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Everything posted by Rushy

  1. As far as I'm aware it should be doing - although I haven't seen it available for pre-order yet. US and German Amazon have it for pre-order, so hopefully it won't be long: https://www.amazon.de/Evolution-Studios-Driveclub-VR-PSVR/dp/B01LXIY0SR/
  2. Having worn one for dozens of hours I've never experienced any issues with sweating or heat in the office. I can see how in hot weather it might be a little warm, but I can't see it being too bad. However it will mess up your hair.
  3. Yup. Deals vary per game, most opt for 2yrs I reckon, but some might be as long as 5 years.
  4. Car licensing I'm afraid. I'm not aware of any major manufacturers that offer lifetime deals. We're only noticing this effect now due to the digital store - this has been going on at retailers for years, but there isn't need for an announcement like this, the store just stops selling it (2nd hand copies can still be sold).
  5. Yup. There are pro's and con's to both though. You lose the Y-Axis (height) on 5.1, but headphones have to fake other effects that aren't as convincing.
  6. Will buy again (Odd coming back to a thread I posted in 4 years ago)
  7. The main challenge isn't from the technical aspect, that's a relatively known quantity (although it still takes time and talent). The real challenge come from the design perspective; a lot of rules/logic that work in 2D simply don't translate well in VR. If you want to make a good, or great VR experience you really have to design a lot of it from the ground up. Just making your game run in VR without tailoring it to the platform is exactly what will give VR a bad name early on - its lazy and leads to poor VR experiences, which unfortunately I think we'll see plenty of examples of.
  8. It isn't. It really isn't.
  9. My copy from thegamecollection.net has shipped
  10. The new tracks will be available to existing DRIVECLUB owners as part of a free update as a thanks for your continued support
  11. https://blog.eu.playstation.com/2016/08/17/driveclub-vr-announced-for-playstation-vr/
  12. And indeed it is. The same development team that made DRIVECLUB also made DRIVECLUB VR.
  13. 4tb support since FW3.50
  14. I'm personally not working on it, but an extremely small number of our team have been supporting the F1 team in the lead up to the launch.
  15. Oh man, this game is sooo good. Finished it last night, and I haven't played a better FPS in the past decade. Just superb. Check out some of the pictures I captured on my journey: https://t.co/43HY7C7CJK
  16. Providing you're signed up to the Codemasters Forums you can sign up for the Beta here: http://blog.codemasters.com/uncategorized/05/beta-sign-up/
  17. Taking apart his PS4 and reapplying the thermal paste on the CPU. http://www.neogaf.com/forum/showpost.php?p=170880662&postcount=1
  18. Of course, but I was responsible for the game that released - which I had my own vision for.
  19. All critical issues were resolved within 10 weeks of launch, but it did take until June 2015 to prepare the PS+ Edition. No core handling changes were made after launch. We made changes to specific cars based upon feedback, but that was with approximately 5 cars. We then made the addition of hardcore handling as alternative way to play the game.
  20. I obviously don't know what was or wasn't said by others, but I can say I was responsible for vehicle handling direction, @madmbker developed the physics engine (and had been responsible for all physics engines from MotorStorm onwards) and @PopeNickPope was the lead handling designer. These were only the only people working on physics/handling in the final stages of development and throughout the service.
  21. DRIVECLUB had its own bespoke engine made specifically for it. More nonsense. Why are you making up this stuff Boozy?
  22. Despite the fact that most of the cars in DRIVECLUB have windscreens, we've tried this and it actually works!
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