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Join Chroria today, plenty of people and events bi-weekly.
DRAG RACING EVENT
Time: Sunday Jan 24th 1pm Central Location: Deere Isle Air Field Races will begin at 1:15pm Show up, Drive Fast, Win Cash! Come join the fun on Sunday at our first Drag Race Event. Finish 1st in the winners and losers bracket and win HUGE prizes. All vehicles will be supplied for you to race in. Pick your car and race.
Rules: NO PVP, Listen to the admins running the event.
PRIZES: WINNERS BRACKET
1st - 1 car of choice + 1.5 Million cash
2nd - 1 car of choice + 500k cash
3rd - 500k cash
LOSERS BRACKET
1st - 1 car of choice + 1 Million cash
2nd - 1 car of choice + 300k cash
3rd - 300k cash
Anyone who participated with receive 50k Cash
We will TP you to the event
Sponsored by : The Iron Order(Don T)/ Syndicates Car Shop(Cabinetts) Hope to see you there!
SERVER INFORMATION :
CHRORIA REBORN (Fresh Wipe)
Server Name : [US][StrictRP][1st] Chroria: Our World Reborn|100+Cars|100+Guns|
-PC -Deerisle map (Livonia NOT Needed)
-No Whitelist
-Active In-game Admins
-Noob Friendly W/Training Program-Casual RolePlay
-81 Mods -60 Slots -150+Guns -100+Vehicles
-ATM At Trader W/50K Starter-Market Village
-Chroria Bus Transit
-PVP Black Market
•No ATM’s At Black Market •Free To Kill/Rob In BM
-PVP Mili Zone/Heli Crash/Treasure Hunts/Black Market
-6 Factions (If You Want To Join One)
•Umbrella Corp (Needs Ppl/Mix Of Both) •Chroria Police Department (needs Ppl/Hero)
•The Cartel (Need Ppl/Criminal) •The Mountaineers (Needs Ppl/Criminal) •Medics (Needs Ppl/Hero)
•LoneWolves (Those Not In A Faction)
-Lots Of Events
•Paintball (Top Event) •Boxing •Racing
-No Offline Base Raiding (Event Only)
-Increased All Wild Life
-Increased All Zombies
-Increased Heli Crash Sites
-Like Our FaceBook Page
https://m.facebook.com/ChroriaRebornDayZ/?tsid=0.08675280391869733&source=result -Discord:
https://discord.gg/Abmtn9hH submitted by Castel13 to DayZServers [link] [comments]
DIRT 5 | PC | Steam I £20.99 @ CDKeys
The description of this deal was not provided by this subreddit and it's contributors.
£20.99 - CDKeys **Get your instant download with CDKeys.com
This product includes Dirt 5 PC**
The top 3 reasons to play Dirt 5 PC: - Blaze a trail on routes across the world, covering gravel, ice, snow and sand.
- Roster of cars ranging from rally icons to trucks, to GT heroes.
- Four-player split-screen and innovative online modes
About Dirt 5 PC: -
Let Loose:Whilst respecting the heritage and retaining the DNA of the franchise, DIRT 5 writes a new chapter in the legacy of DIRT – bolder and braver than ever before. New features, new innovations and a fresh approach make DIRT 5 a hub of off-road racing, style and culture, where you can constantly create highlight-reel moments. -
Blaze a Trail Across the Globe:Take a trip around the world to and race on over 70+ unique routes across 10 different global locations in stunning, dynamic environments. From racing on the frozen East River in New York, to under the Christ the Redeemer in Brazil, to shining by the Northern Lights at Norway, take on opponents, the terrain and extreme, everchanging conditions. -
Push The Limits with Incredible Cars:Get behind the wheel of an eclectic and exciting roster of cars. Conquer the toughest of terrain with boulder-beating machines, take iconic rally cars to new locations, or feel the power of 900bhp sprint cars. Rallycross, GT, trophy trucks, buggies muscle cars complete the ultimate off-road garage. -
Own the Spotlight in a Star-Studded Career:World-renowned voice talents Troy Baker and Nolan North head up the cast of DIRT 5’s story-driven Career mode. Under the tutelage of an icon, all eyes are on you to become the new star of an amplified world of off-road racing. Earn sponsorships and unique rewards, conquer all locations, and take on a fierce rival in our biggest ever Career. -
Compete or Co-Operate in Off-Road Action:Local split-screen up to four players on offline modes, including Career, makes DIRT 5 the perfect couch multiplayer racing game as you battle for position with your friends. Online, throw down in curated race playlists for up to 12 players and compete in innovative objective-based modes. -
Create and Capture with New Features:Capture your biggest jumps and best moves with a detailed Photo Mode, and show your creative flair with DIRT’s deepest-ever livery editor for all cars. Plus, more brand new features that allow all players to create and play in DIRT like never before.
This deal can be found at hotukdeals via this link: https://ift.tt/2WEI6GW
submitted by SuperHotUKDeals to HotUKGamingDeals [link] [comments]
NFS Heat - March Update - Update Notes
| Need for Speed Heat - March Update - Update Notes Hello there! You’ve probably already read the Under the Hood and the article about the Black Market Delivery, so let’s jump right into it. The March Update will be released tomorrow, and with it, two new cars delivered via the Black Market - one free, one paid. You’ll find new decals and new vanity items, and there’s a tentative fix for the issue that prevented some of you to proceed past the title screen. We’ve also taken a look at the world and smoothened out quite a few rough edges like floating bushes and reset points - you can find more on the world changes below. But let’s start with the addition first: Black Market. McLaren F1 & Aston Martin DB11 Volante Update Notes Additions Black Market Delivery As touched upon in the Under the Hood article, the March Update features the first Black Market Delivery. Once you’ve launched the updated game, you’ll meet Raziel. He’ll give you a call to let you know that there’s a car waiting to be collected down at Port Murphy. That’s only the beginning - as you pick it up, Raziel will give you tasks, and as time goes on, you can unlock new character customization, vanity items and a body kit for that car. Two cars are released with the March Update. The Aston Martin DB11 Volante ‘19 comes as a free addition, being a variant of an existing car. The second one is a brand new paid car, the McLaren F1 ‘93. Along with unlocking new vanity items like the new Beat Sync underglow, you will also notice that you’re playing some new events. Once completed, you will be able to replay them outside of the Black Market Delivery. Quality of Life improvements Adjustable camera shake - We’ve added a slider to the options that adjusts the amount of camera shake while you’re driving. You can find it in the “Driving” tab in the settings.
“Game is not paused” Notification - When you’re accessing the game menu during online play, you will find a notification that the game is not paused while you’re playing online..
New item notification - Until now, when you entered the garage and unlocked new car parts, you would be prompted with a feed of the new items on the right side of the screen. It was easy to miss a part if you unlocked many at once, so we changed the way you are notified about new parts. From now on, when you receive a new item in the garage, you will find a yellow notification banner labeling the category, guiding you to the new part.
Vanity Items - You have more ways to customize your car. You can choose from a variety of themed decals, add a new underglow that is in sync with the beat of the music or customize the color of your car’s backfire.
Race visuals - We added more variations for the intros of both day and night races. When you win a race, you might also notice there are new victory poses.
- When it comes to time trials, both your and the ghost’s car will now be shown ahead of the race.
Other When you launch NFS Heat while you’re offline after having the March Update installed, you will notice a tile in the social menu mentioning “Rival Crews”. It is a game feature concept that we were exploring, but unfortunately won’t be releasing. Such is life in game development. There are a lot of ideas and concepts floating around. Some of them are released and some will just remain concepts - like this one. We just wanted to give you a heads up that the tile found its way into the game, but it doesn’t have any functionality - and we’re looking at a possibility of removing the tile in the future. Before we get to the Bugfixes, here are the release timing and estimated file sizes for the March Update: Release Timing - March 3 - PC - 09:00 UTC
- PS4 - 10:00 UTC
- Xbox One - 11:00 UTC
Estimated File Sizes - PC - 7.74 GB
- PS4 - 8.38 GB
- Xbox One - 7.7 GB
Bugfixes Missions - Resolved an issue that could lead to the game hanging when restarting “Got your back” after the mission failed and you’ve been inactive for a while.
- During “Breaking the Law”, the light effect that indicates an upcoming turn would sometimes remain visible even after taking the turn, which could lead to confusion when you were exposed to two active indicators at once. The guiding light should now be removed once you’ve passed it, as intended.
Events - Added another checkpoint to the “Vertigo” event to prevent corner cutting through the park.
- Fixed a rare issue that could lead to the game hanging after starting the “Snake Dance” time trial.
- “Up Up and Away”: Jumping through the concrete tube should no longer reset the car mid-air.
- Lifted up a few people in the crowd during “The Resort’s Circuit” intro to stop them from clipping with the ground.
- The AI drivers will now follow the proper route during the “Sand in Eyes” off-road event.
- Similarly, they will now jump over the ramps during the “Crazy Cowboy” event.
- We tweaked some events that have checkpoints covering split roads. Sometimes the AI drivers would slow down unexpectedly when passing through these checkpoints, adjusting their speed when transitioning slightly off-road. They should stick to the road now, preventing sudden brake maneuvers and therefore incidents.
- It was possible to get stuck under a trailer during the “Brotherhood Drive” drift challenge. We did some work on them to give you more space to pass through.
- Added a challenge level to the “Steel Dragon” circuit race.
- When you fall down from the monorail track during “Trail Rail”, you will now correctly be reset on the trail.
- We’ve added some visuals to the finish line of “The Resort’s Circuit” to make it more obvious that it’s both a checkpoint and the finish line.
- The AR icon of the “Aardvark” event is now at the event location instead of a few yards away.
- When quitting the “Eagle” sprint race just after it started, the AI cars should no longer drive straight into the crane.
- The crowd is now visible throughout the outro cinematic of the “Crossfield” event.
- AI cars no longer spawn in the air when restarting “Voyager”.
- Hitting a specific tree at high speed during the “Axiom” event will no longer result in your car falling below the map.
- We removed a few barrels that could spawn a few turns into the “Scramjet” event.
- We had a chat with one floaty boi who was hovering to get the best view during the “Ultra Sharp” event intro. He’s now cheering on the ground, where everyone can see him.
- The crowd should no longer pop in and out during the intro of the “Bullet” event.
- The event intro and the countdown timer should show consistently, even when restarting the event multiple times in quick succession.
- You should no longer encounter large boxes in the middle of the road during the “Farah” event.
- Made a small change to the outro cinematic of the “Drift Duel” event to prevent the camera from shaking.
- Added spectators to the outro of the “Trouble” event.
- Jumping into the water at a low speed during the “Ultra Sharp” event should no longer get you stuck in a reset loop.
- The camera is no longer clipping through the ground during the intro of the “Jenny II” event.
- Added the missing spectator crowd to cheer you on during the challenge level version of “The Resort’s Circuit”.
- Removed the outro camera for the “Speedcheck” event, as the corridor is so narrow that the camera would clip through containers.
- During the intro cinematic of “Reaction”, people in the crowd should no longer spawn inside your car. We get that they want to be close to you, but we had to set boundaries.
- When inviting players to a High Heat event by selecting “Challenge All”, everybody will now have to have the required amount of Bank to start the event.
- After selecting “Challenge All” for an event, waiting for a few players to accept, then driving away from the event interaction point while the other players are withdrawing, driving back to the event should allow you to select “Challenge All” again.
- In the outro of the “Containers” time trial, the AI opponent’s car will no longer fall out of the sky.
