[img]http://megagames.com/sites/default/files/game-images/Wreckfest.jpg[/img]
_______________________________________________________________________________________________________
[center]"Next Car Game : Wrestfest" (DX11) is a game being developed by Bug Bear Entertainment.
Demolition derby, and crazy tracks where it's all about molesting your opponents.
The demolition physics in this game is crazy good![/center]
_______________________________________________________________________________________________________
[center]This is my first proper DX11 game fix! The game was recently upgraded to DX11 with even better visuals and physics. This game is amazing in 3dv. :)[/center]
Fixed :
- Flame & fire effects are now fixed. They were rendered in 2d at screen depth, but are now stereoized
and positioned in the correct 3d matrix offsets.
- Overall HUD (menu system, HUD & GUI elements, and opponent names) has been pushed inwards for a more
comfortable experience. Unfortunately all these elements are on the same shader, and I'm not yet
experienced enough to separate the individual elements (texture splitting) and further specify
individual depth values. But the global value works quite with the sweetspot I selected.
- Two convergence presets. (Preset #1 for chase-cam view close and far; Preset #2 for cockpit cam view)
Instructions :
1. Extract the contents of the rar file to your game installation folder (where Wreckfest_x64.exe is located)
2. Start the game from Steam. Right click and run "Play Next Car Game: Wreckfest (DX11 64-bit EXPERIMENTAL!"
3. You can cycle between the two convergence presets with the "j" key. A tip is to map the "j" key to the
L3 or R3 button on your xbox360 gamepad with "xpadder".
4. If you want to change the letter "j" to something else, you can change the letter in d3dx.ini file.
Under [Key1] you can change "Key=j" to something different. The same goes to the pre-specified
convergence values. "convergence=3.8, 0.5" (3.8 is the higher convergence, 0.5 is the lower convergence)
5. All settings can be turned on and maxed out if so desired. There is no DX11 SLI BITS yet. So the second
card will not be utilized.
FILES :
[.]Final version (smoke, fire, and partial hud fix) :[/.]
[url]http://www.mediafire.com/download/pug63afgtk2i02c/Wreckfest_%28Early_Access%29_%28DX11_64-bit%29_%28final%29.rar[/url]
SCREENSHOTS :
[IMG]http://i58.tinypic.com/2uy22y9.jpg[/IMG]
[IMG]http://i62.tinypic.com/14sh8vo.jpg[/IMG]
[IMG]http://i58.tinypic.com/xononn.jpg[/IMG]
[IMG]http://i61.tinypic.com/2roidmu.jpg[/IMG]
-InsaneInGame
"Next Car Game : Wrestfest" (DX11) is a game being developed by Bug Bear Entertainment.
Demolition derby, and crazy tracks where it's all about molesting your opponents.
The demolition physics in this game is crazy good!
This is my first proper DX11 game fix! The game was recently upgraded to DX11 with even better visuals and physics. This game is amazing in 3dv. :)
Fixed :
- Flame & fire effects are now fixed. They were rendered in 2d at screen depth, but are now stereoized
and positioned in the correct 3d matrix offsets.
- Overall HUD (menu system, HUD & GUI elements, and opponent names) has been pushed inwards for a more
comfortable experience. Unfortunately all these elements are on the same shader, and I'm not yet
experienced enough to separate the individual elements (texture splitting) and further specify
individual depth values. But the global value works quite with the sweetspot I selected.
- Two convergence presets. (Preset #1 for chase-cam view close and far; Preset #2 for cockpit cam view)
Instructions :
1. Extract the contents of the rar file to your game installation folder (where Wreckfest_x64.exe is located)
2. Start the game from Steam. Right click and run "Play Next Car Game: Wreckfest (DX11 64-bit EXPERIMENTAL!"
3. You can cycle between the two convergence presets with the "j" key. A tip is to map the "j" key to the
L3 or R3 button on your xbox360 gamepad with "xpadder".
