WRC 4 screen and info

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* 12 game modes - WRC, Time Trial, Custom Rally, Custom Championship, Online Championship for up to 30 people, 8 Players Online (Any Stage), 2 Player Split-Screen, Alternate (2, 3 or 4 Players), Time Trial, Alternate Rally, Alternate Championship, Alternate WRC and Quick Race.

* 6 Single Player Modes - WRC, Time Trial, Quick Race, Custom Rally, Custom Championship and WRC Challenge.

* 5 Championships - WRC, Custom Championship, Alternate Championship, Alternate Custom Championship and Online Championship.

* 6 Multi Player Modes - Two Player Split-Screen, Alternate (2, 3 or 4 Players), Time Trial, Alternate Rally and Alternate Championship and Online play via Sony's Central Station.

* Brand new technology , developed independently from WRC3, designed to exploit Evolution Studios' third generation 'Shiny Shovel' 3d rendering technology and ' Far Out' World and track creation tool.

* 230 stages covering over 1.700km of asphalt, gravel, snow.

* The track surface has a resolution several times more than any other driving game, (10 cm track resolution) real bumps ruts etc in road surface, making it the most realistic, authentic track surface ever created for any driving game, and the first rally title to have such an effect.

* The environments are even bigger and they are populated with more objects, four times the draw distance, twice the number of objects and 4 times the object density. Allowing for entire forests to be drawn and not just a corridor effect, it's the only game out there that allows you to see the road ahead to near vanishing point.

* Worlds are created using real world satellite and DEM data of the actual location which have been detailed down to the centimetre and up to panoramic vistas. Extreme variations of track elevations with incredible ascents and descents through real mountain ranges and sweeping tracks through entire forests and deserts add to the realistic rally experience.

* Double the amount of textures of WRC3, for twice the graphical effect.

* A new improved weather system introduces more weather types.

* Improved particle and kick-up effects, with particular focus on various enhanced water and dust effects.

* Improved car models - more than 20,000 polygons versus 16,000 in WRC 3 with hinged body parts and panels that can be removed to reveal the inner workings. Fully destructible car bodies, with dynamic environment mapping and progressive mud and dirt.

* The cars benefit from improved handling as a result of a new physics model developed especially for this title. The game features the same accessibility of number three but focuses on being pick up and play. Greater detail added allows much improved handling with more realistic slides, skids, handbrake manoeuvres and flicks.

* Improved damage system produces more realistic and varied deformation to each individual crash scenario. Authentic crash and roll sequences.

* Fully modelled interiors, engines and exteriors. Fully modelled 3D cockpits and car interiors the driver and co-driver are animated using an inverse kinematics system, allowing them to express emotions. The audio has been improved and authentic speech uses real co-drivers voices.

* Developed in conjunction with all the world rally teams. Rally engineers assisted in car physics and car design.

* Audio - sampled and authentic from every WRC car.

* All WRC and Online statistics (completed rallies, wins…etc) for all cars and drivers on selection screens.

* Over 50 drivers and co-drivers modelled, enhanced 'Optasiaä' facial technology enables a wider array of emotional expression.

* Each rally will be divided into 4 days (like an actual FIA Rally with 1 day for 'shakedown' and the other three for rally). Each day will include servicing, stages to race and repairs.

* The player must obey a set of Rallying rules, which if broken will incur time penalties e.g. false starts, service time windows etc..

* Rally school movies with example driving techniques as presented by professional drivers.

* Binary load technology , instant loading in under 1 second.

* Footage and GUI developed in association with ITV.
 
TTP said:
Binary load technology , instant loading in under 1 second.

WHA?! :oops:
Yeah, I was thinking the same, that's probably after the disc has be spun up to full speed and the lens has been placed.
A DVD read on the outer tracks has 5Mb/s transfer speed, so with 6x compression it should be fully possible.
 
Squeak said:
A DVD read on the outer tracks has 5Mb/s transfer speed
I wish :p
The max you can get out of the drive in practice is a little over 4MB/sec.

That said, people tend to overestimate the actual amount of raw data loaded by the games almost as much as the polycounts. Even if you reload all your data every time you'll never get even remotely close to having 30MB of space to fill.
And many games keep a large part of data persistent across loads. Which is where you go beyond drive speed limits - whether sharing most data across loads or streaming - to get whatever large loads remain small enough to make them near instant.
 
Kind of enjoyed WRC3, once you got used to the twitchy cars.

Lets hope the handling has a heaver feel this time around ( how about a user definable sensitivity level ? or at least a choice from 3+ presets - would the dual shock allow this ? ) and that they've also sorted out the poor replay cameras this time ( 4th time lucky.... )
 
* The track surface has a resolution several times more than any other driving game, (10 cm track resolution) real bumps ruts etc in road surface, making it the most realistic, authentic track surface ever created for any driving game, and the first rally title to have such an effect.

PR BS or not?
 
Wow. I, for my part loved WRC3. Those specs might seem a little up in the sky, but it sure is to be better than number 3 and that's good enough for me. Especially with the long-awaited online mode :D
Anyone else who liked WRC3?
 
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