Šta je novo?

C.A.R.S - Community Assisted Race Sim

^ This time next year... :)

Btw ovaj poslednji snimak skroz dobro izgleda, sto se ponasanja tice..
 
Da li je neko od vas probao zadnji build ? Kolega sa jednog foruma:

U*rali su fiziku u igri skroz, baca dosta na NFS Shift sada. Sumnjam da imaju vremena to tweakat do novembra. A cudi me, s obzirom da je ovo community assisted igra, gdje god na netu da procitas - niko ovo ne smatra simom, nije ovo ni u klasi sa AC, iRacingom itd. Iz prve ruke - slazem se.

FFB (na T500) je takodjer losh, mrtav nekako, ne moze se porediti sa rFactor2 , AC & iRacingom.
 
Nisam igrao zadnji build, mada krenuli su sada da traze da se brise profil posle svakog updatea. Ako se ne obrise profil, oce dosta toga da se s****.

Koliko ja znam, nista nije menjano veliko oko fizike, samo sredjuju pojedinacne stvari [gume, aero, kocnice i ostale stvari] car by car. Ostalo im je je jos 10 nedelja do release-a, ocekujem da ce igra biti jos bolja kada srede bas sve aute i najzad se bace na AI fixing.



plus evo build notes-a za sve iz Septembra:
DELETE YOUR PROFILE BEFORE EACH BUILD!!!


Build 801 (03/09/14, Team Member+) - 811.9 MB
Next-Gen:
* Added XB1 specific default input events.
Audio:
* Merc AMG road car now louder with more bass.
Render:
* Modification for dark edges on clouds - switching to pre-multiplied alpha blending
Weather:
* Fog reworked at dry/desert clear
* Haze tweaks in dry desert med cloud and light cloud. Also fixed bug with other light clouds where high fog causes clouds to go black in areas.
GUI:
* Added new motorsport signing videos
* Missing and improved manufacturer logos added
* Updated Pit Strategy screen and correct text entry dialog navigation
* High-res manufacturer logos, re-exported Track Photos without mipmaps
* FIX - AR-2447, Both trackbar sliders were enabled and connected to Applinks
* FIX - AR-2441, Right weight shift slidebar enabled and connected to applink
* FIX - AR-2442: Wastegate pressure now shows in bars divided by 100000 and with two decimal places
* Fixed HUD display for races with a timed countdown (last part of AR-1967). Added new TimedRace session type and updated scripting logic so that timed races like Endurance work properly. END_GT_Starlight_Glen_6H fixed, others will need data updates
Gameplay:
* Only auto-enable wipers/headlights when no manual toggling done.
* Lightshint tweaks making ai headlights turn on/off earlier/later in the morning/evening for optimisation purposes. All conditions tweaked bar stormy, super storm, fog and heavy fog where they stay on slightly laterdgue to overall darkness of those conditions.
Characters:
* Crowds: Besos, Dubai - placement updates
* Pitcrew: Updated LODs and materials names, skins, fixed presets names + added preset variations - headsock_logos_off
AI/Pitstops:
* Rest of the time, lat change speed has been lowered to 80% of what it was
* New First straight behavior where drivers would rather keep their lat then join the best line until the first corner
* While racing normally, if the road is unobstructed the lat change is much slower for smother joining into the best line
Career:
* Fixed DidWinRace to handle Career & Normal racing
* Career Championships: Formula C Motorsport branch update: Calendar remapping for better series flow and session start times.
* Career Championships: Prototypes Motorsport branches update: Calendar remapping for better series flow and session start times.
* Career Championships: Formula Rookie Motorsport branch update: Calendar remapping for better series flow and session start times.
* Career Championships: Endurance Motorsport - Full branch update: Calendar remapping, Race sessions forced to time-based for HUD system.
Physics:
* Fix for missing default tire on Formula A
* Reduced drag coefficient for all vehicles in the air
* Tidier approach to referencing player/AI torque tables
Vehicles:
* Ginetta G55 GT4: Custom livery support
* Ford Mustang Trans-Am: Custom dirt DDS file
Tracks:
* Oschersleben: Incresed cut track sensitivity on left side of chicane. Fixes JIRA bug WMD-1034
* Lakeville Short: Fixed cut tracks not detected in last corner loop area allowing cutting across without penaly. Fixes Jira bug WMD-1076
* Monterey: Narrowed right side corridors to edge of pit lane in an attempt to prevent AI from merging to main track early. Didn't work. Jira bug sent to Chris F.
* Dubai Autodrome: Skyring angle adjusted, emissives fix , nasty bld fix, added all latest placements, change to include foliage as sub-scene, desertgrass - material tweaks - diffuse multiplier value lowered to reduce bleech effect and increase amb.mul. for brightening up the shadowed side, fix for popping lightshadows of mainstand and tweaked some light intensities

Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Speed sensitive camera option is missing from UI

Build 800 (02/09/14, Team Member+) - 788.2 MB
Next-Gen:
* XB1: Fix missing motion-blur
* XB1: Texture loading speed dramatically improved.
* XB1: Light rendering uses ContextX depths bounds support.
Audio:
* Adding Start pit to car calls
* Adding Weather pit to car calls
* Adding Race Pace pit to car calls
* Adding Qualifying pit to car calls
* Adding overtaking pit to car calls
* Adding back marker pit to car calls
* Adding Practice Lap pit to car calls
* Adding Rolling Start pit to car calls
* Adding first lap of race pit to car calls
* Adding Le Mans specific pit to radio calls
* Adding defending positional calls for pit to car
* Fixed "mDeferredImpactSounds.Push failed" error message
* Deferred collision sounds added to push buffer using TryPush
* Adding 3rd tranche of pit to car radio speech to FMOD project
* LMP RWD P30: Incar and external engine sets, plus an AI version. Includes tranny, gears, backfires, distant roll-offs and trajectory. Uses the LATEST distant based reverb/echo effect and louder in the surround speakers as it passes by.
Render:
* Lamp post flare scale and opacity tweaks
* Added new render context for premultiplied alpha without backface culling, for use by clouds
Weather:
* Headlights of ai cars to come on later in evening and turn off earlier in morning. testing in clear dry/desert climate
* Moon light intensity reduced in all wtcs and best line brightness tweaked throughout the cycle.
GUI:
* Updated News stories
* HUD: Added light feature to Motec
* Fixing grid navigation in GUIList
* Trackmaps: New trackmaps, 1st commit
* Fixed a bug on the passing conditions
* Remaining FanChat social messages added
* Missing applinks hidden from loading screen
* Fix loading screen pakfile controller textures.
* Fixing livery display in vehicle mode selection
* Fix lights on/off layer support for HUD GUI gadget
* Trackmaps: Oschersleben - new trackmaps with latest csm
* "Number of Turns" data added to Dubai International TRD info
Characters:
* Characters Pitcrew: Updated helmet
* Pitcrew fuel mechanic: Fixed translation_main bone position
Animations:
* Alpine A450 LMP2: Animations fix
* Driver anims: Pagani Zonda Cinque - paddle anims, visor up pose + catabe export setup, limited steering animations
AI/Pitstop:
* Solve some bad commenting
* Fix orphaned AI torque table + dampening yaw tweaks
* Redo GetHazardSafetySpeed with a proper mathematical equation
Career:
* Bonus points saved to a separate profile value, so they can be extracted and displayed along with the total score in the results screens
Physics:
* FIX - AR-2440, Visco eletronic lock units and changed
* Tires: Better Z spring/damper control. FA R7 and FB R7 tires
* FIX - AR-2443, added applink for wedge settings and renamed to weight jacker
Vehicles:
* BMW 320 Group5: LOD tweaks to reduce popping
* Mercedes A45 AMG: LOD tweaks to reduce popping
* Oreca 03: Polishing pass 2. CPIT polycount reduction.
* Alpine A450 LMP2: Polishing pass 2. CPIT polycount reduction.
* Formula Gulf: Added chrome effect to livery09, added redstriped wheel textures
* RUF CTR3 SMS-R: Windscreen reflections dds texture, misc dds texture, lights dds texture, brake disc dds texture - new texture, badges dds texture - new texture initial check in
* LMP2 Marek RP219D: Added AO, damage, windscreen reflections dds texture, windscreen banner, darkened reflections for better visibility - initial check-in
Tracks:
* Besos: Added small ao for tunel entry
* Trackmaps: Anhalt - updated loading map
* Florence GP: Fixed corner markers being on front straight. Fixes JIRA WMD-735
* Oschersleben: Optimization pass 1 on Oschersleben Textures, saved amout 40 MB
* California Highway: Reduced grid size to 36 from 40 to fix cars falling through the track when there no spot to palce them. Fixes Jira WMD-39
* Azure Coast: Extended beginning of AIW back to barrier. Reduced Start grid size to 25 for cars that were being placed on other side of the barrier at the start. Fixes JIRA WMD-497
* Dubai Autodrome: Stripped out pit lane objects, skyring nmp fixed, Fixed track popup caused by missing far dist and no cull flags, skyring texture update, 1st pass WIP - night lighting updates, fix for wrong range and light clipping issues, reduced ranges for optimization and adjusted intensities, optimized edge blends , merged new skybox & bld emissives from MJ , remapped & new maps for tarmac edges , new fences , garage interiors set to cull out very close, updated new fence texture to be a bit chunkier. added new texture for main fencing, updated the tarmac crack so it's smaller , updated main tarmac nmap, added new textures for edge blends

Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Speed sensitive camera option is missing from UI
- Formula A is crashing on every mode

Build 799 (01/09/14, Team Member+) - 1.2 GB
Next-Gen:
* XB1: FMOD uses Core3/4
* PS4: Enables live edit.
* XB1: Updated loading screen
* XB1: Fix for Bink corruption.
* PS4: More discard optimisations
* XB1: Move socket thread to core3
* XB1: Godray rendering uses ESRAM.
* XB1: Fix for Raindrops being black
* PS4: Remove redundant save/restore.
* XB1: Fix camera drop scene input srgbness
* XB1: Fix instance rendering (incorrect limit)
* XB1: Increased Anisotropic filtering quality.
* XB1: Use previously missing Window Size base functionality on renderer init.
* XB1: Fix for ESRAM leak, caused by "surface provided" textures not populating the texture object ESRAM fields.
Audio:
* New bug splats.
* Adding env sounds for Dubai International
* Radical SR3 fix to engine RPM capping out too early.
* Fix corrupt engine FDP for the Formula A. Total FDP rebuild required.
* Resaved engine sound and removed reverbdefs used by FormulaA's engine sound to potentially fix a crash
Render:
* Force hard shadows on particles.
* Skyring rendering moved after clouds render
* DX11: Fix for memory leak with FXAA and SMAA.
* Best line mip tweaks for near fading reverted.
* DX11: Fix missing lensflare with MT rendering (PC&XB1)
* Post twilight sky glow reduction for clear07 (dry/desert climate)
* Force hard shadows on particles. More discard optimisations for PS4.
* Driving line texture tweak and wtc tweaks for it's brightness in clear07 (dry/desert)
* Best line texture tweak, first mip removed, second mip at full opacity so it gets solid sooner
Effects:
* RWD P30 & Marek RP339h: Disabled blue flame effect when hybrid system is active
Weather:
* Hazy: -20 degree sky texture tweaked, now silimar look to other -20 skies but without the stars. As a result texture size reduced saving a chunk of mem.
Characters:
* Initial files of headsock textures
* Added 70s and 80s head/helmet set up for exporting tests
Animation:
* Pitstop preview animations
* Fix animation actors holding on to binding reference.
GUI:
* Updated track photos
* Converting menu-lists to lists
* Fixes for various vehicle lists
* Updated Achievement descriptions
* Hints & Tips: Now added to TextDB
* Minor text and layout improvements
* Adding 'invite' handling to dialogs
* Adding bink dialog for full screen videos.
* Minor update to text on Driver Network Profile page
* Adding intro video for signing a new motorsport contract.
* Trackmaps: Pit lane added, loading maps updated, Updated with high res
* Fixing layout for vehicle and location selection, fixing 'all' filter in class selection
* Changing Gui Handler screens that keep session time to adapt to times greater than 60 minutes
* Fix for flow in post race screens - end of series dialog now only apears at the end of a series.
* Driving line changed to arrows so that we don't have the blocky edges when the line goes round corners.
Cameras:
* Added preview cameras
* Pre/post race camera scene
* Fixed camera clipping through the track
* Replay Cameras: Full replay camera set, covering main track, off-track areas, and pitlane.
* Replay Cameras: Dubai International - Full replay camera set, covering main track, off-track areas, and pitlane.
Controllers:
* Set gamepad preset Mode 3 as default
* Gamepad preset logic for new profile / loading setup
* Fix for gamepad profile not being applied after a clean profile load
Online/Multiplayer:
* Disable damaged lights in MP until crash is fixed.
* Updated achievement texts and pushed the changes to Steam.
Gameplay:
* Add automatic headlight control for player when input event not assigned.
* Fix WMD-1094 - Point to point races can no longer be finished by backtracking on circuit. The player is required to pass the start and enter finish from sector2.
AI/Pitstops:
* "0" AI Overrall challenge is now much slower
* Increase driving line generation raycast length
* Re-enabled optional refuelling according to pit strategy logic
* Code review and fix many issues involving the hazard avoidance system + fix
* The AI are now more planted to the environment and balanced better with the player car incar and out. All AI are now using the latest distance rolloffs and occlusion effects. The rear and side surround sound speakers get louder as the AI car passes the track camera. The AI now have the optimised audio format for PC, Xbox One, PS4 and Wii U.
