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						LeoNatan
					
					☢ NFOHump Despot ☢
 Posts: 73330
 Location: Ramat HaSharon, Israel 🇮🇱
 
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					|  Posted: Sun, 7th Oct 2012 22:24    Post subject: |  |  
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					| There were some crazy rants over at NoGripRacing back when Shift 2 was released, how a career is not something a developer should be wasting time on.
 I think I mainly want what hardcode sim driving/racing players want with more "mainstream" coating and production values.
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					|  Posted: Sun, 7th Oct 2012 22:48    Post subject: |  |  
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					| Im a member of noGrip though I rarely visit anymore ( the tone since pCars put me off), my take was that people would like  a career mode if it was a motor sport career (GTR 2), an not a nfs career. As for good driving mechanics in Shift, they used GTR 2 physics files but with glaring mistakes in Shift 1 and in Shift 2 hid everything in a new file structure but didnt fix all of the physics errors. 
pCars even if it turns out to be better than the Shift games will have to prove to those that felt burnt by the Shift games that it is better and it will have to prove it before they hand over their cash. Screenshots wont be enough for the majority I think.
 I hope they can do something sim like (not Shift like) as competition is good in the genre.
 
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					|  Posted: Tue, 9th Oct 2012 01:16    Post subject: |  |  
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					| Exceptionnal new juniors+ build out b318 out.
 
 
 
  	  |  Spoiler: |  	  |   Build 318 (8/10/12, Junior Member+)
Moved all MP UI strings to string database, added token descriptors
 Online: UI uses server-side configuration to enable/disable access to multiplayer
 Fixed more missing container initiailsations.
 Container/memory updates:
 * Removed all known occurences of lazy container initialisations
 * Improved Init/Cleanup flow for several systems
 * Updated per-frame memory alloc tracking system
 * BList memtraces now take BDbgString instead of BString as name param
 * BAllocTable.Init now takes the number of custom entries as a param, and default parameters removed
 * Added Log2, Log2_32 and Log2_64 maths functions
 * Removed lazy container inits from Input and LiveEdit modules
 Added test for invalid user setup
 Added support for final build logging to help eliminate possibility of a crash deep inside DX11 render code
 MP UI improvements:
 * Display session status in browse screen
 * Display vehicle name in lobby (needs UI layout change)
 * Use generic applink to enalbe/disable MP screens based on server call
 * Improve sending of User data to online to reduce system spam
 Multiplayer cut track rules fix for speed limiter activation when rejoining track
 Fix vehicle anim filename formatting
 Moved all MP UI strings to string database, added token descriptors
 Modified tree shaders to take into account the key light brightness when computing transmisive light (fixes glowing trees at night)
 New font throughout game, new Main Menu, Create button added to Browse screen, can now move left/right through liveries
 Eifelwald GP - Track added to the tracklist for the build
 Eifelwald GP - added tracklod file to help popping issues
 Eifelwald texture update
 Eifelwald GP - Added initial tree placement for the track
 Added another config option to the devmode config so that we can get final build logging from the renderer
 Updated rules data for the MP cut track / speed limit tech
 Northampton. New textures/psd files
 Screened loo area created with viewer assets
 Art source textures for new portaloo screen asset
 New Bathurst export
 
 Build 317 (8/10/12, Senior Manager)
 Removed list test code from browse menu
 Changes to account for GUIListItem changed interface
 Fixes colouring of list items which do not have a colour set in code
 Fixed exit flow for host & client to both revert to main menu
 SetupRaceDate now only called after track has been set (different for each mode). Could fall back to the profile default rather than the track default on first run if the date was coming from the track (more obvious for some tracks than others)
 Reset AI sort ID's when cleaning up and round tripping physics systems
 Online sessions:
 * Added new empty files
 * Removed obsolete files
 Fixes for MP lobby: To return to main menu after race and to unbind online session GUI callbacks correctly
 Increased Records leaderboard page size from 8 to 15 to match latest GUI
 Disable AI toggle key in final config MP mode
 Adding new Season UI screens. Includes a fix for a problem with the seasons not working after completing and coming back to the frontend (possibly timing-related)
 Removal of legacy ghost data size passed into app-side ghost call
 Reordered post-race stats and ghost data upload to occur prior to transition. Fix for thread hang when waiting for ghost upload to complete
 Added PS3 leaderboard and storage systems. Removed CRC checks from console leaderboard data downloads. Xbox 360 code updated for recent interface changes
 Fix for PS3 userid and username cache not being updated correctly when the connection state is initially Connecting then advancing to Connected state. Also tick cellSysutilCheckCallback so that the listener triggers the callback
 Changed NodeUserId == operator to compare only the handle. ( 'opt' part should not be used by the application as there is a disconnect between sceNpId api lookups compared to stat ownership as retrieved from leaderboards)
 Wisconsin Raceway - add new txt for SazsCatering
 Derby - new textures addition
 Derby - add new end improve existing textures
 New static corner distance markers on Belgian Forest
 Eifelwald:New textures-first pass
 Livery selection fixed after accidental break
 Updated Records screen layout
 Calling missing app func to build the Season Rounds on page activation
 Placeholder Seasons now using appropriate tracks, names and icons
 New Derby exports
 New Eifelwald export
 
