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Need for Speed 5: Porsche Unleashed (Windows)
Created: 1733263896 (2024-12-03T22:11:36Z), 6441 words, ~27 minutes
Tags: review, western, ea, nfs, racing
This post is part of series nfs: 1, 2, 3:HP (W, PSX), 4:HS, 5:PU, MCO, 6:HP2
Need for Speed: Porsche Unleashed, aka Need for Speed: Porsche in Germany/Latin America, and Need For Speed: Porsche 2000 in the rest of the world (no more オーバードライビン in Japan). Another NFS I didn't really play until now. I have a feeling I will write this a lot, maybe I should note when there is an NFS I played instead. I remember trying this out, and having fed up with doing slaloms between the cones and fucking 360s and just left it. Also, apparently back then, I got a rip version from a friend without movies and music, and it certainly didn't help me to fall in love with this... thing. But speaking of movies, the intro!
Where do I even start...? First we're back to different resolutions, like with NFS1, the EA logo is 320x240, while the rest is 320x176, another weird aspect ratio of 20:11. And while I'm at the EA logo, the video looks the same, but the sound is definitely new. Yeah, the redesign logo every year contest.
Then onto the actual intro, and I'm really trying to not write a wall of text like I did with NFS4. At 0:06, we see a Porsche test driver. Fact check: true, you can be a Porsche test driver in this game. But the similarities with the actual game end here. Next, the test driver sneaks into the garage during the night and starts browsing around the cars. Wrong! No, no way! In the game you can only be a good corporate drone, doing exactly what the others tell you (at one place even your junior!), with zero autonomy. The first car he looks at is a 550 A Spyder—and while this car is in the game, you can't drive it as a test driver! Also, as a test driver you only drive in racing suit and helmet. The casual clothes are reserved for non-factory-driver events. What comes at 0:23 is also bullshit, there's no mission where you have cones at the side of the road, only slaloms. Plus hitting about 9 cones (the picture for ants resolution and 15 FPS makes the fate of some cones ambiguous) is not a good idea either, unless you want a 9-second penalty. 0:40: I don't remember seeing poles like that at the side of any track. At 0:50, the driver looks at a blue Porsche (dunno which model, except the few race-class Porsches, they all look the same), and goes racing. There's a small problem though—there's no proper racetrack in this game. Monte Carlo comes close, but it's still a road track, even if there are some curbs at the side of the road. There's definitely no pit lane in the game anywhere. Then at 1:11, we get to see the police. There's actual police in the game, but it's seriously dumbed down from what you had in NFS3/4. Then the switchback at 1:19. Let me tell you what would happen if you try this for real in game: you crash into the wall. This is a Porsche, not a Subaru or Mitsubishi where you have actual handling. These piece of shit cars are uncontrollable over 30. The Tokyo drift at 1:24 is more representative of the game. Later he chooses the black Porsche, at 1:41 we can see he's listening to 52Kultur (or Szkultur or whatever), I bet he's some snob only listening to classical music. Who doesn't want to race to Mozart? Then he goes to drive at places kinda resembling places available in the game. And at 2:15, we return to the spark fetish from NFS3.
After watching all this (or skipping), you're rewarded with the loading screen, still in glorious 640x480 resolution.
General impressions#
First thing first, this game is about Porsches. You have Porsche, Porsche and even more Porsche, but nothing else. Even the police is Porsche! You're stuck with these rolling piece of rusts for the whole game. And unlike NFS3/4, the modding community is pretty-much nonexistent, and as far as I know, new cars added by mods are not available in career play, so... yeah. If you don't like the German garbage, you're fucked. But if you happen to like them, you'll be delighted to know there are 87 cars in game (including bonus and downloadable cars), even though most of them are minor variations of the same cars.
Remember how I bitched about NFS4 being a curling simulator on snowy tracks? Well, here you have two kinds of cars, cars with grip and cars without. And unfortunately, 95% of the cars in this game fall in the latter category. I hope you know curling, because this game is a curling simulator, not a racing game. But at least bumps no longer give you ridiculous amount of damage, like in NFS4.
