TM VirtualGolf 2
#161
Posted 25 November 2019 - 09:44 PM
#162
Posted 25 November 2019 - 11:26 PM
Not sure what this link is showing but all’s it brings up are a lot of videos and nothing to do with golf. I know nothing about Facebook as I don’t use it.
#163
Posted 25 November 2019 - 11:39 PM
works fine for me. its a videi
#164
Posted 26 November 2019 - 05:04 PM
Not sure what this link is showing but all’s it brings up are a lot of videos and nothing to do with golf. I know nothing about Facebook as I don’t use it.
I was able to view it using Chrome. I can't imagine where you're ending up when you click on the link, but when I click on it, there's one video of a guy getting ready to hit a wedge shot. It runs for about 20 seconds.
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#165
Posted 26 November 2019 - 05:14 PM
We're getting closer to having the kind of gameplay video I'd like to see of Virtual Golf 2 on Trackman's Instagram page. Check this out:
https://www.instagra.../p/B5UyWXSnpwi/
- DPRoberts likes this
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#166
Posted 26 November 2019 - 09:53 PM
#167
Posted 26 November 2019 - 10:39 PM
Man that looks nice! I wasn't expecting to see the almost imperceptible delay between the shot hitting the screen and the ball flight animation. That nearly seamless integration would be a huge step in your senses connecting the action with the result. The visuals are even sweeter than I imagined I left him a suggestion to post a video of him playing a few holes tee to green. Thanks for posting this zmax!
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#168
Posted 26 November 2019 - 11:25 PM
John the visuals are nothing that we don't have now or can't do already. Boy they sure have all you fooled into thinking it's something it's not.
Show me one thing in this video that we can't do now? I don't see one thing!!!
They just ported PG1 into one of the newer versions of Unity and probably just SLIGHTLY and VERY SLIGHTLY that is modified it. We have already seen courses by designers already that would stand up against anything they can show us for TM VG2..
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#169
Posted 27 November 2019 - 12:01 AM
John the visuals are nothing that we don't have now or can't do already. Boy they sure have all you fooled into thinking it's something it's not.
Show me one thing in this video that we can't do now? I don't see one thing!!!
They just ported PG1 into one of the newer versions of Unity and probably just SLIGHTLY and VERY SLIGHTLY that is modified it. We have already seen courses by designers already that would stand up against anything they can show us for TM VG2..
I'm looking at the quality of the Turf Effects 3-D rough, and that even though we're seeing it on a projection screen, I can still see the quality and imagine what it would look like on a direct HDTV display. I'm also looking at a sky that looks more vivid and lifelike than what I've seen in PG1. I'm certainly no expert on this, but I can make an A/B comparison, factoring in the differences in display technology.
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#170
Posted 27 November 2019 - 12:35 AM
#171
Posted 27 November 2019 - 01:34 AM
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#172
Posted 27 November 2019 - 01:39 AM
Here's something closer to complete tee to green play (the golfer has auto-putt enabled) at Silverleaf Golf Club. The desert mountain backdrop is easily the best looking I've ever seen in ANY golf game or simulation! I questioned the poster and he says he's only interesting in ball striking and that's why he has it in auto-putt. I'd love to see how the full putting experience goes with this though. What's the norm for gimmies on simulators?
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#173
Posted 27 November 2019 - 02:36 AM
Jcat,
You never saw VG1 I take it. I agree with JoeH.
#174
Posted 27 November 2019 - 02:53 AM
Jcat,
You never saw VG1 I take it. I agree with JoeH.
VG1 as it relates to Trackman? No. I just know this, the graphics I've seen in the videos today look better than anything I've seen from JNPG on my PC at 1080p
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#175
Posted 27 November 2019 - 04:48 AM
Tesla Cybertruck vs Electric Ford F150 - theoretical pissing match because you can't experience either at the moment.
Infancy of Oakmont. Testing 3DG in fairway, semi-rough and rough on my simulator. Course is completely splined but have to hand contour 210 bunkers...
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#176
Posted 27 November 2019 - 06:10 AM
Looks marvelous Matt .. Move over VG2
#177
Posted 27 November 2019 - 12:15 PM
I'm looking at the quality of the Turf Effects 3-D rough, and that even though we're seeing it on a projection screen, I can still see the quality and imagine what it would look like on a direct HDTV display. I'm also looking at a sky that looks more vivid and lifelike than what I've seen in PG1. I'm certainly no expert on this, but I can make an A/B comparison, factoring in the differences in display technology.
Turf effects are done in a different way than in PG1, but do they look any better, is a different question.
The rest is the same old stuff. 8192 res new good looking evening skybox, low res outer terrain with a high res overlay image and some very nice planting.
Big question is the performance. That might be something to be jealous about, but there isn't too much evidence about that either. Release notes from Unity 5.23f1 to Unity 2018 would give some answers about graphics optimization.
The course is one of the nicest though, I have to admit that, but it has about nothing to do with the new version of the engine or the game. It's just a very well done course.
- Joe Habiger likes this
#178
Posted 27 November 2019 - 04:28 PM
When you look at what DPRoberts posted from his version of Oakmont and what's been posted so far from VG2, it really doesn't make VG2 look like much of an upgrade at all from VG1. I will say I've seen some shots where the lighting looks maybe slightly better in VG2, the sky boxes maybe look a little better, etc. But put any what I've seen of VG2 against the very best designs from PG, and I wouldn't see much of a reason to switch, if that were even an option. The only thing that looks markedly better is the post shot graphics, and some of the teases we've seen of the user interface. But tee to green, it looks like kind of a wash.
Now, on the other hand, I will say that for an initial release, the graphics look good. And if course designer software could be put in the hands of some of PG's more skilled designers, I wonder how much better they might be able to get courses to look compared to VG2's stock offerings? We'll only know that if PG2 comes to light and allows community course creation.
DPRoberts, your Oakmont looks awesome! Can't wait to play it! Happy Thanksgiving to everyone in the US!
- Joe Habiger likes this
#179
Posted 27 November 2019 - 04:28 PM
Tesla Cybertruck vs Electric Ford F150 - theoretical pissing match because you can't experience either at the moment.
Infancy of Oakmont. Testing 3DG in fairway, semi-rough and rough on my simulator. Course is completely splined but have to hand contour 210 bunkers...
That looks fantastic... best looking 3D rough I've seen in PG1 yet!
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#180
Posted 27 November 2019 - 04:39 PM
Turf effects are done in a different way than in PG1, but do they look any better, is a different question.
The rest is the same old stuff. 8192 res new good looking evening skybox, low res outer terrain with a high res overlay image and some very nice planting.
Big question is the performance. That might be something to be jealous about, but there isn't too much evidence about that either. Release notes from Unity 5.23f1 to Unity 2018 would give some answers about graphics optimization.
The course is one of the nicest though, I have to admit that, but it has about nothing to do with the new version of the engine or the game. It's just a very well done course.
I asked the poster of the video for the specs of his machine. He's got an Alienware 17, 16 GB RAM, i7 intel core 8750 @ 2.21 GHz. I really wouldn't have an idea of how VG2 would perform on my system until if and when we'd ever see it come into fruition on a desktop PC. I'm realizing now that I'm wasting my time blubbering over something I can't experience in its current form.
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