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pyide

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Everything posted by pyide

  1. Has this bug been acknowledged by the devs yet? I think it has ruined every single full RX event we've done with AI in the mix.
  2. Here are some quick results since the 1.7 patch using all those recommend settings on i7 4790k & Nv 2060, I'll type out what's different. 60hz + Max Pre-rendered Frames 1 - larger, longer frame drops 60hz + Max Pre-rendered Frames 2 - smaller, minor microstutters, almost imperceptible at times. 75hz + Max Pre-rendered Frames 1 - longer drops 75hz + Max Pre-rendered Frames 2 - big spikes are uncommon but do happen in all setups, generally more like the smaller ones @ 60hz Pre 2 and visible in this. 75hz + 72fps Gsync cap + Max Pre-rendered Frames 1 - pretty much consistently stuttering. 75hz + 72fps Gsync cap + Max Pre-rendered Frames 2 - less frequent stutters, but the same severity. I had ran all these setups without the graphing first to be sure it wasn't an influence, and experienced pretty much the same results judging the stutters by my eyes. The afterburner graph just highlights what's happening and how often visually on the frametime and framerate graphs (ignore the big drops and spikes at the end, those are me alt-tabbing out to screenshot the graph). Generally the stutters are random, although sometimes they do occur at similar sections of the same routes. Sometimes they're tiny and sometimes they're huge. Sometimes they're very frequent, sometimes I'll only see a handful in a race. I've really found no fool proof way to eliminate this random stuttering entirely, only lessen it. Pre-rendered frames set to 1 is worse than 2 or 3 in my experience. Vsync with framerate maxing refresh rate is generally the best, but still stutters, sometimes they're minor, sometimes major and can influence a run and even cause a wreck. Vsync unfortunately adds too much additional input lag, even with the pre-rendered frames set to 1. Gsync active and fps capped below refresh rate stutters just the same, the engine doesn't really seem to like framerate caps or variable sync technology all that much, although pre 1.7 I definitely had Gsync working a lot smoother in Dirt Rally 2.0 with nearly no stuttering most of the time as long as pre-rendered frames were set to 2 or 3 (1 introduced an insane amount of stuttering), and this was still better than vsync due to the input lag reduction. Gsync generally smooths out minor framerate and frametime variances in all other games that I've tried, but here the stuttering shines through that as if variable sync isn't even active, but really the engine or game itself seems like it's struggling / hitching / hiccuping at random no matter what. On the graph they just look like simple frame drops and frame time spikes, but every one of those is like the game is skipping or dropping those frames entirely, causing the visible stutter, even with Gsync. Also worth mentioning that if I increase the resolution (downsample from 4k for example) and crank up the details so I'm actually not maxing the refresh rate or hitting the fps cap and the framerate is variable below, Gsync appears to be working since there's none of these frameskip type stutters or screen tearing, but this wildly variable framerate isn't an ideal way to play, and some sections of the events it will still reach the fps cap or refresh and resume the stuttering again. Post 1.7 update, the game can also totally break down, this is what the graph looks like when that occurs @ 60hz & Pre-rendered frames 1 - when this happens, the contols become unresponsive in both the game and menus, and nothing I've tried fixes it outside of a full system reboot. Yet it can still be like that after a clean launch, it can happen after some time in game, it will likely happen if I play the game for some time, quit out, and reload it later, even an alt-tab out and back in can introduce it. This never happened to me before 1.7, and now it's happening more frequently than the audio drop out bug ever did. Something is seriously wrong somewhere! *I think I've nailed this down to a controller issue. Unsyncing and uninstalling my Xbox One pad and moving my bluetooth receiver to a different USB port seemed to rid the game of these occurrences, but only this game was afflicted with that issue when using the gamepad which is very strange and leads me to believe the game is still at fault there. If anyone is still experiencing similar breakdowns and unresponsive controls after 1.7, do try to completely reinstall your main input devices for this game. Other minor observations: The game does not seem great with framerates above 60fps, but it still works where it counts to some degree. Running at my display's 75hz refresh certain things are no longer smooth, like looking around the cockpit with the right stick, the opening service area camera zoom in, as well as the finish line camera after an RX race. The car basically teleports along from that camera at 75hz while it renders smoothly at 60hz, and likewise the camera stutters a lot more at 75hz compared to 60hz when there's any movement to them, manually controlled or scripted, inside and out. Yet normal replays do not appear to exhibit this behavior. Another odd thing I've noticed is that the game will always stutter way more frequently after Windows10 has previously gone into sleep or hibernation mode and then woken, compared to a fresh reboot. I cannot make any sense of that as it's only game I'm currently playing which does this.
  3. pyide

