Kshitiz_Indian
Executive member
- Joined
- Apr 9, 2006
- Location
- New Delhi, India
I'm pretty sure that this game should be DX 10, since the development has started after the launch of DX 10, and the graphics seem like Directx 10 !
Take a look at Crysis - Its a multi - engine platform. For those who have DX 10, they'll be able to use it and take the extra effects. Or else they can run it using DX 9.0c . I think it should have been done in this game also, although it takes a lot of time.Well i would say not shifting to dx10 is a wsie decision as it is fairly new and MOST of the ppl wont be able to play it now.
I'm sure they'll shift to dx10 for NFS12 coz by that time most ppl will be having dx10 GFX cards and higher CPU's to run the game.
long after!! last time i checked, it's gonna release on 31st MAY.And considering that pro street will be out longggggggggggggggggggggg after Crysis 's release, by that time even more people will have DX 10 hardware coz its getting dirty cheap !
nsfunlimited.net said:- Pro Street is an official name.
- There will be medals for damaging car in specified places.
- First 3 levels of damage don't disturb in driving.
- Autosculpt is back, and it's more precise.
- Tracks in whole world.
- No categories in races ( i mean 70 hp car can race 400 hp car).
- 28 makes of cars, Honda is back.
- Cars are from about '60s to present.
- Only 8 exotics.
- 4 types of races - closed circuits, drift, speed challenge and drag racing.
- You don't have to win all races, you have to be first in general clasification ( like in URL).
- You can turn off abs etc.
- The game will be much more real.
gamespot said:The action in the game will be focused around fictional weekend events and festivals set in iconic locations that will span the globe. Race weekends will offer different events that include old and new challenges such as drift, drag, grip, and speed challenge. Your goal, as always, is to be the best racer in the world--this year's moniker is "street king." The game's story mode will be different than the last few games, which have mixed in live-action cinematics to tell their narratives. While details weren't given out, the team noted that you'll get context and motivation for your actions in the game.
This time out, the customization has been buffed out in a big way. Besides offering feedback on what your modifications are doing to your vehicle's performance, the editor will let you score or create blueprints for cars that you can then share with friends.
The visuals in the work-in-progress version of the Xbox 360 game, though early, were looking very cool. The 21,000-polygon car models sported a razor-sharp level of detail that busted up in a promising, showy fashion. Realistic crash damage is the order of the day, and along with the crazy deformation we saw happen in real time, the team is quite proud of the game's material-type-based damage, which makes for cool crash effects. The smoke effects were impressive, featuring a flashy level of physics. The most nascent aspect of the graphics were the track environment, modeled after Infineon Raceway in northern California, which looked good, though it was thin on ambient objects such as crowds and the like.
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game informer said:New Interview at Game Informer
Game Informer: You guys are trying something new every year, and this seems to be a little bit more of a realistic look at street racing.
John Doyle: We’re trying to get a realistic, believable street-racing vibe. We’re trying to reflect what we see the culture doing. The culture is really moving away from that bling, the neon, the fast and the furious thing; the cars that ride on trailers but don’t actually ever ride on the track. It’s moving much more in the direction of emphasizing performance and skill, and we try to reflect that. We’re a video game, so we try to reflect that in a way that’s as cool as we can possibly imagine it.
GI: Does that mean that you’re going to get away from some of the—and don’t mind me saying this but—some of the cheesy CG actors and plot movement.
Doyle: (laughs) It’s certainly not going to be anything like what you saw in Most Wanted or in Carbon. We’re not really looking at the green screen with the actors. We think it’s important to set the game experience in the world and in the culture, and we think it’s really important to make sure there’s a strong context of motivation that helps guide you through the games. There’s certainly going to be a story, there’s a reason to race, but I don’t think it’ll be as recognizable as anything that was in Most Wanted or Carbon.
GI: With this game you’re going to focus on daytime races, but will there be any nighttime races?
Doyle: There’s not any plan to have any nighttime races at this time. This is in the sunlight.
GI: No police?
Doyle: In this game there aren’t any police. In the past they’ve provided a pretty strong consequence—if you mess around too much, you run the chance of getting busted. This year that consequence is really driven by damage. This game is about your ability to build and drive fantastically powerful cars and that’s where we wanted to keep our focus.
nfs unlimited said:Driving:
I could try the Nissan 350Z on the Infineon Raceway and I have to say (although I really sucked driving this track) it was really fun. You have the possibility to drive with assists on or off. I like the feeling of simulation games, so when you switch all assists off, the car is not easy to handle and it’s more realistic, due to the new physics. It doesn’t feel anymore like you’re driving a tank, as it was on the last Need for Speed games. This time you can drive the way you like. If you are more the “arcade-style” guy, you can just turn the assists on, and it is easier to drive, just as you’re used to it from older NFS titles. Need for Speed Pro Street still stays between an simulation- and arcade-game and this is how it should be.
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Confirmed Cars
1984 Toyota Corolla AE86 "Sprinter Trueno" [Drift Kings choice] (& star of Initial D anime)
2006 Audi RS4
1993 Mazda RX-7
1999 Mitsubishi Eclipse
2003 Nissan 350Z
1999 Nissan Skyline R34 GT-R
1964 Plymouth Barracuda.
NO BMW yet
wud love to AutoSculpt the "already BEAST" BMW M5
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Q: Will the physics be the same as any previous NFS series?
A: No. NFS Pro Streets handling is like a simulation. But you can still have a feel of previous NFS-like handling by turning the driving assist ON.
so guys who like Arcady NFS, turn ON the Assists & play (kind of like F1C)
ProStreet Q&A Session
Q: Will the handling of the vehicles feel like NFS Underground, NFS Carbon, or like a simulation game (Forza, Gran Turismo)?
A: Handling is very different to previous NFS games and is definetly more like a simulation (GT or Forza). Driving without assists will be pretty challenging even to a pro in those two games.
Q: Already knowing that they can be repaired with ducttape and what not, how can we fully repair them back to their prestine performance/looks?
A: Yes, it will be possible to repair the car completely, but it will cost more money that using duct tape. It is also said that damage will be a factor, but totalling your car in a race will not cost too much.
Q: Can a car flip over?
A: Of course and I've actually seen it happen!
Q: Would there be Car interiors in the game?
A: No, car interiors are not available.
i read it somewhere on nfs unlimited .Fantastic work leoThough i wanted the idea of sponsorships and contracts to be implemented in the game.......
P.S where did you read about the DX 9.0c thingy ?
:crying I dont want to rely only on first person shooters to see directx 10 technology :crying . I guess the limitation of directx 9.0c was reached in call of juarez. I really hope if they SOMEHOW miracoulously go in the dx 10 way.i read it somewhere on nfs unlimited .
but the games development has been going for around 2 years, and nfs team arn't exactly the cutting edge people like crytek :P. so no chance of this game suporting Dx10.anyways, if it had bene Dx10. the world would have gone crazy.