11:52 Stefan Geiger said in an interview that the dynamic ground works all over the map on every type of ground and the intensity of it depends on what type of ground it is. Also you sadly cannot get stuck.
The flooded fields when driving in them looks fake needs more like foam or muddy mixture happening behind the rear wheels and randomly on the surface or reacting to wind etc. The rest of the game looks great I must admit.
The water is simultaneously too reflective but also not clear enough. It's like a pool of mercury, a homogeneous diffuse reflective surface. Really makes the reflections look dated in 2024
Wait, why would NPC lipsync be necesarry? Are we getting story missions? Or at least having to go up to local farmers for contracts and having a cued conversation with them?
Holy crap after multiple years we have the start of something that was achievable in 2013, Thanks giants 🤣 Im gonna be honest it is a start but im still kinda supprised / dissapointed that they haven't been able to get further with dynamic ground when its been a possible thing for a long time, like Agricultural sim 2013 had dynamic ground and a quite good one to. But hey atleast were getting somewhere and getting a lof of new things and details in 2025 so defiantly looking forward to it non the less
@@caseihpopper well yes that may be the case, my point was its been possible to create dymaic ground for tge longest time, if people actualy had the power to run it depends, but as someone whom has ran Agricultural Sim on a GT640 with resoable enough FPS i would say that Giants should have been able to make it an option atleast for 19 in my oppinion
Well Havok engine did have this in the works during the development of FS13 but realistically it would've been achievable during FS15, atleast on a theoretical level not taking into account cost, agreements etc.
it looks gorgeous, but I wonder if the tree branches still freak out and have the awkward "hit boxes" when you are harvesting lumber that has been present since FS15
Hi Daggerwin. When I follow your affiliate link it is for the US (top right corner). When I change it to Norway or any other country, your affiliate code disappears from the address bar. Don't know if it's supposed to behave like this. Just wanted to let you know. Thumbs up everyone so Daggerwin sees this! He needs his affiliates to work properly.
When I saw the tyre slide at first, I thought it was showing that tyre tread wears out and that we would have to buy new tyres over time. Thought it would have been a nice idea.
17:20 im thinking perhaps the ai traffic will overtake you when you're driving if you're going quite slow/ have stopped on the road, because they had that feature in fs23 so I'm wondering if they were kinda testing it there!
It's not the "wake" that's missing, it's the water splashing effect when tires kick it up. The wake is there and at the front most point where water touches the wheels in the direction of travel.
Agreed, The tractor isn't moving through the water in the same way as a boat, only the tyres are in the water and the waves from those look correct. Wake is where the water flows back together behind a ship and it is accelerated by the underwater hull shape (for motorised ships also by the propeller(s)) and is a complex mix of flow and turbulence. Because the tyre rolls forward the water doesn't flow along it in the wame way, it will leave a hole, and the water should curl around the back edge of the tyre to fill the hole, that is incredibly tricky to calculate but it looks like it is included. As you say though the more visual aspect that might have been fun to incude is the water lifted by the tyre separating and falling back creating a couple of lines of spray tapering out behind each tyre. Again not easy to fully model but other engines replicate it in some way.
It means the geometry being rendered is affected, for everything else though the geo remains the same, not without you specifically implementing that anyway, which you wouldn't because you don't want to calculate physics against a high res displacement texture.
12:32 a Giants dev said that the ground deformation will be not permanent, it will behave the same as the tire marks and they will disappear, so if you leave the game and come back it will not be there
Looks great but when the tractor drive in the water it looks like it float on top of the water because the waves are too big. They should make the waves smaller or the tractor more down in the water.
The problem is all the machines sound the same like vacuum cleaners they need to improve on that in reality when your machine is working hard or going uphill engine sound change and the turbocharger is more Audible and that also cause more visible exhaust fumes.
When it comes to lighting, the Fendt 728 that's on ModHub rn has really interesting lights. It's the only tractor that I know of whose low beams get blocked by the front implement. If you have a weight on the front, it will cast a shadow. Might be something similar to what we are going to see in FS25
With the mud physics on the wheels and mucking up the roads, I hope we can use the road sweeping attachments. UK farmers are required to clean any roads they use that they muck.