    New rally tracks outsourced

    There's a solution already available for liveries, at least on the Steam version with Workshop support. Codies had this in Dirt Rally for sharing tuning setups and it was great, and should have been extended to also include user made liveries, but those Workshop setup sharing features were missing from 2.0 - wound up being a real downgrade for the sequel when it could have been improved upon. Afaik, Codemasters would not be subjected to any legal ramifications from content there, nor licensing or anything else since it's all hosted and distributed externally from the game on Steam itself. It's all on the users and Steam moderators to police. Which means certain items may be taken down due to copyright infringements, but that's not on Codemasters. Same goes for custom locations, but that's only feasible if the developers released the tools (or a version of the tools) used to make rally locations, and I just don't see that ever happening. The games would live on much longer with the community if they supported user created content of that magnitute, and there would be far less demand for a new game release. Still, there's no excuse for not being able to share basic tuning setups via the Workshop like Dirt Rally, and liveries seem like a no-brainer as well. Just a matter of doing the work to implement it, and that's also something I don't see ever happening at this point.
  4. pyide

    How much for season 3 / 4

    I doubt any content they've mentioned is going to be free. The most we can assume is that the individual locations and cars will likely be priced the same at $4 and $2 each again (USD), that adds up to $24 + $24 for seasons 3+4 separately in full, which is identical to the season 1+2 piecemeal pricing. If they offer another bundle for seasons 3+4 like the deluxe upgrade which contained seasons 1+2, would probably be $30 again, which is about an $18 discount over the individual pricing altogether. If you're that stingy it's worth mentioning that the deluxe upgrade on Steam has been on sale for as low as $18 before, that was only 3 months after launch. If you can wait for future sale you might see the new seasonal content priced as such. I would not be able to wait that long for Finland, although it's coming fairly late as it is - Nov. 5th. Still, there's no guarantee the new seasons will go on sale as fast, or even that they'll priced the same or bundled together at all.
  5. pyide

    All ingame settings reset after update

    Yeah, it sucks but probably due to the new settings added to the existing config files for VR support. They couldn't just splice those new variables in, so they had to replace the config xmls entirely.
  6. This patch has definitively busted the game here. MENUS aren't even working properly, framerate drops even there and the menu stops responding to controller inputs only to rubberband them all in consecutively later. When I manage to actually start an event (have to use a mouse to point and click directly since the gamepad inputs are randomly unreponsive), the gameplay has a lot of random hitches / stuttering / freezes that weren't there before. It's impossible to drive like this. No settings adjustments resolve these new issues. Please, don't let this go for weeks until the next update, you need to take action and let us downgrade to the previous version via Steam's beta branch feature so we can actually play the game as it was mostly fine before, or revert the patch for all and put 1.7 on the beta branch so people can opt into testing VR support and Dirtfish there. This update should not be live for all of us. The game is unplayable now. PC/Steam/Standard edition w/some DLC, 4790k/Nv2060/16GB, only the same xbox one gamepad and kb&m peripherals connected as before.
  7. Same issue as JellyD. No VR here, but even the menus are dropping down to 15-40fps at random and the inputs on the controller are no longer responsive. Inputs will be dropped or skipped and later multiplied. The game seems totally broken compared to the last version, and that's not even gameplay. During an actually rally / race there's a lot of new stutters and hitches and freezes, and that's with gsync active. Something is busted somewhere.
  8. pyide

    Updated Rain effects

    It bothers me personally, but I'd still say it's really not that big of a deal, and I am definitely not the judge of what's right and wrong. I'm sure most people don't and won't care about how rain droplets look and appear/disappear, and on top of that plenty of folks don't even use cockpit view at all. They could be even more like giant gobs of clear jam/jelly than water and it probably wouldn't phase most players. I've barely seen anyone mention how the deep water splash on Wales for example disappears completely on it's own, when it manages to hit the windscreen (often times it doesn't). When it does it's a huge uniform sheet you can't see through for a moment, but then I wonder why it all magically disappeared in an instant after without wiping it clear? Why is it not 'dirty' at all? Why are there no residual drops and water streaks without a single wiper pass? I imagine the same goes for the size of the rain droplets and how they also vanish on their own, people really don't care about or notice something minor like that with everything else going on. What's in there still manages to do a decent enough job of impacting visibility in some weather types, but definitely not light snow, however. That still doesn't "stick" at all. Again, that's something most people wouldn't think twice about, so what does it matter? They probably don't even realize they don't need to use wipers at all in that condition. So it's a bit of non-issue of something fairly minor to begin with!
  9. It would be nice. If they won't allow the option to remove them, they should at least make them semi-transparent like many real sun shades. I don't know how accurate it all is to reality, though. Do the real life counter-parts with those fully opaque things taking up a good chunk of the windscreen run with them even during night stages? It's like looking through a cereal box in some of the cars. If they're permanent fixtures then they must and I see why the game has them that way, but that seems strange to me.
  10. pyide