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 Multiplayer also unlocked for Seniors+
 
 Serious Rig: CPU : Ryzen7 9800X3D | GC : NVIDIA RTX 5080 FE | Mobo : MSI MPG Carbon X870E | RAM : 64GB DDR5 TridentZ5 Neo 6000 | Case : Fractal Define 7 XL | Cooler : Fractal Celcius S28 Prisma | PSU : Corsair RX1000 Shift | Monitor : LG Oled C2 42" 4K/G-Sync
 Mobile Rig : Asus ROG751 JT | i7-4720HQ | GTX 970m | 16GB DDR3 \ G-Sync
 Just for the LUL: PS4 Pro / Nintendo Switch / Wii U
 $team, Orishit, Upay, PSN : Athlonic
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					|  Posted: Tue, 9th Oct 2012 01:29    Post subject: |  |  
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					| no free version of this?trial?
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					|  Posted: Tue, 9th Oct 2012 10:06    Post subject: |  |  
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					| No. 10€ version is the most basic version. You can ask for a refund if you don't like it. |  | 
	
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					|  Posted: Thu, 11th Oct 2012 18:36    Post subject: |  |  
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					| For those who doesn't follow the thing, I know you are many :
 There was several junior's buid in a row this week :
 
 
  	  |  Spoiler: |  	  |   Build 321 (11/10/12, Junior Member+)
Untested attempt to fix one of several potential reasons for an issue where some people do not receive guaranteed message ACKs
 GUIList functionality improvements, fixing indexing methods to prevent misuse of data vs item indexes.
 MP: set time to 3pm. progression to 30x, forecast to clear 5 and light cloud, just for a change pending host settings implementation
 MP: Force rolling starts on for those tracks that require it
 Skips 'HDR Mode Linear' in graphics options, default remains 'Photographic'
 Fix for slow emap updates
 Eifelwald - changed track logo on the banner
 Eifelwald - updated trees/bushes
 Eifelwald - new hotel texture
 Wisconsin Raceway - new textures
 Adding interior rattles. Tweaks to dsp curves
 Adding rattle samples for interior ambience
 Update to latest filter and eq tech
 Updated for latest tech
 Eifelwald GP increased grid to 30
 Switching to an independent SP300 set (based on the R500) in case this fixes the AI issue
 Derby - textures first addition
 Derby - textures - adding details
 Derby - improvements, adding details
 Derby - add Ao map for pitwall
 Derby - updated textures - pitwall
 Eifelwald GP - new textures
 Caterham SP300R: WIP addition of suspension animations and AO
 New Caterham SP300R export
 New Belgian Forest export
 New Derby exports
 New Eifelwald export
 New Eifelwald GP export
 New Wisconsin Raceway export
 