Hey there, concerning the ground deformation: The slide says 'displacement mapping' which is a technique in 3D rendering to display different heights on a planar surface. It is basically an additional texture layered on the grounds texture, that tells the polygons on which height to be. In this case it seems that it also influences physics, I dont know in which way tho. Because normally you would have a different, invisible geometry for collision with the player and vehicles with a much lower polygon count. Collisions with lots of polygons are very hardware intensive. My guess is that the collision geometry is at the lowest point of the deformable ground. The depth theoratically is 'limitless' (the engine will have limits) but the devs will have put a limit in, because there is only so much deformation a mesh can do before looking odd. IF digging of some sorts will be possible, this technique would only allow digging down or up and not sideways, so no selfmade caves :(
As a mid 40s man i play fs22 a fair bit and i have tonsay 22 and now 25 blow my mind. I come from an age where we had games like space invaders and worm. Keep up the great work
I hope that tree branches don’t phase through vehicles and took anymore. It would be nice if they could have some kind of effect, possibly also damaging paint on vehicles.
I like your comment about variety in the weather. Maybe we can get some flashing right before thunder. Imagine a thunderstorm at night? Thanks for the amazing breakdown!
One thing about the 'ground deformation' is I heard it resets back when you leave the game otherwise the save would be too big to contain the information or something
The save definitely wouldn't be too big, it's just a height displacement, so the height at any one point on the grid would just have save an extra value that would contain a + or - change to height.
ppl expecting too much out of "terrain deformation", this is not it. its glorified tyretracks. its not Snowrunner. still, its there, and its moddable, meaning if it applies to all of the grid and not just fields modders can do alot with it. so, a compromise, BUT a not so bad one for now.
Really hope we may get some Scottish maps after a few months or a year after its been released as something we don't get often, but looks amazing can't wait!
Really looking forward to Farming simulator 25 every single time they come out with a new game I keep thinking to myself how are they going to improve on this game and they do it every single time
You should watch Farm Sim Guy's video. He was at the con and talked to some staff. They went over some of the improvements. Especially involving the mud: you can't get stuck, but tire marks show. I wonder if a leveler could smooth out ruts? Or a modder use tires interactions as a plow?
The extra storage space requirements for FS22 did not have enough new/better gameplay over FS19 to be worth it. And I'm kinda assuming the same applies to FS25. Gonna be 70 GB and just be a bit more visual prettyness which won't be worth the price when you already have FS19. Though I may be the weird one that put more stock in gameplay than in pretty pictures.
It's the tiny new details what makes this game way better than any big changes. I'd rather have these new weather effects and better graphics than a load of new tractors and stuff. Small things makes all the difference
I agree. There's way too many negative comments. Giants always improve on their previous game and then the modders improve it even more so there's lots to look forward to.
@@beyondnow1600 Wait til few days after its come out, ppl will be maoning thays theys no mods of very little, just like they did with 22. Ppl cam stay on 22 but I can not wait for this
The problem is, all of the engineers are doing years of work trying to catch the Giants Engine up to date. Engineers aren't adding tractors. These are artists and modellers. What we lose because they are playing catch up is new gameplay mechanics.
I'm surprised he skipped over 16:25, it's such a great feature. Mods will now allow us to edit around roads properly, without need to go out of the game and change things in the editor
the ground deformation is that still just a texture with altered physics like in 22? or is it actually altering the model of the ground? cause plowed fields in 22 have like simulated bumps and stuff even tho its just a flat texture, so im curious if its the same here or if its actually like "3d fields"if you can call em that
They are not saved, you go out from game, they disappear. It depend what hardware you are using, the memory have enough room to hold all the info. If not, then they are deleted. For example, powerful PC... they never disappear, only if you leave the game.
Really looking forward to see some real gameplay of all this. Only thing not looking good is the tractor in the water. I hope we can get stuck in mud or just have alot of slip at least
good work by the visuals team, but ground physics have been on the wishlist for 10 years. different compounds of soil, ground hardness by growth stage and wetness. I could live with square headed humans with no eyebrows, hats and lips at all if the playing experience would be better than in the last 2 games. starlights I usually skip, because I like to see the field
fully expecting the console version to be mostly identical to fs22 but i am very happy to see they are making an effort to at least make it look different than the last entry. hopefully animals will also look more realistic.
