chaphack said:While I commend Sega for the 12 cars & 60fps, but it's not exactly as if this is an impossible feat on the X-Box. (Moto GP2)
dont you know, Xbox can NOT keep 60fps with complex graphics?
Li Mu Bai said:So I've been reading, but if only the physics were less middle of the road. Chaphack while I'm not doubting the Box's bw latency to pull off 60fps, though I would hardly call this a complex game structure.
Bike racing physics are not really comparable to car racing physics.chaphack said:Li Mu Bai said:So I've been reading, but if only the physics were less middle of the road. Chaphack while I'm not doubting the Box's bw latency to pull off 60fps, though I would hardly call this a complex game structure.
By the devs, MotoGP2 has quite a complex physics.
Still 60fps 480p 12 well modelled cars, is quite comparable complex in its own ways.
rabidrabbit said:Bike racing physics are not really comparable to car racing physics.
2 wheels vs. 4 wheels.
Mostly flat race courses vs. bumpy rally courses.
'By the devs' = hype
Keep your **** hands of my sentence!chaphack said:i will do your last sentence, if everyone else, does the same.
rabidrabbit said:anyway, again I didn't understand half of your reply, so I cannot reply back, sorry
you can always compare bike games with bike games.
then again calculating 16 bikes is a handful itself, compared to say, 6 cars?
rally games are rally games, we are on the wavelength of flat car race course. yeay?
rabidrabbit said:reply to part that I did understand. You do not calculate the physics all the time, for all 16 or 6 vehicles that are racing.
Neither am I a physics expert, but I'd guess that calculating physics for a car is more complex than calculating physics for a motorbike. Though the bike's weawing driver might add one component that even the odds (if the bike driver is done in any complex way).