Need for Speed: Hot Pursuit 2010


Recommended Posts

Some things I picked up about the PC version from reading the EA boards:

No AA or advanced video options. Total "check this box to compile for 360 and PC" release.

Poor framerate.

Poor racing wheel support.

All the above assumes it doesn't CTD when you try to run it.

I guess Big Surf Island not coming out for PC should have been a sign that Criterion's foray into PC-land with Burnout Paradise didn't go the way they had hoped. Still, I was hoping this one would have turned out good.

I'm playing on the 360. I am getting frustrated as I just cannot get separation from me and the other racers (solo career offline). Even if I pass them and drive without mistakes they catch up to me and pass me as if I am standing still. Well, I am exaggerating on the standing still part but they do pass me way too easy. Last night I had to retry an event at least 10 times as I kept coming in second. AGGGGGGGGGGGHHHHHHHHHHH!

Is this pretty much the same as Burnout but with more dedicated vs stuff?

No (except graphically). It's closer to the original NFS: HP but with things that were long wished for in both that title and HP2.

The one thing that it did lift from the Burnout series is Freedrive (both online and offline) - however, there's actually a reason for that that makes sense; it lets you *scout out upcoming courses*, which is useful for both racer and police careers.

Also, unlike previous NFS titles (any of them), it's not exactly low-end GPU friendly (my HD5450 has decided lag/chop at 1280x720 with Medium detail); the only other NFS that had this issue was Shift (prepatched).

Apparently, Criterion had been reading the various NFS fanboards, as they addressed most of the grips and peeves with the original HP and HP2.

The key is to know shortcuts and in those shortcut which one to take and which one not too (yeah not all shortcuts are helpfull).

That's actually explicitly stated in the game itself - which is why Freedrive is useful.

"Know your enemy - and know your battlefield!" - DJ Atomika, Burnout Paradise, The Ultimate Box

I agree, and that's the reason I bought it for 360. Not that my CPU couldn't handle it but just wanted a problem free experience. I remember I had to do an upgrade for the original NFS to run better :p.

That's actually explicitly stated in the game itself - which is why Freedrive is useful.

"Know your enemy - and know your battlefield!" - DJ Atomika, Burnout Paradise, The Ultimate Box

Yean didn't read it or heard it in the game, maybe was too exited. Also havn't tried the free roam yet since just got the game last night.

Some things I picked up about the PC version from reading the EA boards:

No AA or advanced video options. Total "check this box to compile for 360 and PC" release.

Poor framerate.

Poor racing wheel support.

All the above assumes it doesn't CTD when you try to run it.

I guess Big Surf Island not coming out for PC should have been a sign that Criterion's foray into PC-land with Burnout Paradise didn't go the way they had hoped. Still, I was hoping this one would have turned out good.

What hardware do you have (CPU/GPU)?

I noticed the lag/chop on my end; however, I have a Celeron DC and HD5450 (not exactly friendly to smooth frame rates on AAA titles).

As far as the lack of AA, I'm not surprised - name one multiplatform title that supports AA on the PC. (Multiplatform generally means no AA, and usually no AF, either.)

Poor racing wheel support - not an issue I'm concerned with, as I don't use a racing wheel (I use the keyboard). The keyboard support is on par with NFS: Shift (which has the best keyboard support of any NFS to date), which would also make this version of HP ideal for gaming notebooks (again, only Shift among previous NFS titles has gone there).

BSI not coming out for PC did suck - however, I think that a big reason for *that* had to be a lot of FUD concerning piracy on the PC in relation to DLC (in addition to the fact that BSI was paid DLC, which usually flies like a lead baloon on the PC). There is actually a chance to fix it (Burnout Paradise Complete for PC can still be done, which would include not just BSI, but Cops and Robbers as well, as *that* never made it to the PC, either), possibly for a Yule release.

Weird.

I was still getting 12fps but I completed the course successfully. I then retried it and got 60fps :/

Bizarrely, the game runs terrible until I've completed one event and then it works fine afterwards I have no idea why it does that.

