Completely uncalled. First, a helmet is needed Second, i mostly drive open wheels and i hope that means only i like to drive open wheels Third, its a sim. Roof or no roof, cuckholds are free to play in their home made cockpits Fourth, he is right about pudles and how rf2 deals with it at this moment
I am extremely satisfied, the physics are the best in sim and RF2, the same for the FFB which the Mercedes I like a lot since the beginning. The sounds and 3D models at least cockpits seem extremely detailed. I am also much more convinced by the physics of GT3 than GTE.
No comment on the name calling, but did you read what Marcel wrote about the puddles? They are indeed linked to the physics and not just for show as Usemomo mentioned. People need to get it out of their heads that every puddle leads to aquaplaning.
https://www.studio-397.com/2017/12/december-2017-release-notes/ So when did they update the sim so the rain effects are no longer visual only ?
Yes, i read. But it wasnt clear to me and i think that is what usedmomo is asking if this cause effect on driving What i understand is puddles (size, places) are linked to track physics but not necessary afect how cars will behave. I know my english isnt good enough and its common i dont get the whole picture about some discussions. That said, it looks to me is: Puddles will appear in diferent parts of the track Puddles will have diferent sizes, based on s397 data of the track but to if a vehicle run over a big puddle or small puddle, the result in car driving will be the same: slippery in the same way if its a puddle or a lake Usedmomo has a valid point. Im not saying he is right. I see no problem in arguing about that
It's becoming clear there are certain hurdles to overcome when using the Unreal engine: No triple screen support Weird AA Latency Kunos is also introducing some difficulties for themselves in their rating system. The big one is that offline play affects your rating, which is fine until you consider how badly their AI behave.
Edit Seems like there are also draw distance issues. Quite the surprise to me personally, but makes me better appreciate specialized graphical engines we have in racing already, and often take for granted It appears that not everything that's good for FPS/RPG is good for racing genre, at least not without significant investment.
any thrustmaster T150 users have input lag on competizione ? i also learned that assetto corsa dont like thrustmaster wheels so much
Temporal AA on Epic, with resolution scale at 140, sharpness also at 140 and Nvidia Fast Sync seems to be working for me visually. I get a clear image now but it might be resource intensive in some systems. AI isn't Kunos forte but I wouldn't rate it too badly either....I've seen much worse, but we're kinda spoiled with rF2's AI I'll give them the benefit of a doubt since i heard AI in AC early access was really bad and eventually they were able to improve it
Still early days but the new update introduced extreme tearing issues and wierd camera stutters for me. FFB is still better than in AC but the whole experience is rather bland so far. Afterall the sim suffers from a big problem that you get with modern engines: to get a fluid experience you need very good hardware, otherwise you have to turn things down to a level where the sim gets very ugly. AA, texture streaming and latency need to be sorted for sure, because a clear image is a must have in sim racing. Another thing that I noticed is that the sound of the Bentley isn't anywhere near the quality of the Lambo. Let's get some tea I would say ...
The problem is that the defered renderer in ACC allows only temperal anti aliasing and that blurrs the image to much. The VR experience is really ugly.
The Temporal AA story for example. There must be a good reason why even the Forza series use some form of forward rendering. Also the story repeats itself once again. When the FFB was weird on the first release build people said "oh in real life is like that, trust me". They changed the FFB (now they even give you options like in AC1). Then the CPU framerate was shit. "Trust me, this is not a conventional game. You can't expect to run the very complex physics in the same CPU as other AAA games." Now the framerate is much higher. I'm waiting for the latency fixes now.
AI CPU usage is indeed ridiculous. It's my only real complaint with the game. I hope it's remedied as in AC1. I wish they would just let the AI run on simplified physics. They do in AMS and and it has no major effect on the way they behave.