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Perfect Golf 1.2.1.5 Update Released


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#21 Fairwayman

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Posted 07 March 2015 - 04:53 PM

Update plays beautifully, thanks for all your hard work guys :D


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#22 Jimmy

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Posted 07 March 2015 - 05:00 PM

Just to update on fps. Better fps everywhere but does struggle a tad on new course. Has improved slightly when i rebooted my pc. So anyone else struggling a reboot improved fps for me.

Cheers

#23 Fairwayman

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Posted 07 March 2015 - 05:07 PM

Thanks guys, gr8 update! :D


750 W Corsair pwr supply ⛳️ Octacore AMD FX9590cpu with 110i GT cooler @ 5.0 ⛳️ ASUS Strix 1080 vid card ⛳️ 16 gig 1866 DDR3 ⛳️ Samsung 840 HD-SSD ⛳️ Dell 22in 1080p AND 40in and 65 in Samsung Monitor 4k HDMI-to HDMI on card ⛳️ Win 10 pro 64 bit ⛳️ MSwing Pro and Tour Pro

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#24 robbiet71

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Posted 07 March 2015 - 05:12 PM

Thanks for the update. Love the new course and it runs fine on my laptop on highest settings. The spin on the greens is better for sure. I really like the way the pine needle texture blends with the rough. Superb work. Can't wait to get my hands on CourseForge. :)


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#25 Rush2112

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Posted 07 March 2015 - 05:15 PM

Well the chipping is defintely different, my lofted 10 to 18 yard chips are not dead on anymore, you'd think this was a rant but, Even though I never got to the point of creating shots in real golf I know getting up and down like I have been on PG is unrealistic. Liking the changes to the spin also, seems more natural.

Also getting lower fps on new course, lower graphics still somewhat choppy but no swing lag. New build today, wish me luck.

#26 Fairwayman

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Posted 07 March 2015 - 05:26 PM

RUSH2112 and the meek shall inherit the earth :rolleyes:--what memories-wow

Just a lil tip, I never trust the onboard cmos battery even on a new combo buy, I always use a new one ;)


750 W Corsair pwr supply ⛳️ Octacore AMD FX9590cpu with 110i GT cooler @ 5.0 ⛳️ ASUS Strix 1080 vid card ⛳️ 16 gig 1866 DDR3 ⛳️ Samsung 840 HD-SSD ⛳️ Dell 22in 1080p AND 40in and 65 in Samsung Monitor 4k HDMI-to HDMI on card ⛳️ Win 10 pro 64 bit ⛳️ MSwing Pro and Tour Pro

USAF 21 yrs E-8 AMMO Superintendent, retired 2002 https://drive.google...QVRFdUFuOE94OEk


#27 Mailman

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Posted 07 March 2015 - 05:36 PM

Better fps with this build (same hole Crystal Pines H1)

 

NEW 2015-03-07 17:27:19 - Perfect Golf (DEFAULT) Frames: 2990 - Time: 60000ms - Avg: 49.833 - Min: 36 - Max: 98

 

v

 

PREVIOUS 2015-01-27 16:02:07 - Perfect Golf (DEFAULT) Frames: 2399 - Time: 60000ms - Avg: 39.983 - Min: 32 - Max: 45
 
Let them optimisations keep on coming.  And this is with Ultra High defaults using a non-intel PC.  Nice job PP.

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#28 Buck

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Posted 07 March 2015 - 06:02 PM

Boy, I'm really not sold on the chip bounce physics.

 

I'm chipping it 8-10 feet in the air and it literally isn't bouncing even *a millimeter* - Simply glued to the green immediately on first contact.

 

Doesn't even come close to looking right to the eye - Immediately noticed it as "off".  Anyone else see that yet?


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#29 Mulligan

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Posted 07 March 2015 - 06:09 PM

Boy, I'm really not sold on the chip bounce physics.

 

I'm chipping it 8-10 feet in the air and it literally isn't bouncing even *a millimeter* - Simply glued to the green immediately on first contact.

 

Doesn't even come close to looking right to the eye - Immediately noticed it as "off".  Anyone else see that yet?

Quite the opposite here.



#30 Buck

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Posted 07 March 2015 - 06:15 PM

For clarity, I'm doing all my testing on default firmness/stimp settings.

 

Total sidenote:  We *REALLY* need to get a different putt/power implementation.

