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Need For Speed: Rivals x64 - Impressions/Thoughts?

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#46 U2K

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Posted 23 November 2013 - 07:23

 The old classic games are better anyway. nothing to tell i guess. hell even need for speed 2 se is better than the newer nfs games. and has better music. i miss the music, now they included stupid rap music or some other junk lol




#47 +d5aqoëp

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Posted 23 November 2013 - 08:41

I managed to play this for some time and ...

 

Wow what a utter piece of turd this game is. From the robotic female voiceover to moronic 30fps hard lock, the game disgusts me. Just feels and plays like themed or skinned version of 2010 Most Wanted.

 

Playing this game requires absolutely no skill. Criterion/Ghost games makes sure of that by giving us a feeling of playing Russian Roulette. Crash crash ..bang bang and if you are lucky, you come first. No matter how much you upgrade your car, AI will catch up with you even if their car is obviously slower. My friend regrets spending so much money on it.

 

Need For Speed Series is Dead now. :(



#48 OP PGHammer

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Posted 25 November 2013 - 04:58

Totally wrong. Software will execute as fast as the hardware it's running on will permit, proof of this is easily observable when running older games that do not artificially limit or otherwise time lock the game simulation, resulting in games running unusably fast. The solution? CPU limiting.

 

The_Decryptor is 100% right here, the limit in NFS is purely the result of shoddy programming practices.

In short, Athernar, to play older software on modern PCs, either the developer imposes a cap or the USER has to, if the developer did not.  Either way, a cap becomes a necessary to preserve playability.

 

You basically just made my point for me, even though you would rather not have.

 

And I never said that the practice wasn't shoddy - however, how much would the game COST for it to be written "correctly"?

 

Look at AA title costs today - whether the game is multi-platform or not.  (Yes - I am referring to non-top-shelf games.)  Game development is not cheap, and quality code-writers for games are not cheap, either.

 

If we waited for a game to be written "properly", given what we have seen out of most games (from most game developers), we would have better luck waiting for Godot, as most games of the past five years, if not the last ten, would not have shipped.  And we would doubtless be a lot MORE horked off over game development - this time, over how much longer game development would take.

 

What do we want - quality OR quantity?



#49 Athernar

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Posted 25 November 2013 - 07:19

In short, Athernar, to play older software on modern PCs, either the developer imposes a cap or the USER has to, if the developer did not.  Either way, a cap becomes a necessary to preserve playability.

 

You basically just made my point for me, even though you would rather not have.

 

And I never said that the practice wasn't shoddy - however, how much would the game COST for it to be written "correctly"?

 

Look at AA title costs today - whether the game is multi-platform or not.  (Yes - I am referring to non-top-shelf games.)  Game development is not cheap, and quality code-writers for games are not cheap, either.

 

If we waited for a game to be written "properly", given what we have seen out of most games (from most game developers), we would have better luck waiting for Godot, as most games of the past five years, if not the last ten, would not have shipped.  And we would doubtless be a lot MORE horked off over game development - this time, over how much longer game development would take.

 

What do we want - quality OR quantity?

 

Please stop with the waffling PGHammer, it doesn't change the fact that you are still wrong.

 

Writing games to be temporally stable has absolutely nothing to do with how intensive a game is or imposing caps, it's purely a matter of good (common sense) practice.

 

These aren't hard to tackle issues like code vectorisation, these are basics. (classroom level basics) There is no excuse for this level of shoddy coding.



#50 OP PGHammer

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Posted 26 November 2013 - 13:18

Please stop with the waffling PGHammer, it doesn't change the fact that you are still wrong.

 

Writing games to be temporally stable has absolutely nothing to do with how intensive a game is or imposing caps, it's purely a matter of good (common sense) practice.

 

These aren't hard to tackle issues like code vectorisation, these are basics. (classroom level basics) There is no excuse for this level of shoddy coding.

Athernar, you are not referring to temporal stability - you are referring to a game that keeps up with ever-changing and faster technology.  I haven't run into a single piece of software - game or not -- that can do so without a constant litany of patching - and most users will tire of the software (again, game or not) that has to be constantly patched to remain (in your words) temporally stable - as it is, most folks, even in FOSS, consider the patch litany a necessary EVIL.   (They do it, but don't like it.)

 

Technology is advancing faster than most gamers, programmers or users would like - and that is the case today.  Merely keeping up with the advances is a GPB - which is why I am no longer a programmer, as I would have little time left for a life if Ii had to both keep up with the state of technology art AND write code eight hours a day.  For consoles, it WAS easier in the last two generations - however, next-gen (PS4 and XB1 in particular) is so close to PC in terms of specs and such that I would wager that the more enterprising are already looking to do some of the same things with them that they are doing with PCs - and which developers will have to keep up with.

