2006-02-27, 11:17 AM | #51 |
EJ18
Real Name: Tom Join Date: Feb 2006
Location: Reno, NV
Posts: 95
Car: 2006 Legacy GT Spec B #127/500
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That game looks awesome. I am not sure how well it would run, even on my new PC with an Athlon Dual Core 4200+ and GeForce 6600.
And there is always something to be said for playing racing games in 480i or 1080i on a 65" big screen TV.
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2006-02-27, 11:38 AM | #52 |
JDM Cowboy
Real Name: Nick Join Date: Oct 2003
Location: Somewhere
Posts: 8,642
Car: 2015 Mazda 3
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I ordered the game direct, but its on back-order right now
Anyway, I've been playing the demo and is quite fun. Unfortunately, it only gives you 3 cars and 3 tracks. BTW, I have a Athlon XP 3200+ and a GeForce 6800GT OC and the graphics are pretty damn good.
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2006-02-27, 11:50 AM | #53 |
EJ18
Real Name: Tom Join Date: Feb 2006
Location: Reno, NV
Posts: 95
Car: 2006 Legacy GT Spec B #127/500
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Maybe I will download the demo here at work and take it home since I am not cool enough to live in a part of Gardnerville that even offers DSL or Cable Modems
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Mine: 2006 Legacy GT Spec B #127/500 Hers: 2004 Dodge Durango Limited Ours: 2010 Dodge Grand Caravan SXT |
2006-02-27, 11:52 AM | #54 |
The Don
Real Name: Aaron Join Date: Oct 2003
Location: Sacramento
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Car: '97 Legacy / '05 FXT
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I bought the game for PS2 and it kicks ass.
That is all.
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2006-02-27, 11:54 AM | #55 | |
The Doink
Real Name: Scott Join Date: Nov 2002
Location: Portland, OR
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Car: '09 OBXT, '02 WRX, '96 Miata
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Quote:
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2006-02-27, 12:10 PM | #56 |
The Don
Real Name: Aaron Join Date: Oct 2003
Location: Sacramento
Posts: 3,097
Car: '97 Legacy / '05 FXT
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Well, it's on PS2, so the aliasing is nonexistent, but I actually think it looks pretty damn good. Only weird stuff I've seen is some of the car dashes are out of focus and look like 8 bit Nintendo graphics, but you've got to make changes somewhere to let it run on a PS2.
Overall, the look is a hair more "arcadey", brighter and slightly less detailed in-game than GT4, but it's about comparable. The damage modeling is pretty slick, and the collision models for all the different types of cars (Formula fords, 30's Mercedes, monster trucks, Supertrucks, etc) are pretty dialed; when running the open wheel cars, you get guys coming up and putting wheels into your bodywork, then catapulting over when their wheels hit yours as you'd expect to see in real life, instead of a rectangle of space that envelops the car for impact modeling. In supertrucks, while watching a replay, I saw a wheel that had come loose from another truck bounce up and into the front-center of the driver's door, and it buckled the door at that point instead of jsut a generic "doorerfect - door:damaged - door:gone" that I'm used to seeing.
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2006-02-27, 01:23 PM | #57 |
The Doink
Real Name: Scott Join Date: Nov 2002
Location: Portland, OR
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Car: '09 OBXT, '02 WRX, '96 Miata
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Yeah, the damage modeling looks to be very impressive. And I know what effect you're talking about with regards to the "fuzzy" interior... that's actually the reason GT* doesn't do interiors, they have to reduce the polygon count and texture maps too much... to the point that the graphics engine starts blurring things out to make them look "better".
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2006-03-13, 04:15 PM | #58 |
EJ205
Join Date: Jan 2006
Location: Reno, NV
Posts: 1,840
Car: Impreza and an Impreza
Class: AS / CRS PerfStock
"pedal on the right"
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this game looks great. i hella need to beat Toca 2 first. arg. think i'm 62% complete . on a diff thread i belive someone said toca 2 was a 4 of 10 for realism . what does Toca 3 get ?
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2006-03-13, 04:35 PM | #59 |
JDM Cowboy
Real Name: Nick Join Date: Oct 2003
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Car: 2015 Mazda 3
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TOCA 3 gets a 'wierd deadspot' out of ten in the steering. Despite that, 4-5/10 probably. I think its okay, but nowhere near as realistic as GTR or rFactor (still haven't played, but from what I hear).
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While a standard engine is powered by a belt connected to the crankshaft, a turbo engine runs on its own exhaust steam, making it more energy efficient. -- CNN |
2006-03-13, 04:53 PM | #60 |
EJ205
Join Date: Jan 2006
Location: Reno, NV
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Car: Impreza and an Impreza
Class: AS / CRS PerfStock
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I've heard a lot about those games. okay i'll have to buy one (or both ) of them. i plan to buy richard burns rally also. arg. need to do my taxes, and get some sidework done.. ah the life of a webmonkey is never done. well mostly its gaming lol
think toca3 would run on a Geforce FX5500 ? 128 megs of 128 bit ram only like a 500 mhz ram speed rate though (crappy eh) |
2006-03-13, 05:00 PM | #61 |
JDM Cowboy
Real Name: Nick Join Date: Oct 2003
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I can't remember, is the FX5500 better or worse then the 6800GT?
I'm running fine on a 6800GT OC.
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While a standard engine is powered by a belt connected to the crankshaft, a turbo engine runs on its own exhaust steam, making it more energy efficient. -- CNN |
2006-03-13, 05:37 PM | #62 |
The Doink
Real Name: Scott Join Date: Nov 2002
Location: Portland, OR
Posts: 20,335
Car: '09 OBXT, '02 WRX, '96 Miata
Class: PDX/TT-6
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Toca3 gets a 2/10 from me until/if they patch the input handling routines to treat a wheel like a wheel instead of a thumb-pad, then I'd bump it to a 7/10. Not because it's even remotely realistic, but because it'll be plain old fun.
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2006-03-13, 07:41 PM | #63 |
EJ205
Join Date: Jan 2006
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the 5500 FX is definatly worse. i used to have a TI 4800 which was quite a bit better. (it died) found my current card for $50
2/10 ? ouch . did you try switching the steering from dig to analog ? (er vice versa) i had that problem with toca2. i found 1 thing that made a HUGE difference in playability / wheel feel. don't recall what now though .. doh time for a needless drive to del taco lol 40 mile round trip |
2006-03-13, 09:39 PM | #64 | |
The Doink
Real Name: Scott Join Date: Nov 2002
Location: Portland, OR
Posts: 20,335
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Class: PDX/TT-6
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Quote:
Now I'm not bitching about the physics, since they're supposed to be fun, not a simulation (like GT4 for example), this is just an issue w/ the way the turning of the wheel is mapped to the front tires in the game. The input handling is designed for a control pad or stick (think xBox controller) where you press it a little, then release, then press it some more to adjust the direction of the car. The problem is, with a wheel that means you have to saw the wheel back and forth just to maintain a straight line! Gimme a break. All they needed to do was spend 2 minutes testing the game on a PC w/ a decent wheel and they would have noticed how awful it is. And then they just had to write a "wheel mode" input handler that maps the angle of the wheel directly to the angle of the tires in the game and it would have been a million times better. Shit, if I had the source code, it would take me a weekend to fix it and release a patch.
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