The game continues to evolve. I am wondering if the next update will have any tweaking of the hole physics. As it is now almost any putt no matter what speed will drop if it catches any part of the cup. I can't remember the last time I saw a lip out. When I was watching the Safeway Open last week one of the players had a ten to fifteen foot putt (can't remember the exact distance) which lipped out even though he basically lagged it to the hole. Anyway really looking forward to the more realistic flops, pitches, and chips.
Dev Update October 2016
#21
Posted 19 October 2016 - 11:59 PM
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#22
Posted 20 October 2016 - 12:16 AM
Excited about the Nicklaus course packs too.
- Keith and erwildcat like this
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#23
Posted 20 October 2016 - 12:30 AM
I'll have to play The Grove again soon, my first impression was that it's a good tough tournament course but maybe not super-exciting. More of a $2.95 course perhaps? ![]()
Would love to see PP or a good CF artist take on Woburn (and TPC Woodlands while there's some Texas courses being made).
- erwildcat likes this
#24
Posted 20 October 2016 - 12:58 AM
Yes, the Realistic and Bumpy settings make the greens react more like real life rather than say, a billiard table. Also, because th reactions of the flops, pitches and chips are so more realistic, you really need to think about your approach to the green more. If you short side yourself, for instance, you're going to have a much more difficult time tying to get close.
C,
I'm sure I'll find out when the BETA is pushed to the test group, but can you say if the hole physics have had any tweaks? I'm hoping we don't have to enable 'bumpy greens' just to make putting a challenge, lol. Some of the greens the Pro's play on are quality surfaces, so I'm hoping that we can still play JNPG with 'smooth' greens and still have a challenge without having to resort to public links standard greens, lol.
#25
Posted 20 October 2016 - 01:23 AM
C,
I'm sure I'll find out when the BETA is pushed to the test group, but can you say if the hole physics have had any tweaks? I'm hoping we don't have to enable 'bumpy greens' just to make putting a challenge, lol. Some of the greens the Pro's play on are quality surfaces, so I'm hoping that we can still play JNPG with 'smooth' greens and still have a challenge without having to resort to public links standard greens, lol.
Yes, there is also the option for perfect greens. The bumpy greens option was not put in to try and address any possible issues with hole physics. It is purely there to enhance the simulation experience. They haven't made any hole physics changes in this build, this has been about ball physics and AI updates.
- Dazmaniac likes this
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#26
Posted 20 October 2016 - 02:02 AM
Looking forward to physics rebuild...sounds awesome.
#27
Posted 20 October 2016 - 04:17 AM
JNPG just keeps getting better and better.
I am happy that my JNPG experience keeps growing harder. By 2018 I'll be happily playing @ the Beginner level on the OGT Tour. And doing so with the other 100 players that have moved down with me. LOL J/K
I look forward to any changes made to improve this wonderful golf game. I just worry this game becomes so difficult I will not have a difficulty level I can reasonably be competitive on. I am not competitive at Pro and barely so at Amateur as I speak. And as this game continues to evolve I continue to slip farther and farther into the muddy waters toward being not competitive at any level. But this is my own selfish reasoning as a 70 year old. My boat has already left the dock so to speak.
Keep making this game great, greater, greatest as my great grand daughter tells me. ![]()
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#28
Posted 20 October 2016 - 05:11 AM
I better get ready to be scoring in triple digits again .....
:thumbsup:
#29
Posted 20 October 2016 - 06:37 AM
I can honestly say that this update news is the most exciting yet in my opinion. Nice to know that, far from easing off, the devs are going full steam ahead in making PG the best golf sim around. Now if we could just have an update about career mode progress...
#30
Posted 20 October 2016 - 07:30 AM
Hi,
is possible to participate the beta update ?
This game one of two favorite game ![]()
I hope a carrer mode seen ![]()
Sorry for my poor english ... (I'm french)
See you soon
PS : when arrive the new update with grass 3d ?
#31
Posted 20 October 2016 - 11:25 AM
Looking forward to try these updates
. Sounds very good also from a sim player's point of view!
Is there any information about how this 3D grass will be placed and colored? We have many different courses with different color tones in their textures. Will the grass be the same colour for all courses and in what parts of the courses it'll be used (rough, semi rough, first cut, fringe, green, other areas)??
