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Everything posted by JZStudios
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Has anyone seen the info about the PS5 audio engine? They're really leaning into it. Seems like what was available on PCs 17 years ago is finally coming back.
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The only thing I kind of dislike about the new method of HDRs is that they feel pasted onto a skybox, and not as 3D as FH2's system. I can understand the HDR method being simpler though. I remember them talking about how in FH2 the atmosphere is physically calculated, and you can see physical rainbows after the rain if you're in the right spot. I don't see how that would be done with the HDR system without having the rainbow baked in or forced on in certain areas. Part of me wishes they did something like Burnout Paradise and let you change the time scale or match local time. I always thought that was really cool and I don't know why more games don't do it. Would probably help smooth out some of the transitions too.
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Oh, wow, that's way more impressive. I was thinking it would need at least a 10 series or something. If you can actually run it on a 970 that's pretty crazy. They had a demo with some UE4 integration, but it didn't seem to handle in game scene light data very well. For reference it was a cave in scene, but when some sprites kicked up when most of the light was extinguished the dust sprites were pretty bright. I guess that's unlikely to be a major issue here though since it's primarily outdoors in sunlight. Little disappointing that there won't be any volumetrics, even low res ones. BF4 and Horizon 2 had volumetric clouds, though not particularly high res. Then Horizon went to HDR skyboxes and I still have no idea how they managed to make them dynamic, though I haven't spent much time in H3 and H4.
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that was pretty clear from the get go.
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Oooh, best be ready gents, next gen dust coming #soon. Just out of curiosity, since it's actually running real time, what kind of hardware is needed for that? It also claims to have game integration, but I'm kind of assuming that's still primarily sprite based or something. Also, are you primarily focusing on one title, or are you working on multiples?
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Oh? I didn't know Mr. The Block worked with them. @urgaffel How does this make you feel? https://jangafx.com/software/embergen/
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I thought it was supposed to be too taxing on the CPU, because for whatever reason it was dynamic instead of just a filter.
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Huh? Most sound design is done in the studio and CM have pushed hard into sound design since the launch of the 360. Doing field or foley recording isn't particularly difficult. BeamNG literally didn't have a sound designer until they got the guy from CM. Kunos Simulazioni is garbage and can't tell their ass from their elbows. They actually had a big post on their forum about how they do their sound recording, and it's most of the same equipment and it still sounds bad. They barely have functioning surround sound. I mean, that might've changed with the switch to UE4, but AC is not good. I have. It's not that hard. It's the sound mixing and in game audio engine implementation that's the *****. This is like watching a guy do a full restoration on a car and then only being impressed because he changed the oil. But right, I'm an idiot. Let's just all point at me and talk about how dumb I am for pointing out simple things that no one else understands. Can you tape a microphone to a car? Can you hit a record button? Then you can do it too. Other than that it's just making sure you aren't getting too much wind noise, which is what the dead cats are for, and that you aren't blowing out the mics, which is why the guy mentioned that they reject 32dB. The in game audio is absolutely not the straight raw recorded audio. I'll go back to Beam because it only used to have like 4 engine sounds, 1 impact sound, and only stereo. Since the CM guy joined the team, the game now has proper surround sound, has multiple surface collision/dragging sounds, has all the same sound sources of cabin/engine/exhaust with occlusion, that all blend together as you move around the car. None of that has anything to do with recording, it's the implementation and mixing. "But they had to record those sounds... unghh..." Yes, but surround sound, audio occlusion, surface types, etc. literally didn't have any of that code. That's what the sound designer does. It's way more than just recording audio. But like, **** me, I'm a big dum dum. I haven't listened to ACC, and AC is garbage, but race cars, particularly GT cars, are really freaking loud. I just looked up onboard audio, and it sounds pretty freaking similar in YT and ACC, so I'm not sure what you're talking about.
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No offense to the guy, but nothing in that video is anything someone else couldn't do. I mean, he probably does other stuff, but recording isn't that hard.
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Eh, one of them left CM and they're working with the BeamNG guys, so they're finally starting to get some audio going. Spread the love man. Since that CM guy went to BeamNG it's gotten proper engine audio, 5.1 support, foley sound, impacts, surface types, etc.
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Straw man arguments. I'm not responding to "counterarguments" which equate to "What you're actually saying is..." See, this is a perfect example. I never said there was only one type of orange. Though I will admit, I thought of tangerines as their own fruit and not a variety of orange. If they do it right it should operate something like Turn 10 and Playground games, where they have a game every alternating year, and they help each other out to enhance the engine and add new features. In a sense Horizon (D5 in this case) is like a test bed for new features like dynamic lighting/weather.
