Registered: 01/02/01
Posts: 20532
Loc: Vienna, 2nd rock left.
Hi all
Suggesting we pool our questions and answers here into this thread, the title should be out by now in the US? and coming here tomorrow.
Personally, I was curious which GT3 and GT1 cars we are going to get. Working trough the website, the list seems to be:
GT3 Class: Aston Martin DBRS9 BMW Z4 GT3 Porsche 911 RSR GT3 Lamborgini Gallardro LP560-4 GT3 Alpina B6 GT3 (BMW E63 based) Audi R8 LMS Chevy Corvette Z06 GT3 Matech Ford GT GT3
According to the website there are 9 GT3 models included, I can't find the last one. There is however the BMW M3 GT2 included (BMW M3 ALMS).
As for GT1 Class: Aston Martin DBR9 Chevy Corvette GT1 Lamborghini Murcielago GT1 Maserati MC12 GT1 Sumo Power Nissan GT-R GT1 Matech Ford GT1
Which is actually the complete and accurate lineup for the 2011 season having started this past weekend. I'm impressed they could get them all licensed.
There are some tracks missing for the 2011 seasons (both GT3 and GT1).
Now it seems the only thing we need to have a somewhat sensible representation of actual FIA GT racing would be all those damn cars unlocked. Plenty of real world tracks this time round.
Questions I have:
Any word on DRM yet? Install Size Footprint? Proper 16:10 resolution support (I would hope so...) Ability to race quick races versus "same class" to include all GT3 and GT1 cars? In Shift1, "same class" races with a 911 RSR GT3 you get all kinds of souped up but not accurate opponents in different weird cars. Ability to have more than three or four different AI models in the track?
Basically I wish there was a quick and easy way to skip the fluffy unlocking, stupid rival challenge elements and whatever else there is, and to go straight into GT3 or GT1 class based racing with plenty of laps (20 at least, like in Shift1) on any track. Ability to set starting position manually (for lack of proper qualifying) wouldn't hurt either.
It will be here today to find out! I hope you can do the individual races right away too, but I'm not very optimistic. Eh, I enjoy some MX-5 races for a while anyway.
Registered: 01/02/01
Posts: 20532
Loc: Vienna, 2nd rock left.
I put a question up at racedepartment, same here:
With Shift, it was possible to take a savegame folder, rename folder and the file inside to your own name, and load it normally. That means it was possible to download other people's saves and not to have to unlock the higher level tiers (which to me is not the point of racing). I expect about a week or two from now some people will have GT3 and GT1 unlocked.
If Shift2 uses some online drm or other account system to tie saves onto users, we are screwed for this option.
Magnum mentioned in the console forum that there is paid dlc to unlock all cars. I guess that's for the quick race freedom. If they're trying to make money off of that, it doesn't look good for the shortcut you mention. I enjoy a career, but yeah, for custom races I like to do what I want. In Shift 1 I get by ok with what I've earned, but I'd rather have access to all of them as part of the game.
Registered: 01/02/01
Posts: 20532
Loc: Vienna, 2nd rock left.
Do you have everything you need in Shift1? I can send you a lvl50 file...
Buying DLC to unlock stuff that is part of the actual game you bought? Just because it might be tiresome to race their crappy unrealistic three lap affairs in fictionally souped up cars? I think they just earned themself a boycott. Or a quick "save game" fix... or maybe an invitation for pirates to hack that DLC. Besides, they didn't sell DLC on PC last time round.
Also, I want to remain offline, no account, just a disk check. Means no DLC for me.
If GTR3 wasn't on a far distant horizon...
BTW, you ever tried the V8 game? I wish Milestone had given it the physics and wheel support of WRC 2010. I wouldn't be looking at Shift2 right now.
I'll let you know what I see when I get into it, maybe the pc version will be different? (doubtful) I wish GTR3 was coming up soon, SimBin is where it's at IMO. Once Shift 2 gets here, I doubt Shift 1 will get looked at much. I'm ok where I am on it, I've got the cars on your Cup Series sheet and those are the only ones I really care about. And the Zonda. LOL I don't bother with the career much now, the AI seems to get *worse* the further you get--and I'm not aggressive at all. Just really dumb stuff like brake checks in front of me on a wide open stretch, knocking around ridiculously, and they keep putting in a certain tight, tiny crappy little track that I hate and isn't suited to cars of this level. I've got the good cars and Nordschliefe though, so I'm good.