 

Athernar, do you write programs?  Have you done software development for ANY platform?  What sounds easy - from the outside - usually isn't when it gets down to the nuts and bolts.  The complexity of software is already at the point where a complete rewrite is threatening to become easier than a parade of patches.  (And i'm referring to PC and console development - not mobile development, where the rewrite has already replaced the patch all too often.)



#51 Knive Party

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Posted 26 November 2013 - 13:40

I managed to play this for some time and ...

 

Wow what a utter piece of turd this game is. From the robotic female voiceover to moronic 30fps hard lock, the game disgusts me. Just feels and plays like themed or skinned version of 2010 Most Wanted.

 

Playing this game requires absolutely no skill. Criterion/Ghost games makes sure of that by giving us a feeling of playing Russian Roulette. Crash crash ..bang bang and if you are lucky, you come first. No matter how much you upgrade your car, AI will catch up with you even if their car is obviously slower. My friend regrets spending so much money on it.

 

Need For Speed Series is Dead now. :(

NFS was dead years ago, no one really noticed. This is just another example of a good game, being taken and destroyed so EA can milk it.



#52 Athernar

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Posted 26 November 2013 - 17:45

Athernar, you are not referring to temporal stability - you are referring to a game that keeps up with ever-changing and faster technology.  I haven't run into a single piece of software - game or not -- that can do so without a constant litany of patching - and most users will tire of the software (again, game or not) that has to be constantly patched to remain (in your words) temporally stable - as it is, most folks, even in FOSS, consider the patch litany a necessary EVIL.   (They do it, but don't like it.)

 

Technology is advancing faster than most gamers, programmers or users would like - and that is the case today.  Merely keeping up with the advances is a GPB - which is why I am no longer a programmer, as I would have little time left for a life if Ii had to both keep up with the state of technology art AND write code eight hours a day.  For consoles, it WAS easier in the last two generations - however, next-gen (PS4 and XB1 in particular) is so close to PC in terms of specs and such that I would wager that the more enterprising are already looking to do some of the same things with them that they are doing with PCs - and which developers will have to keep up with.

 

Athernar, do you write programs?  Have you done software development for ANY platform?  What sounds easy - from the outside - usually isn't when it gets down to the nuts and bolts.  The complexity of software is already at the point where a complete rewrite is threatening to become easier than a parade of patches.  (And i'm referring to PC and console development - not mobile development, where the rewrite has already replaced the patch all too often.)

 

Strangely enough yes, I am a programmer. Which is part of the reason why I can see through the paragraphs of irrelevant waffle trying to cover up the fact you were and still are, completely wrong.

 

So please, keep the waffle to yourself. Because writing code that is free of magic numbers and doesn't make rookie-level assumptions that frametime is static is neither hard, complex or at all related to the nonsense you ramble on about above.



#53 U2K

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Posted 26 November 2013 - 20:24

 Finally got around to playing it, feels like 10fps, even thought frame rate says 35-40. game menu is confusing, music sucks, can't skip movie scenes, can't change the controls. Worse game i ever played lol .

Should be ashamed to release a game like that.



#54 MorganX

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Posted 27 November 2013 - 21:22

I managed to play this for some time and ...

 

Wow what a utter piece of turd this game is. From the robotic female voiceover to moronic 30fps hard lock, the game disgusts me. Just feels and plays like themed or skinned version of 2010 Most Wanted.

 

Playing this game requires absolutely no skill. Criterion/Ghost games makes sure of that by giving us a feeling of playing Russian Roulette. Crash crash ..bang bang and if you are lucky, you come first. No matter how much you upgrade your car, AI will catch up with you even if their car is obviously slower. My friend regrets spending so much money on it.

 

Need For Speed Series is Dead now. :(

 

Wow, I"m and arcade guy so it's my favorite NFS. Best graphics, best control, best performance. I don't mind the 30fps. I prefer to actually see everything in an arcade racer. 60fps on a PC is a twitch fest in my opinion. Some people call that skill. However, I do find the sweet spot to be 50fps. This game screams on a GTX 760 and i7 3770K on Ultra settings.

