Need for Speed: Shift 2
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"Muhahahaha" ovodás szint
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Muhahahaha!
A 250e forintos PC vs 45e forintos Xbox360...
Még egyszer egy hangos, felnézõs, kézfelemelõs Muhahahaha neked!
Megjegyzem, a Shift1-nek ugyanilyen problémái voltak az ATI kártyákkal, régebbi nvidia kártyákkal futott mint a szél, ATIval 5FPS-t nyomott. Én ott döntöttem el hogy soha többet nem veszek ATIt.
★ d λ r k i Steam http://steamcommunity.com/id/darki81 ★
★ d λ r k i Steam http://steamcommunity.com/id/darki81 ★
Nagyon szép és jó hogy jön a petch, DE A MULTI ISZONYATOS SZARSÁGAIT MIKOR JAVÍTJÁK? én szerintem soha, mert igy a multi egy nagy halom szar...rosszabb mint az egy, amit sose gondoltam volna...Hiába nyomjuk a fórumrõl 4-en esténkén privátba, még így se tudunk normálisan versenyezni...mert elõzni nem lehet a játékba akkora hitbox, és mást történik, mint amit a másik lát...
HDReadyTV(32"), AMD 955BE@4,3Ghz(24/7) AMD 5850@5870 1Gb,Lownoise aircooling, Invidual case, PS3Fat(GT5), Cockpit(G25), headtrack, DTS 5.1(970Watt)*2011, PS4*2014
aszitemmáááá, Stendhal él és fórumozik.. <#eplus2>#eplus2><#alien2>#alien2>
Just do it :)
The patch is nearly finished on the dev side in the next week. Then it'll go through EA QA. So, currently I would guess sometime between the 24th and 30th on past experience as a guide.
Hi,
My name is Martin Griffiths and I’m PC Lead on SHIFT 2 Unleashed. I’m going to use this post to give you some background on our engine and what’s coming up in the first patch.
SHIFT 2 has a completely new engine which is a deferred, light pre-pass renderer. A basic overview of this rendering method can be found at http://en.wikipedia.org/wiki/Deferred_shading .
Our deferred renderer is far from basic though – the rendering team at SMS has about 100 man years of render coding between us, and we used some of the most advanced techniques that are known at this time. We did our best – so it’s sometimes disappointing after so many late nights to see flippant remarks, over constructive criticism.
So, this new engine allowed us to do cool things such as the night racing that would have been very difficult with an old style forward renderer. With deferred rendering the lighting stage is separate from the geometry stage(s) and hardware anti-aliasing like MSAA in a basic form won’t produce correct results. Solutions to allow us to anti-alias had to be found – we came up with two methods to balance AA processing cost/quality over a wide range of PCs. A very large amount of time was spent on this and while some other developers just choose to do a post-pass edge detection filter we weren’t satisfied with that, the ‘HIGH" method for example was 3 months of R&D.
There are lots of ‘tips’ about overriding the AA mode – doing this will produce problems with lighting at edges and will also break other lighting components like Bloom, giving a visual look that we didn’t intend. If you prefer the look with a driver over-ride then we’ve no problem with that – but the graphics team wanted a consistent look and feel, to do the many artists who created the tracks and cars justice.
There has been some confusion that our anti-aliasing uses the CPU – it does not. In the graphics options the ‘Normal’ mode uses MSAA with a special sampling trick to produce correct results at triangle edges – the ‘HIGH’ method extends this with a depth based search which requires a GPU with high bandwidth because the shaders are sampling many depth pixels for each pixel in the scene. Any performance issue on particular hardware is down to the characteristics of that GPU – there isn’t anything we can do about this without a driver update.
To better balance very high-end CPUs the patch will include a 3rd anti-aliasing method which is CPU based – MLAA. We are working with Intel R&D to add this. On quad-core (and above) systems this will allow AA without any GPU cost and little impact to the frame rate to what you see when running with AA turned off currently. This will also help AMD based quad-core too.
Some people have noted that the game doesn’t scale well with SLI/Crossfire – SLI performance scaling doesn’t just automagically happen, it requires quite close collaboration with the GPU makers. We’ve been in regularly contact with NVidia and ATI throughout the development of the game, with their performance teams feeding back on any areas where we could improve, pooling our expertise with theirs. About 6 weeks of programmer time was spent pre-shipping on SLI/Crossfire scaling – we needed another 4 weeks since we went gold because of the complexity of implementing this in such a large engine. Both GPU makers have devoted a lot of time to some complex issues.
So yes, the upcoming patch includes SLI/Crossfire scaling. To give you an example a GTX 295 will go from 48fps to nearly 70fps in 1080p. Also the rendering team found some further optimizations so that normal (non SLI) graphics performance should be 5-10% faster with the patch.
Input lag – we’ve solved the latency issues reported using some wheels. There was a dead-zone issue and a threading problem introduced very late in development that have been fixed.
Garage screen crashes/CTDs – a fast button press issue that wasn’t seen during development is also fixed in the patch.
A black screen issue on starting a race requiring a pause/unpause to fix is also addressed. This was caused by a timing difference with the protection system.
NVision – some reverse/double stereo issues with the mirrors and environment maps have been addressed in the patch. NVidia very kindly provided us with more hardware for the render team to address this – Kudos to them for that.
There are also some more minor fixes in the patch – the above represent the vast majority. If you have any specific questions, please feel free to ask in this thread and I’ll do my best to reply.