 Build 320 (10/10/12, Junior Member+)
 Disabled vehicle physics damage in MP mode.
 Made the waypoint code in GetClosestWayPointBehind handle missing next waypoint cleanly instead of crashing
 Reinstated code which disables crumple damage when in multiplayer mode
 Corrected "Synchronising..." text
 Added check for 'custom livery' when using 'random livery'
 Fixed bug where the game could crash if the user has many local IPv4 interfaces + sends direct p2p pings/pongs from multiple address+port combinations
 Added safety clamp to index while accessing Route::mPoint array
 Fixes for MP Lobby screen:
 * Fixes a potential crash for bad vehicle data
 * Avoids clearing chat on entering the vehicle select screens
 * Avoids unecessary message on leaving lobby voluntarily
 Online sessions:
 * Added logging of user name when someone leaves the session
 * When host migration happens in the lobby, the new host revalidates all users' setups. This prevents an invalid vehicle being used in a certain situation
 * Added a devmodeconfig value allowing to restrict sessions that can be browsed. This will be useful for creating testing sessionis that should only be joinable by a certain set of people
 * Added the following to logs: sending chat messages, creating and joining sessions
 * When preparing the final load setup message, the host will validate the setup once more, and will assert when a change had to be made
 * Added asserts to detect invalid user setup being sent from the admin
 * Added empty implementation of the handler that will eventually calculate authoritative race results in M
 Restricted Content icon updated
 Added 'driver labels' setting to gameplay options screen
 Derby -add new textures - pitwall
 Added 'disabled' state to MP browse refresh button
 Added 'cancel' to loading dialog, which will exit the player fromt he loading game and return them to their previous screen
 Eifelwald GP - Changed the Logo for the version with the correct spelling
 Eifelwald - incorrect file name with incorrect logo spelling
 Minor update to spacing of text on login screen
 LOD Distance Increased on Monterey Dynamic Brake Markers
 Caterham SP300R: suspension geometry file added for real this time (car crash fix)
 Increased online protocol version number (to ensure older builds can't connect to build 320 or later)
 Fix for dynamics objects popping
 Fix for Caterham crash introduced after Caterham fix
 Pagani Huayra: Adjusted gearing, conservation of energy brake heating, replaced a bit of Zonda R placeholder aero. New setup is required with this change
 New Northampton export
 
 Build 319 (9/10/12, Junior Member+)
 Online: Fixed reversed logic for displaying/not displaying car setup changes. Changes initiated by the player would be hidden, default changes made by admin would be visible
 MP UI fixes for allowing UI events post load, handling vehicle selection messages, showing 'MenuReturn' message
 * Adds better error handling to game create screen
 * Add anti-spam to browse refresh button, and prevents it being used before game sare available
 Fixed Lazy Init when adding a NetDebug page while debug output is disabled
 Added disable applinks for GUIButtons
 CharacterAnimationManager: - Removed the error return conditions from Activate()
 TokenString will initialize the format string to a specific debug string. This is to catch instances of using the uninitialized token strings elsewhere
 Enabled lazy container init reporting
 Added exception info to PC crash dump file and log. Crash log now includes the calling thread ID in the filename to avoid overwrites from multiple exceptions
 Wisconsin Raceway - add new textures for MarshalZone
 Northampton. New textures
 Bathurst viewer lights toned back in intensity as requested
 Eifelwald GP moved garage spot 1 out onto pit lane temporarily untill last 3 garages are opened and floors fixed to avoid falling through
 Connecticut Hill Night - changed grid to 46
 Northamption - New textures for the building
 Caterham R500: engine cooling set up as a % range, brake cooling tweak, zero shift delay for H-pattern cars
 Caterham SP300/R: Applied new suspension geometry to physics, spring rate changes to fit, conservation of energy brake heating, brake and engine ducting set up at % ranges. New setup is required with this change
 New Eifelwald export
 KNOWN ISSUE: Using Caterham SP 300/R will crash the game, so please avoid for now
 
