according to grally devs its actually dx12 :D "Advanced DirectX 12 graphics engine to get full advantage of dynamic lighting, realistic materials and surfaces."

How dx11 wouldnt make sense? isnt it on unity?

my only concern so far is lack of driver's body, vr killer
 
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I absolutely get that it's made by a very small team, but when you present a game in 2018 that's been in development for a better part of a decade now and it still looks like a 10 year old rF1 mod and has featured a single car and stage in most of the videos over the years, you have to realize it doesn't exactly build confidence in the product, right?

And of course people are commenting on the graphics (and sound). It's the only thing they've experienced of the game so far. Let's hope the actual handling will change their (our) minds. I'm not really holding my breath, but again, I'm willing to give it a chance (even though the chances of this actually ever moving beyond an experiment for a very small audience are fairly slim IMO)
 
yep, absolutelly agree

just saying
I know they are small team, but they have a big mountain to climb,
never the less, I wish them best of luck!

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Patrik, the graphics engine is Unity.
Not sure which version though.
Maybe they succeeded to connect it with physics engine from RBR... or just done something close, I don't know.
the "elitist" direction is the only right direction for games like that IMO. If you aim mainstream - you aim for simplified physics and controls, console market and full release at day 1 and then move on to the next title...
and in your last post you're comparing the game which has a potential of multiple years of growing into something because of both devs and community, with game that's already dead and would be abandoned if not eSport.
 
Jezuz... These people are making a rally sim ON THE SIDE. BETWEEN JOBS. BETWEEN FAMILY TIME. If it doesnt suit you then it doesnt suit you. So what? Who cares?! When you open your mind for a second and realize that this is just a bunch of people who do this as a hobby(!) then its easier to realize not every little detail of a AAA title will be in it. And if you are of the ilk who cant play without all bits and pieces being in a title, well, then its not for you. So simple.

Here's a thought though: if enough people buy it for its REALISTIC PHYSICS(!) maybe they will get funds and motivation enough to add more to it.
 
Why dont any of the rally games let us prerun a stage and create our own pacenotes? It seems like it would be relatively simple to program in. You add notes as you drive slow like normal
 
Jezuz... These people are making a rally sim ON THE SIDE. BETWEEN JOBS. BETWEEN FAMILY TIME. If it doesnt suit you then it doesnt suit you. So what? Who cares?! When you open your mind for a second and realize that this is just a bunch of people who do this as a hobby(!) then its easier to realize not every little detail of a AAA title will be in it. And if you are of the ilk who cant play without all bits and pieces being in a title, well, then its not for you. So simple.

Here's a thought though: if enough people buy it for its REALISTIC PHYSICS(!) maybe they will get funds and motivation enough to add more to it.
oh my, so once again, becasue of some reason ( small team), only positive comments are welcomed, .. great! good to know

sometimes stuff from people doing things in their free time, .. like for example modders, is on par ( and rarely even better) then oficial content, but it takes longer becasue of how much time you can put into it

so it's matter of both skill and time

now , I'm not going to say they lack the skills, because I do not know them , and without proper details it would not be fair to judge their content,

but I'm not buying your argument at all! sorry!

their are other people developing their own games in engines like Unity, and some look pretty good
so in case of this team, it sounds like they are more skilled in physics, which for what they are trying to do is probably the better case

once it's out and say that it's the best physics in the world , then they can get all the praise and maybe more skilled peopel to help them with the visuals, but until than, all we are left with is screenshots and videos, and as much as you may hate to hear it, it's not looking good
 
Well, knowing that they are using a "modified" version of RBR, I'm more than happy with what it looks like. But last time I heard from the game, they were using a FIAT 131 Abarth (at least, its 3D modell)... What happened to the Abarth!?

Perhaps original authors caught up with it.

These guys were stupid enough to showcase early footage few months ago with that car and other tracks ripped directly from rF1.

Or it's still scheduled to be featured and just not used for a video this time around.
 
Perhaps original authors caught up with it.

These guys were stupid enough to showcase early footage few months ago with that car and other tracks ripped directly from rF1.

Or it's still scheduled to be featured and just not used for a video this time around.
or just simply licensing fees , they might have decided that the license fee - that you have to pay before you ship your project, is not worth it
 
or just simply licensing fees , they might have decided that the license fee - that you have to pay before you ship your project, is not worth it
Licensing fees didn't stop anyone before from releasing a 1:1 replica of a model without badges.

Try again.

I could give you proof, but Google was invented for a reason. That 131 was a commercial model (guess where it came from?) which was already a conversion for rF1, at least one of the tracks showcased was Harugahara from rF1 and so on.

Or have you even seen the nda they wanted people to sign 3 years ago? Because I did and it was quite ugly. Tested a build aswell, was not impressed. Felt like any other Unity game would. Not bad considering what it is, but especially not good either. That 131 became a "lifeless" brick the moment it jumped off a ramp or a crest, to name one problem it had. Didn't even bother to plug the wheel in, analog sticks on my old PS1 controller were more than enough to drive the car "fast".
 
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That's what we've been buying all these last years, good graphics, and then all those complaints about ffb, physics, bad behavior, which is not realistic ... & a long etc.

After trying the simulator ... we can decide if it is good or not, but to complain at this point that it does not reach the current standards of graphic quality ... sounds like the kick of a badly raised child
 
Cmon, we could probably link another 10 examples made by bigger teams which look alot better graphic wise but, whats the point? this is a small team (just modders afaik) working their hearts out.
 
Why dont any of the rally games let us prerun a stage and create our own pacenotes? It seems like it would be relatively simple to program in. You add notes as you drive slow like normal

Well, using my infamous Pacenote plugin a.k.a. "The Beast", which is the Swiss knife for RBR, you can do exactly that within RBR, create your own pacenotes. There you have 200+ (have not counted exactly) different pacenote calls.
This and the "Next Generation Physics" plugin make RBR the undisputed state-of-the-art rally simulation, physics and gameplay wise.

BTW I doubt that grally does use a single part of the RBR physics engine. But there has been some discussion because them devs had stolen my friend porrigde's pace note sounds.
 

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