4. If you want to change the letter "j" to something else, you can change the letter in d3dx.ini file.
Under [Key1] you can change "Key=j" to something different. The same goes to the pre-specified
convergence values. "convergence=3.8, 0.5" (3.8 is the higher convergence, 0.5 is the lower convergence)
5. All settings can be turned on and maxed out if so desired. There is no DX11 SLI BITS yet. So the second
card will not be utilized.
FILES :
Final version (smoke, fire, and partial hud fix) :
That looks really good. I see some tire marks floating above the ground, the close ones and maybe those player names but other then that i like it. Definitely like the game style so it`s good to know that it works in 3D. Thanks.
That looks really good. I see some tire marks floating above the ground, the close ones and maybe those player names but other then that i like it. Definitely like the game style so it`s good to know that it works in 3D. Thanks.
Just tested. Great job!
A got a little bit poor performance with single GTX780 @ 1920x1080
Tested overall with medium settings, no MSAA and FXAA on. 25-40 fps.
GPU usage always @ full load.
Which settings would you recommend?
Greetings Ron.
A got a little bit poor performance with single GTX780 @ 1920x1080
Tested overall with medium settings, no MSAA and FXAA on. 25-40 fps.
GPU usage always @ full load.
Very nice!! and the game looks fun also.
a few comments:
- You don't need xpadder, just add this lines after key1, add the same feature in the Left thumb buttom:
[code][Key2]
Key=XB_LEFT_THUMB
type=cycle
convergence=3.8, 0.5
transition=100
transition_type=cosine[/code]
- The second screenshot, the smoke in the tires have some haloing. is not hard to fix. Upload the shader here so we can help with that.
Thank you guys. :)
Yes, I'm happy to have made my first "proper" fix, as well as the quite pain free transition from dx9 to dx11 with 3dmigoto. Those informative and great shader hunting tutorials by bo3b inspired me to continue where I left off. And there are so many fixes released now, also for dx11 games, where you can study and extract many ideas and tips to tackle different scenarios. :)
SKAUT : Yes, those tire marks are floating a little above the ground, and I believe I've read some posts where these kind of problems are very hard to fix. "Mud, sand, dirt floating above the road/surface" type of issues. I'm not that advanced yet, but I'm going to try and look at it (for educational purposes). hehe. Regarding the name tags above the players. Those are pushed into stereo depth, but they share the same depth as the position bar, gear symbol as well as the overall menu system. They all refer to one single vertex shader, and I don't know (yet) how to isolate the different hud elements and add individual depth parameters for each element. I'll look up the pixel shader(s) perhaps I can find something of interest there.
bo3b : Hi. Yes, I think that would be a smart and organized thing to do, not only for this fix, but since I will continue to learn, as I go along I will submit new fixes. That's for certain. I love it. It is fun, so I'll get more productive down the line. I think this game with my little fix, is in a very playable state for sure, so I would really like an account at the Helixblogspot. Any updates to the fix, can then easily be made available for others to enjoy. I don't know the steps though. Should I contact you in pm with any necessary information you need in order to create the account? And thank you again bo3b, for all your amazing work and effort, creating those remarkable learning sources for me and others out there.
ronrebell : Yes. This game will be even more optimized in the future, but as of right now, the performance is not yet in proportion with the resources required for those rock solid 60 fps in stereo. You have a strong gpu, but even I can't max out the game with my newly added cards for my gaming system. I need to look at the individual settings more intimately, but I can tell you that turning off "dynamic reflections", "ambient occlusion", setting "grass distance to near", shadows to "low", might help you gain more frames. I'll look further into it. :)
DHR : Thank you so much. :) Yes, I've noticed some haloing around the smoke and fire effects. First I thought it was some kind of heat haze, haha, but upon further inspection it's some kind of haloing around the smoke and fire. But I guess I didn't see it clearly earlier. When you are focused on mashing your opponents to pieces and waiting for those flames and heavy smoke to rise, the round is usually closing to an end. So you don't have much time to study it up close. I would be really happy to upload the shader file, so you and others could look at it, and give me some guidance. I really appreciate that. I'll get to it in a few hours.