I hope the old man there can be someone you hire to help on the farm rather then a random different helper each time. Like an actual character on the farm.
Hopefully they add when it storms the sky is actually cloudy and dark clouds and stuff. And you can get in a vehicle while somebody is already in it in multiplayer
In fs22 i would keep my tractors dirty because I think it look more realistic and less toy like but in fs25 I will probably clean my tractors more to see the nice new look of the clear coat and reflections on the tractor
I feel like FS25 will be the first FS game to actually utilize CPU power. (With an RTX 4070s and i7-14700k my balance sits around 5% CPU and 70% GPU in-game) Looking at task manager while playing 22, GPU load is always significantly higher than CPU, which is always relatively low. Now that they're introducing all the water and mathematical physics like the rain and fog particles, temporarily 'wet' looking textures, and MUD/dynamic ground/deformation (oh boy) it won't only increase GPU load but also CPU a LOT as well. Nonetheless, with a powerful enough set of hardware, I'm very excited to experience these in-game graphical engine changes first hand.
@colinmurphy3124 you guys know your stuff I've no idea what you're talking about lol. But I'm guessing this is another reason to leave old gen consoles behind.
@@beyondnow1600 it’s computer nerd talk lol nothing to miss out on. You’re not wrong though. The PS4/XB1 could *probably* run fs25 but I’d imagine they would perform poorly even on low graphics settings due to them having hardware nearing a decade old. Tech, especially graphically, has advanced very far in those 10 years. Im sure it’s easier for Giants to just not release it for PS4/XB1 than if they were to try and make the game co-operate with those older systems.
FS19 used one core, FS22 can use second core also, but puts too much one first core so game fps slows down. So far no information how FS25 handles cores, but ideally it could use 8-cores.
I hope they make the contracts more realistic. Instead of a certain amount for the whole job the farmer offers. U should get paid per hour but if u don't get the job done in a certain time and begin at a starting time the farmer will ask u for less jobs something like that and a job wel done will give u more jobs
German here, in the Q&A at FarmCon someone asked a question similiar to yours, do the windscreen wipers work and actually clean off rain, sadly the answer was no they don't.
if you want to have an idea of what "ground deformation" looks like. go play red dead redemption 2. go to the town of valentine. and then just watch what happens to the ground if carriages drive by in the dry and in the wet. also how do you fill the ruts back in? its the giants engine..... you just change the field state with a plow or cultivator.
To me this still feels like fs22 with better fog and lightning. But it's basically a Rice DLC. Not yet hyped to pre-order. I want a feel of a totally game changer but let's wait n see.
11:52 Stefan Geiger said in an interview that the dynamic ground works all over the map on every type of ground and the intensity of it depends on what type of ground it is. Also you sadly cannot get stuck.
what is the point then
But it can make you more prone to tip a load on a route? If so thats a win in my books.
@@machkeznho8692 i think it's only visual
@@Daniel_178 Oh thats a shame. Missed opportunity .
Be like driving on snow I'd imagine
The flooded fields when driving in them looks fake needs more like foam or muddy mixture happening behind the rear wheels and randomly on the surface or reacting to wind etc. The rest of the game looks great I must admit.
Yeah, the water looks so weird. The tractor looks like driving on mercury, not in water.
Give them a break, at least they are trying. Its steps in the right direction. Its also not finished yet
@@BigCool95 Im not trashin em just giving feedback on a new system.
The water is simultaneously too reflective but also not clear enough. It's like a pool of mercury, a homogeneous diffuse reflective surface. Really makes the reflections look dated in 2024
@@ZanderDelport-s2ithey’re not exactly a AAA studio
Their really adding the littlre details in 25. Really looking forwards
Wait, why would NPC lipsync be necesarry? Are we getting story missions? Or at least having to go up to local farmers for contracts and having a cued conversation with them?
Good point !
That’s what I was thinking maybe story
I'd guess it's for multiplayer voice chat
I can't comment on necessary, but it will be useful for all the content creators making role play series.
My guess is that it’s for multiplayer when players are talking in-game.