Career:
* Career Contracts: Kart One (Entry Kart) contracts updated with new liveries.
* Added accessor for career trophy icons (to be hooked into end of series screen)
* Career Championships: Completed adding all Career contracts and invitational related text to the career Text DB (CareerDB).
* Added per-motorsport settings and accessors for career intro videos (still to be hooked up with the UI code). Moved test prototype2 movie into subfolder to keep intro videos together
Physics:
* RWD P30: Opened up the differential, default setup tweaks, statistics updated
* Physics Tweaker: Reverted test values on sharp object damage (cause of so many AI tire punctures)
Vehicles:
* Tweaked headlight settings
* Oreca 03: Materials polishing
* Kart 125cc: Collision mesh update
* Marek RP339h: custom dirt DDS file
* Alpine A450 LMP2: Materials polishing
* Ford Focus RS: Collision model update
* Sauber C9: LOD tweaks to reduce popping
* Ford Sierra RS500: Collision model update
* Adjusted vehicle cockpit exposure settings
* McLaren P1: Fixed lights mesh missalignment
* McLaren MP4-12C: LOD tweaks to reduce popping
* More headlight angle & attenuation adjustment
* Ford Escort Mk1: LOD tweaks to reduce popping
* BMW M3 E30: UV mapping fix, custom dirt layer DDS file
* Aston Martin Vantage GT3: Minor tweaks on LODA/B UV3 mapping
* LMP cars: Set center cockpit camera position, brighter headlights
* Ford Mustange Boss 302R: Light flare adjustments, collision model update
* McLaren MP4-12C GT3: LOD tweaks to reduce popping, added rear wing damage
* RWD P20: Added wmd winning liveries, added liveries names and material setup
* Formula B: Fixed non-detachable front wing and cockpit shadow holes, collisions optimized
* RWD P30: Collision model update, Livery tweaks, collision update, light flare adjustments
* Ginetta G55 GT4: Template, lods almost completed, temp checkin, lodx added to previous export
* RUF RGT-8 GT3: Updated wipers meshes. wipers animation/rain setup done. Minor smoothing on Cpit Windshield frame line. Minor Damage deformation update.
* McLaren F1: Fixed tyre rotation, fixed rear license plate, fixed RR tyre, fixed shadow gaps, other fixes, Fix for WMD-1072 , lowered position of center camera.
Environment:
* New Low-LOD background lamp-posts textures
* Removed global diffuse multiplier on road_dbv and overlay
* Fixes for dynamic cones drawing too far - now tracklod controlled
* Swapped out trees to prevent blobbyness and also culled some far distance ones
* Stripped back dynamics and excessive static placements from areas of Emirates Raceway
Tracks:
* Azure Circuit: Textures for F1 Monument.
* Oulton Park: Fixed visible tiling, holes aligned, dirt added, fixed floating/sinking trees
* Besos: Added more missing building, fix lod popping. fix trees position around the missing building and assets, exports for Besos sitting crowds + initial placement, added new txt for transistor building
* Dubai Autodrome: AIW change, tyrewalls added, Dynamic objects optimized,optimisation pass #1 - removed kart track + accessories , removed freeway lamps , added occluders , remapped the outer pitwall to use the existing high-res wall texture , brightened up the dark crazy-paving stone wall. optimisation pass #2 - complete new ground CSM to hopefully fix kerb landmines , fixed wall CSM to correct some inaccuracies and also fix a few holes , skybox leaning buildings fix , 1st pass of new freeway lights added. turn off shadow casting for crowds at grandstands, reduced sitting crowds at grandstands, updated LOD distances, reverted to version 4 and cleaned up last 2 corners path and corridors, flare changes and updates to Emirates Raceway, optimisation pass #3 - skybox black outlines fixed, set to translucent to work with Kev's new cloud render order. tyre wall blockers to replace the lines of cones from MJ. fixed a big dip in the ground after turn #2. floating white line above pits fixed. LOD Bs added for the large grandstands at the end of the s/f straight. floating blend in pits fixed. petrol pumps next to pits optimized. fences around petrol pumps optimized. 3 buildings to left of turn #1 reduced to 2 , open windows removed , reposition a bit for better coverage. garage interiors had do not cull ticked, despite being over 100k tris in total - flag is removed now.

Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Player loses control of the car after accessing the Setup and Strategy.
- Speed sensitive camera option is missing from UI

^ ako do sada niste videli ove patch notes-e, eto vam sanse da vidite koliko posla ide u pravljenje sim racera. :D Kada sam ja poceo da igram pCARS bili su na bild200-300, nije bilo ni MP-a. :) Manje-vise preleteo sam svaki patch note da vidim sta ima novo.
 
plus zadnji build [nije mogao da stane zbog char limita]

Build 802 (04/09/14, Team Member+) - 1.1 GB
Audio:
* Adding radio issue pit to car calls
* Adding career specific Pit to car calls
* Adding Championship specific pit to car calls
* Adding lates round of pit to car calls to FMOD
* Adding quali results specific pit to car calls
* Adding jump start penalty and DQ pit to car calls
* Adding mandatory pit stop and pit cancelled calls
* Adding more variations for race win pit to car calls
* Adding career and championship specific pit to car calls
Render:
* Cloud fog bug fixes
* Fix for shadow bug from distant buildings
* Masks out rain drops from helmet in open top cars. (Removes fish tank)
* Corrected wetness modification by vertex alpha mask (correcting change in CL 453064)
Effects:
* Screen drop material name fix
* New helmet material for rain drops.
* Increased screen drop blur 20 percent
* Material tweaks for helmet screendrops blurring tests
GUI:
* Exit button fixes
* Changing Save & Exit text to Exit
* Fixing up end of race screen buttons
* Updated Championship Standings screen
* Added 6 new motorsport signing videos
* CLOSE item added to Player Interact dialog
* Fixed up end of career/round GUI screen flow
* Updated Pit Strategy screen and other in-game menu tidy ups
* Fix AR-2481, Added settings for stretched headlight reflections and stretched lammpost reflections in the visual section of Options + created applinks and profile variables.
Characters:
* Wheel attendant 01: New start pose, added wait idles
* Pitcrew: Updated helmet materials and textuers paths
* Pitcrew: Updated path for pitcrew under the main folder
* Drivers textures: Updated headsock difuse to be able to colour mask it
* Classic Drivers: Updated new composition using latest helmets for classic
* Drivers helmet textures: Updated specularity on the helmet. FIxed reflective issue
* Pitcrew ART: Created first liveries for test. Updated headsock presets names and params
* Pitcrew - ART: Updated compositions, skin and more material tweaks. Updated SMSmodifiers with new preses to fit on racesuit
Career:
* Career Contracts: Structure clean-up, removing redundant data fields.
* Career Invitationals: All Historic class events remapped to correct calendar dates.
* Career Championships: Endurance - Branch update with reworked vehicle eligibility and series progression
* Career Championships: GT3 Motorsport branch update: Calendar remapping for better series flow and session start times.
* Career Championships: GT4 Motorsport branch update: Calendar remapping for better series flow and session start times.
* Career Championships: Kart 1 Motorsport branch update: Calendar remapping for better series flow and session start times.
Physics:
* Tweaks to vehicle logging
* Car to car clear contact status
* LMP Cars: Default setup adjustments
* Dampening disabled for car to wall for more realisitic behaviour
* Contact improvements: Yaw dampening adjusted on contact speed for car to car better contact and control
Vehicles:
* BMW Z4 GT3: Further LOD tweaks
* Sauber C9: Custom dirt DDS file
* Ford Mk.IV: Custom dirt DDS file
* Karts: Quick pass at AI tire model
* BMW M3 E30 Gr.A: Custom dirt DDS file
* Ford Sierra RS500: Custom dirt DDS file
* RUF CTR3 SMSR: Lodx added + Ralphs latest work
* RUF RGT-8 GT3: Fixed exhaust backfire, windscreen reflections added
* Aston Martin V12 Vantage GT3: Animation files with wipers initial checkin. Wiper mask texture file initial checkin.
Tracks:
* Besos: Slightly more change color
* Dubai Autodrome: Fixed more issues - bad mapping on pit garages , redid white lines , fixed sunken overlays in pits , new skidmarks , faded racing line , removed spec from racing line, updated white & yellow lines to be newer & cleaner, updated solid and dotted blends to match, darkened the embankment, viewer scene updates + tracklod fixes

Known issues:
- Replays: Working but sometimes you can't watch saved replays plus other issues
- Speed sensitive camera option is missing from UI
- DON'T USE -X64 it's causing CTD's on Race Weekends (use -x64 -dx11st or others as an alternative)


Pogledao sam na brzaka i sta devovi rade u zadnjih nedelju dana sto jos nije sve ubaceno u live buildove, nema nista cudno.

Renault Clio Cup: Fuel consumption; heat & wear model; dry weather AI tuning

Ruf CTR3 SMS-R: Initial pass at physics. Stock engine, improved aero, 6-speed sequential, GT3 slick tires, 250kg weight savings, and re-tuned suspension. Works quite well and is on pace with the Zonda R

Check-in also includes...

All of my tires: Attempt at reducing edge riding after hitting a curb

Clio Cup tire: Tweaked carcass

BAC Mono: Tire tweaking

Caper Monterey: Super quick update of the tires to Flexi carcass. Using mostly my baseline cross-ply tire from the Trans-Am Mustang.

Physics Tweaker: tuned aero, engine, detached wheel, and tire puncture crash damage effects. Been sitting on this for too long. Time to get WMD feedback on the effects.

Caper Monterey: Touched up engine braking curve; Finished heat & wear model; Added a rain tire; Fixed some bugs in the aero model and made the front end adjustable, air dam depth and fender flare sorta kinda; Changed a lot of setup ranges to allow more flexibility, defaults are all pretty close to before; Gearbox tolerances and damage; Safer bumpstops (you'll appreciate this on the Ovals); Asymmetric brake fade tech (yes, we hadn't touched this car in a long while); Subtle differences between road course and oval versions; Added all latest heating tech to the tires and increased grip a little bit.