SV8NC hasn't gotten here yet, but I know it's shipped.
Registered: 01/02/01
Posts: 20532
Loc: Vienna, 2nd rock left.
If you have the "Cup Series" cars you have all that is there to have, as the DBR9 is lvl50 bonus. That's the irony in Shift design really - the cars that actually make for a sensible realistic racing are locked for the highest levels and there's so much unrealistic crap to play before you get them.
Registered: 09/05/07
Posts: 2041
Loc: Victoria, Australia
Can't say much about this yet as I'm only level 2 with one car at the moment.
Handling seems better than Shift1 though I feel some lag and floatiness. Recommend not driving this before an rFactor league race. Though it's not very bad, still need to get better cars to judge it better, but don't see it changing that much.
FFB is very weak even on 100%, which was the default value.
Can't race GT1 until you level up to lvl 16. Video skipping button is on the top 4, bottom button of those.
_________________________ Messenger adverts annoying you? Get rid of them and much more with A-Patch.
Registered: 09/05/07
Posts: 2041
Loc: Victoria, Australia
Ok just had the opportunity to hot lap an Aston Martin and a Porsche GT3, like I siad it's still a little bit floaty and laggy, but not as much as Shift, definitely a lot better. It might be better if the FFB was stronger, but alas..
There's also this really dumb splatter on the screen every now and then, looks similar each time, then fades, really dumb and I hope it can be modded out.
_________________________ Messenger adverts annoying you? Get rid of them and much more with A-Patch.
So far, I think handling is much better than "stock" Shift, and less slippery. They seem to have tried to get closer to the modded game's feel for this one. Car selection is VERY nice, but going to take a while to unlock. They took a cue from Dirt and have a driver narrating...bad idea. Graphics are far worse than the first game, but there's a lot more going on with the track, so it's hard to say yet if it's worth it. I put some comparison shots in Magnum's Shift 2 pc vs 360 thread in the screenshot forum. Seems to be a deadzone at the top of the wheel, at least in FFB. In the last one I have liked how tight it felt, but that may have been a result the Overhaul mod that does a LOT. The blur in regular cockpit view is not bad, but not as toned down as modded Shift. It's not a distraction. Helmet cam...nauseating, I didn't use it for long. May try again later.
My first impressions were mainly shock over the drop in graphics, and my fps is much lower at equal settings, which is distracting. It's early though, and I look forward to checking out the revamped structure more. I'm still optimistic with this fugly baby. Wish I were one of those smart enough to crank out some mods, there's a lot of potential here regardless. Can't wait to see what "those that can" will do. That said, Shift 1 is not going anywhere, I'm going to continue with it too.
My first impressions were mainly shock over the drop in graphics, and my fps is much lower at equal settings, which is distracting.
That's strange and disappointing. I'm two days away from getting my copy but this has knocked me back a bit. Overall though it sounds like a good title.
Registered: 01/02/01
Posts: 20532
Loc: Vienna, 2nd rock left.
Okay, for you two that have it already, please if you can answer:
What is the DRM like? Disk Check or online activation?
Can you check out the profiles in your user/documents folder and see if they can be moved/renamed (to share unlocked cars)?
Is the DLC to unlock everything even available on PC? We might be seeing savegames with full unlock soon.
Kryptonite, what handling mods did you use in Shift? I'd be curious how it compares to "sharper tires". Overhaul mod itself did not change physics so much, did it? Basically in Shift I less minded the "floaty" handling than the immense amount of grip the rear has when going trough a turn, to the point where you are drifting but not flying off. That's what "Shaper Tires" removed.
Registered: 09/05/07
Posts: 2041
Loc: Victoria, Australia
I just don't understand, it boggles the mind does it not? Why do the cars have to float? Why can't they just have a precise input? Is it really that hard? BOGGLES THE MIND IT DOES
_________________________ Messenger adverts annoying you? Get rid of them and much more with A-Patch.
I just don't understand, it boggles the mind does it not? Why do the cars have to float? Why can't they just have a precise input? Is it really that hard? BOGGLES THE MIND IT DOES
Maybe because it's designed to be controlled with digital input controllers on consoles? And 'and steering wheels PC niche' is just added to customer target list at lowest possible expense... I mean lowest possible expense, as all the budget was spent on gazzilion dollars marketing campaign in internet.
