![]() Feature complete and beyond, the Switch game is bolstered by new modes and a fully updated track list. Codemasters' strategy for owners of the Nintendo console is to translate and enhance Grid Autosport, a vintage 2014 PlayStation 3/Xbox 360 release. While there's an overlap in circuits with the Switch release, it's fundamentally an entirely different game. It uses the latest build of Ego engine, every track is sculpted from the ground up and the lighting model is vastly improved. PlayStation 4, Xbox One and PC get a full series reboot, simply called Grid. From HD rumble support to gyro controls to three performance modes and an optional 1.4GB high resolution texture pack, there's the sense that developer Feral Interactive has really pushed the boat out here - and best of all, it gives us the choice of how to play it.įirst up, let's clear up any confusion on what this game is. There are plenty of embellishments beyond prior console versions too. And that's why Codemasters' Grid Autosport is almost by default a recommended release: there's very little like it on Switch and the quality of the game itself is excellent. And all the efforts / time / money they would had to deploy only to make the DK1 and 2 working with actual drivers might have appeared worthless to them.The Switch game library is large and diverse, expanding at a rapid rate, but there's one genre that has barely been explored - the more simulation-orientated driving experience. Not impossible tho, but much more harder. But we're also talking about hardware, which make things worse in this case. O vice versa, the Oculus SDK is a subset of SteamVR, I dont know.In a pure software point of view, yes, there's (nearly) nothing impossible. This goes as far as the SteamVR is a subset of these and understands either Oculus or Vive. I can't imagine which devil should whisper them to do otherwise ?! Or you have seperate Dlls and drivers which do understand the same calls. Some fixes could be made in Firmware, so that the DK1 understands DLL calls from DK1/2 or CV1. I know a bit of programming and software layers, so maybe the DK1 and CV1 are different and have therefore different drivers,but it's possible and sensible to have a common interface, so that only one SDK is needed. This is rather easy fixable in my opinion. ![]() Originally posted by andyw1228:but from hard and software programming those issues (60 FPS vs x1200 vs 1920x1080) aren't really issues. This is rather easy.I would assume.normally.Īs it is easy as hell to play ANY Game on the Oculus and partly even in 3D with tracking.just with an inected DLL. Resolution settiing is easy as it is, just go into menu, select Resoution and under the hood the Patched Oculus_DK1.DLL is adjusting the rasterizer before ist goes to directX.Dll or injects it. If a Dirt Rally and Assetto Corsa runs at 90FPS the old Grid should either. You don't really think that this old game would have to be optimized? O vice versa, the Oculus SDK is a subset of SteamVR, I dont know. There is NO NEED to have 2 different SKDs bekause of 2 issues which aren't real issues (Firmware could handle grafx input and scale down to relevant resolution and that TimeWarp thing can interpolate so that you have 60 or 90 FPS) ![]() ![]() I don't know how much you know of programming, SDKs, DLLs and so on, but from hard and software programming those issues (60 FPS vs x1200 vs 1920x1080) aren't really issues. I can't believe that they do not support them backers ! That would be very sad, mean and WTF You really want to tell me that all Kickstarter Backers who got DK1 or 2 are now fu.d ?!
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