On the positive side, AI got real improvements, now they'll attempt to overtake you, instead of self-identifying as missiles and trying to bomb you out of the track. Except at the end of the evolution mode, where the game tries to increase the difficulty by increasing the AI aggressiveness to level 11, thereby restoring the old AI behavior. But for the rest of the game, have fun playing dirty with them. If they want to overtake you, just steer in their direction, to avoid crashing they'll steer too, so you can easily force them off the road, and with some luck, they'll crash into something. Just don't try to spin them out, 99 times out of 100 they'll recover, and you'll end up in a worse situation than when you started.
Soundtrack is superb, mostly composed by Rom di Prisco, for some reason credited as Morphadron here. Sadly, the only really good part of this game.
Factory driver#
Unlike the pure arcade NFS3, and the arcade-career mode hybrid NFS4, NFS5 is heavily focused on career mode. Heck, you can't even exit the game without creating a profile! In addition, this game has two career-like modes, then first being the factory driver. You're a freshly hired test driver at Porsche, and your goal is to become the ace test driver by completing a series of gradually more difficult tasks. I mean, that's the premise. This is a completely linear mode with auto-saves, you have to complete the missions in order, you can't even choose your car, and when you finish a mission, it's done, you can never go back. Except, of course, save-scumming or savegame editing. This game is completely unplayable without them, it's worse than the most linear FPS out there. And there are other problems.
Most of the tasks involve you slaloming, turning around cones, and doing 360s on a test track. Especially the latter is quite bitch, depending on how good you are, expect the game to register one 360 out 4–10 attempts. Before each assignment, you can view a map and a briefing, but the briefing won't help you at all, nevertheless it will still occasionally break the fourth wall (like when cautioning about the broken reset feature of the game, but it's so much nerfed in this game, you'll practically lose if you have to use it). It's only there to mock you or try to put a shitty "story" into the game. 0 useful information. And difficulty wise, except the first few tasks, expect them to retry multiple times until you succeed. Which is not fun when the task you have to do is not fun to begin with, and this game mode is about as fun as a real workplace, 100% frustration and annoyment, 0% fun. The only real fun missions here are the "Capture the Flag" missions, where you have to hit cones in a specific order (but you don't know the order in advance, and the arrow display is a bit fickly, so it can still fuck you up). This is also the only game mode where police makes an appearance, but it would have been better if they left them out. They won't arrest you like in previous games, all they do is being in the way, and sometimes trying to spin you out. They're only marginally more annoying than the traffic, which you also have in some assignments.
The first assignment where I had real trouble was the one where you have to do a 360 with a 911 GT1. GT1 is one of the about two cars in the game where the grip is not zero. With most cars, you can just steer right full, release gas, handbrake, and keep it until the 360 is done, then just continue. Not with the GT1. You do at most a 180 with this method. After some searching on the net I found a useful GameFAQ, where I found out I have to release handbrake around halfway and steer in the other direction. Even armed with this info it took me like an hour to finally complete this assignment. And of course, I read online about that one level, the commercial mission, how some people struggled it for days, and I was already worried how fucking difficult it will be. You have to do a 180, reverse into a next set of cones, do another 180, some turns, and finally a 360, all while using manual transmission. And I have to tell you, using manual transmission on a gamepad sucks. So I sat down, mentally preparing for the worst, started the stopwatch and dive in. 11 minutes 21 seconds. Including starting the game, reading the briefing, load screens, etc. I was disappointed. I felt empty. The herculean, impossible mission... was this? It was about as hard, as any other. Average at best. Sigh. Anyway, here's a replay of me doing it. It won't win world championship points (especially not the second 180, and no, I wasn't trying to reproduce the cheat from the FAQ), neither for the time nor for style... but as I said, you can't retry factory driver missions easily, and I had no inclination to do this more than once. Also, ignore my inability to shift.
(And man, I have to rant about the replay feature now. Or more like, the missing features. Only NFS3 with modern patch had a rearview mirror, but here every HUD element (except the timer in factory missions) are missing, and no way to get them back. You don't know your position, time, the lap... anything! And when the replay ends, it automatically quits instead of restarting, possibly destroying your only chance of saving the replay at the end of a race. Argh!)
Anyway, after completing the commercial, you have a few more tasks, then you get the final showdown. To become the ace driver, you have to beat the current one—and of course, it has to be a woman. A stuck up bitch. The only woman in the whole fucking game is the ace test driver. Sure, sure, DEI apartment at work, whatever. In reality, she's not a big challenge, getting to the point of challenging her is the challenge. I showed her her place after she tried to overtake me, then there were no problems for the rest of the race.