And thank you for that xinput advice for the d3dx.ini file. I must have skipped that part, as I didn't think about it. That is just wonderful, not having to rely on xpadder. Especially for those not familiar with xpadder. I'll add that support in asap.
Pirateguybrush : Thank you so much. I've noticed some of your fixes on the helixblogspot. Great progress and work my friend. :)
Yes, I'm happy to have made my first "proper" fix, as well as the quite pain free transition from dx9 to dx11 with 3dmigoto. Those informative and great shader hunting tutorials by bo3b inspired me to continue where I left off. And there are so many fixes released now, also for dx11 games, where you can study and extract many ideas and tips to tackle different scenarios. :)
SKAUT : Yes, those tire marks are floating a little above the ground, and I believe I've read some posts where these kind of problems are very hard to fix. "Mud, sand, dirt floating above the road/surface" type of issues. I'm not that advanced yet, but I'm going to try and look at it (for educational purposes). hehe. Regarding the name tags above the players. Those are pushed into stereo depth, but they share the same depth as the position bar, gear symbol as well as the overall menu system. They all refer to one single vertex shader, and I don't know (yet) how to isolate the different hud elements and add individual depth parameters for each element. I'll look up the pixel shader(s) perhaps I can find something of interest there.
bo3b : Hi. Yes, I think that would be a smart and organized thing to do, not only for this fix, but since I will continue to learn, as I go along I will submit new fixes. That's for certain. I love it. It is fun, so I'll get more productive down the line. I think this game with my little fix, is in a very playable state for sure, so I would really like an account at the Helixblogspot. Any updates to the fix, can then easily be made available for others to enjoy. I don't know the steps though. Should I contact you in pm with any necessary information you need in order to create the account? And thank you again bo3b, for all your amazing work and effort, creating those remarkable learning sources for me and others out there.
ronrebell : Yes. This game will be even more optimized in the future, but as of right now, the performance is not yet in proportion with the resources required for those rock solid 60 fps in stereo. You have a strong gpu, but even I can't max out the game with my newly added cards for my gaming system. I need to look at the individual settings more intimately, but I can tell you that turning off "dynamic reflections", "ambient occlusion", setting "grass distance to near", shadows to "low", might help you gain more frames. I'll look further into it. :)
DHR : Thank you so much. :) Yes, I've noticed some haloing around the smoke and fire effects. First I thought it was some kind of heat haze, haha, but upon further inspection it's some kind of haloing around the smoke and fire. But I guess I didn't see it clearly earlier. When you are focused on mashing your opponents to pieces and waiting for those flames and heavy smoke to rise, the round is usually closing to an end. So you don't have much time to study it up close. I would be really happy to upload the shader file, so you and others could look at it, and give me some guidance. I really appreciate that. I'll get to it in a few hours.
And thank you for that xinput advice for the d3dx.ini file. I must have skipped that part, as I didn't think about it. That is just wonderful, not having to rely on xpadder. Especially for those not familiar with xpadder. I'll add that support in asap.
