Forums » Motorsports » Sim Racing » Shift 2 FAQ Thread?


Page 8 of 8 < 1 2 3 4 5 6 7 8
Topic Options
Rate This Topic
Hop to:
#3268476 - 04/13/11 12:16 AM Re: Shift 2 FAQ Thread? [Re: RSColonel_131st]
Ahmad Offline
Member

Registered: 09/05/07
Posts: 2041
Loc: Victoria, Australia
Use the hood view, it's more realistic, you already have a wheel in front of you!
_________________________
Messenger adverts annoying you? Get rid of them and much more with A-Patch.

facebook.com/SimHQ

Find me @ Facebook, Twitter, or YouTube
.

Top
#3268600 - 04/13/11 05:18 AM Re: Shift 2 FAQ Thread? [Re: RSColonel_131st]
Raw Kryptonite Offline
Beat the Kobayashi Maru
Hotshot

Registered: 04/04/08
Posts: 7071
Loc: MS
I don't sit on the hood when I drive. LOL
You rarely see the hood of your car when sitting in something so low. Cockpit view is the more realistic of the options and the wheel is partially obscured by my wheel anyway. Far better idea of what the car is doing from there too.
_________________________
•XBL/Xfire: Raw Kryptonite
•Logitech G27 Nixim •360 Wheel
•AMD FX-4170 •Sapphire Radeon HD 6950 2GB GDDR5
•16 GB Corsair Vengeance 1600mhz PC3-12800 •MSI 990FXA-GD65 Mobo
•X-Fi Fatal1ty Pro/Logitech Z-5500 •Win 7 64

Top
#3269043 - 04/13/11 11:58 AM Re: Shift 2 FAQ Thread? [Re: RSColonel_131st]
kludger Online   biggrin
Senior Member

Registered: 02/25/07
Posts: 2968
Loc: Seattle,USA
Yeah I prefer cockpit mode as well for immersion.

Funny enough on GT5 with the "standard" cars there is no option for the cockpit view since sadly they didn't model one for the 800 "standard" cars, just the 200 "premium" cars, so often I was stuck with either hood view or the quasi bumper view with mirror that everyone uses... well I found that in hood view my times are usually much faster than cockpit or bumper cam views due to the wider angle and being able to see corners earlier/better.

I still use and prefer the cockpit view whenever one is available to help my sim immersion, but it was interesting to find out just how much of an advantage the hood view is, and I finally understand why some online leagues in PC sims in the past enforced the cockpit view for competition.

Very glad Shift2 modeled all the cockpits for all the cars (and did it so well) and that we're not stuck with hood or bumper view for a large portion of the cars like in GT5 (especially my favorite GT5 "standard" car the RUF Yellowbird Porsche).
_________________________
--John
i5-2500k@4.8ghz, Asus P8Z68-V Pro/Gen3, 8GB G.Skill@1600, Noctua D14, X-Fi TitaniumHD
MSI 560Ti/448OC 1280MB@900/1800/2250, 3 x P2310H monitors, HAF932, Corsair TX850, Win7x64Pro
TrackIR4, Saitek X52Pro + Pro Rudders + Cessna Trim Wheel (sim flying)
Fanatec GT2 + G27 pedals (sim racing)
PSN/XBL/Steam/EA/ProjectCARS: Kludger
iRacing/rFactor2: Joao Silva

Top
#3269784 - 04/14/11 07:11 AM Re: Shift 2 FAQ Thread? [Re: RSColonel_131st]
SHar82 Offline
Member

Registered: 07/11/07
Posts: 714
Loc: Toronto, Canada
Same as Kludger, cockpit, elite, no assist, manual gears is the only way to go to enjoy Shift to its true potential...

Kludger, Man, How did set some of the times with loaner cars? did you fly them? wink


Edited by SHar82 (04/14/11 07:12 AM)
_________________________
Highly developed spirits often encounter resistance from mediocre minds.Albert Einstein

PSN/XBL: Guynemer27
EA/Origin: Dude27
Project Cars: Dude27

Top
#3269910 - 04/14/11 09:20 AM Re: Shift 2 FAQ Thread? [Re: SHar82]
kludger Online   biggrin
Senior Member

Registered: 02/25/07
Posts: 2968
Loc: Seattle,USA
Originally Posted By: SHar82
Same as Kludger, cockpit, elite, no assist, manual gears is the only way to go to enjoy Shift to its true potential...

Kludger, Man, How did set some of the times with loaner cars? did you fly them? wink


Hehe thanks SHar82, I'm actually surprised my times with the loaners were competitive to your usual fast times, as I initially struggled with many of the loaners and had to drive much more aggressively with them since there's not an opportunity to tweak their setup before the races, no chance to tune my preferred oversteer or higher steering lock to compensate for 900 degree wheel.