- When getting off track and restarting “Mountainside Maneuvers”, you should no longer start from position two.
- Adjusted the camera during the outro of the “Heights” time trial so the player and the car are visible straight away. Previously, their view could be blocked by a parked car next to the event finish line.
- The Speedwall info for the “Crazy Cowboy” event will now show user data as intended.
- We fixed an issue that was causing visual artifacting at the bottom of the screen during night race intros.
UI - When you’re busted with a Bank balance of over 10,000 but less than the fine you have to pay, the correct amount is now deducted from your balance.
- The Rainbow nitrous tile in the customization UI in the garage is now showing rainbow colours instead of a plain white symbol.
- High Heat events now show the event name in the event panel.
- Players joining an Xbox party should no longer be muted by default.
- Fixed a rare issue where the open world UI would be displayed during the outro of the time trial “Containers”.
- The “Blackbird” event didn’t have a course preview on the map, so we added one.
- Improved the visibility for the star icons next to activities on the map during daytime.
- You should no longer see any empty message banners after completing activities.
- When you’re accepting an invite for a Night event and then get involved in a cop chase, you’ll be notified that you won’t join the event. Furthermore when it’s you and one other player wanting to race, the event will be canceled, and an “Event canceled” notice will be displayed. If there’s more than 2 players and only you are getting involved in a cop chase, the event will start without you.
- Fixed an issue that prevented you from using Russian or Arabic characters in the crew tag field when creating a crew.
- When you scroll up in the player search screen, you should no longer scroll straight to the top, but scroll up gradually.
- Inviting a player to a party in the game should show an invitation prompt on their end reliably.
- The “Friends” tab in the snapshot gallery will now be empty when you don’t have any friends.
- After escaping a cop chase in front of a safe house or garage, the prompt “End chase to enter” should correctly be replaced by “Enter Garage”.
- Fixed an issue that would display incorrect rewards for some time trials in the info panel. This was only visual, you would still receive the proper amount of Bank after the event.
- When you’re sending a party invite while Origin is in offline mode, you should no longer be prompted with “Invite Success”, despite the invite not being sent.
- In the “Trouble” time trial event, when racing “GhostSpecial01”, the ghost car won’t get a head start anymore.
- When swapping the X and O buttons via the PlayStation settings, nitrous activation should no longer occur when closing the map.
- There was contradicting information in the UI about the reward for getting all collectibles in the Cloudbank district. The menu now correctly says “Red & Orange Wave Underglow”.
- When you’re in an event start area during night and not involved in a cop chase, you shouldn’t see cop icons on your screen anymore.
- Replaced the picture for the higher challenge levels of the off-road races with the correct one.
Cars / Garage - A set of stock rims for the Audi R8 V10 Performance ‘19 was a bit too small for the tires. We reworked them so there won’t be a gap between the rims and the tires anymore.
- The tail lights and rear window will no longer pop as you’re hitting higher speed with the Audi R8 V10 Performance ‘19.
- Slightly toned down the visual effects of the exhaust flames for the Audi R8 V10 Performance ‘19.
- Decals will now be applied to the Speedhunters spoiler for the Audi S5 Sportback ‘17.
- The Aston Martin DB11 will now show visual damage that reflects the status of the car’s health bar.
- When equipping the convertible roof option on the BMW i8 Roadster ‘18, the windows will now be down.
- The calipers no longer change when navigating through the brake disc menu of the BMW i8 Roadster ‘18.
- When you’re driving around in a damaged BMW i8 Roadster K.S Edition, the spoiler will now be properly attached to the chassis and not floating when you’re jumping.
- The wheels should no longer be flickering when you’re in a race loading screen with a BMW i8 Roadster ‘18 and holding down the acceleration button.
- When customizing body parts of the BMW M3 ‘10, decals should now be constantly visible and no longer disappear when swapping a to certain rear fender, rear splitter or rear canards.
- Moved the interaction point of the rear wheels of the BMW M4 Convertible ‘17 slightly so they’re in the correct spot when customizing the car.
- Also adjusted the rear wheel interaction point for the BMW M4 GTS ‘16 Performance.
- Fixed the visuals of some aftermarket wheel textures for the BMW M5 ‘18.
- There was a small spot where decals applied to the rear window of the BMW M3 ‘10 would become distorted - fixed!
- Reviewed the spoilers of the BMW M3 Evolution II E30 ‘88, so you should be able to apply decals to them properly now.
- Realigned the NOS and backfire effects for the BMW M3 Evolution II E30 ‘88 when the DTM rear bumper is equipped.
- When you’re equipping the convertible roof option to the BMW Z4 M40i ‘19, the windows will now be down.
- Decals will no longer bleed into windows when applied to the side of the BMW Z4 M40i ‘19 and having the Speedhunters or The Alchemist roof equipped.
- With the Speedhunters side skirt equipped to the Chevrolet Camaro Z28 ‘14, decals will now only show on the side of the car and not on the side skirts.
- When you apply a color to the rims of the Chevrolet Colorado ZR2 ‘17 or Land Rover Defender 110 ‘15, the color of the rim of the backup wheel will no longer be affected.
- Decals can now be applied to “The Alchemist” spoiler of the Chevrolet Corvette Grand Sport ‘17.
- You can now equip a roof on the Chevrolet Corvette ZR-1 ‘19.
- When selecting the Carbon diffuser and Carbon splitter to the Dodge Challenger SRT8 ‘14, they no longer flicker when changing the camera angle in the garage.
- Adjusted the spoilers for the Ferrari 488 GTB ‘15 so they behave as expected when driving around and jumping with a heavily damaged 488.
- Carbon body customization for the Ferrari 488 GTB ‘15 should now be displayed with the correct texture at all times.
- The underglow for the Ferrari F40 ‘87 now matches the shape of the car and is not overextended anymore.
- When swapping the hood from custom to stock on the Ferrari LaFerrari ‘13, the doors will retain their physical appearance.
- The interaction points for the left and right window of the Ferrari LaFerrari ‘13 are now properly aligned.
- Polished the looks of the Ferrari Testarossa Coupe ‘84 engine hood.
- Fixed an issue that affected the Speedhunters and Alchemist grille customization for the Ford F150 Raptor ‘17, so decals should apply properly across the parts now.
- Decals now show correctly on the Alchemist spoiler for the Ford Focus RS ‘16.
- Added an interaction point for the sound system to the Ford Focus RS ‘16.
- Fixed an issue with the stock bumper and the sides of the Ford Focus RS ‘16, decals are now applied correctly.
- The last “Americana” spoiler is no longer clipping with the splitters of the Ford Mustang ‘65.
- You can now properly put decals on spoilers of the Ford Mustang Foxbody ‘90.
- When equipping the Speedhunters rear wide fender on the Ford GT ‘17, you will no longer be able to see through the vent.
- Decals can now be applied to the stock spoiler of the Honda Civic Type-R ‘00.
- Realigned the NOS virtual effects for the Honda NSX Type-R ‘92 when you equip the Carbon diffuser and Speedhunters exhaust.
- Moved the interaction point of the rear window of the Jaguar F-Type R Convertible ‘19 to the rear window.
- When the Jaguar F-Type R Convertible ‘19 is damaged on the side, the wing mirrors should no longer be twitching.
- Fixed an issue with the Speedhunters rear fenders on the Jaguar F-Type R Convertible ‘19 that would make them partially transparent when looked at from a specific angle.
- Pressing the up arrow while having the front fenders of the Jaguar F-Type R Convertible ‘19 selected no longer moves the camera outside of the garage.
- The window frame will no longer disappear when you drive around in a heavily damaged Lamborghini Aventador S Roadster ‘17.
- The steering wheel should no longer clip through the window when steering right in the Land Rover Defender 110 ‘15.
- Realigned the second set of rims with the third set of fenders for the Land Rover Defender 110 ‘15.
- The rear axle will no longer clip through aftermarket rims for the Land Rover Range Rover Sport SVR ‘15.
- When entering and exiting the garage with the Land Rover Range Rover Sport SVR ‘15, you will now be able to switch back to the bonnet cam showing the bonnet.
- Decals can now be applied to both side skirts of the Lotus Exige S ‘06 properly.
- If you equip the Chidori wing mirrors on the Lotus Exige S ‘06 and damage the car, the mirrors shouldn’t be shaking anymore.
- Added an interaction point for the rear window of the Mazda MX-5 ‘96, so you can apply wraps.
- When customizing the Mazda MX-5 ‘96 and trying to move from the left rear canard interaction point to the rear fender, you should no longer jump straight to the left rear wheel.
- All diffusers are now displayed correctly when you’re in the customization menu of the Mazda MX-5 ‘96.
- Resolved an issue that would show two different levels of detail of the Mazda RX-7 Spirit R ‘02 Coupe when the camera moved far away and then back, in photo mode or at very high speeds.
- The spoilers of the McLaren 570S ‘15 will now behave as intended when jumping with a highly damaged car.
- Fixed an issue with the Speedhunters wing mirrors for the Mercedes AMG A45 ‘16 that would cause the decal to be misplaced on the right mirror.
- Also on the Mercedes AMG A45 ‘16, decals can now be placed across all of the “The Alchemist” front bumper.
- Added the BBS rear rims for the Mercedes AMG C63.
- When you equip the first Mansory front fenders option and either the Mansory or Mercedes-Benz rear fenders, the side skirts will now show correctly when driving the Mercedes AMG G 63 ‘17 and moving the camera.
- Decals applied to the spoiler of the Mercedes AMG GT R ‘17 will now also affect its base.
- When customizing the Mercedes AMG GTS Roadster ‘19, the roof interaction point should now be completely visible as the camera should snap to a better spot than before.
- The Mercury and Speedhunters side skirts are now showing different models as intended when customizing the Mercury Cougar ‘67.
- When the Speedhunters rear fenders are equipped to the Mercury Cougar ‘67, black-metallic texture applied to them is now shown at all times.
- When applying the second diffuser option to the Mitsubishi Lancer Evolution IX ‘07 while having the “Vortex” bumper equipped, the diffuser will no longer adapt the paint job of the car.
- Decals can now be applied to the stock spoiler of the Mitsubishi Lancer Evolution X ‘08.
- The wing mirrors of the Mitsubishi Lancer Evolution X ‘08 are no longer floating when you’re driving around while the car is heavily damaged.
- We aligned the headlight flare with the Rocket Bunny headlight modification for the Nissan 180SX ‘96.
- You can now apply decals to the Nissan spoiler and the Bensopra rear bumper for the Nissan GT-R Premium ‘17.
- When applying decals to the Nissan GT-R Premium ‘17 front bumper and front fender, the decal can now be applied to the entirety of the respective parts. Before, there was a small segment that would always show the paint and no decals.
- Reworked the backfire VFX for the Nissan Skyline GT-R V-Spec ‘93 so it will only show in the intended area.
- Fixed an issue where one of the bumpers of the Nissan Skyline GT-R V-Spec ‘99 was transparent in one spot when looked at from a specific angle.
- Decals will now properly apply to splitters and spoilers for the Nissan Skyline 2000 GT-R ‘71.
- Fixed an issue that would cause the Speedhunters exhaust to adapt the decal applied to the top section of the Nissan Skyline 2000 GT-R ‘71.
- Removed the side skirt and trunk lid interaction points for the Nissan Skyline 2000 GT-R ‘71 as there is only one option available for both parts.