Holy crap after multiple years we have the start of something that was achievable in 2013, Thanks giants 🤣 Im gonna be honest it is a start but im still kinda supprised / dissapointed that they haven't been able to get further with dynamic ground when its been a possible thing for a long time, like Agricultural sim 2013 had dynamic ground and a quite good one to. But hey atleast were getting somewhere and getting a lof of new things and details in 2025 so defiantly looking forward to it non the less
This stuff was not achievable in 2013 on FS it would have made so many people lag
@@caseihpopper well yes that may be the case, my point was its been possible to create dymaic ground for tge longest time, if people actualy had the power to run it depends, but as someone whom has ran Agricultural Sim on a GT640 with resoable enough FPS i would say that Giants should have been able to make it an option atleast for 19 in my oppinion
Well Havok engine did have this in the works during the development of FS13 but realistically it would've been achievable during FS15, atleast on a theoretical level not taking into account cost, agreements etc.
it looks gorgeous, but I wonder if the tree branches still freak out and have the awkward "hit boxes" when you are harvesting lumber that has been present since FS15
Hi Daggerwin. When I follow your affiliate link it is for the US (top right corner). When I change it to Norway or any other country, your affiliate code disappears from the address bar. Don't know if it's supposed to behave like this. Just wanted to let you know.
Thumbs up everyone so Daggerwin sees this! He needs his affiliates to work properly.
When I saw the tyre slide at first, I thought it was showing that tyre tread wears out and that we would have to buy new tyres over time. Thought it would have been a nice idea.
If ground deformation have no impact in soil compaction it's a nice feature, but like fog, it looks nice but it doesn't make the gameplay any deeper.
Kind wish it did
Anything that can increase the sense of immersion is great in my book :~)
@@pegasusted2504 But it could be better graphics AND deeper gameplay.
As it is, fs25 is just fs22 with mods.
17:20 im thinking perhaps the ai traffic will overtake you when you're driving if you're going quite slow/ have stopped on the road, because they had that feature in fs23 so I'm wondering if they were kinda testing it there!
The traffic is fs22 is so simple and stupid it’s actually mind blowing. So hopefully it’ll be as smart as in every other game
I would hope they would add that to 25. They just did it in 23
@@Akotski-ys9rr yeah I'm hoping for it to be more like in ets2
@@unknown_gamer8200 the traffic in that game is also horrible but definitely a lot better
It's not the "wake" that's missing, it's the water splashing effect when tires kick it up. The wake is there and at the front most point where water touches the wheels in the direction of travel.
Agreed, The tractor isn't moving through the water in the same way as a boat, only the tyres are in the water and the waves from those look correct. Wake is where the water flows back together behind a ship and it is accelerated by the underwater hull shape (for motorised ships also by the propeller(s)) and is a complex mix of flow and turbulence. Because the tyre rolls forward the water doesn't flow along it in the wame way, it will leave a hole, and the water should curl around the back edge of the tyre to fill the hole, that is incredibly tricky to calculate but it looks like it is included. As you say though the more visual aspect that might have been fun to incude is the water lifted by the tyre separating and falling back creating a couple of lines of spray tapering out behind each tyre. Again not easy to fully model but other engines replicate it in some way.
Displacement mapping in 3d programming does indeed mean 3d changes. It does mean the geometry changes and not just texture shading like bump mapping.
It means the geometry being rendered is affected, for everything else though the geo remains the same, not without you specifically implementing that anyway, which you wouldn't because you don't want to calculate physics against a high res displacement texture.
12:32 a Giants dev said that the ground deformation will be not permanent, it will behave the same as the tire marks and they will disappear, so if you leave the game and come back it will not be there
That’s so bad
@@Harryeasondrumsits for memory purposes. Your pc would literally explode if it kept them all.
I figured it would be something like that
@@BigCool95 which means it's badly made, hopefully the next fs has good deformation. But it's still a step in the right direction
@@Harryeasondrums ok let them be permanet and take you 5 hours to load the game
Looks great but when the tractor drive in the water it looks like it float on top of the water because the waves are too big. They should make the waves smaller or the tractor more down in the water.
The problem is all the machines sound the same like vacuum cleaners they need to improve on that in reality when your machine is working hard or going uphill engine sound change and the turbocharger is more Audible and that also cause more visible exhaust fumes.