 

I simply can't believe how many ridiculously long putts it's so easy to nail.  Very very unrealistic, and is really odd when compared to the difficulty of the game in all the other areas.


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#31 pgadesertrat

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Posted 07 March 2015 - 07:11 PM

For clarity, I'm doing all my testing on default firmness/stimp settings.

 

Total sidenote:  We *REALLY* need to get a different putt/power implementation.

 

I simply can't believe how many ridiculously long putts it's so easy to nail.  Very very unrealistic, and is really odd when compared to the difficulty of the game in all the other areas.

I could not agree any more.  There is zero feel required for putts right now and as you mentioned, long putts are simply too easy to lag within a couple feet at worst.  We understand that the mouse swing will eventually become real time in sync with the player animation (game will instantly improve tenfold when that happens).  However, for the interim why can't the putting be changed so that we have a full power spectrum that actually requires a little feel like chip shots?  It will essentially mimic what the real time mouse swing is going to become anyway.  That is, instead of the current brain dead hit every putt at 100% power, you would actually need to learn distance control with the putting stroke.  Just make 100% meter = 100 feet "potential" and use the standard shot meter instead of the current, shorter meter. This would allow for more feel on different length putts because the full shot meter has a bigger range. 

 

I also want to reiterate that this change is targeted solely for the mouse swing.  I can see the argument arise where people might feel that they barely need to take a backswing for very short putts.  A simple solution for this would be to remove the current pull/push tempo effect based on backswing/downswing ratio.  Instead, the power imparted on a putt would be the combination of backswing (power meter) length plus the acceleration pace of the downswing.  The great thing about this solution is that just like IRL golfers tend to have very different putting strokes.  One golfer may use a short backswing combined with quicker acceleration thru the ball for a 20 footer (think Brandt Snedeker or Gary Player), or many golfers might use more of a 1:1 even tempo stroke, while the weekend hacker might take a long backstroke and decelerate into the ball.  However, the total force applied to the ball for all 3 players can result in the same length putt.  The most positive effect of this type of dual-calculation (backswing length + downswing acceleration) is that it would provide far greater feel than simply length of backswing = power of putt.  


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#32 Buck

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Posted 07 March 2015 - 07:15 PM

I've bumped a feature request regarding the putting stuff.

 

To me it's basically priority #1 at this point. 

 

The game goes from "Golf simulation" on Tee/Approach/Chips to "a 6 year old could do it" once you get on the green and is a huge letdown. 

 

Aiming the putts is fine (and great with the BLI), but the power thing needs a total re-do (for motion swing at least)


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#33 Ricky Proffer

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Posted 07 March 2015 - 07:16 PM

Boy, I'm really not sold on the chip bounce physics.

 

I'm chipping it 8-10 feet in the air and it literally isn't bouncing even *a millimeter* - Simply glued to the green immediately on first contact.

 

Doesn't even come close to looking right to the eye - Immediately noticed it as "off".  Anyone else see that yet?

I am seeing the same thing as I posted earlier in the thread.  Overall the spin and such seems improved but the chip shot seems to grab the ground like a magnet at first contact. 

 

Edit:  It seems much better with firmness of 7.  I was playing on 5 earlier when I got the magnet affect.  I will try some more before I pass judgment as I know the people making the game know more than I do.  :)


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#34 SeventyFour

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Posted 07 March 2015 - 08:08 PM

 

Better fps with this build (same hole Crystal Pines H1)

 

NEW 2015-03-07 17:27:19 - Perfect Golf (DEFAULT) Frames: 2990 - Time: 60000ms - Avg: 49.833 - Min: 36 - Max: 98

 

v

 

PREVIOUS 2015-01-27 16:02:07 - Perfect Golf (DEFAULT) Frames: 2399 - Time: 60000ms - Avg: 39.983 - Min: 32 - Max: 45
 
Let them optimisations keep on coming.  And this is with Ultra High defaults using a non-intel PC.  Nice job PP.

 

 

Andy,

 

Are you going incognito?

 

What's your steam name m8?


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#35 SeventyFour

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Posted 07 March 2015 - 08:11 PM

Boy, I'm really not sold on the chip bounce physics.

 

I'm chipping it 8-10 feet in the air and it literally isn't bouncing even *a millimeter* - Simply glued to the green immediately on first contact.

 

Doesn't even come close to looking right to the eye - Immediately noticed it as "off".  Anyone else see that yet?

 

Curious,

 

Which wedge are you chipping with?