However, the cars handle terribly - it feels like a very cheap and clunky Burnout Paradise. Very poor and I'm annoyed I wasted money on it.

more importantly do the cars feel weightless & defy physics like in burnout paradise?

there is no "weight transfer" stuff in burnout par..., eg. when you pull hand brake when turning the car, nothing "usual" happens, the rear end doesnt come out.

i stopped playing burnout for that small detail + all unlicensed cars :p

You didn't need to do that to drift in BP (however, that maneuver is useful for bootlegger turns); instead, back off the gas going into a turn, start your turn, then step on the gas again. If you don't start the turn too soon or accelerate too late, it will throw the tail out darn near perfectly. There's a switchback in Roadsters Reborn (your first race) where this trick can be very effective - I actually managed a chaindrift at 100 mph using the keyboard. (Take "that", racing wheel fanatics!) The trick works in NFS: Shift, too.

In other words, weight-transfer is actually more like NFS: Shift than previous NFS games.

Well, I bought the game today and I've been racing a bit.

I have an i7 920 (stock speed), 6 gb ram, Windows 7 x64 and a Sapphire ATI HD 4890. It runs beautifully on maximum (1680x1050).

The handling takes a bit to get used to, but once you get used to it, you'll be drifting like crazy.

If anyone wants to race a bit or compare/defeat times, add me: setnom_mike .

Well, I bought the game today and I've been racing a bit.

I have an i7 920 (stock speed), 6 gb ram, Windows 7 x64 and a Sapphire ATI HD 4890. It runs beautifully on maximum (1680x1050).

The handling takes a bit to get used to, but once you get used to it, you'll be drifting like crazy.

If anyone wants to race a bit or compare/defeat times, add me: setnom_mike .

If you haven't played Shift or BP (but have played other NFS titles), the vehicle physics will take getting used to.

What are you using for controls? (I play with the keyboard; the drift technique is downright fun. Once I got the hang of it, it *still* has the "I can't believe I just did that!" feel, especially when you're noticing that your speeds in drifts are steadily going upward as you get used to the handling.)

Weird.

I was still getting 12fps but I completed the course successfully. I then retried it and got 60fps :/

Bizarrely, the game runs terrible until I've completed one event and then it works fine afterwards I have no idea why it does that.

However, the cars handle terribly - it feels like a very cheap and clunky Burnout Paradise. Very poor and I'm annoyed I wasted money on it.

What are you using for controls?

One thing HP2010 is getting whacked for is the poor racing-wheel support (likely for reasons of handling). If you play NFS: Shift, use the same settings you do for that title (I'm using the same keyboard settings that I did for Shift, which are actually the keyboard defaults).

What hardware do you have (CPU/GPU)?

My specs are irrelevant this time around as I don't have the game. I was just scouting the boards to see how it panned out. Gotten wise after all the sub-par console ports. If a game is multi-platform then the chances of the PC version being a compiled-over-lunch port are increasingly high.

As far as the lack of AA, I'm not surprised - name one multiplatform title that supports AA on the PC. (Multiplatform generally means no AA, and usually no AF, either.)

Without AA a lot of games look pretty poor. Jaggies shouldn't be an issue these days. I don't have a uber-high-end rig, but if I was putting out big bucks on a regular basis for the latest and greatest hardware I'd be pretty ****ed with the standard of a lot of the big-name multiplatform titles these days.

Poor racing wheel support - not an issue I'm concerned with, as I don't use a racing wheel (I use the keyboard). The keyboard support is on par with NFS: Shift (which has the best keyboard support of any NFS to date), which would also make this version of HP ideal for gaming notebooks (again, only Shift among previous NFS titles has gone there).

Ditto, I would have used a 360 pad. But driving afficionados (I'm just a sunday driver) all have wheels and it seems any self-respecting game should support at least the most common/top models.