 Build 318 (8/10/12, Junior Member+)
 Moved all MP UI strings to string database, added token descriptors
 Online: UI uses server-side configuration to enable/disable access to multiplayer
 Fixed more missing container initiailsations.
 Container/memory updates:
 * Removed all known occurences of lazy container initialisations
 * Improved Init/Cleanup flow for several systems
 * Updated per-frame memory alloc tracking system
 * BList memtraces now take BDbgString instead of BString as name param
 * BAllocTable.Init now takes the number of custom entries as a param, and default parameters removed
 * Added Log2, Log2_32 and Log2_64 maths functions
 * Removed lazy container inits from Input and LiveEdit modules
 Added test for invalid user setup
 Added support for final build logging to help eliminate possibility of a crash deep inside DX11 render code
 MP UI improvements:
 * Display session status in browse screen
 * Display vehicle name in lobby (needs UI layout change)
 * Use generic applink to enalbe/disable MP screens based on server call
 * Improve sending of User data to online to reduce system spam
 Multiplayer cut track rules fix for speed limiter activation when rejoining track
 Fix vehicle anim filename formatting
 Moved all MP UI strings to string database, added token descriptors
 Modified tree shaders to take into account the key light brightness when computing transmisive light (fixes glowing trees at night)
 New font throughout game, new Main Menu, Create button added to Browse screen, can now move left/right through liveries
 Eifelwald GP - Track added to the tracklist for the build
 Eifelwald GP - added tracklod file to help popping issues
 Eifelwald texture update
 Eifelwald GP - Added initial tree placement for the track
 Added another config option to the devmode config so that we can get final build logging from the renderer
 Updated rules data for the MP cut track / speed limit tech
 Northampton. New textures/psd files
 Screened loo area created with viewer assets
 Art source textures for new portaloo screen asset
 Added renderer logging info to Final Mode Config
 Online sessions:
 * Added a new Return handler to the online session
 * Load handler will reset its state when the game session state changes to Returning
 * Added new callbacks signalling a few phases of the load sequence
 * Fixed a problem with Enter handler of load states sometimes being called twice for a state when a state has been changed from within another state's Enter handler
 * Admin will not notify themselves with a load state change; the change is dealt with in the Enter handler for the state
 * Reason why the local user left a game session is available even after the game disconnect callback finishes
 * Disconnect during load are now properly handled. The client will return back to the main menu, instead of ending in a hang or in a local race
 * Added a new Return handler to the online session
 * Load handler will reset its state when the game session state changes to Returning
 * Added new callbacks signalling a few phases of the load sequence
 * Fixed a problem with Enter handler of load states sometimes being called twice for a state when a state has been changed from within another state's Enter handler
 * Admin will not notify themselves with a load state change; the change is dealt with in the Enter handler for the state
 * Reason why the local user left a game session is available even after the game disconnect callback finishes
 * Disconnect during load are now properly handled. The client will return back to the main menu, instead of ending in a hang or in a local race
 New lobby layout - players can now see the car they're driving and more of the chat window. Improved icons elsewhere too
 Wisconsin Raceway - add new txt for HillsBuilding and MarshalHuts
 Adds a 'random' livery choice as the first and default livery option
 Designed to introduce more variation in MP play when people chose similar vehicles
 Also available for single player vehicle selection
 Ghost system:
 * Fixed an infinite wait on PS3 in retriving a finished background ghost task
 * Changed the CRC_CHECKS macro name to make it clear it belongs to the ghost system
 * Updated documentation
 Fix 'browse' display to show 'racing' staus
 Fixed read buffer overflow in entity list parsing if the last line did not end with a new-line
 New Eifelwald GP export
 New Bathurst export
 
 Build 317 (8/10/12, Senior Manager)
 Removed list test code from browse menu
 Changes to account for GUIListItem changed interface
 Fixes colouring of list items which do not have a colour set in code
 Fixed exit flow for host & client to both revert to main menu
 SetupRaceDate now only called after track has been set (different for each mode). Could fall back to the profile default rather than the track default on first run if the date was coming from the track (more obvious for some tracks than others)
 Reset AI sort ID's when cleaning up and round tripping physics systems
 Online sessions:
 * Added new empty files
 * Removed obsolete files
 Fixes for MP lobby: To return to main menu after race and to unbind online session GUI callbacks correctly
 Increased Records leaderboard page size from 8 to 15 to match latest GUI
 Disable AI toggle key in final config MP mode
 Adding new Season UI screens. Includes a fix for a problem with the seasons not working after completing and coming back to the frontend (possibly timing-related)
 Removal of legacy ghost data size passed into app-side ghost call
 Reordered post-race stats and ghost data upload to occur prior to transition. Fix for thread hang when waiting for ghost upload to complete
 Added PS3 leaderboard and storage systems. Removed CRC checks from console leaderboard data downloads. Xbox 360 code updated for recent interface changes
 Fix for PS3 userid and username cache not being updated correctly when the connection state is initially Connecting then advancing to Connected state. Also tick cellSysutilCheckCallback so that the listener triggers the callback
 Changed NodeUserId == operator to compare only the handle. ( 'opt' part should not be used by the application as there is a disconnect between sceNpId api lookups compared to stat ownership as retrieved from leaderboards)
 Wisconsin Raceway - add new txt for SazsCatering
 Derby - new textures addition
 Derby - add new end improve existing textures
 New static corner distance markers on Belgian Forest
 Eifelwald:New textures-first pass
 Livery selection fixed after accidental break
 Updated Records screen layout
 Calling missing app func to build the Season Rounds on page activation
 Placeholder Seasons now using appropriate tracks, names and icons
 New Derby exports
 New Eifelwald export
 
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 AAAaaaaaannnnnnnddd !
 