(Ah, looking back how I do the hairpins literally hurts...)
But the year is still 2000, so at least I got a congratulations message after beating her, not a lecture on toxic masculinity or something. Also note how after receiving the final message, exiting the factory driver mode means you can never again go back. Not even to check out the cheap plastic ID card you got. You never get to use any of bonus cars you win in factory driver through the factory driver missions, and evolution mode is bugged in this regard (more on it later). What's the point?
Evolution mode#
I'd say this is the meat of the game, somewhat similar to NFS4's career mode. The storm of 4 and 8 lap races at the end of the career gameplay was removed (especially given most races are sprint races, not circuits), but I don't think anything else improved. The autosave, no restart system is still there, and while High Stakes races were removed, there are lots of other annoyances.
The idea behind this mode is you start in the year 1950, and you progress through time until 2000 as you complete races. Now, how does it look in practice? You start the game with 11000 unspecified units of money, and at the new car dealer, you can buy a Porsche 356 1100 Cabriolet or Porsche 356 1100 Coupé Ferdinand. Both costs exactly 11000. What you buy is practically irrelevant, because on the first race the AI is so shit (especially if you completed factory driver before) you could win the race riding a bicycle, and after finishing the first tournament you want to buy a new car anyway.
By the way, tournament. There are two types of events in evolution mode, and at the start of the evolution mode you can only enter tournaments. Do a few races, and whoever gets the most points, wins (in case of a tie, you win). You get money based on your position after each race, and finishing the tournament in top 3 advances the time in game. The game is divided into three eras, finishing the last tournament in each era advances you to the next era. When you advance to a new era, you won't be able to access the tournaments of the previous era, and most tournaments require cars from the current era, so this is where club races come into view. Finishing an era unlocks the club races of the respective era, and club races don't "expire" like tournaments, but they won't advance the time either. Think of them as optional side quests for some extra money. Unlike tournaments, club races sometimes feature traffic, or rally style events, where you don't collect points, but your total race time combined counts.
So, what's the problem? After finishing the first tournament, you end up in 1956. You can buy the shiny new 356As from '56 in the shop, but the 356s are gone. Huh? What? Well, shop is not additive, like in many other games, but it tries to be realistic. You can only buy still manufactured cars, the cars of the past are gone. Instead, you can go to a used car dealer, and buy cars from there. And all of them will be thrashed, but you can repair them. Also, don't wait too long, as cars get older they become rarer at the used car's dealer. (There's no penalty on used cars ingame, after you repair them, they're as good as new. This also means, you generally don't want to buy new cars if you can, buying them used and repairing a few years later is cheaper.) Which gets me to the point: there are (almost) permanently missable cars in the game. If you want every car in your garage (and reading the already mentioned GameFAQ made me want it), you have to stop after each tournament and buy every (used) car you still don't have. The more you wait, the harder it will become to obtain them.
So you need a lot of money, early in the game. How? By buying cars, repairing them, and selling them for a profit, without exception. Yes, Need for Speed Porsche is basically a well disguised clicker game, you spend more time in the menus than driving. (And after writing this sentence, I spent the next couple of hours playing candy box. I'm not linking it here, you don't want to open it.) But at least this way you won't have money problems anywhere in the game. (Just note the game usually doesn't actually save your progress until you start a race or quit the game, so if you're scared of losing progress after a crash, exit and restart the game every now and then.)
Now on the actual flow of the evolution mode. In the menu you can select any tournament in the current era, which might give you the impression of you have some freedom on how you complete them, but in reality, entry restrictions make this game mode pretty linear. Let's see what you can choose from in classic era:
- 356 Challenge: 356 models only
- 356 A Cup: 356 A models only
- 356 B Endurance: 356B, limited to 1600cc (and the text overflows the container)
- 2000cc Challenge: 2000cc 356B or 911
- 911 Cup: Any 911
At the start of the game, as I mentioned you can only buy 356s, so you're limited to starting with 356 Challenge. Finishing it, you end up in 1956, and you have access to more 356s and the brand-new 356 As. What does it give you access to? 356 B Endurance? No. 2000cc Challenge? No! 356 A Cup, the second item in the list. Finish that, and you end up in 1960. In '59 you get two new 356 A models, and in '60 a bunch of brand-new 356B models (but all of them are 1600 cc), so you can only start 356 B Endurance. Then you get to 1965, with '62 356 B 2000 GS Carrera 2 and '65 911 Coupe as new cars. Wait, now you can enter both the 2000cc Challenge and 911 Cup. Yay, you have choice! What happens if you skip ahead, though? Nothing really, you'll advance to '69 like you completed the 2000cc Challenge, you still have to finish the 2000cc one. The number of completed tournaments counts, not the tournaments themselves. And your freedom will be similar in later eras too.
