300 cars doesn't sound too bad at all. I was wondering about the Ferrari's though because I thought they were being licensed by Polyphony for GTHD and therefore would not appear elsewhere (I think this was the case before). Whatever the case though, I personally am not a fan of Ferrari's so it hardly matters that much. I prefer the homegrown cars
Lighting was greatly improved! though aliasing is simply absent from this shots..photomode ftw
You probably see aliasing caused by the hideous jpeg compression ratios used by IGN.I see aliasing in these shots.
Kinky. L-b must be close by....and sleeve your bottom end for endurance.
Yeah, all these people saying damage means nothing because they don't crash are full of it. No way that they can all play hundreds of laps without brushing the wall, grass, other cars, etc.Trust me, you don't know how much fun and excitement damage modelling adds to the race until your balls deep on your last lap, with a screwed up car, battling every inch of the way to the finish line and some guy right on your tail, it's very very fun.
Lol, it's an H22 prelude swap in a 1600lb CRX...ya traction is an 'issue', it works ok as long as you never ever ever give it full throttle!
The only problem is, with all the slippage and redlining, the engine is usually toast by the 3rd lap. It will be sweet if they allow you to get stronger rods, forged pistons, and sleeve your bottom end for endurance.
I greatly disagree with the monicker "devshot".Mmmkay said:Just your common or garden devshot.
I greatly disagree with the monicker "devshot".
Hi-res hi-aa shots are taken for two reasons - marketing and print. They are invariably Not a tool in development, outside of maybe taking shots for some menu art or demo-videos.
Che's rationalization is pretty funny too, considering more then half of games released in past 5 years have such "in-game utilities to pump out screens from the buffer at hi-res".
There's really nothing to argue about - a screenshot that takes several seconds to render(or really any time that is longer then your target framerate) is offline rendered, hence a bullshot, period. I bet almost every developer on this board has taken such shots at one point or another too, so what's there to rationalize?
I know - but like I noted that has been pretty common practice of late (bump up the res and AA, leave the rest). You will invariably have people claiming other differences though - rendered to higher res textures will look better (usually), better pixel clarity makes detail more apparent etc.I think Che is saying that the screenshots are not using additional effects which won't make it into the final game
There are, however, problems with having Ferrari's in the game. They are extremely strict as to what can happend with the cars (in NFS4 and all titles until recently, Ferrari and Mercedes didnt allow to have their cars being used in police pursuits.) They know allow it, however, they do not like seeing their cars get damaged. Its because of the Ferrari's that the damage models arent as "damaging" as they could be.
Yeah, all these people saying damage means nothing because they don't crash are full of it. No way that they can all play hundreds of laps without brushing the wall, grass, other cars, etc.
It just immerses you so much more because you know you can't take any risks or else your race could be over. Of course, you have to model damage properly for that. Very few devs will make cars as frail as they really are.
The guts of an H22A are forged from the factory. And they are sleeved and closed deck from the factory as well. This is what allows big power to be made out of the engine. Unfortunatly, with it's inferior geometry, it's not that much more (power) than a much smaller and lighter B series.
With a b18, youre CRX would be 200 pounds lighter. No matter, because you can't build either engine to 900 horsepower in real life. 700 HP Preludes are pure dyno queens. Useless hand-grenades on a track.
Edit: What is the "redline" on a 900hp H22 in Forza?
Yeah, all these people saying damage means nothing because they don't crash are full of it. No way that they can all play hundreds of laps without brushing the wall, grass, other cars, etc.
It just immerses you so much more because you know you can't take any risks or else your race could be over. Of course, you have to model damage properly for that. Very few devs will make cars as frail as they really are.
For example, ever want to put an AWD Lancer EVO drivetrain into a FWD Eclipse?
Oh yeah, it must be an option for sure.It does sometimes help you in terms of immersion though, making driving on the edge a little more exciting than usual. But flying off the track is scary regardless of whether you damage your car or not. The main problem will always be with crashes that aren't your own fault, so I'd always at least require a game to have the option to turn it off.