Need for Speed Shift 2 – First Two Mods Released "...Tobias Kluge has released two quick mods that get rid of the blur & wheel shaking in cockpit and helmet view and reduce the amount of fictional trackside objects...."
Ah ok. If I tried to record while playing this thing my pc would explode. LOL STILL unpacking the game, taking a lot longer. Hope this works, the mods posted are a great start.
Here is a very minimal mod which makes tyres less floaty, without being intrusive. AI seems to cope very well with it, and I have good driving sensations with it. It does not change grip levels or anything important, just make the tyres react quicker to steering movements.
Registered: 01/02/01
Posts: 20532
Loc: Vienna, 2nd rock left.
Finally figured out how to edit the parameters for quick racing in Shift1 today (to control which cars are racing togehter in "Same Class"). Seeing how problematic Shift2 seems to be I think I'll stick with the current one for a while.
I think that's a good plan. I'm still put out by my fps issues. Mine isn't a massive gaming rig, but it does run most games at max settings, or close enough not to matter, just the same. I hope they have a good patch in the works and don't depend on modders to fix the thing for free again.
Registered: 01/02/01
Posts: 20532
Loc: Vienna, 2nd rock left.
I'm not sure if they can patch the performance. I think they have to fake FSAA with their own code due to engine design, and thats just slow and inefficient.
I tried that mod that's supposed to remove some of the crowd and trackside tent clutter, but it doesn't seem to have done anything. Tried -loose too. If anyone figures it out PLEASE let me know.
BTW a couple of tips that removed annoyances: 1. If like me you can't stand not being able to skip the intro video everytime: <installdir>\movies\BootFlow_in_.bik <installdir>\movies\BootFlow_out.bik
2. To skip the pre-race gridwalk video, hit the "Nitrous" button, on the G27 it is the bottom right button on the wheel
3. To exit "Autolog" hit space (not sure why ESC or BCKSPC which works on every other menu is disabled here, but then again most of their key layout on PC makes no sense, is it that hard to use the arrow keys jeez...)
Still trying to figure out how to setup online racing with friends, the server browser either isn't working well or there's not many games going on out there.
PS, if anyone wants to add me as a "friend" for Autolog and online racing my id is "kludger" hoping to add a few more SimHQers if possible.
I tried that mod that's supposed to remove some of the crowd and trackside tent clutter, but it doesn't seem to have done anything. Tried -loose too. If anyone figures it out PLEASE let me know.
Yeah that mod is actually still setup to use Shift1, and so if you have Shift1 installed it actually installs into the Shift1 dir, it confused me too until I confirmed.
Supposedly to get a popup for install dir you have to remove the registry entry for Shift1... personally I decided just to wait on installing those mods until they are made to handle Shift1 and Shift2 installed systems as I don't want to have to reinstall the whole thing every couple of days when a new mod comes out, I can deal with the circus tents for a week or two, though it would be nice to get the FPS back.
Boxed version here. You get the EA download manager that's like the Ubisoft manager thing. And yes, it likes to stay on minimized, but I haven't bothered to even look at settings etc. yet. It's not that bad, but how many of these things do we have to have? LOL I will say this: Shift 1 has always still had lock ups usually unless I reboot before launching. I've tried 10 different drivers, modes and whatever else. Easier to just reboot first. Shift 2 has run fine in that respect.
Direct2Drive digital download here, and the only DRM I saw was entering a key to "activate" it, it also came with the EA download manager but I never run that since I don't need to download stuff from EA... not sure if it is doing any other DRM when I run it, nothing is obvious if so.
Also not sure if you guys had seen this or not, but there is a Dr. Pepper promotion right now where if you buy a pop bottle with one of the NFS Shift codes in the cap you get a nice Camaro, I don't normally drink pop but bought one when I was filling the gas tank and redeemed the code and it is a pretty nice Camaro, good power and decent handling, feels much better than the beginner Mustang they gave me as prize.
PS. the nice way that I was able to redeem a code and then sign in to EA online and then have the car activation show up in my garage the next time I started the game, gives me hope that everything is in place for us to get those nice DLCs on the PC, would love to have that classic 911.
