Two videos of the latest development build (cam at DigiExpo 2011):
Single player: http://www.youtube.com/watch?v=7ClrZ10ak8w&feature=player_embedded
Multiplayer: http://www.youtube.com/watch?v=2wzsdTkdDbI&feature=player_embedded
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. The curved path can be also made very long, so the track can circulate the world in any way you like. We even have one track so long that the sun goes gradually down during it
Yes, in the local multiplayer (four players on a single console + single TV screen) players do fail when they get dropped off screen. In online multiplayer the rules are pretty much similar to the normal single player game rules.The multiplayer reminds me of Micro Machines v3, where if you dropped off the screen you lost a point. This is not a bad thing, as I loved that game to bits and is still one of my favorite couch multiplayer games of all-time.
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.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?
Trials HD has 2 million players, and 100 different track leaderboards (each player has score on each leaderboard). Lets assume the replay clip takes 2 KB to store. Multiply the values, and you get 400 terabytes of data (without counting backups or replication). With top 1000 on each track we get 1000 * 100 * 2000 KB = 200 megabytes. Much more manageable.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.
Yes... down to 2 KB. A run can last for 30 minutes (extreme tracks can be tough), and we have analog gas, brake and leaning (left/right). If we had just digital inputs and much shorter replays it could be possible to get the perfect (controller based) replays under 100 bytes.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.
Hey Andrew, the last two lines of your post sound like a very graceful of a statement to me... not used to technical terms. When it comes to those matters I feel very intellectually introspective and I just have a really difficult time communicating what I would like to say, but it's always good to read and learn from others.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.
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.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.
Yes, we use conditional vsynch (or "swap-tear" as id Software seems to call it). If our engine detects a frame that takes longer than 16.6ms to render, we make sure the next rendered frame is cheaper (*) to compensate. This allows us to return to the tearless rendering as fast as possible. So I'd say 99.9% of the time we are fully v-synch locked 60 fps. If there's a big sudden performance drop (for example a huge particle effect crosses the camera) our new engine will tear for a few frames instead of slowing down to 30 fps (like Trials HD did). Consistent frame rate is very important for us.Is the game locked at 60fps, or do you do the "swap-tear" thing?