Next Generation Emulation banner
1 - 5 of 5 Posts

· Ya'ver drink Brazilian bold from fkn dunkn donuts!
Joined
·
11,526 Posts
Discussion Starter · #1 · (Edited)
Codemasters Colin McRae DiRT was a fine racer if you are looking for a more serious take into the world of rally videogaming. Sporting some of the most sumptuous visuals seen in the genre of racing it truly stood out of the pack with its great realistic and heavy handling and the always delicious visual damage. Now they are back with a sequel, and some more goodies.

First being enhanced physics, now taking corners sees the car transfer more of its weight as it fights inertia to get around the corner, but at the same time makes (reportedly) the feel of the car feel better than that of the first game. Visuals are also increased to look absolutely incredible and reports indicate that the cars have an extra 50% of polygons to play around with car damage (including engine damage). The Ego engine certainly is testing the limits of the 360 and PS3 for visual prowess. Level design is also given a good update with less realistic tracks in favour of more varied and interesting set pieces, such as racing from a busy stadium through a waste yard all in the one track.

This is all great, and the new systems and approach to racing is nice but the thing I want to see more than anything else is deformable tracks like in Sega Rally (without the crushing AI difficulty) as this little feature truly helps to bring the arcade racer into modern gaming while keeping its old school roots intact. If they can have this little feature DiRT 2 will be a no brainer for me and racing fans alike.



 

· Ya'ver drink Brazilian bold from fkn dunkn donuts!
Joined
·
11,526 Posts
Discussion Starter · #15 ·
I've been doing some more reading about DiRT 2 and from what I can tell is that the visual prowess bump is due to a technique called deferred lighting which uses hundreds of lighting locations with each casting their own shadows. Certainly looks tasty.

Another interesting addition is water, which now splashed above the bonnet and will cover the windscreen temporarily blinding the driver until the wipers come into play.

As for the racing modes there is the traditional rally mode, and Rally Cross which pits you with 8 racers on the circuit based tracks. There is trailblazer which is like hillclimbing with a downhill section thrown in. Landrush which is basically car chassis with v8's bolted on for crazy racing styles and Raid which is like Dakar rally style racing with huge open environments.

This is now a must have for me.
 

· Ya'ver drink Brazilian bold from fkn dunkn donuts!
Joined
·
11,526 Posts
Discussion Starter · #17 · (Edited)
But no deformable track again? I thought Sega Rally made that a new standard. Highly innovative. I just don't understand what you mean with crushing AI, maybe you just lacked the skills? ;)
Sega Rally demands a high level of perfect racing lines. Hit the wall once or twice in the first lap and it is difficult to make your way into first place. Especially later on in the game. Once you learn those lines and keep a cool head it becomes a bit more formulaic when approaching each track, but getting that formula down pat can become troublesome with the way the AI smacks the player with their general flawless driving patterns. Still beatable, and quite easily so when you learn that formula.

As for lacking skill? Finishing the championship modes 100% certainly gave a nice feeling :)

Sounds like a gimmick. Use SSAO and be happy. Thats the new HDR, after all.....
You reckon? It seems to be a growing technique, Killzone 2, Little Big Planet, Dead Space all used this technique to a good result and some say that it works very well with SSAO.

If anyone wants to read a bit on deferred lighting, this seems to be a decent source of info with examples in demo's and final products:

http://www.gamerendering.com/2008/11/01/deferred-lightning/
 

· Ya'ver drink Brazilian bold from fkn dunkn donuts!
Joined
·
11,526 Posts
Discussion Starter · #20 ·
It appears that DiRT 2's PC release is going to be delayed a few months in order to comply with the new DirectX 11, kotaku reports:

The PC version of Colin McRae: Dirt 2 is being driven to December in order to make sure the title supports the hardware tessellation, multi-threading and Shader Model 5.0 technology coming in DirectX 11.

DirectX 11 already? Most games are still trying to catch up to DirectX 10 support, but Codemasters wants to make sure they deliver the “most realistic, immersive and exhilarating racing experiences in the business”, and that means the Games for Windows Live version of Dirt 2 is just going to have to wait a few months. With the console versions still on target for a September release, PC users will have to wait until December before they get a much nicer version of the title, provided they have the hardware to support it, of course.

Why not simply release the game and patch in DX11 support later? Perhaps Codemasters is taking a cue from the previous generation, where PC developers’ promised Direct X 10 patches trickled out far later than originally planned, impressing less people in the process.
Dirt 2 PC Delayed For DirectX 11 | Kotaku Australia
 

· Ya'ver drink Brazilian bold from fkn dunkn donuts!
Joined
·
11,526 Posts
Discussion Starter · #21 ·
This Is Why DiRT 2 PC Was Delayed | Kotaku Australia

News
This Is Why DiRT 2 PC Was Delayed
By Mike Fahey on October 23, 2009 at 1:40 AM

Codemasters trotted out the PC version of Colin McRae: DiRT 2 today at the Windows 7 launch in New York, showing off the snazzy DirectX 11 features the game was delayed for.

The DirectX 11 effects actually look rather impressive, though I’m not sure they amount to anything that really warranted the game being delayed on the PC. I guess that’s what comes of forming a strategic alliance with Microsoft to gain early access to the DirectX 11 tech.

“The opportunity to enter into a strategic relationship with Microsoft to fuse key DirectX 11 technologies with Codemasters’ EGO™ Engine and set the new standard in race gaming on home computers was irresistible,” said Bryan Marshall, chief technical officer, Codemasters. “By taking advantage of the DirectX 11 feature set included in Windows 7, including hardware tessellation, multi-threading and Shader Model 5.0, we will deliver the most immersive and realistic off-road racing experience yet and set the technical benchmark in the genre.”

Really, they’re the kind of effects you only notice if you are watching someone else race. Pretty, but ultimately unnecessary.
There is a video showing the enhancements that DirectX 11 will be providing, which include cloth tesselation, crowd tesselation and water tesselation (which looks really nice) and some new lighting features. Overall the game looks very polished and a fair bit nicer than its console brethren (its to be expected afterall) but these DirectX 11 enhancements will not be drastically changing the way the game will play, merely making some of the smaller details all the more appeasing.

So was it worth the extra wait for DirectX 11? For the gaming experience no, but for those who do have the hardware, it should be a fairly decent insight into what we can expect from future titles.
 
1 - 5 of 5 Posts
This is an older thread, you may not receive a response, and could be reviving an old thread. Please consider creating a new thread.
Top