 Multiplayer available for Fullmember and above right now !
   
 Keep in mind that "if the worst does happen, we will promptly revert MP access back to seniors and above. Apologies in advance for this, but it may be necessary in order for us to run more controlled tests, as well as help us "see the wood for the trees" in server logs."
 
 Just so you guys don't rush on a FullMember toolpack just for MP yet.
 
 Serious Rig: CPU : Ryzen7 9800X3D | GC : NVIDIA RTX 5080 FE | Mobo : MSI MPG Carbon X870E | RAM : 64GB DDR5 TridentZ5 Neo 6000 | Case : Fractal Define 7 XL | Cooler : Fractal Celcius S28 Prisma | PSU : Corsair RX1000 Shift | Monitor : LG Oled C2 42" 4K/G-Sync
 Mobile Rig : Asus ROG751 JT | i7-4720HQ | GTX 970m | 16GB DDR3 \ G-Sync
 Just for the LUL: PS4 Pro / Nintendo Switch / Wii U
 $team, Orishit, Upay, PSN : Athlonic
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					|  Posted: Thu, 11th Oct 2012 18:44    Post subject: |  |  
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					| Wait, I AM a full member :O |  | 
	
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					|  Posted: Fri, 12th Oct 2012 16:42    Post subject: |  |  
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					| Finally online mode but what a bunch of boring fuckers.
Nobody chats in the lobby's, they are there for a reason, and not once have i had an online game just say's synchronizing.
 This game will be brilliant once it is released.
 
 Ryzen 5 3600 cpu@3.60 Mhz.
 hyper x 32 gb ddr 4 memory.
 Msi Carbon gaming pro ac motherboard.
 Evga 600 psu.
 Msi Armour rx 8 gb 5700 Graphic card.
 Ps4 Standard 500gb.
 Lg 4k 42 inch tv.
 Oculus Quest 2.
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					|  Posted: Fri, 12th Oct 2012 16:44    Post subject: |  |  
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					|  	  | PumpAction wrote: |  	  | No. 10€ version is the most basic version. You can ask for a refund if you don't like it. | 
 Damn if people ask for a refund on this game they must be nuts, especially if they only pay 10 dollars.
 
 Ryzen 5 3600 cpu@3.60 Mhz.
 hyper x 32 gb ddr 4 memory.
 Msi Carbon gaming pro ac motherboard.
 Evga 600 psu.
 Msi Armour rx 8 gb 5700 Graphic card.
 Ps4 Standard 500gb.
 Lg 4k 42 inch tv.
 Oculus Quest 2.
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					|  Posted: Fri, 12th Oct 2012 20:58    Post subject: |  |  
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					| New Team Member+ Build up
 
  	  |  Spoiler: |  	  |   Build 322 (12/10/12, Team Member+)
Fixes to menu list array sizing, and to the lobby assigned menu list size
 Quick fixes to prevent array overruns in lists
 Disable 3D scene updating and rendering (car preview and background) while lobby is active
 Fixed lazy inits on Events screen
 Increased progresspoint timeouts to help track issues causing progresspoint disconnects in build 321
 Lower MP time progression to 10x (from 30x)
 Changed bridge feeding policy (not every sample is stored to new slot to get longer interval in given number of samples)
 Physics/bridge timing - gExecTimer used only for bridge, Notify callbacks use incoming execTimerSynchronisedTime value. Bridge interpolation uses time near to last complete physics frame. Bridge holds some new timing data (like last completed physics frame time stamp, last stamp time,...) Engine.cpp - assert removed
 Added extra logging to datagram protocol
 Online sessions:
 * Added more asserts to vehicle validation to catch invalid values coming from outside the online session system
 * Increased protocol version
 * Changed the message containing user setup to allow more than one user setup per message
 * Changed code sending user updates to pack more than one user setup to a single message when possible
 * Added sequence numbers to request messages sent to host. The host can drop duplicate messages before sending duplicate responses, which would then be dropped anyway. This decreases traffic in low-ping situations
 * Number of laps for online races are set according to the requested setup
 * Removed some obsolete MP code
 Formula A: revised default setup to work better on STM
 Adds num of players to lobby screen
 Wisconsin Raceway - add new txt for Ministand and SmallWhiteHut
 Audio: adding vibration and rattle samples to Z4GT3 set
 Audio: stockcar mupdated with latest load curves, filtering, eq, rattles and vibration layers
 Audio: updated stock car level balance
 Modified position of T1 cones based on forum feedback
 Audio: adding rattles and vibration samples to Stockcar engine set
 Added lobby players number applink
 Pressure model fix and pdb file
 Audio: updated V8-RS engine set checked in with latest eq and filter curves, vibration layers and rattles
 Audio: fix for transmission whine pitch issue at high engine speeds
 New brake markers on eifelwald gp
 Audio: adding vibration layer sound to V8-RS engine set
 Audio: adding rattle samples to V8-RS engine set
 Bathurst:Resaved to fix corrupt texture
 EifelWald: New Textures
 Adjusted GUI offset on all cars for best appearance in menu garage scene. Added missing statistics files
 Wisconsin Raceway - add new textures for Adverts and TshirtShop
 New Eifelwald export
 