Pirateguybrush : Thank you so much. I've noticed some of your fixes on the helixblogspot. Great progress and work my friend. :)
CAB : Lian Li Tyr X-2000B | PSU : Cooler Master V1200 (1200W) | MB : Asus Rampage IV Extreme ROG | CPU : INTELi7 3930K @ 4,5GHz | FAN : Noctua NH-D14 SE | GPU(s) : (Tri-SLI) EVGA Geforce GTX 980Ti SC+ ACX 2.0 | MEM : Corsair Vengeance DDR3 1600MHz (16GB) | SSD : OCZ Vertex 2 (120GB) | SSD(s) : Samsung EVO 850 Pro (2x500GB RAID0 | SSD : Kingston HyperX 3K (2x240GB RAID0, 1x120GB) | SSD : Samsung EVO 840 (1TB) | SCR : Eizo Flexscan SX2461WK (IPS/Editing) | SCR : Eizo Flexscan EV2736W (IPS/1440p/Gaming/Editing) | SCR : Wacom Cintiq Companion Hybrid (Photo Editing/Illustration/Drawing) | SCR : Asus ROG Swift PG278Q (1440p/144Hz/G-Sync/3DV 2/Gaming) | SCR : Asus PB287Q (4K Gaming/DAW) | SCR/TV : Philips 55" PUS9109/12 UHD (4K Gaming) | NAS : QNAP TS-419PII /w Lian Li EX-503B Drive Bay | HID : (Keyboard) Corsair K95 RGB Brown Cherry (Mouse) Corsair M95 Performance & Generic Logitech HID Devices | NIC : Asus RT-AC66U (with Asus repeaters| NIC : Jensen Scandinavia 8-port Gigabit switch | SYS : NVIDIA SHIELD Portable | SYS : NVIDIA SHIELD Tablet (16 GB version/non-LTE) | Oculus Rift DK2
Did someone tried this fix with fully released game ?
And what engine they are using now, because googling gives different results :(
CPU: Intel Core i7 7700K
Motherboard: ASUS ROG Maximus IX Hero
RAM: G.Skill Trident Z 16GB 3866MHz
GPU: ASUS GTX 980 Ti STRIX
Monitor: ASUS VG248QE
Headset: G930 7.1 Wireless
what is the drive of this game ?
Rallytrophy was great, but i don´t understand the idea of this game, you crash cars into eachother ?
what is the fun in that ? what makes this game fun ?
I don´t mean to criticise anyones choises but i would like to understand what is the appeal of this game ?
what is the drive of this game ?
Rallytrophy was great, but i don´t understand the idea of this game, you crash cars into eachother ?
what is the fun in that ? what makes this game fun ?
I don´t mean to criticise anyones choises but i would like to understand what is the appeal of this game ?
CoreX9 Custom watercooling (valkswagen polo radiator)
I7-8700k@stock
TitanX pascal with shitty stock cooler
Win7/10
Video: Passive 3D fullhd 3D@60hz/channel Denon x1200w /Hc5 x 2 Geobox501->eeColorBoxes->polarizers/omega filttersCustom made silverscreen
Ocupation: Enterprenior.Painting/surfacing/constructions
Interests/skills:
3D gaming,3D movies, 3D printing,Drums, Bass and guitar.
Suomi - FINLAND - perkele
^ never played Destruction Derby on DOS or playstation? missed out on that one..
well, I look at these screenshots and see some great 3D potential in any case, also curious if the fix is holding up...
[quote="acYm_in_3D"]^ never played Destruction Derby on DOS or playstation? missed out on that one..
well, I look at these screenshots and see some great 3D potential in any case, also curious if the fix is holding up...[/quote]
Lol im 41, don’t remember that long way back,
I know i have player DD, but don’t remember Was it good in anyway. Or what Was the gameplay about
acYm_in_3D said:^ never played Destruction Derby on DOS or playstation? missed out on that one..
well, I look at these screenshots and see some great 3D potential in any case, also curious if the fix is holding up...
Lol im 41, don’t remember that long way back,
I know i have player DD, but don’t remember Was it good in anyway. Or what Was the gameplay about
CoreX9 Custom watercooling (valkswagen polo radiator)
I7-8700k@stock
TitanX pascal with shitty stock cooler
Win7/10
Video: Passive 3D fullhd 3D@60hz/channel Denon x1200w /Hc5 x 2 Geobox501->eeColorBoxes->polarizers/omega filttersCustom made silverscreen
Ocupation: Enterprenior.Painting/surfacing/constructions
Interests/skills:
3D gaming,3D movies, 3D printing,Drums, Bass and guitar.