Actually that is one tip I can pass along, I found what helped for the loaner events was to set my wheel steering rotation to 360 degrees ingame instead of 900, since it seems all the car setups steering lock default is matched for 360 degree wheel rotation, I've actually left it that way since then and my driving of the loaners no longer such a different feel from my owned cars with custom setups.
_________________________
--John
i5-2500k@4.8ghz, Asus P8Z68-V Pro/Gen3, 8GB G.Skill@1600, Noctua D14, X-Fi TitaniumHD
MSI 560Ti/448OC 1280MB@900/1800/2250, 3 x P2310H monitors, HAF932, Corsair TX850, Win7x64Pro
TrackIR4, Saitek X52Pro + Pro Rudders + Cessna Trim Wheel (sim flying)
Fanatec GT2 + G27 pedals (sim racing)
PSN/XBL/Steam/EA/ProjectCARS: Kludger
iRacing/rFactor2: Joao Silva

Top
#3270596 - 04/14/11 11:43 PM Re: Shift 2 FAQ Thread? [Re: RSColonel_131st]
Raw Kryptonite Offline
Beat the Kobayashi Maru
Hotshot

Registered: 04/04/08
Posts: 7071
Loc: MS
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=248847
To date, through pg 7 1:20am CST

Originally Posted By: Griff;1344985
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.

Originally Posted By: Griff;1345844
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??

Originally Posted By: Griff;1345922
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?

Originally Posted By: Griff;1345978
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?

Originally Posted By: Griff;1345993
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?

Originally Posted By: Griff;1345002
"-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?

Originally Posted By: Griff;1345040
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 &#1093;&#1073;&#1086;&#1093;360 controller?A lot of users uses

gamepads and there is deffinitely input lag too.

Originally Posted By: Griff;1345044
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.

Originally Posted By: Griff;1345059
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 smile



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??

Originally Posted By: Griff;1345067
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.



Originally Posted By: Griff;1345082
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?

Originally Posted By: Griff;1345088
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?

Originally Posted By: Griff;1345119
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

Originally Posted By: Griff;1345137
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?


Originally Posted By: Griff;1345142
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?.

Originally Posted By: Griff;1345151
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 smile



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.

Originally Posted By: Griff;1345165
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



Originally Posted By: Griff;1345309
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.

Originally Posted By: Griff;1345408
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.

Originally Posted By: Griff;1345658
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?

Originally Posted By: Griff;1345814
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.
_________________________
•XBL/Xfire: Raw Kryptonite
•Logitech G27 Nixim •360 Wheel
•AMD FX-4170 •Sapphire Radeon HD 6950 2GB GDDR5
•16 GB Corsair Vengeance 1600mhz PC3-12800 •MSI 990FXA-GD65 Mobo
•X-Fi Fatal1ty Pro/Logitech Z-5500 •Win 7 64

Top
#3270902 - 04/15/11 08:43 AM Re: Shift 2 FAQ Thread? [Re: RSColonel_131st]
RSColonel_131st Offline
Lifer

Registered: 01/02/01
Posts: 20532
Loc: Vienna, 2nd rock left.
His Dx10/DX11 answer was slightly dishonest since the small DX11 userbase does not excuse the by now widely spread DX10 to be absent - which would fix all FSAA performance issues on PC. Other console titles have bothered to implement newer DX on PC, it's not an unknown concept and in fact a quality indicator that something is not a straight port.

Top
#3270990 - 04/15/11 10:25 AM Re: Shift 2 FAQ Thread? [Re: RSColonel_131st]
Raw Kryptonite Offline
Beat the Kobayashi Maru
Hotshot

Registered: 04/04/08
Posts: 7071
Loc: MS
Doesn't matter to me, I just want the thing to look as good as the first game and run well on my machine.
It does neither. I like the improvements they've made, but 25-30 fps and mainly stuttering throughout a race kills it for me. Mine isn't a high end rig, but I'd say it's probably pretty typical of the average pc gamer. It should run better than this. I know part of it is needing a new driver from nvidia, but if they have been working with them closely, why didn't these get released at the same time? Not many seem to be able to run this thing well, much less at high settings at 60 fps.
_________________________
•XBL/Xfire: Raw Kryptonite
•Logitech G27 Nixim •360 Wheel
•AMD FX-4170 •Sapphire Radeon HD 6950 2GB GDDR5
•16 GB Corsair Vengeance 1600mhz PC3-12800 •MSI 990FXA-GD65 Mobo
•X-Fi Fatal1ty Pro/Logitech Z-5500 •Win 7 64

Top
#3271098 - 04/15/11 12:19 PM Re: Shift 2 FAQ Thread? [Re: RSColonel_131st]
RSColonel_131st Offline
Lifer

Registered: 01/02/01
Posts: 20532
Loc: Vienna, 2nd rock left.
Kryp, they don't need a new nvidia driver, going DX10 would make the game perform like Shift1 on any somewhat current rig.

Top
Page 8 of 8 < 1 2 3 4 5 6 7 8
Topic Options
Rate This Topic
Hop to:


Forum Use Agreement | Privacy Statement | SimHQ Staff
Copyright 1997-2012, SimHQ Inc. All Rights Reserved.