A dev named Griff is being very forthcoming about the game and upcoming patch.
Check it out at NoGripRacing for the full story, but I've copied his replies on the topics through the time of this post.
Questions and Griff's answers in the quotes.
http://www.nogripracing.com/forum/showthread.php?t=248847To date, through pg 7 1:20am CST
Hi,
My name is Martin Griffiths and I'm PC Lead on SHIFT 2 Unleashed. I'm
going to use this post to give you some background on our engine and
what's coming up in the first patch.
SHIFT 2 has a completely new engine which is a deferred, light pre-pass
renderer. A basic overview of this rendering method can be found at [url=
http://en.wikipedia.org/wiki/Deferred_shading]
http://en.wikipedia.org/wiki/Deferred_shading[/url] .
Our deferred renderer is far from basic though - the rendering team at SMS
has about 100 man years of render coding between us, and we used some
of the most advanced techniques that are known at this time. We did our
best - so it's sometimes disappointing after so many late nights to see
flippant remarks, over constructive criticism.
So, this new engine allowed us to do cool things such as the night racing that
would have been very difficult with an old style forward renderer. With
deferred rendering the lighting stage is separate from the geometry stage(s)
and hardware anti-aliasing like MSAA in a basic form won't produce correct
results. Solutions to allow us to anti-alias had to be found - we came up with
two methods to balance AA processing cost/quality over a wide range of
PCs. A very large amount of time was spent on this and while some other
developers just choose to do a post-pass edge detection filter we weren't
satisfied with that, the 'HIGH" method for example was 3 months of R&D.
There are lots of 'tips' about overriding the AA mode - doing this will produce
problems with lighting at edges and will also break other lighting components
like Bloom, giving a visual look that we didn't intend. If you prefer the look
with a driver over-ride then we've no problem with that - but the graphics
team wanted a consistent look and feel, to do the many artists who created
the tracks and cars justice.
There has been some confusion that our anti-aliasing uses the CPU - it does
not. In the graphics options the 'Normal' mode uses MSAA with a special
sampling trick to produce correct results at triangle edges - the 'HIGH'
method extends this with a depth based search which requires a GPU with
high bandwidth because the shaders are sampling many depth pixels for
each pixel in the scene. Any performance issue on particular hardware is
down to the characteristics of that GPU - there isn't anything we can do
about this without a driver update.
To better balance very high-end CPUs the patch will include a 3rd anti-aliasing
method which is CPU based - MLAA. We are working with Intel R&D to add
this. On quad-core (and above) systems this will allow AA without any GPU
cost and little impact to the frame rate to what you see when running with
AA turned off currently. This will also help AMD based quad-core too.
Some people have noted that the game doesn't scale well with SLI/Crossfire
- SLI performance scaling doesn't just automagically happen, it requires quite
close collaboration with the GPU makers. We've been in regularly contact
with NVidia and ATI throughout the development of the game, with their
performance teams feeding back on any areas where we could improve,
pooling our expertise with theirs. About 6 weeks of programmer time was
spent pre-shipping on SLI/Crossfire scaling - we needed another 4 weeks
since we went gold because of the complexity of implementing this in such a
large engine. Both GPU makers have devoted a lot of time to some complex
issues.
So yes, the upcoming patch includes SLI/Crossfire scaling. To give you an
example a GTX 295 will go from 48fps to nearly 70fps in 1080p. Also the
rendering team found some further optimizations so that normal (non SLI)
graphics performance should be 5-10% faster with the patch.
Input lag - we've solved the latency issues reported using some wheels.
There was a dead-zone issue and a threading problem introduced very late
in development that have been fixed.
Garage screen crashes/CTDs - a fast button press issue that wasn't seen
during development is also fixed in the patch.
A black screen issue on starting a race requiring a pause/unpause to fix is
also addressed. This was caused by a timing difference with the protection
system.
NVision - some reverse/double stereo issues with the mirrors and
environment maps have been addressed in the patch. NVidia very kindly
provided us with more hardware for the render team to address this - Kudos
to them for that.
There are also some more minor fixes in the patch - the above represent
the vast majority. If you have any specific questions, please feel free to ask
in this thread and I'll do my best to reply.
Regards,
Griff
--
Martin Griffiths, PC Lead, SHIFT 2 Unleashed, Slightly Mad Studios.
And thank you for creating this thread and answering as many questions as
you can - i had almost given up on customer/developer discussion with EA
published driving games.
A couple of people have asked why this discussion
wasn't kicked off on the EA forums. The simple answer here is that
3rdparty developers need to go through EA to post on there, which is far
from ideal. It's quite difficult to engage with your audience if everything has
to be vetted.
