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More info:

 

Car Models

"We're working to roughly 200,000 polygons for the top LOD exteriors and an additional 50K for the cockpits. Actually a fun stat is that we are running more polygons in the suspension than we had for a whole car in GTR 2002." -- Ian Bell, Studio Head

 

"A few cars here have more polygons in the suspension than an entire S2U car. The current generation of consoles are ace polygon pushers. We've done some tests on them with ultra-high polycount cars and they cope reasonably well. The real issue is memory. When you start quadrupling the polycount, the mesh data size goes up accordingly and that simply won't jive with a system that only has 512MB to play with. There'd be little left for environments, sound, game systems, etc." -- Casey Ringley, Vehicle Lead

 

 

Weather

"We plan to implement a very detailed dynamic weather system. Fully dynamic wet-to-dry and the reverse, drying lines based on the amount of rain thrown off by the amount of cars driving on them. We did a lot of this in GTR2 but here we plan to go insane with it. Snow isn't something that appeals to me personally except on specialist rally stages. If that appears it would most likely be a future addon unless I'm out shouted by you guys (our team)." -- Ian Bell, Studio Head

 

 

Steam

"We'll go with whatever helps sell the most games . Too early to say for sure but I think Steam is highly likely to be a part of that." Andy Garton, Development Director

 

 

Build 74 -- Release Notes

- Instant replay enabled (placeholder UI and cameras)

- Fix for 5:4 aspect rendering

- Fix for blue tint bug affecting certain Nvidia cards

- Language set to English only

- Security implementation to support builds per member level

- Made look left/right faster

- Sound improvements for the Racer

- AI aggression reduced a little

- AI improvements at Connecticut Hill

- Formula B physics updates for better performance over kerbs and turning in general

- Additional Connecticut Hill art updates

 

 

Apparently the tuning screen will look similar to this...

 

334jczt.jpg

 

 

 

src:Neogaf

 

 

Team VVV first look

 

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a sneak peak of the next build...

 

Build 76 (20/10/11)

Car setup menu added (first pass, many bugs)

Kart added (first export, no bug reports yet please)

Glencairn track added (first export, no bug reports yet please)

Nuke 3 added (first export, no bug reports yet please)

Fix for DX11 "grey square around the player car" bug

Updated exports of all tracks (various fixes and improvements)

Idle throttle adjusted on all cars so you can stall if clutch not used properly

Disabled exhaust backfire on LM2011

Various UI fixes

 

Build 78 (24/10/11)

Toned down heat haze

Added a few more options to visuals menu

Added gamepad filtering option

Added cloudy weather selection to race menu

Fix for DX9 windscreen corruption bug

Fix for groundcover crash

Updated Glencairn track

Updated Racer car

Updated kart

Improved lighting settings for most tracks

Fixes to car setup menu (still lots of bugs)

Change audio balance to bring out more wind noise

Version number added to UI

Various UI fixes and improvements

Fixed direction of driver head lean in corners

Enabled fuel consumption and tyre wear

Added free camera (Ctrl-F then the mouse and WASD keys)

 

src:neogaf

 

ibtBi2inc9jWQ3.jpg

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Here's a proposal for a re-skin of the UI...

 

 

GOAL

 

To create an HD interface that promotes easy navigation for mice and is aimed primarily at a no-nonsense sim audience.

 

 

THE CONCEPT

 

This proposal borrows heavily from the Windows 8 'tile' interface for a number of reasons...

- Easily expandable (ie, if new features come online they simply get added as new tiles)

- Size of each tile corresponds to importance (ie, the features you use more are bigger than those you use sparingly)

- Easily allows for multiple media types (photos, video, text, or iconography) to be combined without being limited to just one

- Each screen can be bespoke to its purpose rather than having to fit within an established style/size formation

- Brings an attractive quality to otherwise dry content (eg, sliders and statistics)

- Works great in high resolutions (more space means more tiles onscreen)

- Is a modern and proven interface method

- Can easily be achieved in the GUI Tool

- Tiles can be used against any background

- Tiles can overlap each other

- Easy-to-use with mouse navigation

- Compartmentalizes content

- No need for scrolling or scroll bars

 

 

EXAMPLES

 

Main Menu is comprised of a number of areas...

 

Top Row - Exit, My Profile, Current Car

Left Column - Miscellaneous for now, but would likely contain Upgrades/Setup/Customization

Right Column - Various game modes

 

As more features go into the game, this page would simply add more tiles for Career, Online, Community, etc.

 

iQcVJ8mLZpYWQ.png

 

In this example the current menu of sliders gets broken down into attractive tiles for each specific area. Typical options for going Back, Undo-ing, and Saving become more prominent and ergonomic to use.

 

ibtMxqVwVGdRsl.png

 

 

src:Neogaf

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Build Release Notes

 

Build 79 (25/10/11)

Improved the lift-off oversteer

Option to turn off cockpit mirrors

Fixed issue of 'reset' button still being active during the steering/pedals calibration process

Fixed right front suspension geometry for LEONUS F68 CROMWELL V8

Telemetry screen layout change

Added engine mesh for the RACER V8-RS

New Aussie Hill export

 

Build 80 (26/10/11)

New exports of Bologna and Connecticut Hill

New track layouts: Bologna Reverse, Connecticut Hill Reverse, Connecticut Hill Short Reverse, Glencairn Reverse, Glencairn East Reverse, Glencairn West Reverse

New export of Asano X4

Removed slip audio effects at low speed

Fix for shadow mapping 'black edge around car' bug

Added grip points to debug physics screens

Some bug fixes and performance improvements for RenderContext setting in DX11

Fix to enable loading of WDF files on the F1 debug menu from the 'lighting edits' directory within my_documents/cars/

Formula B: multi-part chassis collision for more accurate shape

Fixed names of the Leonus cars to match the forum

Improved carbon shader

Improved Fresnel paint

 

Build 81 (28/10/11)

DX11 HDRControl updated to match optimised bloom threshold and downsampling shader

"Texture Filtering" option was being ignored by DX11 renderer - now fixed

Fixes for WDF lighting menu to allow extra entries to load/save

Added various HUD tacho variations (Nuke 3 and Kart)

More exhaust smoke for the Kart

Fixed Kart AI volume and increased the rev limit to 18000 RPM

Fixed ambient shadow width and tweaked gear stick movement (Nuke 3)

Changed default livery for LEONUS F68 CROMWELL V8

New Racer V8 RS and L4-RS exports

Upped LOD distance for calipers (Nuke 3)

Completed reverse AIW for Connecticut Hill Reverse, and Connecticut Hill Short Reverse

Temporary AIW for Bologne Reverse with basic path and 32 start spots

Added track groups to save on build sizes and also organised both track lists in alphabetical order

Changed loading screen music

 

 

And here's a sneak peek of the Aussie Hill/Bathurst track that we'll be getting in tomorrow's build. It's obviously far from being done, but it already shows great promise.

ihIeuJqZaMhr1.jpg

 

src: Neogaf

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