    Updated Rain effects

    Did the droplet fix actually make it into 1.6? I was expecting something else I suppose. Like light rain and showers to have smaller but far more numerous droplets that build up and obscure vision if you aren't using wipers. As it is now, you still don't really need the wipers in most conditions, even with the dirt flying up there. Half those giant drops still vanish on their own after a few moments. Heavy rain drops don't obscure as much as they probably should, either, and light snow still does absolutely nothing at all, basically zero accumulation. Any snow should look like heavy snow does now if you go long enough without wiping, and heavy snow could still probably be amped up even more so. The size of the rain droplets bother me the most, I think. A single droplet in this game must be made of 5-10ml of fluid, even in the lightest conditions, it's so strange seeing these large drops in any rain after a fresh wiper pass, it's like nothing I've ever seen in reality. Such a silly and minor gripe I know, but something like that still breaks immersion for me every time they appear. I'd beg you to rework all of it, but that's too much effort I know and I'm sure there's more pressing demands than some relatively minor droplet effects. I'm sorry for even posting all this nonsense, haha. Forgive my idiocy.
  11. Yeah, it should be pretty simple to implement, and performance would not decrease at all if it only goes lower / zooms in and renders less so no worries there. There have been console games with adjustable fovs before so it's not unheard of, they just seem unwilling to do it for whatever reason. The biggest hurdle would be changing the maximum amount on the slider to be the current level of fov zoom on console. I guess that is insurmountable? It's strange the lines they apparently draw with some features. Not unlike adding the trigger vibration of the Xbox One version on PC with supported gamepads. The devs just don't want to do it for whatever reason, even though their F1 games on PC do have that functionality and have for the last few releases. It's silly. More recently, HDR support on PC is another, sure it's still a niche feature, but it exists and plenty of games can do it. F1 2019 PC does but Dirt Rally 2.0 does not.
  12. Anyone here see this yet? https://steamcommunity.com/app/690790/discussions/0/1652169858535404661/#c1652169858537480794 Give it a shot next time you play, shocked that it actually worked for me. The load times always seemed fairly long on an SSD before (+20s), and this brings them down to -10s. Is there any explanation for this?
  13. pyide

    PC stage loading times reduction?

    I'd say you're mistaken based on all the evidence out there, but if that's true then that's some even bigger garbage that needs addressing asap. The impulse triggers do not function at all over USB or wireless with Xbox One S pads in the PC version Dirt Rally 2, there's also no setting in the options to enable / disable it like the last few F1 games from Codemasters... If you search out the feature, all you'll find is people saying they don't work and asking for support for them. https://forums.codemasters.com/topic/38008-rumble-trigger-support-for-pc/?tab=comments#comment-427956 https://forums.codemasters.com/topic/34879-impulserumble-trigger-support-for-pc/?tab=comments#comment-401545 https://forums.codemasters.com/topic/34587-rumble-triggers-on-controllerpc/?tab=comments#comment-400455 https://forums.codemasters.com/topic/38698-add-trigger-ff-on-xbox-controllers-on-pc/ https://steamcommunity.com/app/690790/discussions/search/?gidforum=1735466157769688424&include_deleted=1&q=rumble+trigger https://steamcommunity.com/app/690790/discussions/search/?gidforum=1735466157769688424&include_deleted=1&q=impulse+trigger https://steamcommunity.com/app/690790/discussions/search/?gidforum=1735466157769688424&include_deleted=1&q=trigger+vibration https://www.reddit.com/r/dirtgame/search/?q=trigger rumble&restrict_sr=1 etc The only way to get any vibration on the triggers in this game is to force ALL vibration feedback used in the game with these dlls https://www.reddit.com/r/dirtgame/comments/byd3pq/how_to_get_controller_triggers_to_sort_of_rumble/ , which isn't ideal at all. It's busted.
  14. pyide

    PC stage loading times reduction?