When it comes to lighting, the Fendt 728 that's on ModHub rn has really interesting lights. It's the only tractor that I know of whose low beams get blocked by the front implement. If you have a weight on the front, it will cast a shadow. Might be something similar to what we are going to see in FS25
Ground deformation reminds me of driving in deep snow on FS22
With the mud physics on the wheels and mucking up the roads, I hope we can use the road sweeping attachments. UK farmers are required to clean any roads they use that they muck.
Hey there, concerning the ground deformation: The slide says 'displacement mapping' which is a technique in 3D rendering to display different heights on a planar surface. It is basically an additional texture layered on the grounds texture, that tells the polygons on which height to be. In this case it seems that it also influences physics, I dont know in which way tho. Because normally you would have a different, invisible geometry for collision with the player and vehicles with a much lower polygon count. Collisions with lots of polygons are very hardware intensive. My guess is that the collision geometry is at the lowest point of the deformable ground. The depth theoratically is 'limitless' (the engine will have limits) but the devs will have put a limit in, because there is only so much deformation a mesh can do before looking odd. IF digging of some sorts will be possible, this technique would only allow digging down or up and not sideways, so no selfmade caves :(
5:22 I wasn't looking at the shadows, I was watching the capitalization of 'space shadows' change back and fourth to 'Space Shadows'
Thanks for the information. This is definitely my favorite farming simulator creator
As a mid 40s man i play fs22 a fair bit and i have tonsay 22 and now 25 blow my mind. I come from an age where we had games like space invaders and worm. Keep up the great work
I hope that tree branches don’t phase through vehicles and took anymore. It would be nice if they could have some kind of effect, possibly also damaging paint on vehicles.
💪💪😃😃grass is now changing colour during fall and winter. That's great which is common where i am from. Cool
Thank for the fs25 updates. I am constantly checking your channel for it.
Need to see that ground deformation in action
I like your comment about variety in the weather. Maybe we can get some flashing right before thunder. Imagine a thunderstorm at night? Thanks for the amazing breakdown!
One thing about the 'ground deformation' is I heard it resets back when you leave the game otherwise the save would be too big to contain the information or something
Same like tire tracks, if your hardware does not have memory problems, they are there as long you play.
The save definitely wouldn't be too big, it's just a height displacement, so the height at any one point on the grid would just have save an extra value that would contain a + or - change to height.
Nice video Daggerwin, looking forward to your series on both maps.
ppl expecting too much out of "terrain deformation", this is not it. its glorified tyretracks.
its not Snowrunner.
still, its there, and its moddable, meaning if it applies to all of the grid and not just fields modders can do alot with it.
so, a compromise, BUT a not so bad one for now.
Really hope we may get some Scottish maps after a few months or a year after its been released as something we don't get often, but looks amazing can't wait!
Thanks for making this video and sharing it with us all. Very informative and in depth of all the cool new features
To edit the course of a helper, do you need to edit the mod or will it change its course automaticly
Really looking forward to Farming simulator 25 every single time they come out with a new game I keep thinking to myself how are they going to improve on this game and they do it every single time
I'm chilling in my bed watching this right now and I'm excited for fs25
Hey man been watching you for around 6 years now I love all ur videos, more co op I beg it’s amazing love your vids man ❤
Hello daggerwin I've watched you since 2021
You should watch Farm Sim Guy's video. He was at the con and talked to some staff. They went over some of the improvements. Especially involving the mud: you can't get stuck, but tire marks show. I wonder if a leveler could smooth out ruts? Or a modder use tires interactions as a plow?
You deserve 1 million subs
The extra storage space requirements for FS22 did not have enough new/better gameplay over FS19 to be worth it. And I'm kinda assuming the same applies to FS25. Gonna be 70 GB and just be a bit more visual prettyness which won't be worth the price when you already have FS19.
Though I may be the weird one that put more stock in gameplay than in pretty pictures.
It's the tiny new details what makes this game way better than any big changes. I'd rather have these new weather effects and better graphics than a load of new tractors and stuff. Small things makes all the difference
I agree. There's way too many negative comments. Giants always improve on their previous game and then the modders improve it even more so there's lots to look forward to.