What happens when you win the last tournament in an era?
First, you automatically finish the era and advance to the next one.
In practice, this means you can't retry the last tournament if you successfully complete it.
If you're at a bad position (but still in top 3) at the end, your only option is to either restore an old save before the event, or quickly quit the race before finishing it, and forfeiting the tournament to restart it.
But wait, it's get worse.
When completing an era, you get a bonus race, where you have one (1) chance to win a bonus car.
If you mess up the race, the game locks up on the load screen, bluez
decides to crash during this race despite not doing anything like that in the last 5 years, it's gone—and yes, it all happened to me.
You can buy the bonus car from the new cars menu for a few years, but it will be ridiculously expensive.
So do yourself a favor, before starting the last race in the last tournament of an era, exit the game, and make a backup of your savedata
folder before continuing.
And cars. First, the good parts: you have extensive upgrade options. You can mix and match various parts, unlike NFS4 where you only had upgrade level 1, 2 and 3, this is honestly more like what you will have in Underground, but with a focus on performance parts. Visual tuning is way more limited, you can change the body and interior color, you can put a racing number on your car, some full body vinyls, while with some cars you can replace the rims and some body parts. The problem with the latter is you have 0 visual feedback, you have to buy the item, put on the car, and exit back to the garage to see the results. I mean, if you can spot the difference, as all Porsche cars look the same. And with performance upgrading, I think they did it like this, so you can upgrade your car in smaller steps, but in practice it also falls flat. First, you'll generally only use a car for a few races, then you'll move on to the new shiny, so you'll just buy the car, put the upgrades you can, then forget about it when it's no longer useful. And if you do the used car selling thing I mentioned, you'll have enough money to buy all the upgrades right away. Other than the gearbox and tires, you'll generally just want the best part anyway.
The worse part is, figuring out what you want. Where's the car compare screen? Not in the garage. I've found it in two places. First, you can go to the new cars screen, select one car, and compare it with others. You only have head-to-head compare, and the left car is fixed to what selected in the previous menu. If you want to change it, you have to go back, select a different car, and compare again. And of course this way you can only compare new cars against all the other cars in the game. Or just memorize the values you're interested in and only use the right side of the menu. Alternatively, you can exit evolution mode, go to quick race, and the garage there, for some unknown reasons, will have a compare button. So there you can compare cars you own with everything else. How do you compare used cars? I don't think you can. Also remember the detailed car showcase from previous NFSs? Well, I only found it in the evolution mode's new cars screen. This means you can't check the details of the cars you can no longer buy as new. What the fuck is this uber bullshit? But at least Porsche 2000 did one thing right: showed how low-IQ dumbed down user interfaces of the new century will look like. I want to throw up.
The second problem will only manifest during the end of your evolution gameplay.
In the garage, you can have 80 cars.
You can't get the 4 downloadable cars in evolution mode, but you still have 83 cars in game to store in the 80 spot garage.
But apparently this 80 limit is not because the game has a Car cars[80];
or something similar in the code, as you can have more than 80 cars, you can't just buy more cars if you already have 80.
You can still win bonus cars.
And this is where I fucked up.
Apparently, if you do evolution mode first, you can get the 77 normal cars and 3 era bonus cars normally (for a total of 80), then do factory driver to get its bonus cars too.
Maybe.
I'm not restarting this shit game from the beginning to try this out.
I did factory driver first, then reaching the respective year in evolution mode unlocked 2 out of the 3 factory driver bonus car (I have no idea why I didn't get the '73 911 Carrera RS 2.7 Coupe, either the game is buggy, or I managed to accidentally sell it).