McLaren F1: Setup and tire tweaks

FA: R7 tires, some physics tweaks.

FB: R7 tires, incorporating Nic's R6 feedback as well as some of the FA advancements

125cc Shifter kart & 250cc Superkart: First pass at AI tire and setup tuning

LMP1 & LMP2 cars: Default setup adjustments for gamepad play. Dialed in ABS strength, automatic gearbox shift points, etc. Also made some final tweaks to the aero models of all cars. Very similar performance within each class, but each with its own slightly different character. Quite happy with all seven of these cars.

Aston Martin Vantage GT3: Completed aero model, default setup tuning

GT3 tires: Added longitudinal tread compliance and bite. Helps trail braking.
 
Poslednja izmena:
Zahvaljujuci estradnoj sceni i narodnjacima ja probah napokon ovo cudo danas oko pola sata i odusevio se. Immersion je za 3 koplja bolji nego u AC, a plasim se da je meni to bitnije od hard core fizike. Mozda jeste bolji osecaj u AC, ali zvuk, kamera i generalno immersion mnogo bolji u pCars.
 
Immersion je za 3 koplja bolji nego u AC, a plasim se da je meni to bitnije od hard core fizike.

nupp0.gif
 
Dobro je da su odlozili, igra definitivno nije ispolirana i treba tu jos peglanja i optimizacije. Samo sam probao pre neki dan i dalje mi ocajno radi na ovoj AMD konfiguraciji.
 

krastavac, sta da ti kazem. U poslednje vreme nisam naterao sebe da vozim AC duze od 15 minuta, jako brzo se smorim, cak i sa najbolje odradjenom modelima tipa 458, Merc i sl. JEdnostavno nema za sada ono sto bi me nateralo da lapujem do besvesti, koliko god da je dobar osecaj voznje. Evo sad cu d malo temeljnije vozim pCars i videcu kako ce mi leci, ali onaj prvi utisak posle jednog zetona je yummy. :)
 
Samo da pitam, koji je to build krekovan?
 
829, a video sam i 831, samo me mrzelo da skidam.

Anyway, sat i po sam pikao ovo i guess what... ovo je jos jedan NFS Shift u nizu. Isuvise osecaj podseca na taj serijal. Generalno nije lose, solidan simcade naslov ce ovo biti. Force feedback je katastrofalno los, kompletno kvari dozivljaj. Toliko je los da ja nemam reci. Nista se zivo ne oseca na mom G25, samo vuce u sredinu, nista drugo nisam osetio.
 
Evo ovdje više screenova da ne linkam posebno:

https://www.mediafire.com/folder/2ciqsjbzlc59x/CARS

829 build

Što se tice hendlinga. Nije ono arkada, prst u uho i vozi. Mora se dosta paziti na doziranje gasa i ulazak u krivinu ali se neprirodno ponaša. Kada udaris u zid, nema veze sa reanošcu kako se odbija i slicno. Ne naginje se i ne gubi se grip. Auto m inekakoa "ne diše". Nemam kontakst s njim.

Sa druge strane skidam im kapu za FOV. Nesto za sta racing developeri nikada culi. Bar sto se tcie ovih popularnih arkada. Ko covjek našiljiš sebi koliki ces FOV i udri. Pa bio on i 160.

Dosta opcija za kontrole. Baš možeš ušicati sta ti odgovara. Dosta grafičkih podešavanja, ono sto bi se reklo, pravi PC port.

Sve u svemu ovo izgleda super. Fizika najveci problem ali nije kako rekoh ni NFS arkada.

Kada bi ovaj build pustili u prodaju, ja bih ga kupio. I da, treba imati na umu da je ovo BETA.

P.S.

Ono, neko se žalio na sunce u BF3 ? Anyone ?

6dad3951ed0252123a4aef03246b2b01.jpg


haha.. naravno, može se smanjiti.
 
Kod mene photo mode ne radi uopste. A htedoh malo da se zezam sa tim jer grafika u toku voznje ne izgleda ni priblizno kao na screenovima. I u tom polju ga AC sije, mnogo lepse izgleda svet iz kokpita.
 
Dosta opcija za kontrole. Baš možeš ušicati sta ti odgovara. Dosta grafičkih podešavanja, ono sto bi se reklo, pravi PC port.

PC port? Ova igra izlazi za konzole samo zato sto im nije dosta para od crowdfundinga i potencijalne prodaje na PC trzistu (plus im je Sony bacio koji dinar jer su ocajni na planu automobilskih simulacija). Ovo je PC igra a konzolne verzije su portovi.
 
Kada se kaze port, ne mora znaciti da je prebacena sa jedne platforme na drugu. Odnosi se samo kako igra dolikuje toj platformu.

