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What features do we want to see in a future DIRT Rally game?


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2 minutes ago, F2CMaDMaXX said:

You'll run into problems trying to maintain physics complexity in open world scenarios right now.

Well yes due to the whole washed out fidelity/detail of the terrain/surfaces youre likely going to have to overcome.  It's a huge undertaking, but it is coming for sure someday at least to general gaming.

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Just now, bn880 said:

Well yes due to the whole washed out fidelity/detail of the terrain/surfaces youre likely going to have to overcome.  It's a huge undertaking, but it is coming for sure someday at least to general gaming.

Yes, that, but also the sampling rate, gotta keep it high to feel good and that perf has to come from somewhere, it'll arrive someday with everything getting more powerful.  Remember the first 32 player games?

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Well yes in a way.  As far as I understand such a tech, the terrain would be streamed in, in blocks or sections ahead of and away from the observer/player.  It has to keep up with the movement rate (it's done now with fast moving aircraft so that's possible on good sim PC's).  The question then is just what level of granularity/detail can you stream in and load to memory/GPU, and from where, to keep up.   If the detail of that is very high and you manage to load it say 500m ahead of the car and all around in time, you can likely get the sampling rate you require for physx/other calcs.  Can probably also load data in a step LOD format, so that segments that are farther away can be loaded en masse in low fidelity for some decent appearance in the distance.

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31 minutes ago, F2CMaDMaXX said:

You'll run into problems trying to maintain physics complexity in open world scenarios right now.

Idk...Beamng is a pretty decent representation of a game that holds down complex physics both in vehicle damage and terrain physics...think if a big developer put in the time/money to polish that experience up...

 

All you would have to do is make 6-7 detailed stages with some decent backroads to get from stage to stage. Gta and other vehicle focused games have already proven its possible.

Also the fact that we are currently in "next gen" territory means pc developers wont be holding back so the ps4/xbox one can keep up.

SSD, DLSS, etc. 

New tech brings about new things developers can push.

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22 hours ago, F2CMaDMaXX said:

Yes, that, but also the sampling rate, gotta keep it high to feel good and that perf has to come from somewhere, it'll arrive someday with everything getting more powerful.  Remember the first 32 player games?

Actually I was also over complicating my previous reply on the issue, thinking of loading stages/terrain from the whole world as it were randomly and live.   But with rally its much simpler, as you can pre-calculate and generate your stages (and save the data) before the stage starts.  So you can get into some serious detail so the stage is all ready before the lights go out. 

This would just leave the issue of turning some bland data into a high fidelity stage on almost any road.

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12 hours ago, bn880 said:

Actually I was also over complicating my previous reply on the issue, thinking of loading stages/terrain from the whole world as it were randomly and live.   But with rally its much simpler, as you can pre-calculate and generate your stages (and save the data) before the stage starts.  So you can get into some serious detail so the stage is all ready before the lights go out. 

This would just leave the issue of turning some bland data into a high fidelity stage on almost any road.

Not sure if you misunderstood the direction of my post. The scenario I was talking about was a static open world. In this concept, stages wouldn't be procedurally generated, they would be routes marked out on pre-existing roads. The ideal would be that players could plot their own stage routes and share them, but even if these stages were just provided regularly by the developer it would be amazing. While the roads would remain "the same", the possibilities for different routes would be endless, especially if there was the option to implement things like donut bales, chicanes, barriers to split a road for a hairpin and jumps like on super special stages.

Imagine a 50km stage that started in a village on tight and narrow tarmac weaving around houses, that led into rough country tarmac lanes. This then leads into bumpy farm track gravel, which then turns to open and smooth forest gravel. The forest section leads to the foot of a mountain, where the gravel roads get rough and rocky. The stage takes you up and over the mountain via winding hillside hairpins and inclines. Following the mountain descent, another tighter and more twisty forest gravel section leads to a fast smooth tarmac section, which leads on to a town and finishes with a super-special stage style spectator section. 

On the other hand, you could go the other way and have a whole event based at one location, such as an airfield or industrial area. You could have a ten-stage rally made up of short 2 or 3 minute long stages marked out by cones, barriers, bales etc.