- Touched up the looks of the rear window for the Nissan GT-R Nismo and Nissan 370Z Nismo so they are displayed consistently, regardless of camera distance when accelerating and braking.
- Set the correct location for the right and left window interaction points when customizing the Pagani Huayra BC ‘17.
- When applying decals to the Porsche 718 Cayman GTS ‘18, the decal applied to the right window should no longer blend into the left window.
- Similarly, decals applied to the left window of the Porsche 718 Cayman GTS ‘18 will no longer appear in the corner of the back right window.
- Fixed an issue that would prevent decals to be applied to Splitters for the Porsche 911 Carrera RSR ‘73.
- Added the missing sound system interaction point to the customization menu for the Porsche 911 GT2 RS ‘18.
- Made it easier to navigate to the license plate interaction point of the Porsche GT2 RS ‘18.
- When you equip the first aftermarket option for the tail lights on the Porsche 911 GT3 RS ‘19 and exit the garage during night, the lights will now have the correct tint instead of shining bright like a diamond.
- Decals on the left side of the Porsche 918 Spyder ‘15 should no longer be stretched when applied near the rear fender.
- Decals applied on the left window of the Porsche Cayman GT4 ‘15 will no longer bleed into a small area of the back right window.
- Added the missing sound system interaction point to the Subaru BRZ Premium ‘14 customization menu.
- When equipping the Tex rear fender on the left side of the Subaru Impreza WRX STI ‘06, it will no longer be carbon by default.
- Also for the Subaru Impreza WRX STI ‘06, the carbon fiber material applied to some parts will no longer flicker when looked at from specific angles.
- You can now adjust the tint of the windows for the Subaru WRX STI ‘10, and the stock version isn’t completely opaque either.
- Also added the missing sound system interaction point for the Subaru WRX STI ‘10.
- Fixed an issue that would cause decals being partially displaced on the side of the Volkswagen Beetle ‘63 when using the “The Alchemist” front fender.
- After putting another roof on the Volvo Amazon ‘70, you can now revert back to the stock roof option.
- Fixed an issue that would prompt you with a “Sell Failed” message instead of selling your car.
- When driving a time trial against the ghost of a Polestar, the taillights were pretty solid as you would expect from a normal car. Now it blends into the ghostly appearance of a time trial opponent.
- Fixed an issue that would lead to tires clipping into the ground in the showcase screen when equipping air suspension.
Visual - A rare issue could lead to the game world not rendering correctly after reaching Heat level 5. You should no longer see the road disappearing under you, and you should also see the garage correctly after transitioning through the loading screen.
- One combination of hair and hat was looking warped in the game, so we fixed the hat.
- Adjusted the belt of a mask so it doesn’t clip through a beanie.
- When applying a specific haircut to your character, it should now correctly display even when you’re in a car. Before, there would be a small patch of hair missing.
- During a specific outro sequence after a race event, the player character should no longer clip through the car while sitting next to it.
- After completing the first day race event, Lucas’ subtitles are now in sync with the voiceover.
- The reflection of your car in the transition screen when entering the garage during daytime should now be displayed consistently.
- Character models should no longer clip through clothes during night race intros.
- When you were playing chapter 3 while having the game set to Korean, you could notice a chunk of subtitles displayed at once instead of being split into multiple pieces - we fixed that.
- Resolved a rare issue that would allow you to see a party member in day time, despite them driving at night time.
- Fixed an issue where the camera could clip through the wall when you were driving through one of the entrances to Palm City Raceway.
- Fixed an issue that could cause some rims to flicker in the customization menu until a different coat of paint was applied.
Audio - Audio changes made in the Accessibility settings will now take effect without having to access the audio settings tab.
- VOIP should now work more reliably when forming a party.
- When scrolling through the character head slot customization menu, the correct sounds should now play for all items.
World This is a very extensive list of changes to the world. There are a lot of minor tweaks for LOD issues, or instances where you could go to the middle of nowhere and drive through a rock because it was missing a collision volume. Then there’s buildings that were missing an entrance and other fun things. We divided this into sections, as there’s a bunch of changes related to three different categories. Collisions: We have tweaked some collisions. When we talk about collisions, we’re usually talking about your car hitting any other object in the environment, sometimes even another car. Or being able to drive your car into objects or below terrain, as the textures are not matching the collision models. Reset points: This second category includes instances when your car would reset, when the game would think that you’re out of bounds. Most of these occurrences were in very specific places far off the busy streets, and not places you would frequent during races or challenges. Visual: The last category covers changes that are mainly or purely visual. Slightly misaligned textures, floating vegetation, houses that are just slightly too high or low compared to the ground. Collisions - You can now drive between the pillars and the front of a building next to a billboard in Downtown Palm City.
- Fixed a collision issue in Southern Rockville, where you could drive into the wilderness and disappear underground. It was a good hide & seek spot.
- Added collision to a concrete wall surrounding a parking lot in Mendoza Keys. That should prevent some water-related incidents.
- Another rock was reworked to have proper collision in Grenada Wetlands.
- You should no longer get stuck between two trees in Blackwood Heights.
- Polished a spot next to the Palm City Raceway to prevent you from becoming stuck on a ramp near the flamingo collectible.
- Added collision to a small tree in East Sandpiper Forest. Now that physics will affect it: Please don’t hurt it.
- Reworked physics for beach huts so their destruction feels more natural.
- A bunch of barrels at the end of a bridge in Mendoza Keys are now smashable.
- We touched up the collision volume of a rock in the Northeastern area of Frontera Hills.
- There’s a loading ramp near the border between Edgewood Valley and Sandino Ranches which you could get stuck under, which should no longer happen now.
- Removed an invisible collision near a cliff in western Blackwood Heights.
- A bunch of bushes in Grenada Wetlands will now be properly flattened when you drive through them.
- Added missing collision to some stairs in Downtown Palm City, so you can no longer drive into them.
- There was a cement block next to a railroad track in Frontera Hills that was missing a collision. To make your life easier, we lowered it a bit more into the ground, as it was the top of a pillar.
- Reworked a few ramps in Mendoza Keys and the Palm City Raceway to prevent damaging the car when driving over them.
- When you were looking for a billboard in Sandino Ranches, you would likely end up on the roof of a building. Now your car will properly collide with the pipe on the roof when you hit it.
- The tent next to the “Late for Work!” speed trap in Frontera Hills is now destructible.
- We fixed a missing collision box for a rock in the wilderness of Southern Cloudbank.
- Also Cloudbank, different spot: Adjusted the collision model of a rock.
- When you’re trying to explore the very edge of the map on the north side of Rockville, you could get stuck in an invisible object. That should no longer happen - but we’re still curious what you were looking for in that area.
- The bridge fence next to the “Seaside Speeding Ticket” in the Westside district should be less of a hard stop - if you don’t run into it full frontal.
- Removed a small spot on a sidewalk some cars could collide with during the “Larry” event.
- Added collision to a tree in Fairview Fields - which doesn’t mean you should drive into it!
- You should no longer be able to get stuck under a loading ramp in eastern Edgewood Valley.
- Corrected the collision model of a rock in Rockville, the collision volume was a bit larger than the actual rock.
- Reworked a small tree in Port Murphy that was previously indestructible.
- Reduced the collision of a barrier on the side of a road in Cloudbank.
- We don’t know how you find these specific scenarios, but here goes: When you park two cars in a narrow space between two containers near the Palm City Raceway garage, in a way that they slightly overlap due to the lack of space, and then have someone hit one of the cars with enough force, that car could be yoinked below the map at an incredibly high speed, and the game could hang when trying to respawn the car. This should be resolved.
- If you were skillful enough, you could reproduce a similar issue we fixed: Driving backwards in between two cars, and hitting them in quick succession could make your car disappear. Nice party trick, but you had to restart the game as you couldn’t move.
- Added a few boulders to an area in Rockville so it’s locked off, as intended.
- Reduced the collision model of a storefront in Sandino Ranches, so you can smoothly drive under the marquee.
- Reduced collision on the edge of a ramp during the “Up Up and Away” event to match the visual boundaries.
- Improved the collision model of a rock in the coastal area of Mendoza Keys to prevent you getting stuck there.
- The tree next to the “I’m not a jump!” speed trap in Downtown Palm City is now breakable.
- There’s a huge advertising board showcasing the stores in the mall in Edgewood Valley. You could drive past it, but would take damage at high speeds, despite not hitting it, we adjusted the size of the collision volume to match the texture volume.
- For whatever reason you might have tried that, but it was possible to get stuck in the fence around the Palm City Raceway. The fence has been reworked in parts and should not tangle around your axles anymore.
- Adjusted collision to match the storefront of a cook house in Fort Callahan.
- Going off the road that’s part of the “Proton” event should be less of a bumpy ride than before, as the terrain now behaves as even as it looks.
- You should no longer be able to become stuck under the pipes at the rocket launch pad in Cape Castille, even with low rides.
- You can now freely navigate on and off the path next to a building in Cape Castille.
- In Mendoza Keys, you can find “The Teal Fin Inn”, a famous spot in Palm City. We reinforced their promotional sign so you can no longer drive through it.
- A junk pile in Blackwood Heights can now be driven over from all sides.
- You shouldn’t be able to drive into a rock on the west side of Port Murphy anymore.
- Reworked a rock in Mendoza Keys so you can’t drive into it anymore.
- Added a collision volume to a few small pillars in central Downtown Palm City.
- You should no longer get stuck between a cargo train and a tanker rail car in Frontera Hills.
- Two rocks near the edge of the map in Rockville now have a proper collision model.
- Added missing collision to some metal wires behind the gas station in Fairview Fields.
- You can no longer drive through a part of a bridge in Grenada Wetlands.
- AI cars should no longer experience a collision when traversing an intersection in Cape Castille.
- The spawn location of a parked AI traffic car was slightly below ground level. This would result in the engine trying to resolve that conflict by catapulting it into the air. It made for a fun sight, but we still decided to move the spawn location up slightly.
- You shouldn’t be able to get stuck under a bridge in Sandpiper Forest anymore
- More collision fixes: We ground a wall in Port Murphy next to an oil tank so you can drive alongside it a bit smoother.
- We adjusted the weight of some forklifts, so they will slow you down as you would expect them to, when hitting them at high speeds.
- We ground the inside of a tunnel in Fort Callahan, so you should experience a less bumpy ride when driving into the wall. Except for when you smash into it full frontal.
- A building in Frontera Hills has a step in front of its entrance. You were able to drive through this step before, now you can properly drive over it.
- You should no longer get stuck on top of a ramp inside the Palm City Raceway, despite your tires touching the ground.
- Touched up a wall in Fort Callahan so you shouldn’t bounce off it when just touching it slightly.
- We revisited an area in Frontera Hills and made a few changes so you shouldn’t be able to become stuck between a tree and a rock anymore.
- Removed an invisible collision from a street in Port Murphy, south-east from the safe house.
- We added collision to a hedge in Mendoza Keys. When you drive through it, it will be properly deformed now.
- You should no longer be able to get stuck on a dock in Port Murphy.
- There was a nice little area in Port Murphy around the docks where you could hide from the cops because they got stuck on a solid barrier. You should no longer be able to get to the area where they can’t follow - but there’s still enough jumps and containers around.
- Ironed out some edges when landing after a jump during the “Up Up and Away” event.
- Although it looked like a car would fit, you just couldn’t drive in between the back of a building and a fence. The area is now visually blocked, as it is supposed to be inaccessible.