BTW I just wanted to mention a few things from my testing of wheel/physics mods on Shift2 with my G27, there are actually 3 dinput8.dll files available, each with a slightly different feel: The Shift 1 Sharp Mod by Juls contains 2 of them: 1. The dinput8.dll in the zip \ForDefaultGame\CopyThisInGameFolder\ is a tight FF one, with very strong FF 2. The dinput8.dll in the zip \alternateFFBDLL\ is a medium FF one with very smooth FF on direction changes - this is my preferred one
The Shift2 Unleashed Minimod contains 1 more of them: 3. The dinput8.dll in the Zip root dir is a very loose FF one, with strong FF but a bit of looseness in how the rear end of the car feels. 4. Also minimod includes a couple of files to change the tire physics, I tried these but I think they take away too much of the tire sliding and they also seem to make the AI slower, but this could be perfect for people who think Shift2 still has too much sliding (though no where near as much as Shift1 thankfully).
For me the best combo I've found is the stock/default tire physics with the dinput8.dll #2 from the Sharp Mod zip \alternateFFBDLL\ dir, I think the feel is pretty good there on most cars, with pretty realistic feeling slide tire without being overly grippy and slowing down the AI.
I'm very thankful that the modders have saved Shift2 from being like Shift1 and sitting on my pile of unplayed games, I'm having a blast with it for some fun but not 100% hardcore racing.
Registered: 09/05/07
Posts: 2041
Loc: Victoria, Australia
I had installed the overhaul mod for Shift 1 and promptly removed the game a few laps later, maybe I didn't do it right? I will re-install (if I can find it) and let you know too.
_________________________ Messenger adverts annoying you? Get rid of them and much more with A-Patch.
I did the same thing a while back Ahmad, but it was the earlier Overhaul mod. I don't know what's different in 2, or if I just got used to it, but I like it a lot.
Registered: 09/05/07
Posts: 2041
Loc: Victoria, Australia
Originally Posted By: Ahmad
I had installed the overhaul mod for Shift 1 and promptly removed the game a few laps later, maybe I didn't do it right? I will re-install (if I can find it) and let you know too.
I am getting confused with all these Shift threads
I tried Juls sharp tire mod 6.01 and was pleasantly surprised, it's very very good. But having said that, I can't really say which one is better handling wise, Shift 1 or Shift 2, they both feel very similar.
I tried the Skyline R35 at Laguna Seca and got identical lap times (give or take a few tenths) so if you were to make a decision on whether to buy Shift 2 or not, it would probably need to come down to more than just physics. And of course, everything else in Shift 2 is much better than Shift 1 IMHO (except perhaps AA and cockpits, but I ride with the hood view).
I think the mods will further improve Shift 2 physics as time goes on too, it's looking promising!
And thanks for bringing Shift 1 back to life for me, and also for the save game.
P.S. What's really annoying though is that Shift 1 and 2 both have the same icon.
_________________________ Messenger adverts annoying you? Get rid of them and much more with A-Patch.
Registered: 01/02/01
Posts: 20532
Loc: Vienna, 2nd rock left.
Lets keep the Shift1 mods in here too, you are right it's getting confusing.
You're second after Kludger saying that Shift2 comes close to Shaper Tires 6.01, so that's some praise. Yet every now and then I see people at racedepartment saying Shift2 feels like "cars glued to the road, limitless grip"... weird how perceptions can be so different on the same handling.
The irony is that what I would want most from Shift2 are the cockpits, more precisely accurate replicas of the GT3 and GT1 cockpits, and if course the cars they belong to. Of which there are not many in Shift1 as you know.
Yet it seems driver view and cockpit view are not really much better than Shift1, at reduced performance. Environment, especially Trees, don't quite kills me either.
I'd actually be willing to pay for Shift2 and then port over the tracks and some specific cars. Shift1 runs hassle free, very fast, has no DRM to worry about. And since I'd mostly be quick-racing in either title I don't think I really need #2 now.
Nice lap, I need to visit the car lot and take it for a similar spin, it looks like it handles pretty well.
Shift2 has so many cars with great character, I keep thinking I found my favorite and then I find a new one (the WRX, Radical, Z06, most recently the R8 with V10 engine swap). Having a lot of fun with the different cars besides the career path.