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40 minutes ago, merseyxshore said:

Not sure if you misunderstood the direction of my post. The scenario I was talking about was a static open world. In this concept, stages wouldn't be procedurally generated, they would be routes marked out on pre-existing roads. The ideal would be that players could plot their own stage routes and share them, but even if these stages were just provided regularly by the developer it would be amazing. While the roads would remain "the same", the possibilities for different routes would be endless, especially if there was the option to implement things like donut bales, chicanes, barriers to split a road for a hairpin and jumps like on super special stages.

Imagine a 50km stage that started in a village on tight and narrow tarmac weaving around houses, that led into rough country tarmac lanes. This then leads into bumpy farm track gravel, which then turns to open and smooth forest gravel. The forest section leads to the foot of a mountain, where the gravel roads get rough and rocky. The stage takes you up and over the mountain via winding hillside hairpins and inclines. Following the mountain descent, another tighter and more twisty forest gravel section leads to a fast smooth tarmac section, which leads on to a town and finishes with a super-special stage style spectator section. 

On the other hand, you could go the other way and have a whole event based at one location, such as an airfield or industrial area. You could have a ten-stage rally made up of short 2 or 3 minute long stages marked out by cones, barriers, bales etc.

It's not necessarily about your post.  It's about generating stages from anywhere in the world procedurally.  I've been talking about this myself long ago, but it needs a long time to actually happen for a rally game.

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I wanna see that corrected Escort Cosworth body what is now part of Dirt 5 instead of incorrect widebody-kit one which featured in Dirt, Dirt 2, Dirt 3, Dirt Rally, Dirt 4 and Dirt Rally 2.0 before. :classic_smile:

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  • Gear shifts in the manual gearbox cars when shifting with sequential mode should be a lot faster, especially for the historics.  At least a sensible shift time for a rally driver on stage.  Problems is: Currently people who have an H shifter and clutch when in manual shift mode can make up quite a bit of time on those who don't,  and that's not very nice.  And currently the shifts are just too slow, average people on the roads can probably shift a manual faster than the game shift delay for historics.
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3 hours ago, bn880 said:
  • Gear shifts in the manual gearbox cars when shifting with sequential mode should be a lot faster, especially for the historics.  At least a sensible shift time for a rally driver on stage.  Problems is: Currently people who have an H shifter and clutch when in manual shift mode can make up quite a bit of time on those who don't,  and that's not very nice.  And currently the shifts are just too slow, average people on the roads can probably shift a manual faster than the game shift delay for historics.

I would say the issue is with H shifter owners being able to shift faster than the car's should allow.

I'm sure you've driven some older vehicles like this, the shift speeds aren't bad, but you shouldn't be able to change that due to your control input - sequential is a controller style, not a change to the cars gearbox.  Likewise, having an H-shifter is a controller style, that it has no connection to the car, is tiny, electronic thus gives a massive speed boost to the shift should be limited via the game somehow.

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3 hours ago, F2CMaDMaXX said:

I would say the issue is with H shifter owners being able to shift faster than the car's should allow.

I'm sure you've driven some older vehicles like this, the shift speeds aren't bad, but you shouldn't be able to change that due to your control input - sequential is a controller style, not a change to the cars gearbox.  Likewise, having an H-shifter is a controller style, that it has no connection to the car, is tiny, electronic thus gives a massive speed boost to the shift should be limited via the game somehow.

Yes it could be a bit of both actually, either way the gap between the modes in game is too large for sure, and the shifts are a bit too slow on some of them for sure.

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  • 2 weeks later...

The things that annoy me and hopefully will be resolved in the new game.

I haven't read through all of the replies, so I may double up.

Visuals.

1. The Co-Pilot at the end of the stages, I would like some variation. 

2. The crowds, look as though they were copied and pasted into each stage. Those that are filming or taking photos, look as though they are not even looking at the car, but rather just pointing into nowhere.

3. The flag poles at the start, overhang into the track and are ROCK solid, if I inadvertently hit one, the car stops dead without the pole even flinching. The same with some small posts.