Da, pratim CARS skoro od samog starta pa znam kako je nastao i da je tek "jučer" odluceno da izadje na konzole. Neka ga portuju tamo i za pare samo da ostanu dosljedni. Jedino ne znam da li i sada vaze sugestije komjunitija kao na startu sto su mogle donekle uicati na razvoj. Cisto sumnjam.
 
Dajte neke fotke, ja stvarno nisam video nista impresivno, a opasno se gura kao "najbolja grafika u voznjama".. Mislim fotke koje su reprezentativne, ne tipa Gran Turismo photo mode gde veze s vezom nema s tim kako izgleda dok vozis..
 
Kad mi ne bi dropovao fps na 19 cim pocne trka okacio bih ja, ne znam do cega je, koja god podesavanja da stavim isto je.
 
Dajte neke fotke, ja stvarno nisam video nista impresivno, a opasno se gura kao "najbolja grafika u voznjama".. Mislim fotke koje su reprezentativne, ne tipa Gran Turismo photo mode gde veze s vezom nema s tim kako izgleda dok vozis..

Evo ti ovdje: https://www.mediafire.com/#2ciqsjbzlc59x

Imaj na umu da je to max out ali da bi mozda neka druga AA podesavanja mozda donijela bolju grafiku jer ima dosta razlika u MSAA, FXAA itd itd. A meni se ne da sve probavati. Ali je u biti to to sa buildom 829.
 
Mediafire lol :) Jos link vodi na login i signup :)
 
Grafika mi uopste nije prioritet u simulacijama, bitno je samo da prirodno deluje, al ovo meni poprilicno lose izgleda.. mislim koliko se loze ljudi po netu da je grafika ludilo, ja ovde bas nista spec ne vidim? Totalno druga prica od onih napucanih fotki koje sam vidjao do sad.. u cemu je fora? Nemam mesta na hardu cisto da vidim i iz prve ruke..
 
Fora je verovatno u tome da su downgrade-ovali grafiku zbog konzola, kao i milijardu puta do sada.
 
Nije tu nista downgradeovano nego je fora sto ljudi koriste downsampling i hvataju screenove tamo gde je igra vise ispolirana jer je i dalje graficki kvalitet neujednacen na dosta mapa i dobro je sto su odlozili. Sto se tice grafike jedino Driveclub i Forza mogu da se porede jer imaju kompleksan dinamican TOD i weather sistem, samo sto je pCARS jos dalje otisao u tome i simulira atmosferske uslove i uticaj na samu dinamiku i voznju, tipa atmosferski uslovi, nadmorska visina etc. Ipak treba tu jos dosta peglanja jer neki asseti i dalje deluju neubedljivo i neispolirano ali kada je u svom momentu sa pCARS nema trenutno sta da se poredi jer sve sije grafickim prikazom (pogotovo fotorealisticnoscu). Inace, kao najvecu zamerku grafici bi dao raspaloj AMD optimizaciji jer stvarno lose radi na ovim konfiguracijama i treba im milion godina da se ozbiljno posvete tome.

Sto se tice same voznje i pored najkompleksnijeg tyre modela ikada vidim da strucnjaci kazu da je igra i dalje Shift arkada cokolada, tako da cu da se manem bilo kog komentara o simuljaciji.

Koga "mozda" interesuje sama voznja i poredjenja, moze da baci pogled na gomilu gameplay a i trening sesija Rene Rasta, strucnjaka koji je u zivotu video malo vise od monitor hotlapovanja.

Anyway, moje licno misljenje je da je igra na pravom putu sto se tice contenta, ali optimizacija (ne samo grafike) i peglanje po meni i dalje failuje, pa me mozda cak i ne cudi ako odloze i taj Martovski (apsolventski) rok.
 
strucnjaka koji je u zivotu video malo vise od monitor hotlapovanja..

Stvarno imas cudne izjave :) Ti koji vozis na gamepadu voznje? Ne kazem da je to nesto lose ali uvek volis da se umesas u te rasprave i sibnes neke linkove i 'cinjenice' a sam nisi merodavan. Sve na gamepadu moze da deluje slicno, preko force feedbacka i osecaja preko volana se razlikuju simulacije.. mozemo mi da pricamo o 'najkompleksnijem tyre modelu ikada' (lol) i Rene Rastu (koji sigurno ne kaci ove klipove iz ljubavi), ali na kraju, nisi merodavan :) Nisu ni pravi vozaci ma koliko to cudno zvucalo.. ali da pojasnim, jedno je kad naviknes na prave automobile ceo zivot i onda mu das da proba simulacije, onako ovlas, i onda kao svi cekaju odgovor "i.. i... koja je najrealnija??". Ne ide to bas tako. Mora duze vremena da se privikne na nedostatke kojih nemas u pravoj voznji. I veruj mi da su merodavniji oni koji prvo voze simulacije a onda i pravo trkanje.. Znam par ljudi iz te varijante, i kad slusas njihove komentare tacno vidis da znaju o cemu pricaju i da se poklapa.. a ne ono das Sebastianu Loeb-u da proba WRC na PS3, i bude "wow, wow, very slipeerrryyyy, very realisation for sure!".
 