Suomi - FINLAND - perkele
_______________________________________________________________________________________________________
Demolition derby, and crazy tracks where it's all about molesting your opponents.
The demolition physics in this game is crazy good!
_______________________________________________________________________________________________________
Fixed :
- Flame & fire effects are now fixed. They were rendered in 2d at screen depth, but are now stereoized
and positioned in the correct 3d matrix offsets.
- Overall HUD (menu system, HUD & GUI elements, and opponent names) has been pushed inwards for a more
comfortable experience. Unfortunately all these elements are on the same shader, and I'm not yet
experienced enough to separate the individual elements (texture splitting) and further specify
individual depth values. But the global value works quite with the sweetspot I selected.
- Two convergence presets. (Preset #1 for chase-cam view close and far; Preset #2 for cockpit cam view)
Instructions :
1. Extract the contents of the rar file to your game installation folder (where Wreckfest_x64.exe is located)
2. Start the game from Steam. Right click and run "Play Next Car Game: Wreckfest (DX11 64-bit EXPERIMENTAL!"
3. You can cycle between the two convergence presets with the "j" key. A tip is to map the "j" key to the
L3 or R3 button on your xbox360 gamepad with "xpadder".
4. If you want to change the letter "j" to something else, you can change the letter in d3dx.ini file.
Under [Key1] you can change "Key=j" to something different. The same goes to the pre-specified
convergence values. "convergence=3.8, 0.5" (3.8 is the higher convergence, 0.5 is the lower convergence)
5. All settings can be turned on and maxed out if so desired. There is no DX11 SLI BITS yet. So the second
card will not be utilized.
FILES :
SCREENSHOTS :
-InsaneInGame
CAB : Lian Li Tyr X-2000B | PSU : Cooler Master V1200 (1200W) | MB : Asus Rampage IV Extreme ROG | CPU : INTELi7 3930K @ 4,5GHz | FAN : Noctua NH-D14 SE | GPU(s) : (Tri-SLI) EVGA Geforce GTX 980Ti SC+ ACX 2.0 | MEM : Corsair Vengeance DDR3 1600MHz (16GB) | SSD : OCZ Vertex 2 (120GB) | SSD(s) : Samsung EVO 850 Pro (2x500GB RAID0 | SSD : Kingston HyperX 3K (2x240GB RAID0, 1x120GB) | SSD : Samsung EVO 840 (1TB) | SCR : Eizo Flexscan SX2461WK (IPS/Editing) | SCR : Eizo Flexscan EV2736W (IPS/1440p/Gaming/Editing) | SCR : Wacom Cintiq Companion Hybrid (Photo Editing/Illustration/Drawing) | SCR : Asus ROG Swift PG278Q (1440p/144Hz/G-Sync/3DV 2/Gaming) | SCR : Asus PB287Q (4K Gaming/DAW) | SCR/TV : Philips 55" PUS9109/12 UHD (4K Gaming) | NAS : QNAP TS-419PII /w Lian Li EX-503B Drive Bay | HID : (Keyboard) Corsair K95 RGB Brown Cherry (Mouse) Corsair M95 Performance & Generic Logitech HID Devices | NIC : Asus RT-AC66U (with Asus repeaters| NIC : Jensen Scandinavia 8-port Gigabit switch | SYS : NVIDIA SHIELD Portable | SYS : NVIDIA SHIELD Tablet (16 GB version/non-LTE) | Oculus Rift DK2
https://steamcommunity.com/profiles/76561198014296177/
Acer H5360 (1280x720@120Hz) - ASUS VG248QE with GSync mod - 3D Vision 1&2 - Driver 372.54
GTX 970 - i5-4670K@4.2GHz - 12GB RAM - Win7x64+evilKB2670838 - 4 Disk X25 RAID
SAGER NP9870-S - GTX 980 - i7-6700K - Win10 Pro 1607
Latest 3Dmigoto Release
Bo3b's School for ShaderHackers
A got a little bit poor performance with single GTX780 @ 1920x1080
Tested overall with medium settings, no MSAA and FXAA on. 25-40 fps.
