Over Jump Rally

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Over Jump Rally

Over Jump Rally

@OverJumpRally

An indie homage to the epic arcade game from 1995, Sega Rally, recreated in UE5, with graphics as you remember them as a kid! https://t.co/eNLNBRs6W3

Los Angeles, CA Katılım Temmuz 2021
3.2K Takip Edilen9.4K Takipçiler
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Over Jump Rally
Over Jump Rally@OverJumpRally·
Over Jump Rally is a Sega Rally tribute, remade entirely in @UnrealEngine5, and we are hoping to become an official remake one day. A first game by Alessandro Schiassi Sound Effects by @pshelleyaudio "Silverstream" theme composed by @neoteaika This gameplay video shows the final visuals and the brand-new sound effects using @audiokinetic's Wwise and REV2! The car handling is also final, but I usually don't drive using the hood camera, so there are some crashes here and there, which I wanted to keep in the video to show the physics (and SFX) in action. The video was recorded in Ultra settings at native 1440p on an RTX 4090 and i9-13900k, clocking around 90fps. The performances are quite scalable, especially on lower resolutions and using TSR upscale technology. DLSS and FSR will also be added. The lighting is all done in Lumen Software, and almost every mesh is Nanite (except for translucent surfaces). Fun fact: there are 2 Billion polygons in the entire map! Chaos Vehicle is used for car's physics. FAQs: 1) Yes, a console port is planned, but only for current-gen consoles (PS5, XBSX/S). 2) No Steam Deck compatibility, as its hardware is not powerful enough. It should work fine on ROG Ally and Legion Go. 3) Yes to wheel support (and FFB); it's coming! 4) No, I don't have a date for the upcoming demo release, but you can see it's in good shape (still missing VFX and game logic, but graphics and handling are 100% done. Some SFX are still missing). #indiegame #UnrealEngine5 #segarally #ue5 #Lumen #lanciadelta #toyotacelica #rally #SEGA #セガ #セガラリー
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しょなる
しょなる@5h0na1·
SLAM DUNKのAI実写化がエグいから観てほしい
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Over Jump Rally
Over Jump Rally@OverJumpRally·
@PixelCNinja Fun fact: the game was mirrored on the VMU screen, so you could technically play it without even watching your TV!
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Pixel Cherry Ninja
Pixel Cherry Ninja@PixelCNinja·
In Virtua Tennis (released on October 6, 2000 for the Dreamcast), Sega proved that "realism" doesn't have to be boring. By taking the lightning-fast arcade engine and adding a deep World Tour mode, they created what many still consider the greatest sports game ever made, a title so intuitive that anyone could pick up a controller and feel like a pro within thirty seconds. Grand Slam Intel: The Two-Button Mastery: Unlike modern tennis sims with twenty different shot modifiers, Virtua Tennis uses just two buttons: Topspin and Slice. The depth comes from your positioning and how long you hold the direction during your swing. If you're planted, you're dangerous; if you're running, you're toast. The "World Tour" Grind: This was the secret sauce of the Dreamcast port. You create a player and travel the globe, but instead of just playing matches, you compete in bizarre training mini-games, like knocking down giant bowling pins with serves or protecting a series of targets from a ball machine. The Roster of Legends: You get to play as (or against) icons like Jim Courier, Tommy Haas, and Cedric Pioline. Each has a specific "style", Courier is a baseline power hitter, while Tim Henman is the serve-and-volley king. The 4-Player Smash: This was the ultimate "party" game for the Dreamcast. With the system's four built-in controller ports, doubles matches were chaotic, high-speed affairs that usually ended in a lot of shouting and "accidental" lobs.
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佐々木建仁(Kenji Sasaki)
