DriveClub by Evolution Studios [PS4]

Probably not, but it wouldn't be that difficult. Also, there is a big chance Sony has the source code for the PS3 driver.

Have you reverse engineered a lot of hardware? Because I've done a little and it's far from easy even if you have source code to work from. On that point I'd be surprised if Sony do have the source code for the PS3 drivers, they only need a binary driver for testing and certification. Even if they did, base on the side of the drivers for Windows, I reckon you're looking at in excess of 100,000 lines of code. And that's ignoring the legalities of reverse engineering in the first place.

wouldn't be that difficult.

:rolleyes:
 
Have you reverse engineered a lot of hardware? Because I've done a little and it's far from easy even if you have source code to work from. On that point I'd be surprised if Sony do have the source code for the PS3 drivers, they only need a binary driver for testing and certification. Even if they did, base on the side of the drivers for Windows, I reckon you're looking at in excess of 100,000 lines of code. And that's ignoring the legalities of reverse engineering in the first place.


I do not get what you mean here: "base on the side of the drivers for Windows".

Anyway, I do not believe the PS3 has a public driver API, but I could be wrong. And compared to things like nVidia graphics chips that certain people reverse engineer on their free time, an USB driving wheel driver is much less complex. So in terms of reverse engineering I would say it is on the easy side.
 
Sorry typos. Based on the size of the Windows drivers. I don't know what reverse engineering of Nvidia drivers you're referring too of Nvidia drivers but I recall before Nvidia and AMD supported linux, driver support for both chipsets was incredible basic - and that's with common APIs (DirectX and OpenGL) at one end of the software stack to work as a starting point.

Assuming you could reverse engineer a driver it's rather useless with the SDK to provide to games developers so their games can use the wheel. Are Sony now supposed to be independently developing the SDK as well?
 
Digital Foundry: Hands-on with DriveClub

In our first technical preview of DriveClub last year we had Evolution Studios' racer down as a promising, if rough-edged effort - a pre-alpha build that clearly needed work. And sure enough, its appearance at Sony's 2014 Gamescom conference has shown a project revitalised in all the right areas. The frame-rate is smoother, the landscape detail massively upgraded, while a slew of new effects and lighting tricks are added. It looks like a whole new game.

"It's the whole dynamic nature of the game. Nothing's baked, nothing's faked. We run everything real-time, and some of the demonstrations I've done you can speed the time-of-day to up to 500 times and see all the clouds roll by," Perkins continues. "We've got a fully volumetric cloud system. You play the same track 20 times in a row and you'll get a different sunset every time. It all feeds back, and because of the atmospherics and the draw distances it's all mixed in - from the cars to the roads to the mountains to the skies."

The game's 1080p resolution is put to effective use too, producing one of the cleanest grades of image quality on PS4. And yet Evolution isn't content to leave it there, backing this full HD setup with an excess of techniques to tackle aliasing from every angle. Asked what anti-aliasing is fit for purpose in this case, DriveClub takes a no-compromise approach.

Can't wait... :cool:

Edit: So gorgeous... http://static.giantbomb.com/uploads/original/8/88760/2670750-4269673729-Excel.gif
 
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Sorry typos. Based on the size of the Windows drivers. I don't know what reverse engineering of Nvidia drivers you're referring too of Nvidia drivers but I recall before Nvidia and AMD supported linux, driver support for both chipsets was incredible basic - and that's with common APIs (DirectX and OpenGL) at one end of the software stack to work as a starting point.

Assuming you could reverse engineer a driver it's rather useless with the SDK to provide to games developers so their games can use the wheel. Are Sony now supposed to be independently developing the SDK as well?

The windows drivers could include anything (QT for GUI for example). I think a valid comparison would be the Dualshock 3/4 drivers available in (the kernel) Linux.

The novoue (spelling) nvidia drivers provide full opengl (3.3 right now I think) as well as power management. Lately they have gotten HW docs from nVidia though...

What kind of SDK do you need/want?
 
The windows drivers could include anything (QT for GUI for example). I think a valid comparison would be the Dualshock 3/4 drivers available in (the kernel) Linux.

Specifically which drivers? Most DS3/DS4 drivers I've seen are basically just wrappers. But I disagree, the Dual Shock controllers have entirely standard controls (buttons, analogue sticks). Racing wheels are entirely non-standard which is why they require device drivers and SDKs for people wanting to use them. It's why not all driving games support all wheels.

The novoue (spelling) nvidia drivers provide full opengl (3.3 right now I think) as well as power management. Lately they have gotten HW docs from nVidia though...
That has a long way to go and the project started, when about nine years ago?

What kind of SDK do you need/want?
At the very least the equivalent of the LogitechSteeringWheel.dll that Logitech provide for engines like Unreal and Unity.
 
nVidia releases new HW every year as well.
They do and for the record I'm not suggesting reverse engineering a racing wheel is anything like the same as a GPU - you brought it up - but the advantage of reverse engineering a Nvidia GPU is that a) there are a lot of tools to assist, b) there are a lot of people working to the same goal sharing information and c) people inside Nvidia are willing to help. Now look at racing wheels. Other people trying to reverse engineer racing wheels: none that I can find. Assistance from Logitech: none as far as I can tell.

How big is that?

The 32-bit x86 DLL is about ~200kb, which is just code and requires other logitech DLLs. The SDK package will vary depending on version and engine, the Unity 4.0 package is 4.5mb. Both will be different for consoles.

I think we're wholly off-topic now though.
 
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DLC details http://blog.us.playstation.com/2014/09/10/driveclub-free-dlc-schedule-detailed/

kja4XBD.jpg
 
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The most likely media in the way of PM is that weather demo from Gamescom when Rushy used the free cam and pulled all the way up to the clouds.
driveclouds91yw4.gif

If the actual photomode does allow us to zoom out this far then imagine the things I could accomplish..drools.
 
Game will sell on the strength of its graphics, but seems really short on content for a full $60 game. I mean even with the season pass and waiting the additional 6 months for all the DLC, you get what, a total of 63 cars, 36 point to point tracks, in 6 environments, with no tuning, painting or mechanical damage, etc. It has already been delayed a year and when is weather getting added? Getting the demo off PS plus to drool over will have to do for now. GT7 can't get here soon enough.
 
If it's 63 nice premium cars then I totally don't mind at least for a casual raver like me, I only ever drove 20-30 different cars out of 500+ in GT5 anyway. The weather patch would be out in two months ish post launch which I don't have a problem with, TOD with lighting this good should last me awhile.
 
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