    Today's patch (1.6) seemed to fix the load times so this 'trick' is no longer needed. Pretty nice! Thank you, Codemasters! Only thing left for me is to get that rumble trigger support for Xbox One pads like the recent F1 games.
  15. As of 1.5, I apparently use them all the time. Even when selecting Soft.
  16. pyide

    Add Trigger FF on XBox controllers on PC

    It's not a bug, they simply don't support it here for some unknown reason. Someone over at Codemasters still on Dirt needs to ask the F1 guys for a hand here, since those recent games used the Xbox One's rumble triggers on PC. It's crazy that this one doesn't. Still disappointing after playing anything that uses them properly.
  17. pyide

    DiRT Rally 2.0 Roadbook - June 7, 2019

    Slightly concerned about this. This does not seem as much of a problem compared to some classes like R2/H2FWD and some others being too ridiculous compared to human world records, and also conditions like night and rain seemingly not affecting the AI times much at all compared to how much they affect humans. Another issue here is that the lower difficulties like Pro and Clubman aren't challenging enough, there was no steady ramp up in difficulty in the Career, which can make Elite feel like a gigantic and unfair spike when reaching it. It's not necessarily a bad thing, really, that's simply when the Career starts to have an actual challenge and become engaging, at least in the classes and conditions that aren't busted. You can no longer cruise by and make top 3 with big screw ups like you can in the first three difficulty tiers. To me it would make more sense to adjust lower difficulties like Clubman and Pro to be more challenging and engaging so you still have to improve a bit before moving on to the next tier before making Elite and especially Masters easier, but even that could probably wait until after some class specific adjustments.
  18. Hardcore damage for some would be a good start. Some more DLC content in the mix would be nice as well. Seems like most every single daily/weekly/monthly challenge is made only of the base locations, outside the "bonus" ones for the most recent DLC releases. I don't have Deluxe so I'm not sure of the D+ ones are any different, but I did purchase the individual locations. I don't see why a 3+ event monthly with say Sweden can't have the prompt to buy the DLC if you don't have it, and forbid you to enter if you don't have it yet, like the bonus DLC events do. @Kjell007's suggestion of all 9 rallys is a good one, especially since we're still limited to 6 in the Career championship, just please don't lock it behind D+ !
  19. I just picked up Germany and this was immediately noticeable. I really don't want to have to mess with audio levels all the time for one location. Has there been any word on a fix coming yet?
  20. Would it be possible to get an update that allows all standard Rally cars be usable on the RX tracks in the custom championships mode and vice-versa? I understand the strict limitations for the Career modes, but why can't we use whatever, wherever in the custom modes for fun?
  21. Co-driver calls are permanently on in replays now. Used to be broken in that turning them "on" in the replay options menu switched them off completely, now setting on or off for the co-driver calls does nothing - whenever there's a car view in mixed or you manually switch to a car view, you'll hear snippets of the co-driver no matter what. Annoying. Oh, and still getting that sound cut out bug randomly. Very annoying.
  22. Why not just flip them? It will take you some adjustment but you'll be better off for it. You need the analog triggers for accel and brake if you want any sort of finer control with a gamepad. For shifting I've always used X & B on the Xbox button layout, with A for handbrake. It's always made the most sense for me. Some people suggest the shoulder buttons, but I've always found that unweildy. But try anything after putting accel and brake on the triggers as they should be and see what works best for you. It's a real shame this game doesn't have the rumble trigger support of the recent F1 games for additional feedback. It's a huge benefit in the games that use them.
  23. pyide

    DiRT Rally 2.0 Car Setups

    Also been on the lookout for some Evo X tunes. Anyone got some to share yet?
  24. It goes both ways it seems? Yesterday I forgot to replace the tires at the second service in an elite championship, so I quit back to the menu at the starting line and loaded it up again, and there were automatically fresh tires on (or rather the wear and tear was reset on the old tires) with 3/4 changes left still...
  25. Could partly be a resolution upscale issue but It's primarily the forced TAA. Temporal Anti-aliasing blurs the image a lot without any sharpening to clean it up, some games offer post-sharpening (forced like BFV or adjustable slider like Doom 2016), but plenty like Dirt Rally 2 still do not, even on PC. On the PC in DR2 we have a choice of disabling TAA or injecting a post process sharpening filter like Reshade Lumasharpen. On console about all you can do is increase your display's sharpness setting, which won't look great, but it could still help a bit. Go into the menus for your tv and try a sharpness of like 70-80 or whatever looks best to you while playing (default is generally 50). Don't forget to set it back to 50 when watching movies or whatever.
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