アルファロメオといえば、当時プロデューサーの水口氏は濃緑色のアルファロメオ155に乗っていた。 プロジェクトがはじまる前は角ばったセダンに乗ってるな…エンブレムは格好良いけどぐらいにしか思ってなかったけど、見ているうちにカッコよく感じるようになっていた。洗脳された?のかも #STCC30周年
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mausimus
mausimus@mausmoto·
ShaderGlass 1.3 released! Better Linux support, shader search function and of course, more shaders! 📺 Free on Steam, itch and GitHub!
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Unreal Engine
Unreal Engine@UnrealEngine·
Explore how ‘Sonic Racing: CrossWorlds’(@RaceCrossWorlds) delivered seamless cross-platform multiplayer action at global scale—and how @SEGA worked with Epic Online Services to take high-speed online racing worldwide: epic.gm/sonic-racing-c…
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Cionyl
Cionyl@Cionyl·
Sonic Crossworlds adding Lets Go Away is not getting enough attention. This put a very stupid grin on my face.
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Gabriele Purpura
Gabriele Purpura@gapur_gp·
youtube.com/watch?v=D0EM1v… So, basically, DLSS5 is nothing more than a final layer over the rendered frame, without analyzing geometry or PBR. So here we have a hypothetical future problem, this one:
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YouTube
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Jesse Pitela
Jesse Pitela@RedefineFX·
Today I made this x-ray view for automotive visualization to better showcase internal tech & features. Reveal animation made with Unreal Engine Motion Design tools.
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Over Jump Rally
Over Jump Rally@OverJumpRally·
@oliemack The whole demo should have skipped characters and focused on the environments. Huge fumble on Nvidia's end.
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Oliver Mackenzie
Oliver Mackenzie@oliemack·
Here's some of the DLSS 5 material we saw in the demos but didn't get a chance to film. Here I think you can see the strengths of DLSS 5 - reflections become much more attractive. Starfield doesn't have great lighting to begin with, so the differences can be profound.
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吉野@連邦(renpou.com)
吉野@連邦(renpou.com)@yoshinokentarou·
プレイステーションでドリームキャストのゲームを動かした、伝説の『bleemcast!』というエミュレーター。 実はこの「bleemcast!」の開発に『セガが秘密裏に協力』事を、制作者がインタビューでサラッと告白し激震が走っている。 bleem!は1999年に米bleem! Companyが開発したPC用PlayStationエミュレーター。 当時は商用として販売されるエミュレーターは極めて珍しく、PC上でPS1ゲームをプレイできる画期的なソフトであった為に、このソフトは世界中でバカ売れした。 更にDreamcast向けに移植された「bleemcast!」では、PS1タイトルをセガの家庭用機で実行可能にした事は記憶に新しいが、もうこれも26年前の話。 その制作者がインタビュー動画で、セガとの興味深い関わりを告白した。 開発者Randy Linden氏によると、セガ社は公式支援こそしていないものの、開発キットや技術資料、MIL‑CDの存在など技術面で裏方支援を行っていたのだそう。 これによりセガ社は法的リスクを避けつつも、DreamcastでPS1ゲームを動かすことに一定の期待を持っていたことがわかる。 技術的なポイントはDreamcastのMIL‑CDフォーマット。 通常のGD-ROMとは異なるCD形式でソフトを起動できる仕様で、bleemcastはこの『抜け道”』を巧みに利用し、「Dreamcast上でPS1ゲームを動作」させる事に成功。 世界中の電脳キッズと、ゲーム業界を震撼させる事となる。 だがその結果、bleem!社はSonyから訴えられて法廷闘争に。 bleem!社は多数の訴訟により資金を消耗し、2001年には事業を停止。 ソニックがbleem!の墓の前で花をもって泣いている姿を覚えている人は多いであろうし、セガからのバックアップがあった上で「bleemcast!」が作られていたのであれば、これは非常に納得のいく話ではある。(添付画像がそれ) そして長年の謎が解けたのが、25年後である今なのだ。 URL(制作者のインタビュー動画) youtube.com/watch?v=RCw6Lp…
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YouTube
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Over Jump Rally
Over Jump Rally@OverJumpRally·
Over Jump Rally is a Sega Rally tribute, remade entirely in @UnrealEngine5, and we are hoping to become an official remake one day. A first game by Alessandro Schiassi Sound Effects by @pshelleyaudio "Silverstream" theme composed by @neoteaika This gameplay video shows the final visuals and the brand-new sound effects using @audiokinetic's Wwise and REV2! The car handling is also final, but I usually don't drive using the hood camera, so there are some crashes here and there, which I wanted to keep in the video to show the physics (and SFX) in action. The video was recorded in Ultra settings at native 1440p on an RTX 4090 and i9-13900k, clocking around 90fps. The performances are quite scalable, especially on lower resolutions and using TSR upscale technology. DLSS and FSR will also be added. The lighting is all done in Lumen Software, and almost every mesh is Nanite (except for translucent surfaces). Fun fact: there are 2 Billion polygons in the entire map! Chaos Vehicle is used for car's physics. FAQs: 1) Yes, a console port is planned, but only for current-gen consoles (PS5, XBSX/S). 