So of course our dev-team have been following the feedback on the official
forums - our silence there isn't a reflection that we don't care - it's just a
product of that EA policy.
Is there going to be any DLC at all for PC??
That's a good question and unfortunately we can't
answer this one yet as it's up to EA and not us. I can tell you that from a
development point of view the DLC was authored to the highest level like the
rest of the game so it runs on PC (now) very nicely.
GRIFF if its going to be difficult to re-implimenting the -loose command, could
you at least PROVIDE the community with the tools we need to mode
please? is that too much to ask?
I can only really say and give advice based on what
I would do if I were modding - the tools aren't mine to give.
Griff - Sorry to ask again and i understand other things are of higher priority.
But what are the chances of a free cam for the replays? Is there one
implemented within the engine but not enabled?
There is a free-cam for the development team -
exposing this as a feature in replays wouldn't be without issues, for example
parts of the scene that aren't normally visible from the track that have been
constructed minimally say for optimizations purposes would then be visible.
There's also the issue of camera collision in free-cam like flying through walls
etc.
Griff, thanks for joining! Can you please comment on whether or not the
patch will allow PC users to once again use the -loose command parameter,
making modding of the game much easier?
"-loose" in our developer terminology means "use
loose files", which translated means files are individually loaded. We dropped
loose file support to address one of the original complaints about Shift 1 -
load-times. Our pakfiles (BFFs - Base File Format) are now loaded in one
go, making the game data loading about 70% faster over single file loading -
a typical test track with 8 AI loads in about 12 seconds on my dev PC from
SSD for example.
It wouldn't be easy to resurrect individual file (loose) loading, because that
feature was dropped very early in the development of the new game engine
for SHIFT 2. That doesn't stop modding, it just means Tools to deal with
BFFs are needed.
Also, why no DX10 / DX11 since they can both utilize FSAA + Deferred
Rendering?
At the start of Shift 2, DX11 was about 5% of our
target audience. If you look at the recent Steam survey, it's still in the low
teens percentage wise. There's not an infinite amount of development time
in a commercial world, unfortunately.
What about gamepads,particularly хбох360 controller?A lot of users uses
gamepads and there is deffinitely input lag too.
An issue with the dead-zone on 360 controllers has
been fixed for the patch. I don't see any problems with the latency of input
and 90% of the dev-team use them for testing...
Achieving the same result, yes, but if you go for something a bit less
amazing it should be quite easy (obviously depends how the engine has
been built up).
Car headlights (32 in total I guess) and many trackside lights just isn't easy
to pull off at decent performance on a mid-range PC. I understand that
technically being able to even come close to it is amazing, but is it worth it?
It occasionally does bring about delight, but personally I'm not sure if the
extra problems are worth it.
That being said, people are working on it and improvements can be made
(always! no matter how good you think or know your engine is) which is
always a good thing.
It's actually 64 headlights (16 cars, 2 front and 2
rear lights) - when we embarked upon night lighting we looked at our worst
case - SPA with 15 AI on a start-grid (110 lights total afaik). Trying to
forward render this scene sucked big-time.
In a forward renderer you need to code shaders that would handle say 4 or
8 lights that are the closest to the geometry being rendered. The result is a
horror show of flickering lights, because the track lighting and cars lights
project very far and choosing the lights with a limited number per mesh just
doesn't work. We made the right choice and I'm very proud of the night
racing in SHIFT 2

OK i have a question what was the reason for you guys at sms to encode
files such as physicstweaker and other files from the physics category along
with the ai modifing files??
The original Shift 1 used quite a lot of XML for it's
data formats. XML is slow and inefficient to read/load, so we optimized as
many formats as possible to a new format that we designed (HRDF -
Human Readable Data Format). We got a 25% improvement in load-time
and memory by doing this.
I can tell you that at least on Xbox 360 issues with
Fanatec wheels are being addressed. (if you start the game with it plugged
in, there is a bug in the driver that means FFB gets broken)
Any idea of when the patch will be released Griff?
The patch is nearly finished on the dev side in the
next week. Then it'll go through EA QA. So, currently I would guess
sometime between the 24th and 30th on past experience as a guide.
Also I´d want to know why is this game so demanding on pc. Does it have
better, richer more complex graphics than consoles?.
And what about the stuttering, nvidia issue, game issue?
Stuttering like this is caused by lack of video
memory e.g. the working set of render targets and textures with the
resolution selected is bigger than the amount of memory on your graphics
card - so the driver starts to 'swap' resources.
The game by default willl preload all resources into VRAM while loading, but if
it's too big to fit into video memory, then we are at the mercy of the driver
taking time to transfer textures etc that are in view, so as you turn a corner
with new stuff in view, the graphics driver will take time to 'load' this, and the
game logic will jump to the next view based on the 'missed' time.