Do designers have to add this 3D grass manually to the course files?
Is there gonna be any relief conserning water reflections in the near future? The lack of reflection is something that hits my eye the most. There are many games that have a decent reflections without noticeble influence to fps. When this is impemented into the game, there is nothing to stop this game to be released in consoles and to be a new standard in golf simulation in general.
Nice to see this game developing all the time! Keep up the good work. This will be a great success.
#32
Posted 20 October 2016 - 01:07 PM
Wow, this latest news has got me a little optimistic.
Not like me at all! ![]()
- Crow357 likes this
#33
Posted 20 October 2016 - 01:32 PM
Looking forward to try these updates
. Sounds very good also from a sim player's point of view!
Is there any information about how this 3D grass will be placed and colored? We have many different courses with different color tones in their textures. Will the grass be the same colour for all courses and in what parts of the courses it'll be used (rough, semi rough, first cut, fringe, green, other areas)??
Do designers have to add this 3D grass manually to the course files?
Is there gonna be any relief conserning water reflections in the near future? The lack of reflection is something that hits my eye the most. There are many games that have a decent reflections without noticeble influence to fps. When this is impemented into the game, there is nothing to stop this game to be released in consoles and to be a new standard in golf simulation in general.
Nice to see this game developing all the time! Keep up the good work. This will be a great success.
Basically we will be creating a variety of grass types that can be selected in the layers library in CF. The color of the grass will also be an option. Then when the game loads it will generate the grass. Since this is not real grass objects there is nothing for the course designer to do except define the grass type in the layer library and rebuild the course. The grass is actually directly injected into the rendering pipeline inside unity.
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#34
Posted 20 October 2016 - 01:45 PM
Basically we will be creating a variety of grass types that can be selected in the layers library in CF. The color of the grass will also be an option. Then when the game loads it will generate the grass. Since this is not real grass objects there is nothing for the course designer to do except define the grass type in the layer library and rebuild the course. The grass is actually directly injected into the rendering pipeline inside unity.
Does this mean that colour variation over a large area, as can be done with the textures, will not be possible with 3D grass and instead we will be left with an area of just one grass colour?
#35
Posted 20 October 2016 - 01:57 PM
Basically we will be creating a variety of grass types that can be selected in the layers library in CF. The color of the grass will also be an option. Then when the game loads it will generate the grass. Since this is not real grass objects there is nothing for the course designer to do except define the grass type in the layer library and rebuild the course. The grass is actually directly injected into the rendering pipeline inside unity.
Thanks for the info! Sounds great
.
Hopefully the 3D grass is visible only in the front of the view (like in TGC) and beautifully fades away in the distance. That way the different colour tones in the distance will look like they were ment to look. It would be great if the original texture's color would shine through the grass also in the front view.
No info about the water reflection? I understand that it's impossible to do all the things at the same time.
These are very good news anyway
.
#36
Posted 20 October 2016 - 02:00 PM
Does this mean that colour variation over a large area, as can be done with the textures, will not be possible with 3D grass and instead we will be left with an area of just one grass colour?
I'm sure there will be color variation. I mean, because Mike Jones, right? ![]()
Swing Type: Tour Pro Wireless XBox 360 Controller.
#37
Posted 20 October 2016 - 02:13 PM
I guess the 3D grass will also be a nod towards the game going DX11 minimum?
Not an issue for me and something I feel the game needs to do and throw off the shackles of DX9 and let the game make use of all the DX11/12 related goodies out there.
Sorry to all you DX9 folks out there for being selfish regards moving to a DX11 minimum requirement....... but it is nearly 2017.
![]()
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#38
Posted 20 October 2016 - 02:28 PM
I was also thinking that you could use that 3D "rough" grass as a bottom of those hay meadow areas if grass element's length is adjustable. It could add a nice thick feeling to those hay meadows
.
#39
Posted 20 October 2016 - 02:43 PM
Looking forward to seeing the new updates, has bunker play been looked at
not that I've mentioned anything about that at all....ever.....honest, Gov ![]()
JNPG is really pushing things forward what with CF and all this other loveliness- just hope that new anis are brought in at some point as Hacker Harry starting to look a bit on the weary side ![]()
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#40
Posted 20 October 2016 - 02:45 PM
Wonderful.
Thank you,
SC ![]()
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