Speed Sensitivity at 50% seems to help with that high speed floatiness too.
Btw I'm disappointed that they set a hard limit XP at level 20, I've been working my way through mastering corners at all the tracks and apparently that really accelerated my XP gain, Ive capped out on XP with 40% of the career done. I have plenty of money so not worried about that but just miss get the XP accumulation so early in the career though there doesn't seem to be any negative affects from that since you still get the track mastering badges.
Also the quick races with same class are pretty fun the AI is actually competitive, the only bad part is unlike Shift1 they don't seem to value 1 lap at Norschleife higher than one lap on some of the smaller tracks so winning a 1 lap race there is still just $200 prize, very fun though with this AI.
Edited by kludger (04/07/1109:52 AM) Edit Reason: Iphone
Registered: 09/05/07
Posts: 2041
Loc: Victoria, Australia
Originally Posted By: kludger
Btw I'm disappointed that they set a hard limit XP at level 20, I've been working my way through mastering corners at all the tracks and apparently that really accelerated my XP gain, Ive capped out on XP with 40% of the career done.
Same, that's a bit of a bummer. Also, the Porsche GT3 911 is a dream to drive!
_________________________ Messenger adverts annoying you? Get rid of them and much more with A-Patch.
Are we limited to 10 sec captures, or did I miss a setting somewhere?
Yeah I think so for the built in youtube feature, I think the resolution is pretty low too, FRAPS works great with Shift2 though.
BTW interesting posts on PC AA implementation from SMS Lead Ian Bell on GTPlanet, confirms the AA is all CPU bound, and it seems like we might be seeing a AA improvement for quadcore CPUs in a future patch: http://www.gtplanet.net/forum/showthread.php?t=198778
Btw I'm disappointed that they set a hard limit XP at level 20, I've been working my way through mastering corners at all the tracks and apparently that really accelerated my XP gain, Ive capped out on XP with 40% of the career done.
Same, that's a bit of a bummer. Also, the Porsche GT3 911 is a dream to drive!
Yeah all the Porsches I've tried so far are awesome in Shift2, even the little Cayman is a great handling ride.
Another rather important disadvantage is that, due to separating the lighting stage from the geometric stage, hardware anti-aliasing does not produce correct results any more: although the first pass used when rendering the basic properties (diffuse, normal etc.) can use anti-aliasing, it's not until full lighting has been applied that anti-alias is needed.
My results seems to match this, I've been running with AA disabled in the game but with "Morphological Filtering" on in the ATI control panel which is supposed to do AA post render for deferred render titles, which seems to work with decent FPS (10-15 higher than using AA ingame) but makes the menu text a bit blurrier than normal.
Though I agree with you that they chose the wrong way to go with AA on a title like this, but it seems they prioritized the night racing performance over high normal AA, still if that is the real Ian Bell posting that stuff on GTP I'm looking forward to a patch that enhances the AA performance for quad core CPUs.
Edited by kludger (04/08/1101:30 PM) Edit Reason: wiki source
3 options, no crowds, no bling, or no crowds+nobling.
Works great to make the circus pull up tents and leave the Nordschleife and other tracks alone (probably saves some FPS as well).
Note per the install.bat paths it must be run from a subdir of your Shift2 install folder i.e. SHIFT2\nobling_nocrowds dir, per the readme, backup your Pakfiles\tracks dir first.
Registered: 01/02/01
Posts: 20532
Loc: Vienna, 2nd rock left.
Kludger, I wasn't implying that I don't believe their explanation. They just are making a problem out of nothing because DX10 can handle defered lighting and MSAA both. So the BS I was calling is that instead they chose to implement a DX9 home-cooked, CPU-bound FSAA method instead of making the effort to get the game to DX10 or even DX11. Such is the faith of multi-platform stuff I'm afraid, the consoles can't use DX10/11 so many teams don't bother implementing it.
Kludger, I wasn't implying that I don't believe their explanation. They just are making a problem out of nothing because DX10 can handle defered lighting and MSAA both. So the BS I was calling is that instead they chose to implement a DX9 home-cooked, CPU-bound FSAA method instead of making the effort to get the game to DX10 or even DX11. Such is the faith of multi-platform stuff I'm afraid, the consoles can't use DX10/11 so many teams don't bother implementing it.
