Need for Speed: Shift 2: Unleashed

When you're sitting still with your foot on the brake, if you turn / move your controller from far left to far right the car also rotates slightly.

It does this in all camera views, but I've used images from the external & cockpit cam to show the slight difference.

Look at the 2 images below - you'll see the difference better if you save them and cycle between them in xnview, irfanview, etc...

shift2u%202011-04-10%2019-11-44-81.jpg


shift2u%202011-04-10%2019-11-51-22.jpg


shift2u%202011-04-10%2019-23-55-46.jpg


shift2u%202011-04-10%2019-24-01-16.jpg


Can someone else check this is also happening in their game to make sure it's not something in my config / wheel setup ?

It's as though Shift has an 'exaggerate yaw' feature turned on somewhere. If anyone is wondering what that is, have a read here :

http://forum.tyka.net/index.php?showtopic=14436
 
Just picked this up out of boredom, is it just the physics are AWFUL or is there tonnes of lag? I was hoping it would be somewhere between Forza and arcade games, something like PGR maybe. Instead its very very unrealistic and feels lagtastic?
Also the drift events feel like they use a completely different physics model, its not a case of knowing how to drift a normally setup car its more like this car is going to drift regardless of what you do and in a totally unrealistic manner!

Very disappointed so far feels like a huge waste of money!
 
Download Juls minimod. Makes the steering more responsive & less floaty :

http://www.nogripracing.com/details.php?filenr=31821


There's also steering lag atm which the devs are aware of & should be fixed in the patch apparently.

And imho nearly all the cars feel mushy / floaty to drive until you tweak their setups :

http://www.nogripracing.com/forum/showthread.php?t=247568

Do what it suggested in the 4th post in that threat as a quick-start. Should make a noticeable difference to the majority of them.
 
Do you NEED to use Nvidia Inspector to force AA or can you use the Nvidia CP?

This is aimed towards you, but the majority of people who bought this game don't want to be faffing about with files or any of that crap, they (me included) just want a patch to fix all problems. But to be honest, it aint gunna happon.
 
This is aimed towards you, but the majority of people who bought this game don't want to be faffing about with files or any of that crap, they (me included) just want a patch to fix all problems. But to be honest, it aint gunna happon.

it takes about 40seconds to make a custom nvidia inspector profile..
 
Have any Nvidia graphics card owners had positive framerate results in Shift2 by changing from the beta 170.51 drivers to the new 168.03 (whql?) released in the last couple of days?

In order to keep framerates mostly playable (40+), I've had to resort to minimum graphics settings at my monitor's native 1920x1200 resolution... This game and F1 2010 have really highlighted the age of my Easter 2008 system! I can forsee the purchase of something like a ATi 6950 in the near future (albeit might be bottlenecked by my Q9300, even if I up the bus speed to 400MHz), but money is far too tight right now for a cpu/mobo/ddr3 upgrade...
 
Anyone tried a quick race against the AI with Juls latest minimod ?

I lost count of the number of times I was blocked when trying to overtake, or thought about taking a slightly tighter line into a corner. And it seemed they only countered once, not constantly, which was good.

They are maybe still a little to aggressive at times when cornering, but still great fun to race against.
 
Anyone tried a quick race against the AI with Juls latest minimod ?

I lost count of the number of times I was blocked when trying to overtake, or thought about taking a slightly tighter line into a corner. And it seemed they only countered once, not constantly, which was good.

They are maybe still a little to aggressive at times when cornering, but still great fun to race against.


I have the tire mod, is this a newer version of the same thing or a new mod completely?
 
I was using the previous version that had stronger AI in quick races only, so thanks for the heads-up on the latest version that adds them to the career mode as well.
 
Have any Nvidia graphics card owners had positive framerate results in Shift2 by changing from the beta 170.51 drivers to the new 168.03 (whql?) released in the last couple of days?

In order to keep framerates mostly playable (40+), I've had to resort to minimum graphics settings at my monitor's native 1920x1200 resolution... This game and F1 2010 have really highlighted the age of my Easter 2008 system! I can forsee the purchase of something like a ATi 6950 in the near future (albeit might be bottlenecked by my Q9300, even if I up the bus speed to 400MHz), but money is far too tight right now for a cpu/mobo/ddr3 upgrade...

runs great for me on a 460gtx 1gb card forcing 4xaa and 2x transparency aa @ 1920x1080
dont know if you noticed my screenshots in the high res screenshot thread but pretty much all of them are 60fps in the corner or close :D
aparently the game likes cores though and i have a 1055t

still using the old 261 drivers
 
Have any Nvidia graphics card owners had positive framerate results in Shift2 by changing from the beta 170.51 drivers to the new 168.03 (whql?) released in the last couple of days?