 

You can get 40, 50, or 60fps by adding this suffix to the game shortcut: -GameTime.MaxSimFps 50 -GameTime.ForceSimRate 50

 

BTW, I think the voice is perfect for a digital assistant, lol. Very well done. We clearly have different tastes :p



#55 threetonesun

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Posted 27 November 2013 - 21:27

Well its a good thing i have all the older versions, jewel cases, etc. I'm abotu to play NFS porshe unleased in about an hour. Even this game is better than all the newer ones.

 

Porsche unleashed was the best NFS, whole series went to crap after that. 

 

I still remember playing the first one so many years ago and being blown away by how much fun it was. That's all they really need, get some good cars, some decent roads, and have the cops come after you. Everything else is fluff.



#56 MorganX

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Posted 27 November 2013 - 21:28

 Finally got around to playing it, feels like 10fps, even thought frame rate says 35-40. game menu is confusing, music sucks, can't skip movie scenes, can't change the controls. Worse game i ever played lol .

Should be ashamed to release a game like that.

 

Normally I'm always for options, but  the gamepad settings are perfect so it doesn't bother me, I wouldn't change them, not sure what I'd change them too. There aren't that many controls. You can config the keyboard.

 

I agree on skipping cut scenes though pressing "A" allows you to skip some of them, "B" or ESC does not work at all for skipping.

 

See previous post for framerate. I have seen some think the game is slow if they have Motion Blur on, could be their GPU. I find it unplayable at 60fps but I like 50. My nephew would live the 60fps twitch fest. If I want that I'll play Geometry Wars.

 

Plays flawlessly here, Windows 8.1 x64, Nvidia GTX 760, i7 3770K.



#57 U2K

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Posted 28 November 2013 - 00:37

 Maybe its just my computer, q6600, gtx 550 ti, 4gb ddr2 memory, win7. Maybe this NFS is one of those games that required certain hardware features to run good. Its the only game that does that though, because every other new game i can run just fine. I am upgrading soon though, so i will see how it works out again, but the game is pretty terrible. Only worth 9.99 IMO



#58 Andre S.

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Posted 28 November 2013 - 00:59

I haven't run into a single piece of software - game or not -- that can do so without a constant litany of patching - and most users will tire of the software (again, game or not) that has to be constantly patched to remain (in your words) temporally stable -

What? The concept of "temporal stability" as Athernar put it, only applies to time-based simulation software, which is largely limited to games and media players. Excel, for example, is not a time-based simulation and the concept of temporal stability doesn't even apply to it. I'm not even sure what your point is, but as for Need For Speed Rivals' tying of framerate and simulation speed, it's clear that this is just poor design.



#59 OP PGHammer

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Posted 28 November 2013 - 13:17

What? The concept of "temporal stability" as Athernar put it, only applies to time-based simulation software, which is largely limited to games and media players. Excel, for example, is not a time-based simulation and the concept of temporal stability doesn't even apply to it. I'm not even sure what your point is, but as for Need For Speed Rivals' tying of framerate and simulation speed, it's clear that this is just poor design.

Athernar's concept of temporal stability is a game that can keep up with hardware advances (or changes) - right now, that's done with patches (the same way it's done with all software, including all of Office, not just Excel, or Windows, or Android, or iOS, or what-have-you).  I simply said that the rate of hardware advances alone (not to mention malware and other security issues) is such that the complete rewrite is threatening to replace the patch.

 

Tying of framerates and simulation speed is designed/meant to address the wide range of hardware configurations - especially in terms of PCs.  Otherwise, what will look good an a *standard* (the developer-target) configuration will look bad between it and the minimum and awful at the minimum - that has been indeed the state of PC gaming, If the developer sets that *standard* too low, the high-end gets ticked off for not taking advantage of those high-end-only features (Crysis 3, for example) - if they target the high-end, for most folks, a game becomes unplayable (the original Crysis, for example).  What do we, as gamers, want?



#60 OP PGHammer

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Posted 28 November 2013 - 13:22

 Maybe its just my computer, q6600, gtx 550 ti, 4gb ddr2 memory, win7. Maybe this NFS is one of those games that required certain hardware features to run good. Its the only game that does that though, because every other new game i can run just fine. I am upgrading soon though, so i will see how it works out again, but the game is pretty terrible. Only worth 9.99 IMO

I have pretty much the same configuration, but on Windows 8.1.  Like BF4 (same engine) it really is aimed at higher-end hardware (both CPU and GPU); however, like BF4, it is at least playable on our lower-end hardware - which can't be said for most games with the same specs.  I'm upgrading to i5-4670K, which should solve the CPU issues at least - though gaming is NOT driving this upgrade (virtualization, and Hyper-V in particular, is).