Freedom of choice is good however, so as long as i can turn it off i dont really care.
     
  18. joker454

    Veteran

    Joined:
    Dec 28, 2006
    Messages:
    3,819
    Likes Received:
    139
    Location:
    So. Cal.
    I'd leave rewind optional. That way those that don't want it aren't stuck with it, but guys like me that get frustrated when they get t-boned by the AI in the last 5 seconds of a 10 minute race and go from 1st place to last place in an instant, we can use rewind to keep us from having to patch the wall where the controller went through it.


    It just needs to be optional. Also, they can make lap times not count for leaderboard if rewind is touched. Right now in NFS if you cut part of the track it doesn't immediately disqualify you, but it does say your lap time won't count. I'm fine with that for rewind as well, so that way the pro drivers can still flaunt their stuff in the leaderboards, and the more noob drivers like me can still have fun.

    Oh yeah, I just did the tier 4 all Bugatti Veyron race last night, now that it a sense of speed!
     
  19. RobertR1

    RobertR1 Pro
    Legend

    Joined:
    Nov 2, 2005
    Messages:
    5,852
    Likes Received:
    1,297
    I rather not have to do another full lap of the Nring to practice a few corners but to each his own.
     
  20. djskribbles

    Legend

    Joined:
    Jan 27, 2007
    Messages:
    5,257
    Likes Received:
    667
    There was a bug in the PS3 version where damage was stuck on cosmetic - this patch fixes that.
     
Loading...

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...