- We added collision to a rock at the edge of a mountain in Frontera Hills, so you can’t just drive through it anymore.
- When driving through Cloudbank and wrecking a bunch of solar panels (rude - it’s a good energy source!), the bottom part of the solar panel pillar will now also be destroyed.
- Removed an invisible blocker from a concrete wall in Fairview Fields.
- Added proper collision physics to the metal railing near a billboard in Western Grenada Wetlands.
- Your car should no longer clip through the edge of the steel bridge in Rockville.
Reset points - Driving into a spot between a pile of wood, a metal pillar and a wall in Port Murphy no longer resets your car.
- Removed a reset point between a shed, a wooden building and a trailer in Sandpiper Forest.
- Fixed an issue where you could access an out of bounds area in Mendoza Keys.
- We removed a reset that would trigger when driving between a trailer and a wooden residential building in Sandino Ranches.
- Similarly, in Edgewood Valley, this should no longer occur when driving through a part of a barn or a hay shelter near it. Or a barn in Frontera Hills.
- Removed a reset point in Port Murphy, between a metal fence and an electric pole.
- Crashing and flipping your car in the concrete tube during the “Up Up and Away” time trial won’t reset you below the concrete tube anymore.
- During the “BayClock” time trial event, your car should no longer be reset during the last jump.
- Cleaned up a few spots around BayView Park that are now properly part of the road network.
- Touched up an area in Port Murphy near the docks, removed two small pillars so you no longer get stuck or reset in an area that shouldn’t have been out of bounds.
- Driving off the road between two barriers next to a bridge in Westside will no longer reset your car.
- Removed a reset trigger from in between two trailers in Frontera Hills.
- Added a reset trigger to an area that should be inaccessible, but can be reached by jumping far off a ramp in Port Murphy.
- We doubled down on an issue we fixed in January: Landing on top of an otherwise inaccessible building and wrecking the car in the process - the transition of resetting the player car should now be even more reliable.
- When using the ramp to jump across the water and collect a billboard in Bayview park at a very high speed, you should no longer be reset mid-air.
- Cleaned up a reset area close to the Cloudbank safehouse.
- Fixed an area near the bridge in Eden Shores that counted as “out of bounds”, where you could get stuck in a reset loop despite just stopping there to take in the scenery.
- Removed a reset trigger in between a house and a mobile home in Frontera Hills.
- Driving up stairs in Port Murphy to collect a decal will no longer reset your car.
- Patched up a few small holes in the road network in Eden Shores.
- Same thing was fixed on a part of the golf course in the Westside district.
- Removed a reset point next to a cargo vessel in Port Murphy.
- Your car will no longer reset when driving between a parked van and a ramp in Edgewood Valley.
- Cleaned up an out of bounds location in Fort Callahan when driving in between a residential building and a bridge.
- Adjusted the collision model of the concrete structure leading up to the rocket launch pad in Cape Castille.
- Driving on the high end of the base of the building just north of the “Downhill is Better” event will no longer reset you.
- Added a reset volume in a spot where you could previously drive into the riverbed in Western Fort Callahan.
- Fixed a reset issue between a set of stairs and a building in Sandino ranches.
But wait, there's more! submitted by Max_Joker to needforspeed [link] [comments] |
What you are looking for is..... (Link in the Desc.)2
What you are looking for is..... (Link in the Desc.)1
What you are looking for is..... (Link in the Desc.)2
Jensen Huang welcomes us to his kitchen
Jensen Huang: (01:13) (silence) Welcome to my kitchen. I hope all of you are staying safe. We’re going to talk about an amazing GPU today. Modern GPUs are technology marvels. It is the engine of large industries from design, cloud AI, to scientific computing, but it is the gamers and their insatiable demand that is the driving force of the GPU, pooling their GPUs to create the largest distributed computer ever. A million gamers united to counterstrike the COVID-19 Coronavirus. The result was 2.8 exoflops, five times the processing power of the world’s largest supercomputer, to simulate the virus. Folding At Home was able to simulate a hundred milliseconds, a 10th of a second in the life of the coronavirus and captured the moment it opens his mouth to infect the human cell. Scientists believe this is also its moment of weakness. Jensen Huang: (02:05) Thank you all for joining this historic fight. We’re going to talk about computer graphics and the work we’re doing to push the boundaries. We love computer graphics and have advanced it incredibly in the time of Nvidia. As the technology advanced, the expressiveness of the medium has made graphics an invaluable tool to help us understand our world, create and explore new worlds. Tell stories that inspire us. From science to industry to the arts, computer graphics has made a profound impact on the world. And for that, we are privileged to have contributed. Jensen Huang: (02:38) We’re going to talk about gaming and the infinite ways that gaming is expanding. G-Force PC gaming is large and thriving. It’s open and rapidly advancing technology, combined with the amazing creativity of the community makes magic. Anyone could be a broadcaster. Add a G-Force and you have a personal broadcast station, pros stream their practices, experts stream tips and tricks, friends stream to friends just to hang out. There are over 20 million streamers. Games have become a new art medium. In Minecraft gamers can build their work of art. Machinima artists create cinematics made from game assets. Tens of millions are using games to express their creativity. Inside a computer simulation, any sport can become e-sport. Virtual NASCAR and F1 are already attracting top racers. Like sports, e-sports captures the thrill of victory and the agony of defeat and the human drama of athletic competition. E-sports is on its way to be the biggest sport. Jensen Huang: (03:38) I have something special for all the G-Force gamers around the world, four gifts. I hope you like them, and you’ll find new ways to game. First, big news. Fortnite is turning RTX on. Now Minecraft and Fortnite, the number one and number two most played games in the world have RTX on. Fortnight will get Ray trace, shadows, reflections, ambient inclusion, and DLSS too. These effects look fantastic with the art style of Fortnight. I can’t wait to see a Fortnight concert with RTX on. The last one with Travis Scott was watched by 28 million people. Epic made a trailer for you. Let’s play it now. 75% of G-Force gamers play e-sports. e-sports is a game of milliseconds, reaction times a combination of the gamer and the machine. Let me explain. This is Valerie. In this example, the opponent is traveling at 1500 pixels per second, and it’s visible in this opening for only 180 milliseconds. A typical gamer has a reaction time of 150 milliseconds, from photon to action. You can only hit this opponent if your PC adds less than 30 milliseconds. Most gamers have latencies far greater than 30 milliseconds. Many up to 100 milliseconds. Jensen Huang: (05:12) Today we’re announcing a new e-sports technology called Nvidia reflex. Nvideo reflex optimizes the rendering pipeline across CPU and GPU to reduce latency by up to 50%. in September, we’re releasing reflex with our game ready driver. Over 100 million G-Force gamers will instantly become more competitive. Valarent, Fortnight, Apex Legends, Call Of Duty War Zone, and Destiny Two will be the first to integrate reflex technology. Jensen Huang: (05:40) E-sports pros and enthusiasts strive for zero latency. For you, we’re announcing an insanely fast and beautiful display. A 360 Hertz Gsync display designed for e-sports. This display has a builtin precision latency analyzer. Just connect your mouse. The Nvidia 360 Hertz Gsync e-sports displays are arriving this fall from Acer, Alienware, Asus and MSI. We’ve made a video comparing gaming on a 60 Hertz, 144 Hertz and 360 Hertz display. You can see immediately how 360 Hertz display will help you target and track an opponent. Jensen Huang: (06:21) For the 20 million live streamers, we have something really cool for you. Nvideo broadcast turns any room into a broadcast studio. Nvideo broadcast runs AI algorithms trained by deep learning on NVIDIA’s DGX supercomputer, one of the most powerful in the world. Effects like audio noise removal, virtual background effects, whether graphics or video and web cam auto framing is a virtual camera person tracking you. Jensen Huang: (06:44) These AI effects are amazing. Available for download in September and runs on any RTX GPU. Brandon and G-Force marketing will now show you in a video broadcast. Brandon: (06:55) Hey everybody. I’m Brandon and I’m very excited today to talk to you about our Nvidia broadcast app. Like many of you I’ve been home a lot more lately. I’ve been video conferencing all day and then gaming and streaming all night. And I have a very basic webcam microphone set up. Nvidia broadcast makes these things supercharged with a lot of new awesome features that really bring it out, using the power of AI and our RX GPUs. The first one ,I want to talk about is noise removal. So I’ve asked my girlfriend to join me with a blow dryer here and that distracting sound makes it very hard to understand what I’m saying, but when I turn on noise removal in Nvidia broadcast, you find that it’s completely gone. And that blow dryer is still going. Brandon: (07:32) But Nvidia broadcast isn’t just awesome audio features. There’s some really exciting video features as well. Let’s take a look. First up, we have the ability to blur your background, which you may notice that I need because I have a very cluttered and messy room. But when I turn this background blur feature on, all of a sudden I get this really classy effect and I can adjust the strength of that from low to high and everything in between. Or if I want, I could actually replace the background altogether. Now I’m in a space station with the magic of AI. It’s that easy. Or if I want to jump into some gameplay, I can remove the background altogether and jump into some Valoran. And now I’m playing with a green screen effect without actually having to have one at home. I don’t have to play good, but at least I can look good. Sometimes when I’m video conferencing or doing a just chatting stream, I want to zoom in to get a more personal connection with the audience. But the problem is, I bounce around so much, it’s easy for my head to get out of frame. With the auto frame feature, it’s like having your own personal cameraman that follows you wherever you go. So if, for example, I want it to reach over and grab my cool Valoren hat, and show it to everybody, it follows me every step of the way. I just find Nvidia broadcast to be really exciting, as both a streamer and as someone who works from home. The ability to remove distracting noise, improve your background and keep yourself in the center of the frame are all awesome features in one app. And I just can’t wait for you guys to try it. Jensen Huang: (09:05) A new form of art has emerged from gaming called Machinima. Artists are using game assets to create cinematics. There’s been tens of billions of views on YouTube. Most are shorts. Some are even recreating entire classic movies. It’s becoming a whole new art genre. Today, I’m going to show you an app that will make these cinematics amazing. It’s called Nvidia Omniverse Machinima. It’s an app build on our omniverse 3d workflow collaboration platform. Omniverse is a universal design tool asset exchange with a viewer, based on photorealistic path tracing. The engine is designed to be physically accurate, simulating light, physics, material and artificial intelligence. We have connectors for most third party design tools, like 3DS Max, Maya, Photoshop, Epic Unreal, Rhino, and many more. The Machinima app brings in elements and assets from games and third party collections like turbo squid, and lets you mix and compose them into a cinemtic. Jensen Huang: (10:03) … [inaudible 00:10:00] like TurboSquid and lets you mix and compose them into a cinematic. Creators can use their webcam to drive our AI-based post-estimator to animate characters, drive face animation AI with your voice, add high fidelity physics like particles and fluids, make materials physically accurate, and then when done with your composition and mixing, render film quality cinematics with your RTX GPU. NVIDIA Omniverse Machinima, beta in October. Sign up at nvidia.com/ machinima. Jensen Huang: (10:31) Let me show you a demo. We created it in a few days. We started with assets from Mount & Blade II: Bannerlord. You’re going to love this. Speaker 1: (11:15) Whoa, that was close. You guys are getting better. Jensen Huang: (11:28) For 40 years since NVIDIA researcher Turner Whitted first published his paper on ray tracing, computer science researchers have chased this dream to create super-realistic virtual worlds with real-time ray tracing. NVIDIA seeing the ultimate limits of rasterisation approaching focused intense efforts over the past 10 years to realize real-time ray tracing on a large scale. Jensen Huang: (11:49) At SIGGRAPH two years ago, we announced the NVIDIA RTX. Now two years later, it is clear we have reinvented computer graphics. NVIDIA RTX is a full- stack invention. RTX starts with a brand new GPU architecture, but it is so much more. It includes new engine tech and a bunch of new rendering algorithms. RTX is a home run. All major 3D APIs have been extended for RTX. RTX is supported by all major 3D tools. RTX tech is incorporated into all major game engines. There are hundreds of games in development and thousands of research papers of new rendering and AI algorithms enabled by RTX. The RTX GPU has three fundamental processors: The programmable shader that we first introduced over 15 years ago, RT core to accelerate the rate triangle and ray-bounding box intersections and AI processing pipeline called tensor core. Tensor core accelerates linear algebra that is used for deep neural network processing, the foundation of modern AI. Jensen Huang: (12:52) AI is the most powerful technology force of our time. Computers that learn from data and write software that no humans can. The advances are nothing short of breathtaking. NVIDIA is doing groundbreaking work in this area. You might have seen our work in self-driving cars and robotics. Computer graphics and gaming will also be revolutionized by deep learning. Let me show you some recent works and the art of the possible. Jensen Huang: (13:15) The first video is a generative adversarial network that has learned to synthesize virtual characters of any artistic genre, including photorealistic. Second is a neuro network that animates a 3D face directly from voice. Speaker 2: (13:29) You require more Vespene gas. It’s dangerous to go alone. Take this. Jensen Huang: (13:35) The AI character can speak in any language, be any gender and even rap and sing. Jensen Huang: (13:41) Third is a character locomotion of infinite number of positions. Imagine negotiating arbitrary paths and obstacles. The fourth is reconstructing 3D from video. Imagine the possibilities, record video, interact in 3D. Jensen Huang: (13:59) This one is a deep learning model that learned the physics behavior of cloth animation. Finally, this deep learning model of ray tracing can predict colors of missing pixels so that fewer rays need to be cast and fewer pixels need to be fully rendered. We can achieve orders of magnitude speedups. AI is starting to play a giant role in the future of computer graphics and gaming. The powerful tensor cores in RTS GPUs will let us do AI in real time. Jensen Huang: (14:27) One of the first major AI computer graphics breakthroughs is DLSS. Here’s the challenge, real-time ray tracing is far more beautiful, but requires a lot more computation per pixel than rasterisation. The solution is to ray trace fewer pixels and use AI on tensor course to up res to super res, to a higher resolution and boost frame rate. Jensen Huang: (14:50) DLSS took nearly two years of intensive research. We built a supercomputer to train a network. The DLSS model is trained on extremely high-quality 16K offline rendered images of many kinds of content. Once trained, the model is downloaded into your driver. At runtime, DLSS 2.0 takes in low resolution aliased image and motion vector of the current frame and the high resolution previous frame to generate a high resolution current frame. Jensen Huang: (15:18) I think DLSS is one of our biggest breakthroughs in the last 10 years. Take a look at these images of Death Stranding, the latest game by Kojima Son. DLSS is sharper than native 4k and create a detail from AI that native rendering didn’t even show and the frame rate is higher. Jensen Huang: (15:36) Reviewers have loved DLSS 2.0. They say its quality beats out native rendering and runs even faster. You can play a 4k without a performance hit. Tensor core effectively gives RTX a two X performance boost. Let’s look at one frame trace of a game to see the processes of RTX in action. Jensen Huang: (15:55) Adding ray tracing to games dramatically increases the computation workload. Using shaders to do rate traversal and object intersection reduces the frame rate. We added the RT core, which reduces shared workload by 60%. RT core offloads the shaders by doing that ray triangle and ray-bounding box intersection calculations. Using the same methodology as Microsoft Xbox, the RT core is effectively a 34 teraflop shader and Turing has an equivalent of 45 teraflops while ray tracing. Jensen Huang: (16:27) Even with RT core the amount of time consumed is significant, so RT core and shaders have to run concurrently. Even then, 20 milliseconds is only 50 frames per second and still a step back and performance relative to previous generations. This is where the tensor core and DLSS come in, rendering to a lower resolution then using AI and super-fast tensor core to effectively double frame rate. Now you can get ray tracing, get high results and high frame rate at the same time. That’s the magic of the three processors of RTX. Jensen Huang: (17:03) Turing was our first-generation RTX GPU, combining ray tracing, programmable shading and AI. The flagship Turing had a ton of processing power: 11 shader teraflops, 34 RTT teraflops and 89 tensor teraflops. Jensen Huang: (17:20) Let me show you our new RTX GPU. Ampere is a giant leap in performance. Ampere does two shader calculations per clock versus one on Turing. 30 shader teraflops compared to 11. Ampere doubles ray triangle intersection throughput. Ampere’s RT core delivers 58 RT teraflops compared to Turing’s 34, and Ampere’s new tensor core automatically identifies and removes less important DNN weights. The new tensor core hardware processed the sparse network at twice the rate of Turing, 238 tensor flops compared to 89. Jensen Huang: (17:59) Ladies and gentlemen, NVIDIA’s Ampere GPU. Our second-generation RTX, 28 billion transistors built on Samsung [inaudible 00:18:09] NVIDIA custom process. All three processors double rates over Turing, a triple double. It connects to Micron’s new G6X, the fastest memories ever made. Jensen Huang: (18:20) The days of just relying on transistor performance scaling is over. Yet Amperes an incredible two times the performance and energy efficiency of Turing. At Nvidia, we use every engineering lever to squeeze every drop of performance out of the system, from architecture custom process design, circuit design, logic design, packaging, custom series IO, memory, power, and thermal design, PCB design software and algorithms. Thousands of engineers per generation, billions of dollars. Full-stack engineering and extreme craftsmanship is the hallmark of our GPS. Our performance, energy efficiency and low power are all world-class, and real application performance highlights Ampere’s new RT core. The more ray tracing is done, the greater the Ampere speed up. Ampere RT core doubles ray intersection processing. It’s ray tracing is process concurrently with shading and Ampere can render cinematic images with motion blur eight times faster than Turing. Let’s take a look at Ampere in action. Jensen Huang: (19:25) At our kitchen GTC a few months ago, we showed Marbles, the world’s first fully path-traced, photorealistic, real-time graphics. It was running on our highest end Turing Quadro RTX 8000. Turing was doing 720p, 25 frames per second. Today, we’re going to run an enhanced version of Marbles with even more special effects, and it is running at 1440p, 30 frames per second, over four times the performance. Jensen Huang: (19:56) Ladies and gentlemen, enjoy Marbles At Night. Jensen Huang: (21:17) Marbles is entirely path traced, no rasterization, all real time. There are hundreds of area lights, including spherical area lights. There’s no pre baking. Everything is dynamic. The depth of field is film quality and beautiful. Everything is dynamic. Diffuse GI, all dynamic. Jensen Huang: (21:46) There are hundreds of [bridge a bonds 00:21:49], 80 million triangles, materials are physically accurate, physics simulation and volume metric rendering in real time. DLSS 2.0 is doing the super resolution and AIG noising. Let’s compare Marbles Turing and Marbles Ampere. You could see dramatic visual quality jump of Ampere. Marbles on Turing runs at 720p, 25 frames per second. Marbles on Ampere runs a 1440p, 30 frames per second, more than four times the performance, and Ampere even did area lights and depth of field. A giant performance leap. Jensen Huang: (22:50) Today’s games are giant worlds, indoor and out, with photogrammetry, dense geometry and lots of characters. Games are over 200 gigabytes getting bigger. This is like 50,000 songs or 400 hours of streaming video. Games have pushed PCIO and file system sort of breaking point. Jensen Huang: (23:08) CPS copy files from disk can decompress the game image. This is fine when the story system was slow, 50 to 100 megabytes per second. Now with gen four PCI express and solid state drives PCs can transfer data at seven gigabytes per second, a hundred times faster. CPU copying data to memory and decompressing game images is now the bottleneck. Decompressing data from 100 megabytes per second hard drives takes only a few CPU cores. However, decompressing from seven gigabytes per second SSDs on PCIE gen four takes over 20 CPU cores. Today we’re announcing Nvidia RTX IO with three new advances: new IO APIs for fast loading and streaming directly from SSD to GPU memory, GPU losses decompression, and collaboration with Microsoft on direct storage for windows that streamlines the transfer of data from storage to GPU memory. Jensen Huang: (24:02) With Nvidia RTX IO, vast worlds will load instantly. Picking up where you left off will be instant. This is a very big deal for next generation gaming. Let me show you Ampere in action in one of the most anticipated games of 2020 CD Projekt Red’s Cyberpunk. This trailer is called scenes of cyberpunk RTX. It shows ray trace reflections, diffuse elimination, shadows, and ambient occlusion, and DLSS 2.0, enjoy. Ladies and gentlemen, our new flagship GPU, the Nvidia G-Force RTX 3080 powered by Ampere, second generation RTX architecture. The Nvidia RTX 3080. I have one right here. Let me show it to you. It is beautiful. Look at this, the RTX 3080. It is wonderfully crafted. It’s going to look beautiful in your PC, and it lights up. Jensen Huang: (27:53) Now, let me tell you about some of the other exciting technologies inside. Turing uses G6, the fastest memories at that time. The industry thought that was the limit. For Ampere, we had to push through that limit, working with Micron, we designed the world’s first memories with PAM4 signaling, pulse amplitude modulation with four voltage levels that encode two bits of data each, 00011011. Jensen Huang: (28:18) Each voltage step is only 250 millivolts, so in the same period of time G6X can transmit twice as much data as G6. PAM4 is extreme singling technology, and it’s just becoming used in high speed networking. The Ampere thermal architecture is the first ever flow through design, working harmoniously with PC chassis cooling system, pulling in cool air from the outside, flowing through the GPU, and pushing hot air straight out the chassis. To allow room for a fan to flow air directly through the module, our engineers architect a super dense PCB design that is 50% smaller than previous, while adding the bigger Ampere GPUs, HDMI 2.1, PCI express 4.0 and G6X. Jensen Huang: (29:05) There are two independently controlled fans, the bracket front fan pulls cool air from the bottom and pushes the heated air out through the graphics card brackets. A backside pull-through fan passes cool air over the fence of the heat pipe and directs the hot air to the top and back of the chassis to be exhausted by the system fan. The 3080 flow-through system is three times quieter and keeps the GPU 20 degrees cooler than the Turing design. It can cool 90 Watts more than Turing. Jensen Huang: (29:35) The generational leap is ultimately the most important factor of new GPUs. A significant technology advance is needed to inspire content developers to create the next level of content and for the install-base to upgrade. Let’s see how the 3080 stacks up the previous generation architectures on the latest graphics intensive games. 