Then I won the modern era bonus race to get a 81st car in my garage, and missed two cars.
And the fucking GameFAQ nowhere mentioned this.
(But, if you're new to the game and this doesn't bother you, I still recommend starting with factory driver.
You can easily restart missions there, repairs are paid by Porsche, and no missable content, giving you a gentler introduction to this bullshit curling simulator.)
Oh, and the cherry on top. You somehow get the shiny bonus car from factory driver, and you run into a tournament requiring the same car. Joy fills your eyes, finally all the blood and sweat you had to sacrifice in order to finish the factory driver paid off! You select the car, click on race and...
the game just shows you a huge middle finger. Because a factory driver bonus Boxster is apparently not a Boxster. Dunno what it is then, maybe a cheese grater? Did they even playtest this piece of shit?!
Difficulty wise, during the tournaments, it starts very easy, and the difficulty increases pretty slowly. You shouldn't really have major problems until the second part of the modern era, especially if you completed factory driver before, as that is the point where AI drivers stop being race car drivers, and instead transform into hypersonic missiles. Club races are a different matter, though, you reach the problematic races much earlier there, even as soon as doing the classic club races. But compared to the bullshit you had to do in factory driver mode, they're still easier.
One thing I didn't understand about this mode, what the hell is it supposed to be?
You have the same opponents during all evolution races.
But a race driver's career usually don't last 50 years.
And while the cars are changing, the tracks are the same—Côte d'Azur in 1950 looks the same as in 2000.
I only found one explanation for this: this must be some LARP event.
A group of idiots LARPing through time, imagining they're some kind of race drivers.
But then where did they get all those ancient cars in such huge quantity?
Wait a minute... if it's LARP, they're probably made from cardboard.
It explains why damaged cars look like crumpled paper, and maybe even the handling—are we just driving RC cars?
Wait a minute...
U3 enters the Gulliver
cheat into NFS5.
Damn, I knew it!
Miscellaneous shit#
What else is in this game besides factory and evolution mode? There's a Porsche chronicles screen, probably they made this in exchange for the nerfed car showroom. You can watch some videos here, look at old photos and some magazine scans. The latter are very low resolution though, so you're not going to read anything besides the headings.
The load replay is still in the main menu, and I've already ranted about it, so I won't do it again. No saved ghosts or knockouts/tournaments like in the previous versions. Plus a load game button, but it would be more correct to label it load profile.
Then you have a singleplayer mode, the meat of the game in NFS3 and before, here it's just there. To mess around with the game when you're done with the career modes, I guess. I mean, if you can stand the game, but then you won't even notice the annoyance of quick race forgetting your settings, even after a single race. You can't even unlock anything here, and before completing the career mode, you barely have anything here. I'm pretty sure this was also a reason why I dropped the game back then, I came to this menu, and saw the game has like 4 tracks and a few cars. Anyway, this has three submodes, quick race, quick knockout, and knockout. Quick race is a single race, knockout is supposed to be the knockout known from earlier NFSs (I never tried it) where the last each lap is eliminated. Finally, there's quick knockout, you can only play it on Monte Carlo, and each lap the last player is eliminated (i.e. the knockout mode of Underground and later).
Didn't anyone tell the developers the dashboard lights are not a Christmas tree? Why all the fault indicators are lit? Monte Carlo never has traffic in career mode, but in quick race you can enable it, sometimes with hilarious results (see around 0:25, but it's not limited to this single track). Also, only in singleplayer mode, you can have mirrored tracks (and it also mirrors your look left/right buttons!). You can also see the nerfed reset in action. If your car is reset (either by you pushing the button, or just letting the game reset you after rolling over), at first, nothing will happen. You can press the gas, or whatever you want, you'll be forced into spectator mode. Then after waiting for hours, finally your car comes to life and starts rolling. So yeah, don't press reset when you don't absolutely need it. (But unlike previous NFSs, if you roll over, but still land on your wheels, sometimes you still need to reset.)