Poslednja izmena:
Bez da ulazim u bilo kakvu raspravu samo cu da dam svojih 2 cents.

Kao prvo na gamepadu vozim jer mi volan crko odavno, doduse nije ni bio neki volan, ali svejedno to uopste nije bitno niti vezano za ovu pricu.

Kao drugo, poenta je da ma koliko ti hotlapovao u zivotu nisi seo ni u jedan od tih automobila niti osetio stazu, vec ti je jedini kontakt sa tim stazama i automobilima kroz razne kompjuterske simulacije (na osnovu kojih uporedjujes) i video materijal. Cak i da si kojim slucajem seo i jednom provozao to nema veze ni sa kakvim cinjenicama jer ti je feedback staze i vozila daleko od toga da si objektivan jer u takmicenjima se to uvek gura do same granice i vozi na ivici sigurnosti. Tako da svoje sta je realno a sta ne, jedino mozes da donosis kroz to iskustvo koje posedujes (virtuelno) i da eto kao ja ubodes nekog od profi vozaca koji ce da da svojih 2 cents, naravno ovde govorim o ljudima koji to rade iz hobija a ne oni koji su marketinski placeni i igru nisu ni videli.

Kao trece i zakljucno, mora da se dotakenm razbacivanja pojma arkada i simulacije koje je ionako preko svake granice i sa tim se samo mlati prazna slama koliko je igra uglavnom ili retardirana (arkada) ili do yaya (so called simulacija). Simulacija kao pojam znaci simuliranje necega, u ovom slucaju, fizickih sila, pravila trkanja i sampionata, sto znaci da fizicki model uvek moze da napreduje i tezi kao realisticnosti, ali kao takav nikada nece biti idealan jer SVI modeli simulacija (igara) su i dalje svetlosnu godinu daleko od totalnog simuliranje svih mogucih sila koje deluju u voznji vec se oslanjaju na onaj feedback nekoga gde sve moras manuelno da namestas i u sitna crevca tjuniras postojeci model. Dakle, igra ili kako god to zvali, koja se trudi da simulira pravila sim rejsinga i koristi gomilu inputa za simuliranje fizikog modela ce UVEK da se zove simulacija ma koliko neko bio dosadan i tupio onu stvar pojmom arkada ili sta god on mislio da to znaci. Takodje, ovo i dalje znaci da nijedan model nece biti real deal i bogom idealan, vec ce nekima vise odgovarati model druge simulacije i reci ce da je bolja i "realnija" sto je nekako logicno i tu nazalost pocinju sva ta bespotrebna prepucavanja i fanboj ratovi (kod onih povodljivih).
 
Poslednja izmena:
Apsolutno se slazem sa svim.. Samo kazem da ti ne mogu komentari imati tezinu ako nikad ne 'osetis' voznju. A jasno je i da nisi u tom fazonu sto je opet kazem potpuno ok, igras voznje kao bilo koje druge igre i sta god izadje :), ima ljudi koji to vole na malo ozbiljnijem nivou pa deluje da su fanboyevi. Nisam fanboy samo volim da odaberem jednu simulaciju, koja je meni najbolja u tom trenutku, i njoj se posvetim.. nemam vremena za njih 3.
Ipak sam malo merodavniji u toj simulacija prici s obzirom da se 10 godina druzim sa volanima i bukvalno samo taj zanr 'igram'. Iako nisam bio na pravoj stazi nikad.. Jednostavno prepoznas kad je nesto realno i kad je logicno, osetis nule i keceve pod rukama :)
 
Kul, postujem misljenje. Ali vidi, zasto ti mislis da bi tvoj komentar imao vecu tezinu nego Rene-ov, koji kaze da njemu licno dosta tezi ka realisticnosti i postize priblizno ista vremena kao u realnosti? To je ipak samo tvoje vs. njegovo misljenje ali opet niko ne spori da ljudi rade simulaciju, ma koliko to uspesno i nekome realisticno delovalo.

Da zanemarimo mene u celoj prici jre ja ne tvrdim nista da je stopostostno tako u realnosti, samo skrecem paznju na drugu pricu i mlacenje prazne slame oko igara, koja je nazalost toliko uhvatila maha da ogromna vecina komentara se svode na like/dislike komentare, tipa, vrh-vnugo, do yaya -krs i slicne komentare.
 
Nazad
Vrh Dno