2) No Steam Deck compatibility, as its hardware is not powerful enough. It should work fine on ROG Ally and Legion Go. 3) Yes to wheel support (and FFB); it's coming! 4) No, I don't have a date for the upcoming demo release, but you can see it's in good shape (still missing VFX and game logic, but graphics and handling are 100% done. Some SFX are still missing). #indiegame #UnrealEngine5 #segarally #ue5 #Lumen #lanciadelta #toyotacelica #rally #SEGA #セガ #セガラリー
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Over Jump Rally
Over Jump Rally@OverJumpRally·
Name a game that makes Raytracing (or RTX, specifically) mandatory... let alone DLSS. You can always play something else. There are already more great games you can physically play in your lifetime today, imagine in the future. Worst-case scenario, make your own game, as it's going to be easier than ever (it already is).
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Robert William Cummings
I've seen perfectly functional and intelligent people reduced to gibbering haters over DLSS 5. They even claim it changes geometry, artistic intent and will ruin all gaming forever. I don't understand it but am thankful it's purely optional so they can disable it for their sake.
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Over Jump Rally
Over Jump Rally@OverJumpRally·
@IntoTheFilter @GAMERTAGVR Devs can even decide not to add and surely gamers can turn it off. It's even exclusive of Nvidia hardware (high-end), so it's not something that can be pushed too hard.
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Into The Filter
Into The Filter@IntoTheFilter·
@GAMERTAGVR Is this a setting that can be toggled or something? If so, then I don’t get the backlash. If it looks good for a game, turn it on. If it looks bad, turn it off.
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𝙂𝘼𝙈𝙀𝙍𝙏𝘼𝙂 𝙑𝙍
Watching DF back peddle on DLSS 5 is painful. To me their first take on the technology is them being honest at that time, but the new response video feels aimed at calming their fan base. I can’t tell now if they are amazed by Graces new face or not 🤷‍♂️
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Over Jump Rally
Over Jump Rally@OverJumpRally·
@SquaredApe It's also might be much lighter than Path Tracing and even Ray Tracing in the long run, improving performance and visuals.
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Robert William Cummings
@OverJumpRally Indeed! and I think indies stand to benefit if using main engines like UE as it'll be trivial to mask and set up. Unreal already provides a global distance field for lighting dominance which the feature likely needs. Wouldn't be hard for us and our screenshots would be pretty!
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Tony Lyon
Tony Lyon@RetroVidGaming·
Virtua Racing (Sega Genesis) Remake Concept. Yay or Nay?
Tony Lyon tweet mediaTony Lyon tweet mediaTony Lyon tweet media
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Over Jump Rally
Over Jump Rally@OverJumpRally·
@Ouctilt @timsoret @PrometheanAI No one is forcing devs to use it. But they fumbled the presentation; they should have shown the level of customizability of the entire filter, not just mentioned it in the article. They also should have skipped the face enhancement and focused on the environments.
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Alexis Roca
Alexis Roca@Ouctilt·
@timsoret @PrometheanAI Are you not outraged by this insult to our art ? From your words, you are hardly crafting every pixel of your game, even creating a new way of doing pixel art. How this dlss-shit is not taking us at the total opposite direction of what you would like for the industry ?
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