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It's not a proper racing arcade game It's missing the "dink" after you pass the lap checkpoint and a "final lap" message.
Its not displacement mapping.. The track deformation is a high dense mesh that actually deforms as ou drive over it.. Its 1 poly per 6 cm... so on a 20 meter wide track thats a lot of polygons But obviously it lowers in res asit goes into the distance.. I think there is an average 1.2 million polys on screen for the track alone on screen.. but 100x of million stored on the entire track
We have put a small "Technology" of sega rally video together.. think its on the main Sega Rally site.. or on 360 live market place.
Why don't you have it running in SLIJust tried the demo and it ran at 1650x1050 at full settings on one of my 7800GTX's ( non sli ) perfectly and no slowdowns. Is the demo a realistic demonstration of the performance of the full game? if so i think ill be getting it.
Fun to play and runs like a dream.
Why don't you have it running in SLI
still running XP.What adsactly is happening?
Did you update the Direct X when it prompts you too (Update it even if you think you have the latest as whats on the DVD adds something you don't have).
What OS are you on, I'll take a wild guess at Vista.
Thanks very much for the explanation Nintenjo. Always nice to understand how a particular effect/gameplay element is achieved technically.
Do you work at SRS then ?
yes .. been on the Console thread discussing SR for a while now, but glad to see people are enjoying the PC version too