BSI not coming out for PC did suck - however, I think that a big reason for *that* had to be a lot of FUD concerning piracy on the PC in relation to DLC (in addition to the fact that BSI was paid DLC, which usually flies like a lead baloon on the PC). There is actually a chance to fix it (Burnout Paradise Complete for PC can still be done, which would include not just BSI, but Cops and Robbers as well, as *that* never made it to the PC, either), possibly for a Yule release.

Yeah I think piracy is one reason Criterion just didn't make the effort this time around. Pity because Burnout Paradise was great. I'd have happily bought BSI.

If you haven't played Shift or BP (but have played other NFS titles), the vehicle physics will take getting used to.

What are you using for controls? (I play with the keyboard; the drift technique is downright fun. Once I got the hang of it, it *still* has the "I can't believe I just did that!" feel, especially when you're noticing that your speeds in drifts are steadily going upward as you get used to the handling.)

I'm using a Logitech Chillstream (it's like a 360 controller)

this is by far the toughest NFS....

i cant get gold in many races..

and that last race???.. its the toughest because the damage takes over after u crash like 3 4 times.

but overall i really like the gameplay.

its more like shift. but to be honest. It is alot better.

But i wouldve loved something like GRID.. you had to do alot more in Grid.. like BRAKE.. actually BRAKE before a turn..

but i guess the MW and Carbon fans are happy. they got what they wanted.

Way to many info screens/cut scenes which you can't skip, it feel like you have 1 minute of racing and 3 minutes of info screens and all you can do is sit there and shout at your monitor. :angry:

I gotta say I am not a big fain of the intro to the races. I wish we had to start ourselves with a counter or light system or whatever. The start of a race is a lot of times key for gaining/losing advantage.

but i guess the MW and Carbon fans are happy. they got what they wanted.

Well, in my particular case I wish the handling was a little less like shift. I am not saying it is like shift but it is certainly not exactly like MW, Carbon, etc. I also wish it wasn't so easy for the other cars to pass me. I am not saying I should win every race with 30 seconds margin but they just go by me so easily.

I do like the game in general though. Happy with my purchase.

I got my copy this morning, been playing for a few hours, and loving it!

Cannot wait to get home, and get it running on my home rig, which needless to say is way better than my work rig! :)

Been a while since i was happy with a NFS release..... hope they do another one similar to porsche unleashed, with ferrari's and other legendary cars.

My performance though in the game is brilliant. decent frame rate, enjoy the responsiveness of the cars, and so far, i have had gold's all the way :)