 

IMO, the 64 is doing as it should, hence not roll out much at all.

OTOH, the PW is staying low and getting a lot of rollout.


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#36 Buck

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Posted 07 March 2015 - 08:17 PM

Will try a few clubs - It hasn't been a rollout issue, but literally *NO* bounce whatsoever on a shot that is arcing 8-10 feet up in the air.

 

Unless it's landing on a patch of ultra soft glue on a mattress of feathers, I'm not sure how a golf ball arcs that high and doesn't bounce even a slight whisker off the ground.



#37 Ricky Proffer

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Posted 07 March 2015 - 08:41 PM

Will try a few clubs - It hasn't been a rollout issue, but literally *NO* bounce whatsoever on a shot that is arcing 8-10 feet up in the air.

 

Unless it's landing on a patch of ultra soft glue on a mattress of feathers, I'm not sure how a golf ball arcs that high and doesn't bounce even a slight whisker off the ground.

I think it was the 8 iron I was using when I saw this.  


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#38 worrybirdie

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Posted 07 March 2015 - 09:07 PM

Many great features and fixes here. Good work guys! I'll have to play later to try them.

Saw no mention of an option to keep the grid on in various situations (one of my least favorite annoyances). Maybe you just didn't mention it. Guess I'll find out when I play.

But congrats on what's here!

Update:  Just tried it out and its great (had a glitch I talked about in the "Bugs in New Update" postings but nm). Unfortunately still no option to keep grid on in various situations.  I'll just keep having to make one more click for every swing:(



#39 TRCThrobbinhood

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Posted 07 March 2015 - 09:14 PM

Rickey Proffer, before the update a tourney we played firmness 5 and a drive hit the fairway and no bounce, just a bit of roll, so yeah 7 seems about right. Chipping is much more realistic now though, just need to practice to get distances again. I haven't tried pitch or flop yet.



#40 Andrew

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Posted 07 March 2015 - 09:20 PM

I could not agree any more.  There is zero feel required for putts right now and as you mentioned, long putts are simply too easy to lag within a couple feet at worst.  We understand that the mouse swing will eventually become real time in sync with the player animation (game will instantly improve tenfold when that happens).  However, for the interim why can't the putting be changed so that we have a full power spectrum that actually requires a little feel like chip shots?  It will essentially mimic what the real time mouse swing is going to become anyway.  That is, instead of the current brain dead hit every putt at 100% power, you would actually need to learn distance control with the putting stroke.  Just make 100% meter = 100 feet "potential" and use the standard shot meter instead of the current, shorter meter. This would allow for more feel on different length putts because the full shot meter has a bigger range. 

 

I also want to reiterate that this change is targeted solely for the mouse swing.  I can see the argument arise where people might feel that they barely need to take a backswing for very short putts.  A simple solution for this would be to remove the current pull/push tempo effect based on backswing/downswing ratio.  Instead, the power imparted on a putt would be the combination of backswing (power meter) length plus the acceleration pace of the downswing.  The great thing about this solution is that just like IRL golfers tend to have very different putting strokes.  One golfer may use a short backswing combined with quicker acceleration thru the ball for a 20 footer (think Brandt Snedeker or Gary Player), or many golfers might use more of a 1:1 even tempo stroke, while the weekend hacker might take a long backstroke and decelerate into the ball.  However, the total force applied to the ball for all 3 players can result in the same length putt.  The most positive effect of this type of dual-calculation (backswing length + downswing acceleration) is that it would provide far greater feel than simply length of backswing = power of putt.  

Agree for Mouse Swing.  the problem with the 100 ft swing meter for putting is that on a 3ft putt you have to hit 3/100 of the swing meter which results in incessant machine gunning of the click meter.  We wanted to try something different and allow people to focus on reading the greens and pace of them uphill downhill and not have to go through the incessant mathematical calculations to get to a spot on the swing meter to swing to.  The reality is once you have played in this mode a few rounds you know that a 30ft putt is around 8 o clock on the swing meter and so all you are doing is swinging to a point on the meter and trying to hit that.  It is not exactly a feel thing at all, that does come with the motion swing.  For the click its a pick a target and hit it which if you think about it is exactly what the putting offers now its just we dont hold up the pace of play while someone counts off how far up the meter they want to hit.  I am sure we are going to do something about putting but to just do what has always been done before is a bit of a cop out and for everyone who does not like what we have now we will have as many who dont like that either.


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