official GRID PC specs


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I got a small performance hit between High (~55 FPS) and Ultra (~45 FPS). Seem to get around ~40 FPS with that Ultra High patch.

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A patch has been confirmed for gird and is due for release by the end of next week

here is the quote from codemasters website

Hi Folks.

The studio has furnished me with this list of fixes made in the upcoming patch.

unless obviously platform-specific, the fixes will apply to all versions.

the Current ETA for the patch is at the end of next week.

This may be subject to change

GRID Patch change list.

Network bug fixes

? When viewing in spectator mode ? wheels should now turn correctly.

? Session searching now functions correctly when there are lots of full sessions (PC and PS3).

? Track and route options no longer change when host gets back to lobby in private/LAN.

? Race results are now correct if a host migration occurs at the end of the race.

? Other player?s progress/positions are now correctly updated when you enter the race results screen.

? Several NaN (brown screen) related fixes. (also this should fix the "thousand-mile-warp")

? Increased bandwith use in network games (to reduce lag)

? Fixed a problem whereby it was only possible to upload one world record ghost to each track (PC and PS3)

? Race to race lobby timer is now 15 seconds

? A timer has been added showing how long the session has been up and running is shown on the tickertape after joining a session.

? Changes to what is displayed in lobby when a player has kick votes.

o The player who has been voted for can see this fact and the number of votes they have received.

o Players who have voted to kick someone can see who they voted for but cannot see the number of votes.

o Players who have not voted do not see anything.

? Added ability to get the next page of sessions in private session results (PC and PS3)

? Banned sessions no longer appear in private session list.

? Reverse gear is now disabled for the first two seconds of a network race to stop players reversing off the start line.

? Added ability to change collision types in private and LAN sessions (not enabled in Demolition Derby).

o Forward Only (this is the normal behaviour for Ranked/Unranked)

o On (Collisions are always on)

o Off (Always off).

? Numerous anti griefing checks to turn off collisions when players are griefing.

? Fix for distance shown in distance online stat.

? A warning message is now shown the first time you enter system link.

? In non-drift races, the race results screen shows the fastest lap that each player achieved in that race.

? When a player retires or terminally damages in race, a message telling all players of this fact is sent to the chat system so displayed in the overlay in game.

? Cars become semi-transparent when collisions are turned off due to griefing.

? Improvements to prediction system to reduce effects of lag when players are close by

Game - general

? Xbox 360 achievement fix. (Drive 'em all)

? Several optimisations and performance improvements.

? It is now possible to look left and right while in bonnet camera.

? Fix for a hang when selecting a gear outside the gears available on the vehicle (this was possible with H-Shifter)

? Fix for cars very occasionally flying into the air when hitting kerbs.

? Fixes for custom action maps

? Track rendering optimisations.

? Brown screen problem no longer awards achievements or causes glowing white cars.

? Fix for airborne achievement ? now awarded even if car flips upside down during jump

? Fixed frame rate stalls and stuttering on Xbox 360.

PC Specific Changes

? Added support for Xinput wheel and Logitech Rumblepad 2, including default action map configurations.

? Adding ability to use H-pattern shifter in custom configuration by allowing configuration of gears 1 to 6 and reverse. Same for boost.

? Fix for missing Force feedback on Vista.

? Given user the ability to configure use of a pad or wheel through the hardware config xml file, this means that if the game fails to auto-detect the device type, they can specify it themselves.

? Changing microcode optimisation level for NVIDIA 7xxx series graphics cards to reduce a pause when using each shader for the first time.

? Adding support for triple head displays.

? Graphical corruption fix when using multiple GPU?s.

? Network chat text made less obtrusive.

? Numerous on-going compatibility fixes.

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A patch has been confirmed for gird and is due for release by the end of next week

here is the quote from codemasters website

? Added support for Xinput wheel and Logitech Rumblepad 2, including default action map configurations.b>

:woot:t:

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A patch has been confirmed for gird and is due for release by the end of next week

here is the quote from codemasters website

Excellent :)

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Holy crap, triple head support, are they for real!!!!!

its annoys me how they add support for tripple head but they wont add trackir support

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could someone plz tell me how to use my controller for this game?... i went into the game n went to the options but it didnt show at all... i have a logitech rumblepad... the wireless one...

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It annoys me that they released this game ...

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It annoys me that they released this game ...

it annoys me that you like trolling but hey..

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It is unpolished, unfinished, and unsatisfactory, at least to me. I understand that the final version is different to the demo that was available (at least on 360 which I have played/tried) but even so, the handling is atrocious, graphically it looks nice, even on the PC, but nice graphics dont make a good game :(

As I mentioned in another thread, I am surprised at the codies, as they are generally a lot better, having worked in the industry and being involved in the production of 2 driving/racing games, I just felt it lacking. Apologies for those who don't agree, but its my opinion, and I will not change it in order to fit in with the crowd :p

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It is unpolished, unfinished, and unsatisfactory, at least to me. I understand that the final version is different to the demo that was available (at least on 360 which I have played/tried) but even so, the handling is atrocious, graphically it looks nice, even on the PC, but nice graphics dont make a good game :(

As I mentioned in another thread, I am surprised at the codies, as they are generally a lot better, having worked in the industry and being involved in the production of 2 driving/racing games, I just felt it lacking. Apologies for those who don't agree, but its my opinion, and I will not change it in order to fit in with the crowd :p

Everyone is entitled to their own opinion. Looks like we are at opposite ends of the spectrum over this one.

The handling suits me fine but I can see why some may not like it, but what makes you say it is unpolished?

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Graphically this is a winner, friggin gorgeous and runs like silk. Im noticing a couple things right off, this seems to have the too bright/HDR problem that DIRT has on some tracks. Next think is the physics/handling...this is a disappointment to me...seems to be a step or 2 back from the direction the Race Driver series was going...every car handles the same and that is a huge no-no to me. The damage model is excellent. The game is fun, but I really need more of a difference in handling from car to car of this is gonna get old quick. Someone working on a physics mod maybe?

Oh, why no replay saving? This is the second game in a row from them with no ability to save replays. That really sucks as this does have a good replay system, fairly unique but no ability to save pretty much wipes that out.

This runs silky smooth on Vista SP1 with a 8800GT and 2GB RAM, everything maxed out (16xAA), plus the ultra high mod.

(Y) (Y)

Yep it is silky: Vista SP1 - Core2Quad - BFG 8800GTS 512oc - 3 gigs... Ultra high mod? Link?

Edited by solardog
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