GPU usage always @ full load.
Which settings would you recommend?
Greetings Ron.
System: http://www.sysprofile.de/id159419
Nvidia 3D Vision - Virtual Reality - 3D Gaming:
http://www.computerbase.de/forum/showthread.php?t=1546633
a few comments:
- You don't need xpadder, just add this lines after key1, add the same feature in the Left thumb buttom:
- The second screenshot, the smoke in the tires have some haloing. is not hard to fix. Upload the shader here so we can help with that.
MY WEB
Helix Mod - Making 3D Better
My 3D Screenshot Gallery
Like my fixes? you can donate to Paypal: dhr.donation@gmail.com
Yes, I'm happy to have made my first "proper" fix, as well as the quite pain free transition from dx9 to dx11 with 3dmigoto. Those informative and great shader hunting tutorials by bo3b inspired me to continue where I left off. And there are so many fixes released now, also for dx11 games, where you can study and extract many ideas and tips to tackle different scenarios. :)
SKAUT : Yes, those tire marks are floating a little above the ground, and I believe I've read some posts where these kind of problems are very hard to fix. "Mud, sand, dirt floating above the road/surface" type of issues. I'm not that advanced yet, but I'm going to try and look at it (for educational purposes). hehe. Regarding the name tags above the players. Those are pushed into stereo depth, but they share the same depth as the position bar, gear symbol as well as the overall menu system. They all refer to one single vertex shader, and I don't know (yet) how to isolate the different hud elements and add individual depth parameters for each element. I'll look up the pixel shader(s) perhaps I can find something of interest there.
bo3b : Hi. Yes, I think that would be a smart and organized thing to do, not only for this fix, but since I will continue to learn, as I go along I will submit new fixes. That's for certain. I love it. It is fun, so I'll get more productive down the line. I think this game with my little fix, is in a very playable state for sure, so I would really like an account at the Helixblogspot. Any updates to the fix, can then easily be made available for others to enjoy. I don't know the steps though. Should I contact you in pm with any necessary information you need in order to create the account? And thank you again bo3b, for all your amazing work and effort, creating those remarkable learning sources for me and others out there.
ronrebell : Yes. This game will be even more optimized in the future, but as of right now, the performance is not yet in proportion with the resources required for those rock solid 60 fps in stereo. You have a strong gpu, but even I can't max out the game with my newly added cards for my gaming system. I need to look at the individual settings more intimately, but I can tell you that turning off "dynamic reflections", "ambient occlusion", setting "grass distance to near", shadows to "low", might help you gain more frames. I'll look further into it. :)
DHR : Thank you so much. :) Yes, I've noticed some haloing around the smoke and fire effects. First I thought it was some kind of heat haze, haha, but upon further inspection it's some kind of haloing around the smoke and fire. But I guess I didn't see it clearly earlier. When you are focused on mashing your opponents to pieces and waiting for those flames and heavy smoke to rise, the round is usually closing to an end. So you don't have much time to study it up close. I would be really happy to upload the shader file, so you and others could look at it, and give me some guidance. I really appreciate that. I'll get to it in a few hours.
And thank you for that xinput advice for the d3dx.ini file. I must have skipped that part, as I didn't think about it. That is just wonderful, not having to rely on xpadder. Especially for those not familiar with xpadder. I'll add that support in asap.