Then at 1:36, the announcer says "that's your first lap." Sorry? You meant that was your first lap, no? Sure, even NFS4's "high rate of speed" drove me insane (and I'm not alone!), but they were police officers, we can't expect them to have higher than room temperature IQ, but at least NFS4 announced the lap I just started, not the one I finished. On the other hand, this NFS has a truly revolutionary new feature, still managing to fill the heart of fans with awe to these days, and forcing them go on their knees while being beholden with this truly marvelous engineering performance: odd number of laps. Yes! You can have 3 lap races! Or 5. Or, wait for it... even one! OMFG!!! 6 years after the original NFS was released!! Aaahhh! ... Sorry, I just came (JXL, JPEG).
About the tracks, I'm not a fan them either. Positive things first, no more half-assed dark races like in NFS3. On the other hand, you no longer have selectable day and night, each track is only available only in day or only in night setting, depending on the track. Your lights are still only doing anything on night tracks, and there are a few tracks (Alps, Autobahn), which can get pretty dark (for fuck's sake, Autobahn has streetlights on), but you still can't use your lights.
The shortcuts known from NFS2–4 are still here, maybe even a bit more, and now they're (mostly) shown on the map. But the developers didn't stop there, some tracks have many alternate routes, and it can quickly become a clusterfuck, especially when alternate routes cross (mostly Corsica and Auvgsomething). They're so long they don't even fit on your minimap! Also, most of the sprint tracks feel like, there's something interesting in the middle, then some generic environment with a bunch of curves copy-pasted all over the place. Like late in the development, a manager stormed in, and shouted: the tracks are too short! Make them longer! And the developers had to do something quick. Especially annoying around the end of the tracks, you don't know when it's going to end among the 100 similar-looking turns, and the minimap for some reason doesn't show the finish line. I'd say 2:10–2:46 is such filler part in the video below, gradually getting more and more annoying:
Also be careful around the edges of the tracks, the bushes sometimes hide barely visible rocks, and if you hit them... ouch! The car makes weird moves during the countdown. Alps track is like, sun is shining, green grass and mostly green trees in normal hilly track, so it's early autumn at most, then you go into a short tunnel, and on the other side it's dark, snowing, and everything is covered in snow. Not as bad as the later NFS game where you start a race in a desert and finish 5 minutes later in a snow covered mountain, but still.
Pause menu is WTF. First, you can open it with the escape key, but not close it. You still have the race again button in evolution mode, but clicking it does nothing. The settings options were completely removed, if you want to change anything (sound volume, HUD layout, etc.), you have to exit the race and go back to settings... (You can quit, it's no longer a forfeit like in NFS4, but your car's damage remain). At the end of the race, you can quit the replay with the Esc key, but if you press it after crossing the finish line but before the "Esc to exit" message appears, it'll count as if you exited during the race. Might be useful to save yourself in the last minute from a race you didn't want to finish, or cause you grief if you wanted to finish normally, but you pressed the button a little too early, and so you thrashed your race.
Want a short conclusion? I'm fucking glad EA never made an NFS like this again.
Technical shit#
Note: most of the patches mentioned in this section are mirrored on my server.
If you read my previous NFS articles, you probably know what to expect here.
First, I'm doing my tests using wine 6.19.
I didn't even bother testing with a newer version, it's still the same game engine, so I doubt anything changed.
Create a new WINEPREFIX, run wine control joy.cpl
and disable not needed controllers, and also run winetricks csmt=off
unless you want a slideshow.
Then grab the modern patch. However, unlike previous versions, it lacks a description of how to install it. It just says extract into your game root. What game root? Do I have to run that horrible abomination installer?
Yes, as the note says, you have to type in the spaces too, and no, you can't copy the serial from the text box.
Fortunately, you don't have to do it.
What you need to do is copy these files and directories from the CD: gamedata
, fedata
, fe.txt
, mrbupd.dll
.
No need to mess with the registry with the modern patch.
But of course, it's Windows, so filename casing will be all over the place.
At this point I started giving up and put everything onto a ciopfs
mount, but you can downcase everything with a script too.
Then unpack modern patch (password is NFS
) and overwrite things.
Run config.exe
to configure things.
