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Race Driver: GRID

Eurogamer First Impressions
Overall, GRID is fast (really, face-smashingly, F-Zero fast at times, actually), it looks and sounds as good if not better than the next-best thing (the smoke effects, in particular), and is varied enough to keep the spirit of TOCA Race Driver alive, even if Codemasters is keen to sex things up for the Americans. And helpfully for a game called GRID, the actual grid is very slick: as you arrive at the track via load-screens announcing your stats (this many podiums, that many laps), names and grid positions line up in punchy block capitals next to your car, as though they're sitting on the track spoiling for a fight.
 
Poslednja izmena:
Pesma nije losa ali je kvalitet katastrofa :trust:
Inace, lep video, bice nesto od ove igre.
 
Race Driver: Grid – Under the Hood (AU Interview)
Up to 40,000 fully modelled, animated spectators? Codies talk tech.
IGN AU: Grid is a stunning looking game. Tell us a little about Ego - what modifications did you make to Neon to create it?

Ralph Fulton: The EGO Engine is basically an evolution of the NEON Engine that powered Colin McRae DiRT. The Engine itself is a continuously evolving and growing multi-platform project that has already had over 3 years of development from our Central Technology unit. For GRID, the main changes have been to allow for features which DiRT didn't have - 20 car grids, night racing, a 24 hour day-to-night cycle for Le Mans - and there have been numerous changes to our lighting and shader systems which mean that GRID is visually stunning. We've also completely rewritten our car damage and deformation system, and implemented a crowd system which allows us to populate each track with up to 40,000 fully modelled, animated spectators. So, there are a lot of improvements!

An absurd level of detail, really. Other devs can consider the gauntlet well and truly thrown down.

IGN AU: What are the biggest strengths of Ego?

Ralph Fulton: Biggest strengths? Well, on a purely practical level it's a multi-format engine designed to make development on all three platforms - PlayStation 3, Xbox 360 and PC - as simple as possible. We don't have a lead platform so differences between the platforms are pretty negligible and it has the obvious benefit for us that we can focus on really nailing the good stuff rather than splitting our talent and resources between platforms. So that's a massive benefit.

Then there are the obvious gameplay and visual improvements – the damage, the huge amounts of spectators, the physics, the visuals, all this cool stuff we push as far as we can, and it's all powered by the EGO Engine. So it helps us build brilliant games.

And finally, there are big advantages to having a multi-genre engine. You know EGO as a great engine for racing games, but it's also being used for Operation Flashpoint 2 and other internal action projects, which means that a huge number of coders are working on it and improving it constantly.

IGN AU: In terms of art direction, what kind of visual style are you going for with Grid? While very realistic, it also seems larger than life to us.

Ralph Fulton: Yes, there is definitely a deliberate visual style which carries across the whole game. As far as realism goes, when we're producing licensed content – like tracks and cars – it's vital that we are as realistic as possible; the licensors demand that. And when we create street circuits around real-world cities, we want to recreate those cities as accurately as possible, so there's great attention to detail there too. However, we wanted to achieve a much more cinematic quality in GRID's visuals – it's motorsport through the lens of a Hollywood director and that means using lighting and colour and particle effects to create a really immersive and exciting world.

IGN AU: Tell us about the car damage system in Grid, and how persistent debris will factor into races.

Ralph Fulton: Damage is a hugely important part of racing, so it has to be an important part of a game about racing – it just doesn't make sense to us not to try to make this as realistic as possible. So after DiRT, we had some really clear ideas about how we wanted cars to damage in GRID so we started again, and the results are amazing. You can play back a crash in slow motion using the game's instant replay system and watch the car buckle in an impact from any angle.

All debris which comes off cars during a race is persistent so the remnants of an accident can become a hazard to be avoided. For the most part we're talking about small pieces of carbon fibre which have physical properties but probably won't damage your car too much, but occasionally you'll see somebody's bumper thrown up by a car ahead and that could really hurt.
 
Poslednja izmena:
E to je bas bitno, presudno za ovu igru.. Bolje da porade na fizici i dobrom modelu vozila umesto sto modeluju 40 000 gledalaca.
 
E to je bas bitno, presudno za ovu igru.. Bolje da porade na fizici i dobrom modelu vozila umesto sto modeluju 40 000 gledalaca.

Pa evo ovde pishe da su poradili i na fizici a ne samo na vizuelnim aspektima igre...

Kod:
Then there are the obvious gameplay and visual improvements – the damage, the huge amounts of spectators, the physics, the visuals, all this cool stuff we push as far as we can, and it's all powered by the EGO Engine. So it helps us build brilliant games.
 
Nadam se da na PC-u nece biti fps lock na 30fps.
 
Nadam se da na PC-u nece biti fps lock na 30fps.
gridts9.jpg

http://img378.imageshack.us/img378/2792/grid2008043023214204qd0.jpg
http://img175.imageshack.us/img175/3509/grid2008043023234201zw3.jpg
http://img516.imageshack.us/img516/1471/grid2008043023244029gj7.jpg

btw, to je na 12x10 high 4xaa 16xaf. e6600 8800 320 2GB
 
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Preterano blurovano za moj ukus nadam se da ce moci da se smanji (ugasi), dobar fps.
 