Ah I understand now, and I agree with you, I guess that will be the case for many of the multi-platform titles where something will need to be compromised compared to dedicated PC development to allow the same code to be ported easily.
As a fan of sim-lite racers, I'm thankful to at least have titles like this come to the PC (Shift2, F1-2010, Dirt3 etc.) where with decent hardware, I can usually benefit from better resolution, wheel support and modding, and unlike on the consoles we still also have a bunch of more hardcore PC dedicated options (iRacing, nkPro, GTR3 and rFactor2 coming soon).
3 options, no crowds, no bling, or no crowds+nobling.
Works great to make the circus pull up tents and leave the Nordschleife and other tracks alone (probably saves some FPS as well).
Note per the install.bat paths it must be run from a subdir of your Shift2 install folder i.e. SHIFT2\nobling_nocrowds dir, per the readme, backup your Pakfiles\tracks dir first.
That's what I'm wanting. Is there still a conflict if you have Shift 1 installed? The first no-bling didn't work for me for that reason IIRC.
3 options, no crowds, no bling, or no crowds+nobling.
Works great to make the circus pull up tents and leave the Nordschleife and other tracks alone (probably saves some FPS as well).
Note per the install.bat paths it must be run from a subdir of your Shift2 install folder i.e. SHIFT2\nobling_nocrowds dir, per the readme, backup your Pakfiles\tracks dir first.
That's what I'm wanting. Is there still a conflict if you have Shift 1 installed? The first no-bling didn't work for me for that reason IIRC.
This one doesn't use an "uninstall" feature so no there is no conflict with SHIFT1, but you need to make a copy of the SHIFT2\Pakfiles\tracks\ dir so that you can uninstall in the future. PM me if you run into any probs, it was a bit confusing initially installing until I looked at the bat file and saw it assumes it is run from a subdir of SHIFT2 dir.
I got it in there, twice I didn't catch that the mod needs to be a subdirectory of the game though. My own fault, they even put up pictures. LOL Mod works but no improvement in fps, unfortunately, at least on the Nord. I suspect there's something else holding the game back, this might be very effective when whatever the real issue is gets fixed. Worked well on Shift 1 IIRC.
Pretty fair review and pretty much summarizes my opinion of Shift2, it sounds like he is getting better graphics performance from that NVidia 570 than my ATI5870, but otherwise, pretty on the money IMHO.
Seems pretty fair to me too, but I can't comment on the graphics since they suck big time on my machine. I don't think it has quite the sense of speed that Shift 1 has, but it's still very good. I've tried a few camera mods and it's better, but the standard ones have a too-low FOV for my taste. I just wish SMS had given us basic seat options like in Race 07...up/down, forward/back. Why isn't that standard? I hated Forza 3 until I figured out the FOV adjustment, I hate feeling like I'm halfway to flying through the windshield. LOL
He didn't mention Autolog, which seems cool. They would do well to develop that in the next game, to allow players to set up custom offline championships with it. Have players join, a set track, car and set up...take it from there with some kind of time limit.
... I've tried a few camera mods and it's better, but the standard ones have a too-low FOV for my taste. I just wish SMS had given us basic seat options like in Race 07...up/down, forward/back. Why isn't that standard? I hated Forza 3 until I figured out the FOV adjustment, I hate feeling like I'm halfway to flying through the windshield. LOL
He didn't mention Autolog, which seems cool. They would do well to develop that in the next game, to allow players to set up custom offline championships with it. Have players join, a set track, car and set up...take it from there with some kind of time limit.
I've been using the Default Cockpit Camera Plus Visor MOD (Speed DOF - Cockpit OFF + Visor OFF) which I think has pretty good FOV in the helmet view without the blur or look into corner, I can actually see both mirrors from the helmet view with this mod.
I agree with you if they added the typical Simbin race or championship event generator (especially with practice/qual session) like they had in GTR2 then this title would really have pretty much everything a PC sim needs.
Yeah it would be great if it was adjustable but I suspect that is a feature that is missing due to not being needed on consoles.
If it really bugs you and you have the gumption I think you could follow the instructions to unpack the files, then modify the FOV even more then repack it for your own use (he documented what he modified): < BOOTFLOW.bff > cameras/cameraconfig.xml
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.
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).
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?
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.
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.
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 хбох360 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
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
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
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.
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.