3080 is faster than 20 ADTI. 3080 is twice the performance of 2080 at the same price, Ampere is the … Jensen Huang: (30:03) It’s a 2080 at the same price. Ampere is the biggest generational leap we’ve ever had. Ladies and gentlemen, Nvidia G-Force RTX 3080, our new flagship GPU. Powered by Ampere, our second generation RTX GPU architecture. Incredible amounts of processing in the shader, RT ray tracing core and tensor core for processing AI, 10 gigabytes of G6X, twice the processing power of 2080, and at the same price, starting at $699. Available September 17. One of our most popular GPUs is the 70 series, 970, 1070, 2070 were all hugely popular. You’re going to love the new RTX 3070, faster than the 2080 TI, the Turing enthusiast GPU priced at $1,200. Ladies and gentlemen, the new G-Force RTX 3070. Let me show it to you. Jensen Huang: (31:05) It’s a work of art. 20 shader teraflops, 40 RT teraflops, and 163 teraflops tensor core for AI processing. With eight gigabytes of G6, RTX 3070 is faster than the $1,200 RTX 2080 TI, starting at $499. Available in October. Every generation we pack in our best ideas to increase performance while introducing new features that enhance image quality. Every couple of generations, the stars aligned as it did with Pascal, and we get a giant generational leap. Pascal was known as the perfect 10. Pascal was a huge success and set a very high bar. It took the super family of Turing to meaningfully exceed Pascal on game performances without ray tracing. With ray tracing turned on, Pascal, using programmable shaders to compute ray triangle intersections, fell far behind Turing’s RT core, and Turing with ray tracing on reached the same performance as Pascal with ray tracing off. Jensen Huang: (32:11) On a technical basis, this was a huge achievement. The images are far more beautiful and reflection and shadow artifacts are gone, but gamers wanted more. They want every generation to be more realistic and higher frame rate at the same time. So we doubled down on everything, twice the shader, twice the ray tracing, and twice the tensor core, the triple double. Ampere knocks the daylights out of Pascal on ray tracing, and even with ray tracing on, crushes Pascal in frame rate. To all my Pascal gamer friends, it is safe to upgrade now. Amazing ray tracing games are coming. Activision and developer Treyarch are launching a new Call of Duty on November 13th. It’s a masterpiece and it looks incredible. They’re dynamic lights, ray tracing, shadows and ambient occlusion, DLSS 2.0, and Nvidia reflex super low latency technology. The last call of duty sold an amazing 30 million copies. Activision put together this trailer of never before seen footage. Enjoy. Let me talk to you about one more thing. Several years ago, we started building the Titan, pushing the GPU to the absolute limit to create the best graphics card of that generation. It was built in limited quantities, only through Nvidia. The distribution was limited. The demand surprised us. Creatives were making 4k movies, rendering cinematics, researchers built workstations for data science and AI, bloggers built broadcast workstations, flight and racing simulation fans built sim rigs. There is clearly a need for a giant GPU that is available all over the world. So we made a giant Ampere. Ladies and gentlemen, the RTX 3090. Come here, come here, papa. All right. 3090 is a beast, a ferocious GPU, a BFGPU, 36 shader teraflops, 69 RT teraflops, 285 tensor teraflops, and it comes with a massive 24 gigabytes of G6X. It comes with a silencer, a three slot dual axle flow through design, 10 times quieter, and keeps the GPU 30 degrees cooler than the Titan RTX design, but there’s more. The 3090 is so big that for the very first time we can play games at 60 frames per second in 8K. This is insane. Because it’s impossible for us to show you what it looks like on the stream, we invited some friends to check it out. Roll the clip. Speaker 3: (36:05) I’ve never been more excited to do anything. Speaker 4: (36:07) Oh. Speaker 3: (36:07) Are you kidding me? Speaker 4: (36:11) Oh my gosh. Speaker 5: (36:12) Oh my God. Speaker 6: (36:14) No way. Speaker 3: (36:15) This is f***ing incredible, dude. Speaker 5: (36:17) This is amazing. [inaudible 00:36:20] This is silly. Speaker 6: (36:24) My god, you can see Raymond’s [inaudible 00:36:27]. Speaker 3: (36:26) Look at this. Why is it so detailed? Speaker 6: (36:30) All right, all right, all right, move fast and shoot things. Speaker 4: (36:33) This is 8K, sir. I can see everything. Oh, I need a shoot you, though. Speaker 3: (36:36) Not a whole lot of people have seen something like this. Speaker 4: (36:38) This is so realistic. I feel like I’m really in battle. Speaker 5: (36:42) This is insane. Speaker 6: (36:44) Die, I want to look at the pretty things. There we go,. Speaker 5: (36:47) Dude, the ray tracing is insane on this. Speaker 3: (36:49) These are the sizzle reels that you see. Speaker 4: (36:51) This is basically hacks. Speaker 3: (36:53) And then it’s like, “It’ll never look like that,” but it does. Speaker 5: (36:57) I’m looking across the vistas, the grand vistas that are happening right now. Speaker 3: (37:01) Holy shit, look at this. Speaker 5: (37:02) This feels like a Disneyland experience. Oh, it is so smooth. It’s butter. Speaker 3: (37:07) Oh, it’s smooth as shit, dude. Speaker 5: (37:09) I can’t believe it’s not butter. Speaker 3: (37:10) I mean, this is game changing. There’s no other way to put it. My mind is blown dude. Wow. Jensen Huang: (37:20) It’s been 20 years since the Nvidia GPU introduced programmable shading. The GPU revolutionized modern computer graphics. Developers jumped on and invented clever algorithms, like shaders that simulate realistic materials, or post-processing effects for soft shadows, ambient inclusion, and reflections. Developers pushed the limits of rasterization beyond anyone’s expectations. Meanwhile, Nvidia GPU processing increased a stunning 100,000 fold. Gaming became a powerful technology driver. Gamers grew to billions, and gaming pushed into all aspects of entertainment and culture. If the last 20 years was amazing, the next 20 will seem nothing short of science fiction. Today’s Ampere launch is a giant step into the future. This is our greatest generational leap ever. The second generation Nvidia RTX, fusing programmable shading, ray tracing, and artificial intelligence gives us photorealistic graphics and the highest frame rates at the same time. Jensen Huang: (38:25) Once the holy grail of computer graphics, ray tracing is now the standard, and Ampere is going to bring you joy beyond gaming, and video reflex to improve your response time, and video broadcast turns any room into a studio. An omniverse machinima turns you into an animated filmmaker. We are super pleased with 3070, 3080, and 3090, the first three members of the Ampere generation. You’re going to feel a boost like never before. I can’t wait to go forward 20 years to see what RTX started. Homes will have holodecks. We will beam ourselves through time and space, traveling at the speed of light, sending photons, not atoms. In this future, G-Force is your holodeck, your lightspeed starship, your time machine. In this future, we will look back and realize that it started here. Thank you for joining us today and to all of our fans for celebrating the arrival of Ampere.
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The Ride of Terror (Burnout Legends to Dangerous Driving)
(WARNING: tons of words, about 30 minutes of reading. Includes tons of vulgarity. Viewer discretion is advised)
I've returned home... But with what? I mean, I did buy some games last month, so I pretty much can't be bothered to hide 'em from you guys. What I got was an Xbox One game, but with what? Well, let's see...
"Wait!"
...Huh!? Burnout 3: Takedown? What is it, man?
"I gotta tell you the truth! Dangerous Driving is terrible! So terrible, it degraded my mental health! Don't open the fucking game case, you idiot!"
Oh, please! You must be overreacting! Besides, you won't know what game it is until I open it! So what was this game with plain white construction paper that I got from a garage sale? Let's see... *opens the game case* Uh... why did you put the disc on the wrong side of how it's usually stored? ...And by that, I mean the readable part of the disc. *takes the game out of the case, and flips it over*
...
...
*sees that Dangerous Driving is the game he bought*
...H-HUH!?!?
"I told you to not open that, and look what happened."
NOOOOOOOOOOOOOOOO!!!!!!!!!! ...Ugh... Aw, sheet, bruh!
Wow... After an unfortunate opening sequence, I am going to be talking about the Ride of Terror, which is an extensive rant, from Burnout Legends, to Dangerous Driving. I do enjoy the Burnout games that eventually got lacking, but I still enjoy the classics. Sounds like a drug addiction.
Their debates usually made about when Burnout, as the series starting going to Hell. I mean, making an arcade racing game once a year about speeding through traffic, taking down other drivers, checking traffic, seeing how skilled you are in Maniac mode like every single year isn't easy. The later installments, the games began to get weak with identity, and trying to maintain innovational new features.
While it never really reached the EA standard they set for themselves from the games, they were still pretty great. The ideas were there, but the execution began to slip by the time Paradise came along. Even though I feel Dominator is criminally underrated by some fans, I didn't feel the same for Revenge. Despite where the tipping point has gone, EA tried to go out still swinging with new features every year for better or worse.
...And then they made a bunch of Need For Speed games. ...And then later, they decided to no longer develop Burnout for Alex Ward and his crew.
Poor Criterion lost their best members and passed the Burnout torch onto probably one of the most controversial game companies on the planet, Three Fields Entertainment... who probably faceplanted onto asphalt. Possibly because of some jackass who glued a steering wheel to his feet. Oh, wait! That's the Xbox wireless steering wheel! Whoopsie!
"Papa EA, why'd you push me into track and field? I never wanted to do this!"
"Why can't you just be like your brother, you scrawny little consucky?"
*TFE sobs*
With a gimmick, and a Burnout license in hand, and experiences only in short games such as, uh... Lethal VR. Dangerous Golf. Danger Zone. And uh... Danger Zone 2 in mind.
Three Fields Entertainment set out on their dream to make Bummed-out racing games. Except the warning was already in one of their previous titles: Danger Zone! Persistent Wrecks! They KNEW what fire they were playing with! Hot Shots Golf! Err, excuse me... Got ahead of myself for a moment there.
Frankly, I don't believe anyone expected much from Legends. It's a typical cash grab that is geared heavily towards the handheld based audience. The sad fact is that almost nobody liked it, nor did almost anybody bought it. With full DS/PSP retail price going to the game, don't really blame people's hesitancy on grabbing this.
Most of the modes in this game are identical enough in nature to Burnout 3, such as Burning Lap, where you have to get through a single lap on a track as fast as possible to get the best overall time. Road Rage, where you take down other drivers, and so on. And then an Eliminator mode, where every racer caught in last place after each lap is out of the race.
They essentially stretched these three premises throughout most of the game. They acted like Survival of the Fastest, where you have to have skill in order to win, depending on what mode it is, all the while boosting, drifting, jumping, and knocking other players off the road. And this proved to be quite a task for me due to limited space on the console, and collisions being so underdeveloped in Legends.
The locations, tracks, however you wanna call 'em are reused tracks from both Point of Impact and Takedown. The Special GP was a nuisance. I ended up getting more pissed off during these courses than any other segment. They're so extensive, so drawn-out, and very frustrating to play with F1 indycars.
"I don't know what the fuck's going on..."
"I can't get back up to speed for some ungodly reason..."
"Mad cuz bad."
"This is cultural appropriation!"
*gets slammed off the road* "Help me!"
*hits a Taxi cab* "Sheet!"
"Alex, why'd you do this to me!?"
"I feel like I'm on the Indianapolis 500, I wish I could Takedown my way outta here!"
"I'm the champion! What now, punks?"
"This isn't going to end well..."
"I can't fucking see exactly where I'm going! How much depth does this game have!? Holy shit!"
"This level may as well have been replaced with trucks wrecking me, because I feel like this game is fucking me in the ass hardcore anyways with this stupid lackluster gameplay!"
"They have all this technology, but can't afford better physics or better quality gameplay!"
"You can also play this game with your friends! No? Okay."
"Unlockable Collector and Legend vehicles, I guess! I dunno..."
I hated Legends less than I thought I would, but I still hated it with an unbelievable passion though, so I guess nice job?