4. It would be nice if the spectators reacted as you hit the fence or cut too close.

5. Spotlight glass doesn't bend, sometimes my lights are damaged and the glass is bent.

Driving.

1. Make damage more realistic, there are way too many times when I just get a flat after rolling the car. it would be nice to have more damage based on the severity of the crash.

2. Make it about driving better, rewards and bonuses for no damage. Doesn't have to be monetary value, it could be based on a time bonus.

There is no penalty for driving flat out with the engine at max revs.

3. Allow the car to be driven back onto the track. As it is, there are too many instances where it is near impossible to get the car back onto the track, even though it is a few yards away. Or it will stop dead if you hit a really small rock or tree.

4. Bigger choice of Free Repair vehicles when starting out.

5. Better overall options for Consoles, FOV, FFB settings etc.

6. Tutorials for Beginners that really detail Setups and Tuning as well as rallying fundamentals.

7. Better automatic gearbox. Too many times has it shifted into second gear when the car is stuck after a crash and trying to get back as quick as possible. Snow and Ice are horrible at Monti Carlo.

 

Edited by evaredy1
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I would like to see an improvement to the headlights. I’ve driven a lot of Scotland lately, and there it is painfully obvious that the headlights have a really short range. The headlights illuminate maybe 50 meters of road ahead of you and everything further away stays black. It looks like the driver forgot to turn on the high beam.

In other countries its less of an issue, either because you are not that fast in the first place, or its easier to read the road. If its an issue with the computing power of the consoles, this shouldn’t be the case any more.

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  • Brake bias adjustment from within the car/stage.   Some of the vehicles in the game should have a dial to allow bias adjustment at any time (but do not currently), this is quite a relevant feature when you transition between degradation levels, and with tyre wear.
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in future dirty rally games can we have it that all cars can be used in all stages/rallycross tracks. I know theres a mod pc users can do this but be nice if it was available offically and for console users.

I would also like to have the ability to do the monte carlo stages without the ice/snow just tarmac as the stage layout themselves is awesome

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I’d like to see some gymkhana tracks added. Obvious licensing issues aside, like an accurate depiction of the pastrana hoonigan run or something of that nature would be a nice little add-on or bonus content. I realize this fits the bill of the more arcadey Dirt games, but to have a sim version of it with real physics would be a blast. 

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One thing for myself would be awesome on Dirt Rally 3.0 or previous one.

It's to get more freedom to make mods as it's possible for RBR. This is one of the reason why RBR is still popular today

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4 hours ago, Pelou said:

One thing for myself would be awesome on Dirt Rally 3.0 or previous one.

It's to get more freedom to make mods as it's possible for RBR. This is one of the reason why RBR is still popular today

Licensing.

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This got brought up in a discord server but it is an absolutely essential feature going forward with community events...

 

The ability to duplicate/export/copy a club event and load it into another club or custom championship.

 

This is a huge help when being the admin of a club where you may want to run duplicate events for different "sub" clubs; specific example: JRC1/JRC2/JRC3 all use the same events but drive different classes, so duplicating stages exactly is tedious currently. Being able to just load up the Clubs website and click something like "copy event" and either have it save to some clipboard I can reuse, generate a JSON object for it that I can use to import on my clubs' webpage, etc. 

Adding the ability to also bring them to custom championships to either practice on or even run smaller "live" events in online lobbies would be icing on the cake.

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Some other thoughts on Time Trials:

Problems

  • There is no discernible order to the stages on the Stage Select screen
  • To change vehicle, I have to go all the way back to the main menu and reload the stage
  • I would prefer if Restart or Service Area were the top option on the Results Hub page rather than Return to Main Menu

Wishes

  • I wish I could see which times I have set from the Location or Stage Select screens
  • I wish I could see my times without having to load the global leaderboard
  • I wish I knew which percentile my time was in on the leaderboards
  • I wish there were some way to choose favorite cars that were then easier to select on the Vehicle Select screen
  • I wish I could share tuning setups
  • I wish I could practice individual splits
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