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 And also : Build 322 includes an early preview of the new "Seta" tyre model (STM).
 Instruction to test it and more info in the "Physics & AI" subforum
 
  
 Serious Rig: CPU : Ryzen7 9800X3D | GC : NVIDIA RTX 5080 FE | Mobo : MSI MPG Carbon X870E | RAM : 64GB DDR5 TridentZ5 Neo 6000 | Case : Fractal Define 7 XL | Cooler : Fractal Celcius S28 Prisma | PSU : Corsair RX1000 Shift | Monitor : LG Oled C2 42" 4K/G-Sync
 Mobile Rig : Asus ROG751 JT | i7-4720HQ | GTX 970m | 16GB DDR3 \ G-Sync
 Just for the LUL: PS4 Pro / Nintendo Switch / Wii U
 $team, Orishit, Upay, PSN : Athlonic
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					|  Posted: Wed, 17th Oct 2012 19:56    Post subject: |  |  
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					| i have team member+ but dont see any mp options? all greyed out for me
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					|  Posted: Thu, 18th Oct 2012 22:59    Post subject: |  |  
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		| 
					
						
						LeoNatan
					
					☢ NFOHump Despot ☢
 Posts: 73330
 Location: Ramat HaSharon, Israel 🇮🇱
 
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					|  Posted: Thu, 18th Oct 2012 23:12    Post subject: |  |  
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					|  	  | AndreaSpooky wrote: |  	  | http://www.youtube.com/watch?feature=player_embedded&v=5JucfRBO6mQ 
 wow
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 Some failed Z sorting on the clouds there.
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					|  Posted: Sat, 20th Oct 2012 04:17    Post subject: |  |  
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					| Those clouds suck.  Bad.  And what's with with the clouds moving at warp speed AWAY from the car in the same direction of travel after about a minute in?   I'm sure they'll fix it but right now it's terrible
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					|  Posted: Sat, 20th Oct 2012 08:53    Post subject: |  |  
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					| Time is warped x30 for the purpose of the video...
 Jeeeeeezzzzz people what are you thinking ?
 
 Serious Rig: CPU : Ryzen7 9800X3D | GC : NVIDIA RTX 5080 FE | Mobo : MSI MPG Carbon X870E | RAM : 64GB DDR5 TridentZ5 Neo 6000 | Case : Fractal Define 7 XL | Cooler : Fractal Celcius S28 Prisma | PSU : Corsair RX1000 Shift | Monitor : LG Oled C2 42" 4K/G-Sync
 Mobile Rig : Asus ROG751 JT | i7-4720HQ | GTX 970m | 16GB DDR3 \ G-Sync
 Just for the LUL: PS4 Pro / Nintendo Switch / Wii U
 $team, Orishit, Upay, PSN : Athlonic
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					|  Posted: Sat, 20th Oct 2012 08:55    Post subject: |  |  
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					| How will this game run on my Q6700@3.4g and a 5870 1g?
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					|  Posted: Sat, 20th Oct 2012 12:36    Post subject: |  |  
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					| Everything on high@1080p no anti aliasing at least 30 fps   
 oh and no rain, that shit fucks up fps
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					|  Posted: Sat, 20th Oct 2012 19:55    Post subject: |  |  
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					|  Posted: Sun, 21st Oct 2012 00:25    Post subject: |  |  
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					|  Posted: Sun, 28th Oct 2012 15:15    Post subject: |  |  
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