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This week Mr. The Block beats a 13 year old girl into submission. Also, seems like intentionally wrecking the **** out of whatever your driving is genetic.
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Better start a BTCC thread in the DR section and get that **** out of here. This is only for Dirt Rally discussion. Why would it come in small waves? The life cycle for DR2 is done and there isn't any more DLC planned, outside of supposed small changes. And D5 looks nothing like micro machines.
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It's still dumb. We still use this thread to discuss a vast array of things, and there isn't an actual Dirt 5 forum section anyone can use. Even the other "Dirt gossip thread" is still in the Dirt Rally section. If we talk about WRC 8, Assetto Corsa, classic arcade games, and Jennifer Aniston, why do we have to talk about D5 in another thread in the same Dirt Rally section? As to the D5 devs, it's not like they can't also just be in this thread, especially considering there isn't a D5 section. It's not a very complicated line of thought. It's not like the Dirt Rally thread is going to be swimming while D5 launches anyways. There won't be much discussion until DR3 is announced.
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Nope, don't like it.
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Why? It's been like that since DR1. Now this thread will just die until DR3 is announced.
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Well it's not a new Dirt Rally, so by immediate definition all interest was lost.
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I say the exact same thing about Unreal Engine.
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I will 100% **** my pants if Dirt 5 has dust plumes like that. Of course Gleylancer disliked it for literally no reason. Stay classy Gley. It's a cool demo, but it was barely running on next gen hardware. Actual games won't look quite like that, though Nanite is definitely cool. Has the potential to reduce rendering load and texture calls while still providing higher fidelity.
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I have a question for @urgaffel When?
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This argument was always dumb to me. Simulating things has been around for a very long time. Simulations are designed to replicate the real world in a test environment. To leave the realm of video games and go into engineering, there's a LOT of simulating that gets done, from tire models, to architecture, to lighting, to aerodynamics, to electronics with 100% accuracy, or thereabouts. It's always been designed to be a test environment for rapid prototyping or testing if a building can withstand an earthquake. My buddy is remodeling his bathroom, and I've gone through and measured his entire room, including light fixtures and furniture, going as far as getting a working real time dynamic day/night cycle that follows the geographically correct path of the sun at any given point in time. Was it necessary? Absolutely not. Is there a point to this? I don't know. But he can send me pictures of tiles, bathtubs, sinks, cabinets, etc. and I can place those in that environment and give him a fairly accurate representation of the final product. Simulations have always been a test environment. "It's not real life." Of course it's not real life! This isn't MGS2! Turn the game console off right now!
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42. I'm quite sure.
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Again, NFS and Burnout have their own physics calculations that they follow, probably using a lot of the same math. It's just the amount that's being simulating and the input variables. For example, BeamNG realistically simulates pretty much everything. They have a slider built right into the environment settings so you can change the gravity, with presets for different planets and the moon. Setting it to Mars gravity doesn't make it not a sim, it's just not simulating Earth. So bring this back into perspective, look at the Crew, in which when you take a car off road or off a jump it has this kind of unnatural tendency to just slam back into the ground. That doesn't mean it doesn't have physics, it just means that some input somewhere is a weird value. Either the car weighs way too much, the gravity is too high, or it has an amount of downforce which is way too high. Either way it's at least simulating gravity and vehicle weight, though those input values might be "incorrect." The base math and physics are still the same though. The only real difference is what those internal variables are, being that a realistic simulation of Earth should have gravity set to 9.8m/s and realistic values as inputs for as much as possible, where arcade titles could set gravity to whatever they want and make suspension unrealistically strong or whatever. Well "simcade" has become a term now, which kind of illustrates my point that arcade titles can have a lot, if not most or all, of the features and simulated components of hardcore sims. Forza Horizon and The Crew 2 demonstrate this. The only difference is where a hardcore sim might have a tire model where max grip/slip angle is (Not a real value) let's say, 60 based on some real life tire measurements, the arcade title might use that exact same equation and tire model, but make the peak grip/slip angle 100 so you have to really toss it into a corner to initiate a slide. The physics simulation is essentially identical, the only difference is the input variable. And from what I've seen Trackmania has a lot of physics going on, gravity being the least of it. *Edit, I'm just going to tack this on here in response to the posted video, these "IRL vs. xsim" videos are always a bit pointless. You can drive cars in the sim like you can in real life, mostly, but you can also drive cars in sims in a fashion that you couldn't in real life, which is part of why every sim can lap faster times than reality. People claim there's a fear factor too, which is true to an extent, but the high level guys going for world record runs are really giving it the best they can physically do. I'd also like to see someone record their steering and pedal inputs in a car and then play that back through the game like a TAS and see what happens. I mean, there's ways to get a car to be RC, and you can wirelessly hack a jeep to control it's steering and throttle inputs. You could even monitor the shift points and toss that in too.