Danger Zone 2 went back to a more traditional form of Burnout's crash mode. Gots some pre-selected vehicles like a sedan, coupe, supercar, hypercar, Indycar, some new ones like a semi-truck and a taxi cab... K, den. Need bug fix updates for this game for better experience, by the way. Stoopid. Medal thresholds are fair enough, some of the placements of vehicles and other objects you might find familiar, which absolutely makes you feel a bit of nostalgia that they were going for.
The main problem with DZ2 is the engine it operates on: Unreal Engine 4. I found it pretty UNREAL to use this engine, if you know what I mean. Sometimes you feel like you're on ice, sometimes you have some sort of moon gravity, sometimes you glitch through the rails, no biggie!
Collisions are especially annoying! Reactions when you hit walls are problematic, steering is super mobile, it's just a mess... Also, no support for this game ever since it was released because fuck us, right?
TFE: We love games!
Consumer: Not anymore... Not YOUR kind of games. Your games are cruel. Soulless.
Dangerous Driving rumors circulated, much to the depression of the informed Burnout demographic. Others, BLISSFULLY IGNORANT... IGN articles foreshadowed many bleak things, like having a small amount of vehicles, rehashing parts of tracks, and a new feature I'll go over in a few.
However, they did mention most of this was to simply hearken back to the Burnout 3 days, making decisions to leave out features that came after that game because they thought it was "too wacky" for whatever reason, I really don't know.
From what I've gathered from the E3 showing was that it looked like a clunky, soulless husk of what Burnout games once were. ...at least BEFORE it was actually released. Instead of a slew of new revolutionary features being implemented, they had a few new ones. Keep track of the amount of features, vehicles, tracks, etc. across the series.
So Dangerous Driving has the Persistent Wrecks feature, which means that any wrecks of rivals stay on the track for the rest of the event. Heatwave and Pursuit, only really done by Burnout 2. But you're really not going to keep Traffic Attack from Burnout Revenge? Really? Come on, guys!
They really emphasized on things, like online multiplayer post-launch, an online Ranking system, and so on. Lengthy music playlist, ranging from rock, hip hop, and punk genres from the 2000s and 80s. They also confirmed that there would be no leaderboard support at all of the PC version of Dangerous Driving! YEAH, CONSOLE MASTER RACE!!!
Reactions to the trailers of the game were negative, with people slamming on it harder from looking like a Playstation 2 game and the gameplay looking as mediocre as ever. While I do agree that Dangerous Driving and the Burnout games prior definitely could've looked better, the graphics weren't the reason why it got popular back then. EA and Criterion weren't perfect on them in the classic Burnout games.
They got popular from the fluid gameplay, features, replayability, and dynamic tracks. Three Fields Entertainment's strength came from... their intro screens, I guess?
Allowing Three Fields Entertainment to create another Burnout-related game with the same Unreal Engine 4, it's like letting a monkey take care of your house and leaving books of matches everywhere. And you DEFINITELY know that it's not gonna end well!
A telling sign of a game developer's faith in their product as whether or not they actually release review copies to media outlets. EA or TFE did not. Not to mention, straight-up refusing to release a demo of Dangerous Driving prior to launch, and they said that they'd rather focus on the game development and the final version. This can only mean bad things. I'd rather not spoil it for you, regarding the Burnout fans, so let's get a move on.
Dangerous Driving was martyr'ed with problems the day it was released. A quick patch trying to resolve problems like crashing on the menus. The game was probably warning us before we took the plunge. The game itself crashing, losing all save progress itself, framerate and graphical problems, physics being wonky and the lap counter not working, online capabilities being greatly limited, only being able to connect to one player, if any, 6 players online! Yeah, totally legit...
"Waiting for 1 other driver..."
*30 minutes later*
"Welp, I'm kinda wasting my time here."
Mostly Heatwave, Pursuit, and Eliminator being omitted for multiplayer and included Race and Road Rage being drastically misrepresented and skewed from the original concept. For Race, the objective is to finish before anyone else to win.
Instead of Eliminator being the same format as Burnout Revenge, it acts like Burnout 3. Every racer caught in last place after each lap DISAPPEARS off the track. No one's vehicle explodes before they get there! Nobody gets sent to the fiery pits of Hell after getting absolutely incinerated, crushed, humiliated, knowing they have inferior driving game and skill compared to your almighty self!
*ahem* So yeah. They definitely missed the mark on staying faithful to the game modes and understanding what made them fun and replayable. How are you not gonna have Time Attack, either!? Burnout 1 had Time Attack, and that game first came out in 2001!
While watching the game gave me good insight, I intended to play the Xbox One version for myself. Some things, you have to go by your lonesome. Some things you need to play for yourself to truly see how low the bar can be set. Examples:
-Action 52
-Superman 64
-Paperboy 64
-Rascal
-Disgaea Infinite
-Sonic the Hedgehog (2006)
-Duke Nukem Forever
-Hot Wheels World's Best Driver
-Tony Hawk's Pro Skater 5
And now, Dangerous Driving!
When I first opened the game case, I noticed that it didn't come with an instruction booklet. Welp, guess I'm going in blind... Remember when the games had the hype as hell intros? The badass rock music with all these flashy shots of the vehicles, takedowns, and wrecks? Well the intro here is so basic and quick, you just jump right into it. It's lukewarm at best, like when you leave a smoking hot cup of coffee on the counter for half an hour.
So when I got to the main menu, immediately my heart sank. I was aware that there wasn't going to be an online mode initially, but there's also no local multiplayer mode, either! Part of what I treasured dearly about my interest of the Burnout series was playing offline with my friends for hours on end. How am I supposed to play with my friends by using an unbalanced vehicle selection with this shit?
Not to mention the Crash mode is also absent, which is the reason why the Danger Zone games exist as individual modes. But the biggest insult of all is that the only DLC vehicle you have is the VIP Sedan. You're only gonna make that a pre-order bonus and not a free DLC later on down the road!? The only reason why I bought this fucking game is when the hero's on a fucking half shell!
Epic Games is more like Epic Fail Games not having leaderboard support! There's even in game controls, so that's great! Loading screen hints, which give you some info on the what's what of the game. It also shows you the vehicles that you usually unlock from progressing through the Career, so that's another thing.
To be real, the people that said it looks like a PlayStation 2 game were wrong. This game, by no means, looks like an up-to-date 2019 game (because it was released in that year). The tracks look especially plain! ...and bizarre.
From my personal experience, I didn't know that they kind of chose the more notable graphical and framerate issues, but... Hey, remember when you had many different variations of the vehicles? Yeah, those were good times.
Hey remember the trailer that makes it look there's still a ton of vehicle variety? Yeah... There isn't.
In all honesty, the older Burnout games didn't have that many of the same cars that had unlockable upgraded versions.
But here, you're just slapping on additional parts on top of these same vehicle models to "differentiate" themselves from each other! It's like they decided to go with the customization style comparable to some old flash car customization game!
Why did they do this? Hell, Burnout Legends had way more variations of cars in the same vehicle class than this! In Dangerous Driving, you can be like a speed demon on wheels!
Not to mention these vehicle models are recycled trash from previous Three Fields games. You also have a fairly limited selection of colors on them altogether! What a ginormous letdown!
I'd like to take a moment to refer to something I call the EA Event Principle. In some instances, they have events that are meant to be challenging. But for some, it's an annoyance. For others, it's a welcome test. In either sense, it's usually not challenging to the point of being impossible. Other events are just plain ridiculous and stupid. However, these aforementioned events are usually fun, so let's talk about it, shall we?
If an event is like 100% Difficult, it has to be 100% Fun in order for it to be an interesting or good event. There are exceptions, but EA adheres to this for the most part.
With that out of the way, let's hop into the Career mode.
Right off the bat, you notice the music is not present, though the game does have a Spotify playlist. Some of it is okay, a few of them are great, other songs are terrible. I feel like the ratio of good songs to bad songs are a bit unbalanced in comparison of the games, but that's just my take really.
"Another one bites the dust! Err, fuck! God damn it!"
It must be said that Dangerous Driving is perhaps the most confused and failed Burnout successor I think we've ever witnessed in all of video game history!
There's a lot of menus, just picking something to play, Burnout 3 style! Vehicle classes such as Sedans, SUVs, Coupes, Supercars, Hypercars, and Formula DDs. These classes you use to advance through the career, so it sorta resembles that of Burnout 3 and Burnout Revenge's World Tour modes.
They also have a set number of events in the classes. Every single event has three Medals you can achieve: Bronze, Silver, and Gold while about half of them have a hidden Platinum Medal target, resembling something like DiRT 3. But then you have to take note of some of the game's mechanics. They have oncoming, near misses, boost starts, in-air aftertouch, drifting...
Keep in mind that Three Fields said that they were keeping drifting the same, but instead, opted to change how drifting works! For example, if you perform a drift, you can either press/tap the brake as you're holding the gas and steering, or you can alternate between the gas and brake without holding the gas down, and you can also lower your speed mid-drift as well.
But in Three Fields Entertainmentland, the only way to drift is to hold the gas and steering and press the brake button to perform it, disabling your ability to alternate between the triggers and slowing down DURING your drift!
No way to reliably grind along the guardrails, inability to gain speed by drifting off jumps, and no traffic checking.
Three Fields really must love the practice of taking 1 step forward, and 20 steps backward. Because that's really what they did here! It seems that for the most part, they used Danger Zone 2 as their canvas and just recreated the tracks from the environments, but that's not all! They have the Persistent Wrecks feature: a feature universally panned for causing more difficulty to the races, and being unnecessary!
I believe this feature was only added to make things more "dangerous". That's really the only plausible reason I see this being added!
Take down an opponent driver in a spot, and that driver's wreck is stuck there until the end of the event, occasionally moving because of the dumbass traffic. What they refuse to see is that this makes things unnecessarily difficult! This is like putting a Band-Aid over your shotgun wound and saying, "Yeah, you're probably okay! Go about your day, Little Billy!" The game is still glitchy, and the Persistent Wrecks feature is such a terrible idea!
In the Burnout games, you could reliably ride against the guardrails to help players make a turn if they steered or drifted too late. But in Dangerous Driving, you rebound off the indestructible guardrails! You either need to hit the apex during your drift, or just rely on the high mobile steering.
This reliance on the steering might cause some issues. Not only does it make your lines look super repulsive than some green seafoam shag carpet, if you steer on a tight corner, you're gonna have a bad time! You drift through it, that's fine. Steer through it, and oh, what happens? You crashed into a vehicle that is in the turn! Yes, the traffic is randomly generated and is not scripted! You have to be sure no traffic vehicles are in the turn, so if you want to simply hit the apex or steer through those corners, you're gonna have to be cautious, my friend!
Another thing I enjoyed about the Burnout games was that with each new game release, you're pretty much guaranteed new vehicles. They're always really fun, unique, sometimes a little bit weird, but you're almost guaranteed new cars.
However, for Dangerous Driving, they decided to copy and paste a lot of their vehicles from Danger Zone 2. Alright, I get it, Three Fields... reusing and recycling is good for the environment, but it ain't good for keeping your god-forsaken game franchise alive, okay!?
I'd also like to take a second to talk about traffic collisions. In every Burnout game before Dangerous Driving, You can nick or grind the side of traffic while speeding, and your vehicle would still be going. However, Dangerous Driving plays by the guaranteed crash rule. Did you hear that, everyone? You have to go by that rule! You have to be more careful!
