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Discussion in 'GTR 3' started by Paul Jeffrey, Jan 31, 2017.
But this are images from RRRE with UE4?
Found on the new SimBin page, under the text "GTR3 coming soon, 2018"
Obviously they've used R3E assets to test the engine. I think they will continue to share assets, the tracks are perfectly fine models (not counting they aren't laser scanned).
Looks good in screen shots, would have to drive with those overdone stuff tho, hope they take care with these effects
The question is: is this a new GTR 3 game or the same from 2001 when we see that picture: http://www.virtualr.net/gtr3-first-screenshot-released ?
The game in that picture is what turned out to be RaceRoom Racing Experience
Any one remember this little teaser from 2011?
yes, but its irrelevant now.
Thanks for your comment. You are such a joy to this community.
Yeah the word "compromise" is a scary term! Console guys already have a WORLD of GAMES to "PLAY" with... I know this is where the money is but damn, serious sim guys are still forced to dick around with half finished simulators that don't come close to GTR 2 and we're nearly two decades down the road and they are already talking "compromise" for next gen stuff???!!! I'm almost 60 and I don't know if I will ever get my dream SIM in my lifetime! :-(
I know right?
I am not a developer but i can not quite understand why noone has managed to make a game like GTR2 with todays physics. I wouldnt even care about the graphics, they still are ok although obviously not as good as todays games
The original GTR had an Arcade mode. GTR2 had amateur and semi-pro as well as simulator mode. It let you choose whether you did all the practice and qualifying sessions and let you reduce the race length from the full 3 hour races. Compromise for the less hardcore is really nothing new. Don't worry.
It's a bit of an exaggeration to say that console players have everything. I am one of them, and I can tell you that basically all we have are European cars and European tracks. On the PC side, of course, things are very different and it is a critical difference if you are a true race fan.
I oso that begs my question, are we going to see more South American tracks and a bunch of ovals in this release?
Thanks Paul , good reading.
While I understand where you're coming from and wish things could stay the way they were, the whole dynamic of gaming has changed from the days of GTR2. Consoles have come a long way in tech terms and consequently hold a far larger share of the financial market than they did in 2006 when GTR2 was launched and the XBox360 was less than a year old.
This means that to make the money they need to progress to the next title, they need the extra (read as 'most of the') revenue from the sales to the console market; because there almost certainly wouldn't be enough cash from the sales to PC's hardcore driving fans alone.
The good news is that the driving genre on consoles has improved by leaps & bounds and is now limited more by the inability to allocate enough functions, because of the lack of buttons on the controllers, rather than the ability of the consoles to reflect a valid simulation of driving/racing.
What is galling is that this problem is more to do with the manufacturers of the consoles than the game developers (GD). If they (MS & Sony but mostly MS) were more open with the ability to use different ways to control the consoles/games, then the GD could write that into the games, i.e. allowing all the necessary functions for those with just a basic controller, and adding extra functions/commands for those who have the equipment; a good example of this, is PCars, where there are far many more functions & commands available to assign, than can actually be assigned to just one XBOne Controller or even a Wheel & Controller combined.
Let's hope Microsoft allow the use of more/multiple and more varied controllers with 'Scorpio'; I hate that I can't use a HOTAS for Elite on XBOne, like I do on PC.
For PC, I'm sure it will be mod-able... ,
... and on Consoles? _ Forget it!
Those are good news, as long as it keeps the good feeling GTR2 has, and beeing able to mod, it´s fantastic news
Not trying to be debbie downer, as I'm really looking forward to GTR3 too, but I would not expect mod support. Hopefully I'm wrong but I just don't see it happening, I have a feeling it will be a closed ecosystem like RRRE.
I believe that too considering they'll license series rather than only cars. Times changed.
Yeah they have changed. I don't think modding is really going to be a thing going forward in most sims. Maybe authorized third party mods from groups like URD or rF2's TPA program, but I really don't see modding like we are familiar with in sims like rFactor and GTR2 continuing.
Between the (potential) complexity of the physics modelling and the increased graphical fidelity of newer sims I don't think it's really feasible for the average hobbyist modder to produce content nowadays anyway. Obviously there are exceptions, and some lovely content has been created for rF2 and AC by hobbyists, but realistically, the days of huge mods of full race seasons including multiple cars and tracks I think are behind us. And nobody wants to drive the same 5, 10, even 15 year mods from rF1 or GPL on these modern engines, either.
The man hours needed to model and texture just one vehicle to current-gen standards alone has increased exponentially since the glory days of mods like WSC1970 and WSGT. Factor that in with collecting and applying real world data so the physics are at least comparable to default developer content and you're needing a dedicated, full-time team.
Agreed, I'm also a bit tired of depending on mods. Wish S397 could license like all the 12 main GT3 cars, TC1, GTE + DPi/P2 and some more of the slow open wheels. I'd be happy with that already
I don't want to go PC2 but I guess there won't be any other choice
GTR3 who knows when or if will actually appear