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Physics, all physics, follow physical laws and rules, what are you talking about? Whether the game has suspension at 800 pounds or 3 million pounds doesn't mean it's not simulating physics. It's simulating physical objects with the same mathematical equations and expressions. The only difference is how many elements are being simulated and what the input variables are. All I'm saying is that there's plenty of examples of arcade titles having adjustable variable inputs that produce simulated outputs and change the handling of the vehicle. Therefore stating that a game is "serious" or a "sim" because it has tuning options is disingenuous. But yeah, there's a lot of people out there who think that cars are nearly impossible to drive despite every source of information saying the opposite. Sims are also typically woefully inaccurate. A big example for me is the Toyota GT86 in AC, which in reality is a great first gear drift car, as shown by Top Gear, MCM, and plenty of other auto blogs, yet the car in game sucks the big one. Then I guess I'm confused as to what a "serious" game means. It seems like my definition is more that people perceive it as a sim, whereas your definition is if it's... trying to be serious? That leaves a weird area where an arcade game like Battle Gear or Auto Modellista could potentially be a "serious" racing game if it had tuning options and a damage system. Which I would still not consider a "serious" racing game, though still fun to play. The user scores are low because people in both parties didn't get what they wanted. I'm disappointed in the game just from a lack of content. It was not a serious rally game and was not a good nor successful outing for the Dirt franchise. Critic reviews time and time again have been shown to be incredibly biased and far more favorable than actuality. Look at how Jeff Gurstman was fired over Kane and Lynch or how IGN Italy (and other italian reviewers) gave the console port of Assetto Corsa near perfect reviews while everywhere else gave it a 5. Also think about the fact that for a long time mediocre titles like Call of Duty gets consistent 9s and 10s, and almost no review scoring site has anything below a 5, so anything at a 7 is more of a middle ground, like 3/5. Ignoring my own bias is a borderline idiotic thing to say when the other platforms are significantly lower. It's a logical question. If the others are 60, why is the PS4 version 75? So to sum up, game reviewers are unreliable, and gave it a middling score anyways. The community collectively rated it lower. This is why averages exist and are important. I would give the game a very low score. I played it for 8 hours and was thoroughly unimpressed, but I guess my opinion doesn't count because it's negative. No, you should exactly not do that, that's not how averages work. And if you remove all the 0s and 10s, the average will be around the same, so it wouldn't make any difference. Aside from the fact that it's a community opinion. If the game wasn't enjoyed by someone, and they feel it deserves a zero for their lack of enjoyment, that needs to be factored in to the average, otherwise you're falsifying statistics. What you're looking for is a median, not an average. Okay... but that by definition doesn't make it a "serious" rally game. No one is running DR stages blind, and many would argue that seeing the same corners again and again in a single track is far more repetitive and you can still recognize the upcoming corners and take them the same way every time. Either way it's not really new or interesting. Ditto ditto ditto ditto ditto ditto ditto You're acting like I'm saying these changes are a bad thing, and I hate that. You're incredibly biased yourself. "Hunting" has little to do with physics, whereas vehicle and flight dynamics do. This is a terrible point. "Sim" games like racing and flying are only considered simulations because they simulate physics. Horizon Zero Dawn is not a racing game, though you can ride a mechanical bull. Oranges are well, orange, and rather tangy. There's a good probability that there wasn't actually a term for the color orange until the fruit gained popularity. They contain a lot of juice and have multiple segments inside, typically 10. The annoying thing about oranges is that there's pips in the middle that are hard to avoid and the outer white can be tough and bitter. Apples on the other hand, come in a variety of shapes and colors from dark greens to bright reds and have an equally varied flavor profile. Some are bitter or sour, while others are sweet and crisp. The skin can be a bit hard to bite through, but a solid crunch afterwards is nice. It also helps ease problems with dry mouth and can help lessen the effects of bad breath. The seeds are far more easily avoidable and thus pose no issue to the consumption of the fruit. Overall I'm going to have to give it to the apples.