Regards,
Griff
Martin Griffiths, PC Lead, SHIFT 2 Unleashed, Slightly Mad Studios.
windows 10 hom 64 bit ,Intel I7 7800,Gigabyte nVIDIA g1 GAMING 1070 8gb Gddr5,16gb KINGSTON Hiperx predator ddr4 3200 memoria,logitech g29,alaplap Gigabyte aorus gaming ultra z370 ,
★ d λ r k i Steam http://steamcommunity.com/id/darki81 ★
nem találtam sehol sem hogy hol lehet átállítani manuális váltásra autómatáról?! egyáltalán át lehet? mert jó lenne....
köszönöm hello
"Do not click any buttons on the client" - Bethesda, 2018
"Do not click any buttons on the client" - Bethesda, 2018
★ d λ r k i Steam http://steamcommunity.com/id/darki81 ★
HDReadyTV(32"), AMD 955BE@4,3Ghz(24/7) AMD 5850@5870 1Gb,Lownoise aircooling, Invidual case, PS3Fat(GT5), Cockpit(G25), headtrack, DTS 5.1(970Watt)*2011, PS4*2014
nvidia 9600gt(sok sok éves kari) fut mint a golyó médiumon 30-40-el 15 autónál is!!! CSAK a videókarit cseréletem ki egy ATi 5850-re!(kb 3x erõsebb) erre minden lowon se fut néhol, meg sok pálya játszhatatlan, miközben minden más játék jól fut(sokkal jobban), mindezt csak 1360x768-ban. Ja kipróbáltam csak ezért, ugyanezen gépben Nvidia 460GTX-et(ami kb 5850 sebességû) is és mindehol high-on 60 FPS. Úgyhogy THX Nvidia-EA!!!
De én is hallottam olyat hogy más atisoknak meg megy...hát én várok a javításra...
HDReadyTV(32"), AMD 955BE@4,3Ghz(24/7) AMD 5850@5870 1Gb,Lownoise aircooling, Invidual case, PS3Fat(GT5), Cockpit(G25), headtrack, DTS 5.1(970Watt)*2011, PS4*2014
Ezt a játékot menyire sikerült optimalizálni? Az NFS Shift patch nélkül játszhatatlan volt kb 15-20 fps-el futott. Patch-el meg minden okés volt.
"Do not click any buttons on the client" - Bethesda, 2018
HDReadyTV(32"), AMD 955BE@4,3Ghz(24/7) AMD 5850@5870 1Gb,Lownoise aircooling, Invidual case, PS3Fat(GT5), Cockpit(G25), headtrack, DTS 5.1(970Watt)*2011, PS4*2014
Köszi a segítséget!
Intel i7 920, Asrock X58 Extreme, 6 GB DDR3 RAM, HD4890 Vapor-X, stb.
HDReadyTV(32"), AMD 955BE@4,3Ghz(24/7) AMD 5850@5870 1Gb,Lownoise aircooling, Invidual case, PS3Fat(GT5), Cockpit(G25), headtrack, DTS 5.1(970Watt)*2011, PS4*2014
Intel i7 920, Asrock X58 Extreme, 6 GB DDR3 RAM, HD4890 Vapor-X, stb.
HDReadyTV(32"), AMD 955BE@4,3Ghz(24/7) AMD 5850@5870 1Gb,Lownoise aircooling, Invidual case, PS3Fat(GT5), Cockpit(G25), headtrack, DTS 5.1(970Watt)*2011, PS4*2014
Driverét rakd fel amit adtak hozzá, mert win felismertetés anélkül nem fog menni.
Kormányt meg ha valaki vesz ne vegyen nonamet, mert sajna sok játék(az összes) nem fogja támogatni, mûködni fog de se FFB se normális gombkiosztás, és lehet egyáltalán me ismeri majd fel.
HDReadyTV(32"), AMD 955BE@4,3Ghz(24/7) AMD 5850@5870 1Gb,Lownoise aircooling, Invidual case, PS3Fat(GT5), Cockpit(G25), headtrack, DTS 5.1(970Watt)*2011, PS4*2014
Valaki nem tudja mi okozhat kék halált a gamenél? Eddig semmi probléma nem volt de most szinte egy futamot sem tudok végigjátszani mert újraindul a gép a jó öreg kék képernyõ kíséretében.
Gépem: Asrock x58 Extreme, i7 920 2,67 ghz, Geul ddr3 1333 mhz, Sapphire HD 4890 Vapor-x, Win 7
Köszi!
Intel i7 920, Asrock X58 Extreme, 6 GB DDR3 RAM, HD4890 Vapor-X, stb.
Élsimítást meg driverbõl(ha be van kapcsolva) jobb klick asztalra majd nvidia panel, utána pedig a menük között megtalálod.
na ezt offra! (de valszeg nem ez a hiba, rakj elõször új drivert)
HDReadyTV(32"), AMD 955BE@4,3Ghz(24/7) AMD 5850@5870 1Gb,Lownoise aircooling, Invidual case, PS3Fat(GT5), Cockpit(G25), headtrack, DTS 5.1(970Watt)*2011, PS4*2014
Elkezdem a játékot és az indulás után fekete kockák jelennek meg a képernyõn, aztán már nem látni semmit ki kell lépni. Ujraindítom, ugyanez a jelenség. Mi lehet a bibi??
kiválasztom rá megyek hogy ok utána ezt írja "A játékport vagy illesztõprogramjai nincsenek megfelelõen konfigurálva" valaki tud segíteni?
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