In Dangerous Driving, you can Near Miss the traffic to gain an unusually large amount of boost, but you still need to avoid it. Regardless, it seems that your vehicle wrecks into the traffic no matter how fast or slow you go. This is just retarded! This isn't right! You touch the traffic, you keep going! You don't fucking make it a guaranteed crash, Three Fields! This has been ingrained into my brain for 15 years, now!! What the fuck are you trying to do to me??
Let's head back to the events. Like I mentioned, there are 3 medals the events have, depending on your performance in efficiency: 3rd gives Bronze, 2nd gives Silver, and 1st gives Gold. Some events also have a hidden Platinum Medal target. You need to win the GP to move on to the next vehicle class, somewhat reminiscent of Burnout 3's World Tour events. These events are much more difficult than the ones prior.
The events themselves are a big nuisance and brutal. They're such unformulated, uncreative heaps of slop that by the time you've completed the first vehicle class or two, you've basically seen it all! They'd all probably be 100% Difficult! ALL of them!
Imagine in Burnout Revenge if you're dropped in, and instead of a DJ talking to you the game's like, "Use a Tuned car for Heatwave Just Cause they do better!" That's Dangerous Driving's events for you, except you're doing other shit like Survivals, Pursuits, Heatwaves, and facing off against opponents that are slow as Hell!
You also have your Burning Laps, Road Rages to hunt down other drivers, Races that are boring early on... Is this fucking driving school, man?
"Every crash is counted against you, cunt! Don't do it!"
"Take doen other drivers!"
"Get the best overall time you can!"
"See how far you can go without crashing once!"
This pool of events will last you throughout the entirety of the game. All 9 to 14 of them, depending on the vehicle class. Again, keep in mind that this is less than half the events than Burnout 3: Takedown - a game that was released 15 years prior to Dangerous Driving!
I can appreciate the locations for what they are: representation of a Real Life locations converted into digital format. But even in other games, these types of tracks, other examples being Downtown from Burnout 3: Takedown and Angel Valley from Burnout Revenge, were never my personal favorites. I like tracks with a little bit more flare and beautiful nature to them.
But the locations do foreshadow what follows, though: every single track is too tight and basic to the point of their hindrances. There's nothing that make them pop! Almost no buildings to pass by. It's mostly all just deserts, grasslands, mountains, canyons... basic bitch tracks.
The only exceptions I could think of are the only tracks I play in GPs. The tracks are soulless, dull, have very little quality with the environments, and have almost no buildings to them! No freeways, no crossroads, not a lot of vehicles, either! I mean, no wonder why there's no traffic checking allowed: there's not a lot of vehicles in the tracks!
Point 2 Point Tracks are transitional connections to different locations as you drive through them. The only locations of note are High Dunes Desert and another location I'll talk about very briefly here.
While Cool Water Valley and Dead Rock Canyon aren't masterpieces by any means, at least they didn't recycle track ideas that tried to be origina--
*sees Twin Ferry Lakes in the game*
...Motherfucker!!
So we have Twin Ferry Lakes, or as I'd like to call it, Silver Lake 0.5! What we have here is a barebones, stripped down Silver Lake wannabe! They added a few things like a lovely lake, bridge sections that allow drivers to go over the water. All the while, not keeping the off road section to the other portion of the track, the tunnels, and the giant cliff for the 'Gone Fishin' Signature Takedown: they made two identical turns to make up for the loss of those sections!
It just reeks of boredom! Not only are you rehashing major portions of EA inspired tracks, but you're not including notable segments from said tracks and passing it off as original? "Yeah, this is Twin Ferry Lakes, not Silver Lake, because fuck that shit!" Can't just draw a mustache on the Mona Lisa and claim it as your own, you know!
High Dunes Desert: long-ass tracks with the sun in your eyes! Even though Surf Side Island is a conceptual rehash of Burnout 2's Big Surf Shores/Burnout 3's Island Paradise/Burnout Revenge's Sunshine Keys in my eyes, it's still one of the better locations in the game, which isn't really saying much.
Next on my shit list is Eagle Ridge Mountain. Man, THAT location is familiar! Three Fails Entertainment decided to make a mixture of Alpine and White Mountain, turning it into a Frankenstein theme! Two more prominently featured tracks, and way too many Burnout games already!!
"But dude, they're handmade levels!"
Yeah, but how many times are you gonna feature a Grasslands Proving Ground, Dead Rock Canyon, or Surf Side Island before it's no longer handmade?
Surf Side Island
-Burnout 2's Big Surf Shores
-Burnout 3's Island Paradise
-Burnout Revenge's Sunshine Keys
-Burnout Dominator's Ocean Drive
-Burnout Paradise as Palm Bay Heights and Harbor Town
-Dangerous Driving
Grasslands Proving Ground
-Burnout 1's Hillside Pass
-Burnout 3's Vineyard
-Burnout Revenge's Lone Peak
-Dangerous Driving
If you're going going to adopt EA and Criterion levels to the degree that you are, can we at least get something new and fresh please? I wouldn't mind seeing USA Marathon EX again. But what about a revamped Interstate Loop? Burnout 2's Airport Terminal was outstanding! Burnout 2's Palm Bay! Burnout 3's Downtown, Riviera, or Dockside! Literally, any of the Burnout Revenge tracks! Come on, dude!
Lastly is Cool Water Valley, a location I had high hopes for. I initially thought it was going to be a Lakeside Getaway remake, or if not that, I'd at least get a nice area of rivers that I'd enjoy. Well, I was wrong on both counts as well! It's just not fun! In fact, most people found the Hypercar Class Eliminator in this track to be especially infuriating because it'll get littered with Persistent Wrecks quickly! Not only are you driving on ice because of the engine, but you also have the rubberband AI insanity applied to you the whole way through! You also run into the wrecks themselves on subsequent laps! I can't do it anymore!!
This game is an embarrassment! What pisses me off the most is that it's implied that it's continuing off a legendary series! I mean, what's next? Burnout 5!? Burnout Paradise 2!? Burnout and Need For Speed: Hot Pursuit 3!? Alex Ward's Burnout Game That Completely Loses it's Touch After 10 Years!?
As much shit as I gave Paradise, it had one of the most addicting replayability ever saw! It was fluid, gave the players opportunities to have their own unique style, it played like a true Burnout game, and had it's own charm and personality!
As much as I don't enjoy any of the DJs in the Burnout games, they could've actually added something here that would've breathe some life into the otherwise lifeless game that was Dangerous Driving!
Stryker: Yeah, they put me in the middle of EVERYTHING Burnout on Crash FM!
EA's Burnout games gave so much for being just an arcade racing series. They were my childhood! My passion! My obsession!
You could play the game in an unlimited number of ways. You can perform visually appealing driving lines. Relying on features. You could keep on burning until you're crashed out! You could glitch hunt without the glitches hunting you! And finally, you could speed run it all the same! Whoever else thought that you've played the games every way imaginable, another innovation is formulated! It was such an open series of games that it lent itself well to all these things!
Dangerous Driving didn't lend itself to ANY of that! It was doomed from the very start! It was pretty evident that the developers didn't completely remember what captured us, what drove us to want to keep playing. However, even if they did remember, it was an uphill battle for Three Fields Entertainment, so I find it hard to entirely blame them. They were working on a series that has had it's reputation tainted from awful ports (Burnout Legends), and completely different takes (Burnout Paradise). Some of which, they WERE responsible for.
Using an engine that simply didn't mesh well with the fast paced Burnout 3 style, more so of Revenge or Burnout 2 style. Not to mention, the Xbox One and PS4 versions were released at full retail price. The game is so limited, short, and content lacking for today's standards, that it simply isn't worth $30-40.
Hell, in pails and comparison to Burnout Paradise, it was packed to the brim with content and features! A huge problem I found is that besides the achievements/trophies, once you've gotten all the medals in the Career, you're pretty much finished. You can play with your friends all over the world here and there, but there's really no replay value. You don't get any more vehicles, no music during actual gameplay, no Signature Takedowns, no Crash mode, nothing at all! I would've rather have them take the Danger Zone 2 approach, and then release it at a reduced price.
Although Three Fields did make the mistakes of relying on gimmicks, no longer supporting Danger Zone 2, and failing to accomplish their dream, they did do SOME good things I need to bring up: they gave Vertical Takedowns in a future update, they tried to help resolve the technical issues with the game, gave bug fix patches and tuned the difficulty to make up for the poor reception, and maybe this is just another story of a company making a release faster than it should've been.
Burnout Paradise and its remaster would be the last Burnout game under EA's belt. Dangerous Driving tried to be a faithful recreation of Burnout 3, but missed the mark on what made it great. With this, Alex Ward and his crew are looking to build upon their arcade racing series, but with a sequel in mind and we're left in the dark regarding the lack of information we're getting. With them no longer being affiliated with Criterion and EA no longer caring about the Burnout series... Where could this lead?
Whatever the case, we die-hards will continue to treasure our personal favorite Burnout game.
We will continue to play...
submitted by ImpressiveStandard17 to DangerousDriving [link] [comments]
top offline car racing games for pc video
Looking for the Best PC Racing Games in 2016? Feeling the need to speed, and the craving for adrenalin? Here are ten racing games for the PC released in 2016 for you to enjoy. 1) Dirt Rally Dancing with the devil of racing Codemasters is known for their large portfolio of racing... City Racing 3D is another free to play racing game which is available for PC Android and IOS. for PC you can download this game through Microsoft store. There are lots of car customisation options and maps to explore. The racing in this game feels smooth and controls are not difficult to learn. Here are the top free Car Racing games for PC for 2020, including Renzo Racer, Insane Monster Truck Racing, Russian Car Driver: ZIL 130, and more. Download only unlimited full version fun games online and play offline on your Windows 7/10/8 desktop or laptop computer. Fast and secure game downloads. The game offers the best street racing cars. If you are a fan of Need For Speed racing games, surely you should not miss this stunning game. F1 Race Stars. F1 Race Stars is a racing game developed by Codemasters. This is a game simulated by Formula 1 racing. With offline game F1 Race Stars, players will participate in intense racing races. GT Racing 2: The Real Car Experience The Real Car Experience is a true-to-life automotive journey featuring the most prestigious cars in the world! 67 licensed cars on 13 tracks, including Laguna Here are the top free Racing games for PC for 2020, including Bridge Builder Racer, Zombie Derby: Pixel Survival, Renzo Racer, and more. Download only unlimited full version fun games online and play offline on your Windows 7/10/8 desktop or laptop computer. Download the "Car Racing - Offline Car Racing" and be the fastest rider.! Race with the top players in the best racing car. Get ready! Set yourself to get into the adventurous ride with car racing game.! ***** SAY HELLO ***** We are constantly working hard on making this “Car Racing - Offline Car Racing” game better and more entertaining Asphalt 8: Airborne is the top-rated offline car racing that is compatible with various devices such as mobile phones, laptops, iPhones and others. It offers an impressive amount of content and various locations for each race track. 7. Car Racing Adventure. This game has been designed for the windows operating system. It follows the format of standard racing games of PC. It is a combination of fun and excitement blended with challenge. All you got to do is maintain your health level and prevent your car form running into trucks or SUVs as it will result in reduced health Our number ten in the list of top 10 racing games for PC is The Crew 2. This is an open world racing video game, which is developed by Ivory Tower and published by Ubisoft. It was released on 29 June 2018 for Microsoft Windows, Xbox One and PlayStation 4.
top offline car racing games for pc top
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top offline car racing games for pc
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