Pirateguybrush : Thank you so much. I've noticed some of your fixes on the helixblogspot. Great progress and work my friend. :)
CAB : Lian Li Tyr X-2000B | PSU : Cooler Master V1200 (1200W) | MB : Asus Rampage IV Extreme ROG | CPU : INTELi7 3930K @ 4,5GHz | FAN : Noctua NH-D14 SE | GPU(s) : (Tri-SLI) EVGA Geforce GTX 980Ti SC+ ACX 2.0 | MEM : Corsair Vengeance DDR3 1600MHz (16GB) | SSD : OCZ Vertex 2 (120GB) | SSD(s) : Samsung EVO 850 Pro (2x500GB RAID0 | SSD : Kingston HyperX 3K (2x240GB RAID0, 1x120GB) | SSD : Samsung EVO 840 (1TB) | SCR : Eizo Flexscan SX2461WK (IPS/Editing) | SCR : Eizo Flexscan EV2736W (IPS/1440p/Gaming/Editing) | SCR : Wacom Cintiq Companion Hybrid (Photo Editing/Illustration/Drawing) | SCR : Asus ROG Swift PG278Q (1440p/144Hz/G-Sync/3DV 2/Gaming) | SCR : Asus PB287Q (4K Gaming/DAW) | SCR/TV : Philips 55" PUS9109/12 UHD (4K Gaming) | NAS : QNAP TS-419PII /w Lian Li EX-503B Drive Bay | HID : (Keyboard) Corsair K95 RGB Brown Cherry (Mouse) Corsair M95 Performance & Generic Logitech HID Devices | NIC : Asus RT-AC66U (with Asus repeaters| NIC : Jensen Scandinavia 8-port Gigabit switch | SYS : NVIDIA SHIELD Portable | SYS : NVIDIA SHIELD Tablet (16 GB version/non-LTE) | Oculus Rift DK2
Gigabyte Z370 Gaming 7 32GB Ram i9-9900K GigaByte Aorus Extreme Gaming 2080TI (single) Game Blaster Z Windows 10 X64 build #17763.195 Define R6 Blackout Case Corsair H110i GTX Sandisk 1TB (OS) SanDisk 2TB SSD (Games) Seagate EXOs 8 and 12 TB drives Samsung UN46c7000 HD TV Samsung UN55HU9000 UHD TVCurrently using ACER PASSIVE EDID override on 3D TVs LG 55
Did someone tried this fix with fully released game ?
And what engine they are using now, because googling gives different results :(
CPU: Intel Core i7 7700K
Motherboard: ASUS ROG Maximus IX Hero
RAM: G.Skill Trident Z 16GB 3866MHz
GPU: ASUS GTX 980 Ti STRIX
Monitor: ASUS VG248QE
Headset: G930 7.1 Wireless
Rallytrophy was great, but i don´t understand the idea of this game, you crash cars into eachother ?
what is the fun in that ? what makes this game fun ?
I don´t mean to criticise anyones choises but i would like to understand what is the appeal of this game ?
CoreX9 Custom watercooling (valkswagen polo radiator)
I7-8700k@stock
TitanX pascal with shitty stock cooler
Win7/10
Video: Passive 3D fullhd 3D@60hz/channel Denon x1200w /Hc5 x 2 Geobox501->eeColorBoxes->polarizers/omega filttersCustom made silverscreen
Ocupation: Enterprenior.Painting/surfacing/constructions
Interests/skills:
3D gaming,3D movies, 3D printing,Drums, Bass and guitar.
Suomi - FINLAND - perkele
well, I look at these screenshots and see some great 3D potential in any case, also curious if the fix is holding up...
Lol im 41, don’t remember that long way back,
I know i have player DD, but don’t remember Was it good in anyway. Or what Was the gameplay about
CoreX9 Custom watercooling (valkswagen polo radiator)
I7-8700k@stock
TitanX pascal with shitty stock cooler
Win7/10
Video: Passive 3D fullhd 3D@60hz/channel Denon x1200w /Hc5 x 2 Geobox501->eeColorBoxes->polarizers/omega filttersCustom made silverscreen
Ocupation: Enterprenior.Painting/surfacing/constructions
Interests/skills:
3D gaming,3D movies, 3D printing,Drums, Bass and guitar.
Suomi - FINLAND - perkele