VELOCIPEDE Posted September 8, 2011 Author Posted September 8, 2011 We are well progressed in negotiations with laser scanning specialists to commission scanning of all of the real tracks in the game. The standards we are aiming for are to 2 millimetres accuracy, to the extent that cracks in the asphalt should be discernible. For how many track are you pointing the first public release?Rote reply as usual, it's up to the investors, but I think 15 base tracks with variation is probably a good amount. We had 100 layouts or so for Shift 2 and I'd prefer we polish the nads off 15 tracks (plus variations) as opposed to trying to wedge more in for the sake of it. The most important thing is that we get enough of the tracks that people want. The tracks we ship with will of course be added to over time but this will be driven by the investors and issues such as licensing costs and scanning access.
VELOCIPEDE Posted September 16, 2011 Author Posted September 16, 2011 So, what is the current status of C.A.R.S. so far? I thought we were suppose to have an official website, some weeks ago, and a public build already? Just wanted to know where we should be setting our expectations so far.We're very close. There are some Financial Services Act hoops we have to jump through that took our legals by surprise. Once sorted we'll be going live with the first investor build.
Guest Uff Posted September 22, 2011 Posted September 22, 2011 In riferimento agli screen già pubblicati. This is what you will see in the garage/menus as I said before guys. I also said we are aiming to reach this level of 'look' while out on track. You will see this image quality moving in the menus but how we achieve it is fairly 'trick' and simple although time consuming so I'm not sure if we'll continue with this method or not. The early builds will have it for the investors to decide.It will be a long time before we will be happy with the quality of the car on track, as is normal for any game development. You don't want to show your work in progress art and render features to the public as it will give a negatively skewed impression of your game. Qui invece parla Griff. DX11/CARS on NVidia hardware is currently more than 20% faster than DX9. Something in our new renderer is causing an issue on ATI h/ware and I'd like to get this sorted before release. It's more likely that we will wait until after the investor release for a full DX11 default. This isn't anything out of the normal - the opposite was true on Shift 2 with ATI being 20% quicker in development. Pre-release builds to both vendors should be submitted before the end of the week for feedback, but it will be Ian's call how this is enabled. How quick is it? 81fps on a GTX 480/4xMSAA with 8 AI in 1080p on one of my dev PCs. 105fps with FXAA.
Guest Uff Posted October 6, 2011 Posted October 6, 2011 Dovremmo (quasi) esserci. So, I think we're ready to go in a few days chaps.
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