This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Posts

    • The quantum search for Time's origin had an equally mind-boggling conclusion by Sayan Sen Image by Steve Johnson via Pexels A theoretical study from researchers at the University of Surrey suggested that the direction of time may not be fundamentally fixed in certain quantum systems. The work, published in Scientific Reports, examined how the “arrow of time” could emerge from microscopic physics and found that time-reversal symmetry can remain intact even in models used to describe processes such as energy loss and thermalisation. The arrow of time refers to the observed one-way direction from past to future in everyday life. In macroscopic processes, this is easy to see. Spilled milk spreads across a table and does not gather back into a glass, and heat flows from hotter objects to colder ones. These processes shape the common sense idea that time moves in a single direction. However, at the level of fundamental physics, many equations do not prefer a direction of time. Time-reversal symmetry means that the same physical laws can describe a system whether time moves forward or backward. This has made it difficult to explain why irreversible behaviour appears in the large-scale world even when the underlying rules do not require it. Dr Andrea Rocco, Associate Professor in Physics and Mathematical Biology at the University of Surrey, described this contrast: "One way to explain this is when you look at a process like spilt milk spreading across a table, it's clear that time is moving forward. But if you were to play that in reverse, like a movie, you'd immediately know something was wrong – it would be hard to believe milk could just gather back into a glass. However, there are processes, such as the motion of a pendulum, that look just as believable in reverse. The puzzle is that, at the most fundamental level, the laws of physics resemble the pendulum; they do not account for irreversible processes. Our findings suggest that while our common experience tells us that time only moves one way, we are just unaware that the opposite direction would have been equally possible." The study focused on open quantum systems, which are quantum systems that interact with a surrounding environment. This environment, often described as a heat bath, can exchange energy and information with the system. The researchers used this framework to study how a direction of time might appear even when the underlying physics does not enforce one. A key part of the analysis involved the Markov approximation. This is a simplification used in many models where the system is assumed not to retain memory of its past states. The idea is that changes depend only on the current state, not on earlier history. This is commonly used when studying thermalisation, which is the process where a system settles into equilibrium with its environment. The study also used concepts such as master equations, including the Lindblad and Pauli equations, which describe how probabilities of different quantum states change over time. Another related model discussed was quantum Brownian motion, which describes the random-like movement of a quantum particle interacting continuously with its environment. In these descriptions, a “memory kernel” can appear, which is a mathematical term that accounts for how past states influence current behaviour. The researchers found that applying the Markov approximation did not break time-reversal symmetry. Even when the system interacted with an effectively infinite heat bath, the resulting equations of motion remained symmetric in time. This meant that the same mathematical description could, in principle, run forward or backward in time without contradiction. The study further showed that standard frameworks used in open quantum systems, including quantum Brownian motion and master equations like the Lindblad and Pauli forms, could be written in a time-symmetric way. These equations are typically used to describe processes that look irreversible, such as dissipation and thermalisation, but the results suggested they can also be interpreted as allowing evolution in both time directions. Thomas Guff, Research Fellow in Quantum Thermodynamics, said: "The surprising part of this project was that even after making the standard simplifying assumption to our equations describing open quantum systems, the equations still behaved the same way whether the system was moving forwards or backwards in time. When we carefully worked through the maths, we found that this behaviour had to be the case because a key part of the equation, the "memory kernel," is symmetrical in time. We also found a small but important detail which is usually overlooked – a time discontinuous factor emerged that kept the time-symmetry property intact. It’s unusual to see such a mathematical mechanism in a physics equation because it's not continuous, and it was very surprising to see it appear so naturally." The researchers also noted that deriving a one-way arrow of time from time-reversal symmetric microscopic dynamics remains an open problem across fields such as thermodynamics, statistical mechanics, particle physics, and cosmology. Their results suggested that some standard descriptions of irreversible behaviour in open quantum systems may be better understood using a time-symmetric formulation of Markovianity. According to the study, processes such as thermalisation, which are usually treated as irreversible, could in theory be described in a way that allows evolution in either time direction under the same rules. This does not imply that time reversal occurs in everyday life, but rather that the underlying equations do not strictly enforce a single direction. Overall, the findings suggested that the perceived direction of time may emerge from how physical systems are modelled and approximated, rather than from a fundamental asymmetry in the laws themselves. The researchers noted that this perspective could have implications for ongoing work in quantum mechanics, thermodynamics, and cosmology on the origin of time’s arrow. Source: University of Surrey, Nature This article was generated with some help from AI and reviewed by an editor. Under Section 107 of the Copyright Act 1976, this material is used for the purpose of news reporting. Fair use is a use permitted by copyright statute that might otherwise be infringing
    • A bit premature... 100% Marketing. Bizarre.
    • A $300 price hike is insane! No one is going to want to pay that much!
    • Since the 1st one flopped, there is really no reason to make another one. It's just losing money left and right.
  • Recent Achievements

    • Reacting Well
      BizSAR earned a badge
      Reacting Well
    • First Post
      AndreaB earned a badge
      First Post
    • Week One Done
      Huge Trailer earned a badge
      Week One Done
    • Week One Done
      Classifyskilleducation earned a badge
      Week One Done
    • One Month Later
      eurospharma62 earned a badge
      One Month Later
  • Popular Contributors

    1. 1
      +primortal
      581
    2. 2
      +Edouard
      182
    3. 3
      PsYcHoKiLLa
      75
    4. 4
      Michael Scrip
      73
    5. 5
      neufuse
      64
  • Tell a friend

    Love Neowin? Tell a friend!