I selected the OpenGL backend as with NFS2, run the game—and ended up with the same 1x1 pixel window as with NFS3. Huh? Getting a bit annoyed, I browsed through the available backends.
dx7
: the original renderer. Seems working, but the menu is forced to 640x480, so pretty bad.nglide
: the same Glide wrapper as before. Selecting this, however, crashed the game on launch. Upon some testing, I found out forcing it to use desktop resolution is the culprit, if you enter your actual resolution, it will work. But in the settings I couldn't select non-4:3 resolutions, so still not ideal.opengl1
andopengl3
: so back at OpenGL. Learning fromnglide
, disabling forcing resolution works, but entering the resolution doesn't (same result as in NFS3, square window). Getting somewhat desperate, I checked windowed mode—and wait a minute, the window is resizable (while ignoring the force size setting)! And it actually works correctly. AAAAAAAAAAAAAAAAAA!
So a plan formed.
Do not emulate a virtual desktop inside wine
, and instead just fullscreen the window.
Which didn't work too well, since switching between the menu's fixed 640x480 resolution and the game's widescreen resolution forcefully resizes the window.
No problem, I'm using awesome, though, so...
local function client_geometry_requests(c, context, hints)
if c.class == "nfs5.exe" then
c.fullscreen = true
return
end
-- any extra logic you have
c:geometry(hints)
end
if awful.ewmh.client_geometry_requests then
client.disconnect_signal("request::geometry", awful.ewmh.client_geometry_requests)
end
client.connect_signal("request::geometry", client_geometry_requests)
(I wanted to use rules at first, but they didn't work, I guess because it resizes the window instead of recreating it.) Also, more reason to not use Wayland until it gets a window manager.
After making a new profile (because as you can't exit the game without a profile, you can't change the settings either), go to graphics settings, and select a resolution with the correct aspect ratio. You don't have to select your actual resolution, or more exactly, you probably shouldn't select your actual resolution. The problem is, unlike NFS3 and 4, NFS5 doesn't scale the HUD with the resolution, so as you increase the resolution, HUD elements will become smaller. At 1920x1200 the rearview mirror were already ridiculously small, at 4K resolutions it's probably unreadable. I went with 1280x800, the HD-ready resolution in 16:10 to match my monitor.
There's also a SilentPatch for NFS5, but the only important change here seems to be "Locked all game threads to one core, while allowing worker threads to use any CPU cores". I tried this patch, it seemed to work at first, but as I progressed through evolution, the game started to lock up when starting a new race. At first rarely, then more often, and by the time I got to modern era, almost every 2-3rd race. It happened multiple times it locked up during load, I killed and restarted the game, then it locked up again. (Maybe it depends on the number of cars I have in the garage? I guess most people don't try to collect all the available cars...) After getting fed up with this, as a test I disabled SilentPatch, and I had zero lockups since then. Not sure how much of a negative consequence it had on performance, but at least the game was running stable after it. One note, if you have controllers, disabling (and maybe enabling) SilentPatch somehow changes keybindings, and you'll have to rebind them. The worst is, in the settings screen, it will still show the (correct) bindings, but it won't actually work until you rebind all of them.
Audio-wise, still no Dolby Surround©®™ and D3D/EAX support was removed. I tried DSOAL, but all it did was to upmix stereo to 5.1 by OpenAL soft instead of PipeWire. There's some 3D audio option in the settings screen, but I have no fucking idea what it does, it still outputs stereo audio.
One final trick I started using here is gitwatch.
Since the game autosaves like crazy, and there's no way to go back.
I created a git repo in my savedata
folder, and started gitwatch.sh -s 1 .
in it.
This will watch it for changes, and automatically create a git commit 1 second after it.
I used something like this when I played (I think) Test Drive Unlimited many years ago (but at that time still on Windows), but I made a little addition now.
One problem with this approach is all commit messages will look like Scripted auto-commit on change ($DATE) by gitwatch.sh
with $DATE
replaced by the commit time.
Not too useful to figure out what happened, and NFS5's savegames are just binary blobs, so the diff isn't useful either.
So this time I did a little extra, a script using zenity
(which is symlinked to qarma
on my machine, because I don't want Gnome 3+ crap, but I can't remember the clone's name, and I think kdialog
's commandline was longer) to ask for a commit message and amend the last commit.
I bound it to a keyboard shortcut, and I could just invoke it any time something interesting happened.
I'll still have a lot of auto-commits, but at least there's some hope of finding a state I need.
Also the game only really saves when starting a race and exiting, so most of the time the message actually went to the previous commit than I intended.
A bit annoying, but I didn't have to go back in history too much.