In order to keep framerates mostly playable (40+), I've had to resort to minimum graphics settings at my monitor's native 1920x1200 resolution... This game and F1 2010 have really highlighted the age of my Easter 2008 system! I can forsee the purchase of something like a ATi 6950 in the near future (albeit might be bottlenecked by my Q9300, even if I up the bus speed to 400MHz), but money is far too tight right now for a cpu/mobo/ddr3 upgrade...

runs great for me on a 460gtx 1gb card forcing 4xaa and 2x transparency aa @ 1920x1080
dont know if you noticed my screenshots in the high res screenshot thread but pretty much all of them are 60fps in the corner or close :D
aparently the game likes cores though and i have a 1055t

still using the old 261.00 drivers
 
After a few more attempts after my initial write off of this it's starting to grow on me, yes you have to get used to the controls but if you stick with it this happens after a few attempts. The customisation is impressive and partly what's kept me interested.
 
Patch details posted at NoGrip :

Hi,

My name is Martin Griffiths and I'm PC Lead on SHIFT 2 Unleashed. I'm going to use this post to give you some background on our engine and what's coming up in the first patch.

SHIFT 2 has a completely new engine which is a deferred, light pre-pass renderer. A basic overview of this rendering method can be found at http://en.wikipedia.org/wiki/Deferred_shading .

Our deferred renderer is far from basic though - the rendering team at SMS has about 100 man years of render coding between us, and we used some of the most advanced techniques that are known at this time. We did our best - so it's sometimes disappointing after so many late nights to see flippant remarks, over constructive criticism.

So, this new engine allowed us to do cool things such as the night racing that would have been very difficult with an old style forward renderer. With deferred rendering the lighting stage is separate from the geometry stage(s) and hardware anti-aliasing like MSAA in a basic form won't produce correct results. Solutions to allow us to anti-alias had to be found - we came up with two methods to balance AA processing cost/quality over a wide range of PCs. A very large amount of time was spent on this and while some other developers just choose to do a post-pass edge detection filter we weren't satisfied with that, the 'HIGH" method for example was 3 months of R&D.
There are lots of 'tips' about overriding the AA mode - doing this will produce problems with lighting at edges and will also break other lighting components like Bloom, giving a visual look that we didn't intend. If you prefer the look with a driver over-ride then we've no problem with that - but the graphics team wanted a consistent look and feel, to do the many artists who created the tracks and cars justice.

There has been some confusion that our anti-aliasing uses the CPU - it does not. In the graphics options the 'Normal' mode uses MSAA with a special sampling trick to produce correct results at triangle edges - the 'HIGH' method extends this with a depth based search which requires a GPU with high bandwidth because the shaders are sampling many depth pixels for each pixel in the scene. Any performance issue on particular hardware is down to the characteristics of that GPU - there isn't anything we can do about this without a driver update.

To better balance very high-end CPUs the patch will include a 3rd anti-aliasing method which is CPU based - MLAA. We are working with Intel R&D to add this. On quad-core (and above) systems this will allow AA without any GPU cost and little impact to the frame rate to what you see when running with AA turned off currently. This will also help AMD based quad-core too.

Some people have noted that the game doesn't scale well with SLI/Crossfire - SLI performance scaling doesn't just automagically happen, it requires quite close collaboration with the GPU makers. We've been in regularly contact with NVidia and ATI throughout the development of the game, with their performance teams feeding back on any areas where we could improve, pooling our expertise with theirs. About 6 weeks of programmer time was spent pre-shipping on SLI/Crossfire scaling - we needed another 4 weeks since we went gold because of the complexity of implementing this in such a large engine. Both GPU makers have devoted a lot of time to some complex issues.

So yes, the upcoming patch includes SLI/Crossfire scaling. To give you an example a GTX 295 will go from 48fps to nearly 70fps in 1080p. Also the rendering team found some further optimizations so that normal (non SLI) graphics performance should be 5-10% faster with the patch.

Input lag - we've solved the latency issues reported using some wheels. There was a dead-zone issue and a threading problem introduced very late in development that have been fixed.

Garage screen crashes/CTDs - a fast button press issue that wasn't seen during development is also fixed in the patch.

A black screen issue on starting a race requiring a pause/unpause to fix is also addressed. This was caused by a timing difference with the protection system.

NVision - some reverse/double stereo issues with the mirrors and environment maps have been addressed in the patch. NVidia very kindly provided us with more hardware for the render team to address this - Kudos to them for that.

There are also some more minor fixes in the patch - the above represent the vast majority. If you have any specific questions, please feel free to ask in this thread and I'll do my best to reply.

Regards,
Griff

--
Martin Griffiths, PC Lead, SHIFT 2 Unleashed, Slightly Mad Studios.

http://www.nogripracing.com/forum/showthread.php?t=248847
 
Patch = GREAT
It is indeed good news, however as a past PC gamer who hasnt bothered with PC's for several years and games like this and Dirt 3 that will blow away their console counterparts that generates my interest again.

Oh yes with their fantastic graphics, multiscreen support PC games can be awesome but this situation just shows that still several years on having the latest hardware is still a pain in the backside regards PC gaming and poor testing on the developers part prior to release.
Im going to wait a bit to see how this pans out as I need to reconsider if spending £1500 - £1800 on a PC box again is indeed going to be worth it.
 
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