Камрад
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Вроде перзентация намечена на этап в Донинтонге, а пока вот интервью с какимто челом, который тестил ГТР в Монце, взятое с форума http://www.bhmotorsports.com
Hi all, some one was able to test GTR in Monza yesterday, and wrote a little preview, here: http://www.drivingitalia.net/forum/...pic=12233&st=20
It's in Italian, and I was soo kind to translate it:
Translation from Aristotelis' post:
Prologue:
It was an alpha version and I tested the simulation mode, at SPA, single player.
I was in a big tent with some thousands people screaming, loud music, cars passing by at high revs, flashing lights, 15” screens in front of me. So, with all this mess, I tried driving as well as I could.
Impressions:
1) Graphic: same ISI feeling (f1ch, nascar thunder, etc) but really improved. Above all I liked the textures standing really out (they’re using very high res), higher track details than in other ISI games, lovely reflections, and no clip between one level of detail and the other (at least in the only replay I saw). They’re using 7500 polygons for each car (counting the tires too), and 7 LOD each. Colors were a little cartoonish, but overall the graphic is great.
2) Sound: there was too much noise around to be able to hear it. I think the sounds were quite badass, but I really can’t say more.
3) Physic: 5 laps are really few to feel it, but I noticed 3 very nice things (possibly the best things at all), and I‘ve got a critic too.
- The kerbs are the best I ever felt on a wheel. You really feel as driving on something, with the suspension suffering and the right vibrations. Awesome.
- The movement of the head is maybe the finest I ever saw. The visual moves a lot but also tells a lot about what the car is doing and the tires are facing. Maybe someone will need some time to get used to it, but it really adds to “feeling” the car. So, awesome again.
- Road imperfections. I can’t be sure, but I’d say that every hole and bump was there. Ian Bell in person told me that motec (society providing the telemetry to the official FIA GT teams) was of great help. So, they were able to map the variations of the road analyzing the telemetry results. I believe what he says, ‘cause I tried spa and really liked the fact that I couldn’t find a meter without (feeling)…something.
Now for the critic: the force feedback was very good, but when the tires blocked and/or in case of under steering, it wasn’t giving many sensations. But they’re still working on it.
All in all, the car felt really good.
Multiplayer: I wasn’t able to test this; here’s what Ian Bell said:
For the moment we’ve got some problems about bandwidth, not quality. We played with a dedicated server, 25 players from around the world with different kind of speed lines and we had no problems. I say we’ve got some bandwidth problems only because many parts of the engine need it. For instance, we’ve got vertex deformation damage. So, in multiplayer, we’ve got to send the vertex damages to each client, while papy (papyrus) use preset damage levels and just have to send flags. Anyway we believe that with a good server you can have 30 players without problems.
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