Race Driver Grid demo..
Discussion
First impression after 5 mins with all assists off and Pro mode enabled - not too bad actually.Leans more towards an arcade feel
though, but deffo playable and enjoyable.Damage model seems nice.I hit a few walls on purpose at slow speeds and watched
parts of the car hang off and then fly off on later laps.I then had a head on and it put me out of the race and resulted in this..



Interior view looks funky and the smoke from tyres looks good.The BMW also backfired and popped flames out of the exhaust - which was nice! Going back in..
though, but deffo playable and enjoyable.Damage model seems nice.I hit a few walls on purpose at slow speeds and watched
parts of the car hang off and then fly off on later laps.I then had a head on and it put me out of the race and resulted in this..



Interior view looks funky and the smoke from tyres looks good.The BMW also backfired and popped flames out of the exhaust - which was nice! Going back in..
You can look around in the cockpit too to see more detail.The replay system is also quite nice.It allows you to use the triggers or stick to go FFW or RW as fast or slow as you like, frame by frame.It only saves a small amount of the replay though (EDIT - during the race it only allows a small amount, after the race you can do this for the whole thing!).Smacking the Mustang GTR concept into a tyre wall in slow mo looked quite good anyway 
I think it will be a game which will appeal more to PGR peeps than Forza etc though.

I think it will be a game which will appeal more to PGR peeps than Forza etc though.
Edited by Digby on Thursday 8th May 19:00
Digby said:
It only saves a small amount of the replay though (EDIT - during the race it only allows a small amount, after the race you can do this for the whole thing!)
Yep - the replay buffers get saved out to the utility drive as you race (for those people who have a XBOX360 HDD), so the post-race replays should be complete and fully windable. The in-race instant replays are memory-resident, so the exact duration of these depends on how much stuff is going on during the race at the time.Definitely won't be buying this 
Initially the graphics look very realistic and it runs very smooth, but the colours look very muted and there is very little contrast making it more difficult to pick out braking points, and that 3D map is less that useless.
Then there is the handling
Which is very arcadey even with all the driver aids off.
The cars accelerate at stupid speeds but have no concept of any kind of interaction between the suspension, tyres and the road, almost like they get fired up the track with a giant elastic band

Initially the graphics look very realistic and it runs very smooth, but the colours look very muted and there is very little contrast making it more difficult to pick out braking points, and that 3D map is less that useless.
Then there is the handling
Which is very arcadey even with all the driver aids off.The cars accelerate at stupid speeds but have no concept of any kind of interaction between the suspension, tyres and the road, almost like they get fired up the track with a giant elastic band

Would anyone who's familiar with the 'central point pivot' physics from DiRT care to comment on whether it's the same story with GRID??
From what i've read so far, all the user impressions from the demo have been very contradictory of each other. Some say it's brilliant, some say it's awful. I'm inclined to believe that Codemasters wont have done an awful lot with the physics engine from DiRT. In which case, this is a definite no no.
From what i've read so far, all the user impressions from the demo have been very contradictory of each other. Some say it's brilliant, some say it's awful. I'm inclined to believe that Codemasters wont have done an awful lot with the physics engine from DiRT. In which case, this is a definite no no.
Andeh - you have PM.
I won't go into the full details on the forum, but neither DiRT nor GRID use pivot-point physics. GRID isn't a simulation, and the driving model (which is capable of full-sim) is configured as such. The idea was to make it accessible, fun, and to reward those who practice and learn how to play the game proficiently.
I'm not basing this on observations of the demo, I'm on the dev team
<ducks>
I won't go into the full details on the forum, but neither DiRT nor GRID use pivot-point physics. GRID isn't a simulation, and the driving model (which is capable of full-sim) is configured as such. The idea was to make it accessible, fun, and to reward those who practice and learn how to play the game proficiently.
I'm not basing this on observations of the demo, I'm on the dev team

<ducks>
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