I tried it couple days back i think compared to build 2 it felt more natural and i didnt have to battle that hard and i could catch slides way easier. Its not huge ffb change but made it playing much more enjoyable atleast for me
I like this game feels quite good only big gripe i have is the brakes(someone must of felt it) there either on or off i cant seem to find the happy middle seems moderate pressing of the peddle seems to do nothing you have to really depress the peddle to get some braking
you can adjust it when you press Pause button (Esc on keyboard) and then in the pause menu on the top you click on view settings. In there you can adjsut height, FOV and distance I believe.
But yeah, it is quite demanding. I upgraded from 970 to 1070 but I guess the CPU is my bottleneck now as it goes 100 on all 4 cores. Well, with the ammount of simulations that goes on under the hood of the game (tyres for each single car/tyre, track surface etc (how they described in thir blog posts) it is quite remarkable still. But no triple screen support
from what i've heard that is mainly due to UE4 as it doesn't really support "real" triple screen support, but i might be wrong on that
but hopefully the devs will find a way that we get it at least for v1.0
- New Ferrari 488 GT3
- New Hungaroring circuit
- Preview: Race weekends in Multiplayer
- Added version 1 of the Broadcasting SDK (including test/example application)
- Fixed look around in chase camera
- Added Lock to Horizon option for Cockpit cameras (Alt+H to toggle, Shift+H and Ctrl+H to increment/decrement partial effect)
- Added Confirm popup for NextSession, Restart, Pits and Quit button in ingame menu
- Mirror options are now split in two: "Quality" and "View distance"
- Added Fuel indicator in car HUD
- Added Laps information for Hotstint online leaderboards on "Special events" page
- Corrected brake heat influence on core tyre temps
- Adjustments in cars inertia
- Adjustments in tyre model and tyre flex, should result in better kerb behaviour
- Added TC2 (TC initial cut) feature of F488. Physics, Controls, Setup
- Fixed Tyres IMO (Inside Mid Outside) HUD visualisation
- Fixed Ferrari 488 AI stopping without fuel in long races
- Fixed wrong car systems during replay
- Added lap tag in the replay HUD
- Fixed cumulative automatic highlights endtime
- Instant replay support for Broadcast app
- Fixed focused car when entering or leaving replay
- Fixed wrong time session start after a restart/next session
- Fixed potential exterior camera issues for multiplayer
- Fixed potential wrong near plane during starting sequence
- Fixed proximity indicator according to the focused car
- Added new skins for featured cars
- Car dash luminosity readjusted for new exposure values
- New Total (TO) rating representing strength and completeness (visible in the Rating Profile)
- New driver category (visible in the Rating Profile)
- CarControl Rating adjustments: alien performance now will still have overdrive, but less significant
- CarControl Rating adjustments: very good driving performance will show values of CC 95+
- TR/CN/CC: Fixed false-positive detection of "way too hard" for bends and kinks
- Hotstint now shows laps in the menu leaderboard
- Hotstint gaps now correctly display lap gaps / time gap within the same lap
- Added backend connection state indicator to relevant menu pages
- Added HUD page for broadcasting
- Added HUD page with the current timetables
- Holding TAB will temporarily show the timetables HUD page
- Prevent Ambient sound to play during in game menu
- Improved camera fading when switching cameras
Honestly it has a long long long way to go.... below all imo ofcourse...
The fundamental feel is definitely sub AC and for me a significant way off PC2 at its best.
FFB partly feels ok but then it stops communicating anything worthwhile to me in areas PC2 and RF2 do such a great job...(RF2 LMP2 at Sebring to me is probably the pinnacle of FFB implementation so far although again there is stuff missing there I get from PC2)...
Graphics is the one that surprised me the most - I just do not think it looks good... certainly not in VR.....
The colour hue is very unnatural for me - I dont know if I screwed up somewhere or if its going to stay like that ... it feels like its purple/blue heavy.
Controls are clunky, VR UI/menus/accessibility/HUD is ever so clunky for a built for VR effort.
Tracks so far do nothing for me..
GT3 only which for some reason feels really slow in ACC.
Sound - the most positive thing.
For me at least so far I am truely shocked at how sub par it is compared to AC/PC2 but also am aware this is a pre release game so hope it gets a lot better.
This build has improved it but the above comments are with that in mind.
Multiplayer seems to have a lot of potential if they do it right.
My main gripe with this game so far is it sharpness in the distance, it doesn't matter what settings I change, I almost never can read the brake markers or anything else in the distance. I can only image it being way worse in VR