Da bas ima mnogo blura, zamara...
 
Ma bice valjda on/off, a i drugacije to izgleda u pokretu, nisam primetio da mi je u trejlerima nesto smetalo.
 
Moram da priznam da upadam na prepad..... kada se ocekuje izlazak ove igre??
 
Verujem da će fizika biti dobra...ako ne očekujete simulaciju, jer GRID i ne pokušava da bude simulacija. Što se tiče zahtevnosti, verovatno će biti značajno veća od DiRT-a koji pri najvišim setovanjima pravi ozbiljne probleme mom kompu. Kada na to dodamo urbana okruženja sa tim silnim gledaocima i trke sa 20 učesnika...
 
Verujem da će fizika biti dobra...ako ne očekujete simulaciju, jer GRID i ne pokušava da bude simulacija. Što se tiče zahtevnosti, verovatno će biti značajno veća od DiRT-a koji pri najvišim setovanjima pravi ozbiljne probleme mom kompu. Kada na to dodamo urbana okruženja sa tim silnim gledaocima i trke sa 20 učesnika...

Kako je moguce da ti dirt pravi problema... kad kod mene nije... jedino sto ja uvek ne ukljucujem je antialising i anistropic... koji ce mi to cudo na velikoj rezoluciji... vidim da ovde upravljanje na snimcima je dosta bolje nego na dirtu al ipak dok nedodje demo nista se nezna... isto tako dirt na snimcima ne izgleda lose al dok sam ga uzeo u ruke...
 
Ne znam da li su mi uključeni AA i anistropic :) Proveriću.
 
Meni se Dirt dopada kao igra, ali sam odustao od njega zbog nekih problema tipa ubrzavanje i usporavanje igre, zastajkivanje, loš framerate nevezano za detalje i rezoluciju...
Najinteresantnije je to što mi je bolje radio sa starom, lošijom grafičkom kartom. Definitivno nešto ne valja sa tom igrom.
 
jesi probao sa onim AMD DC optimizerom da namestis ?
 
Imam instaliran AMD DC optimizer, a kao što rekoh igra je radila normalno, mada na medium detaljima dok sam imao 2600XT u mašini. Kada sam ubacio HD3850 odjednom je počelo to ubrzavanje/usporavanje koje dovodi do totalne neigrivosti.
Pod Vistom je to manje primetno nego pod XP-om, ali pod Vistom imam zaista očajan frame rate.
Zanimljivo je da se isto to događa i na mom novom laptopu koji ima 2600 grafiku.
Ništa mi više nije jasno...
 
Odstampacu ti ja jedan nije problem :D:D:d
 
Imam instaliran AMD DC optimizer, a kao što rekoh igra je radila normalno, mada na medium detaljima dok sam imao 2600XT u mašini. Kada sam ubacio HD3850 odjednom je počelo to ubrzavanje/usporavanje koje dovodi do totalne neigrivosti.
Pod Vistom je to manje primetno nego pod XP-om, ali pod Vistom imam zaista očajan frame rate.
Zanimljivo je da se isto to događa i na mom novom laptopu koji ima 2600 grafiku.
Ništa mi više nije jasno...

nisam fanboy ali menjaj platformu :)
 
Ma prihvatio bih ja da je problem u ATI-ju, ali mi je totalno sumanuto to što je igra radila najnormalnije sa starom grafikom koja je isto bila ATI.
 
Pa ne znam, malo sam se salio, ali ne verujem da je problem do hardwera...
 
Minimum Specifications

Windows XP/Vista. (If running Windows Vista, SP1 is recommended)
DirectX 9.0c
Pentium 4 @ 3.0GHz or Athlon 64 3000+
1GB RAM.
Graphics Card: GeForce 6800 / Radeon X1300 or above
DirectX Compatible Sound Card
Dual Layer Compatible DVD-ROM Drive
12.5 GB Hard Drive Space

Recommended Specifications

Windows XP/Vista. (If running Windows Vista, SP1 is recommended)
DirectX 9.0c
Intel Core 2 Duo @ 2.66Ghz or Athlon X2 3800+
2GB RAM.
Graphics Card: GeForce 8800 or Radeon X1950
Sound Card: Creative Sound Blaster X-Fi Sound Card.
Dual Layer Compatible DVD-ROM Drive
12.5 GB Hard Drive Space
Supported Graphics Cards

ATI Radeon X1300, X1600, X1800, X1900, X1950, HD2600, HD2900, HD3870
NVIDIA Geforce 6800, 7100, 7300, 7600, 7800, 7900, 7950, 8600, 8800, 9800

Not compatible with all integrated sound/graphics solutions (inc.Laptops)

TCP/IP mode (2-12 players) Requirements:

Broadband internet connection required - 512kbps + Recommended
TCP/IP Network

Supported Controllers

GRID™ can be configured to use almost any PC controller, however we recommend the following controllers for the best game play experience:

Microsoft X360 controller
Logitech G25
Logitech MOMO
Logitech Driving Force Pro
Thrustmaster RGT Force Feedback Pro

Edit:
Demo bi trebao sutra da izadje.
 
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Vrh Dno