...some words in the more extended issues -like collision stuttering- will be
appreciated
Collision stuttering...
This is because of a DX9 locking issue. When a collision happens, the
physics system must deform the mesh that is in memory against the
collision point. This is quite time consuming and the data must be 'locked' so
that if that car is being rendered it is not changed halfway through. I only
really see the frame drops on the high-end (60fps+) - it can be fixed with
more memory and code. I'll see what I can do to raise the profile of this
issue.
Is there ANY chance you can allow us to change the graphics settings
without having to reboot the game?
Most of the options don't require a reboot - it's a
GUI issue with the prompt to restart for all changes of the video options.
The only options requiring a reboot to take effect are Resolution, Windowed
Mode and V-Sync
Regards
Griff
Also I´d want to know why is this game so demanding on pc. Does it have
better, richer more complex graphics than consoles?.
Yes it does,
In the graphic options - 'medium' for 'Car Detail' is the same as the PS3 and
Xbox 360 as a level of detail for opponent cars. At the 'high car detail' all
other AI cars get 2x detail/triangles compared to console. Textures were
authored 2x higher than the consoles and PC high detail uses this.
Environment maps and shadows are also twice the resolution in high detail.
Draw distance for track/car LOD scaling are higher, procedural grass distance
and particle numbers and texture anisotropy superior. High-end anti-aliasing
too. Was this a lazy port? If you think that, think again - we built this game
to scale

What can I do to control pop-in? Crowds, grass, trees occasionally are
rendered very late for my taste and it's distracting while driving.
I'm pondering enabling crowds in the Rear View
Mirror and extending grass draw distance in the next patch for high detail.
Tree's won't be changing though - they are one of the more expensive
parts of the scene to render and the balance we have without affecting
frame rate is a good one.
Regards
Griff
Yes, it's very unlikely to be related to overclocking -
but I have on a few rare occasions in the past debugged issues related to
an OC. Best to rule that out when looking at problems 'in the wild'.
Thought you might be interested to see what I use day to day spec wise:
Dev 1 - 2 x Xeon 5570 @ 2.93Ghz(16 Threads), 12GB ECC DDR3, 3x256GB
Crucial M225 SSD, 2x128GB Crucial C300 SSD, ATI 4870 512MB, 9500GT
512MB, 2 x 30" Cinema Display, Win7 x64.
Dev 2 - Intel i7-2600k @ 4.0ghz, 4GB DDR3, 160GB X-25M SSD, 256GB
Crucial C300, NVidia GTX480 1536MB, 23" LG 3D, Win7 x86.
Dev 3 - Intel i7-2600k SB eval system, 4GB DDR3, 160GB X-25M SSD, ATI
5970 2GB, 23" Cinema Display, Win7 x64.
Dev 4 - Macbook Pro 17" i7 2.3Ghz, 256GB SSD, 8GB DDR3, ATI 6950
1GB, Win7 x64
is there any chance you guys can look at the lotus exige's handling with a
steering wheel. The stock handling feels like you are driving a motor boat. I
tuned it but it still has crazy wobbles going in a straight line where other cars
don't. Same applies to the dodge viper i believe.
We aware of this issue - un-sure whether a fix will
make it to the first patch, but addressing this is being discussed.
While day races works perfectly on 45-60 frames and it has no problems,
races at night lower my FPS down to unplayable 20. With every setting, no
matter what, night races are unplayable.
Set the Shadow Detail Level to Low - that option
willgive you the biggest boost in terms of night time performance.
So, what happens with cockpit when shadows are in play? Obviously there's
no need to render object more than once and that's the beauty of it, but
when you bring in dynamic shadowing what happens then? Are cockpits
being rendered each frame or is there some other solution?
Some more detailed shadow info since you asked.
Low Detail - 2 Spot Shadows, 256x256. ShadowMap is 512x512
Medium Detail - 4 Spot Shadows, 512x512. ShadowMap is 1024x1024
(PS3/360 level)
High Detail - 8 Spot Shadows, 1024x1024. ShadowMap is 2048x2048.
For night racing, there's a bunch of metrics used to choose the shadowing
lights - the key thing is that there is some persistence of these lights, so
they'll fade out and be replaced without any abrupt change when a better
shadowing light is found as you drive around or other cars/lights move in the
scene. Everything is rendered each frame - the only partial of rendering of
anything in the entire game is the cubic environment map where we render
3 faces one frame and 3 the next. There's no limiting - the limit is the detail
level that's been set by you.
For daytime racing, we use the industry standard cascaded shadow mapping
and some different optimizations depending on whether you are running ATI
or NVIDIA h/ware.