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Everything you said is true.
My friend described this game best when he said it's like a mobile game from 2027.
THANK YOU! This sums it up prefectly what I've been saying for days: driving the Mustang without aids is unreasonably difficult. The oversteer you mention is particularly evident at that speed range on long radius corners which you should be able to take on throttle with some understeer in the worst case scenario. But no, in this demo it's suddenly a snap of oversteer and any attempt at correcting it will just throw you to the other side. We're talking about a modern car with independent rear suspension, relatively long wheel base, and wide modern tyres: it definitely shouldn't behave like an old 911 on narrow vintage tyres.
I could forgive the graphics, the underutilized RPG experience, and the recycled models from TDU2. But crappy driving physics in a game that literally has "Drive" in its title? Hard pass...
They have better style and a hot indian chick :D
Adding onto a few things brought up:
In regards to traffic though, what on Earth is going on? Inside the city can barely find anything at times but up in the hills in the country roads its almost complete gridlock? Seriously for those complaining about the lack of NPC cars go drive in the hills and you'll not be able to pass with the amount of cars there!
The main issue is that objects don't render far enough away as in you find yourself in situations driving down a road at high speed and you see a corner thinking you can cut it but just as you're about to thats when the game decide to load in bollards and fences that will slow you down, or in one case hilariously launch me outside the map as it spawned underneath my car while I was driving.
The other part is offroading, yeah this is no fun especially if you want to catch some air. You can approach a jump at the exact same angle and same speed each time and your vehicle will go in a wildly different direction. The other aspect is when driving along on gravel the surface suddenly transforms into sticky toffee pudding randomly causing you to wildly spinout of control. I was doing this in an offroad buggy for those who are interested.
The best example can think of is if you are in the map menu and you want to change secondary missions being tracked you have a large list that you cannot filter into mission types. Its also not easy to filter objects on the map as you have to disable icons individually as opposed to clicking a button to show only this object type; so say I wanted to only navigate based on dealerships I'd have to keep dealer icons ticked and then individually disable everything else. Really need to look back on previous TDU games and see how they did it.
Another thing is that there are way too many menus and button presses to change something like a radio station.
There is one more problem connected to this: basically no vibro feedback on gamepad (I'm using an Xbox Series controller), so you never sure how close car to loosing the grip or spinning wheels. Surprisingly, there are support for the impulse triggers, but for me only the brakes feedback is worked (so I could disable the ABS and was in full control of the braking), there was no feedback from the acceleration or sliding at all, so I could only guess how much grip I had.
With early cars it was about 25-30 minutes to run from one side of TDU 1 map to another.F H, NFS and this TDU 3 map is just around 6-7 minutes.
But it is indeed a decent map and very detailed, if speaking with comparison to FH, NFS and Crew maps.
EDIT: Performance wise, it's not the best. my i9 and 4060ti drops below 60fps, but again, it's the demo. Not expecting that to be super polished, but I hope the full release will have much better optimizations.