@@beyondnow1600 Wait til few days after its come out, ppl will be maoning thays theys no mods of very little, just like they did with 22. Ppl cam stay on 22 but I can not wait for this
@@phantom2101 exactly 💯
The problem is, all of the engineers are doing years of work trying to catch the Giants Engine up to date. Engineers aren't adding tractors. These are artists and modellers. What we lose because they are playing catch up is new gameplay mechanics.
I'm surprised he skipped over 16:25, it's such a great feature. Mods will now allow us to edit around roads properly, without need to go out of the game and change things in the editor
the ground deformation is that still just a texture with altered physics like in 22? or is it actually altering the model of the ground? cause plowed fields in 22 have like simulated bumps and stuff even tho its just a flat texture, so im curious if its the same here or if its actually like "3d fields"if you can call em that
Nah the game is still 90% 2D
@@steppenwolf1199 yea that makes sense, i mean the computational power needed to also make all the fields like fully 3d would also be imense
The game is looking beautiful so far. I really wish they would've made it so we could get stuck in mud or snow, but overall, big improvements.
One of the things I want most on this game is higher terrain resolution
I have heard that the ground deformation is going to be like the tire marks, they disappear after some time.
They are not saved, you go out from game, they disappear. It depend what hardware you are using, the memory have enough room to hold all the info. If not, then they are deleted. For example, powerful PC... they never disappear, only if you leave the game.
I think The Modders will come up with some amazing mods with these new features like Terrain Deformation.
Just realized we haven't seen the LOD ring either? Maybe we still will if you're not running a beast?
I think this is the first version that’s actually worth the upgrade since a very long time!
Really looking forward to see some real gameplay of all this. Only thing not looking good is the tractor in the water. I hope we can get stuck in mud or just have alot of slip at least
It would be cool if the double tires werw nececcary to work on wet fields and not just a visual thing
good work by the visuals team, but ground physics have been on the wishlist for 10 years. different compounds of soil, ground hardness by growth stage and wetness. I could live with square headed humans with no eyebrows, hats and lips at all if the playing experience would be better than in the last 2 games. starlights I usually skip, because I like to see the field
fully expecting the console version to be mostly identical to fs22 but i am very happy to see they are making an effort to at least make it look different than the last entry.
hopefully animals will also look more realistic.
Can’t wait
Dagger i can't wait for fs25
I'm hoping that the awnings and such will cast shadows as it looks weird @3:16
Wow three videos in one day. I’m looking forward to tomorrows Canadian map!
About 2 minutes in it looks like flooding to me.
I wonder if heavier machines are going to leave deeper deformations in the ground than light machines
That night time video looks like summat outta resident evil
It looks so good now we need interactive cab
does that mean no ring any more? good
I hope the old man there can be someone you hire to help on the farm rather then a random different helper each time. Like an actual character on the farm.
I really hope digging comes as a dlc
Hopefully they add when it storms the sky is actually cloudy and dark clouds and stuff. And you can get in a vehicle while somebody is already in it in multiplayer
The paper boats must be collectables, there was one behind the old man in emotions screenshots
Cant wait!!!!
In fs22 i would keep my tractors dirty because I think it look more realistic and less toy like but in fs25 I will probably clean my tractors more to see the nice new look of the clear coat and reflections on the tractor
your posting left and right good job its hard
Looking forward to some British maps.
I feel like FS25 will be the first FS game to actually utilize CPU power. (With an RTX 4070s and i7-14700k my balance sits around 5% CPU and 70% GPU in-game)
Looking at task manager while playing 22, GPU load is always significantly higher than CPU, which is always relatively low. Now that they're introducing all the water and mathematical physics like the rain and fog particles, temporarily 'wet' looking textures, and MUD/dynamic ground/deformation (oh boy) it won't only increase GPU load but also CPU a LOT as well. Nonetheless, with a powerful enough set of hardware, I'm very excited to experience these in-game graphical engine changes first hand.
No wonder, FS22 only uses 1 cpu core
@@KutsugeMindUrmoks I didn’t realize that before but it makes perfect sense lol
@colinmurphy3124 you guys know your stuff I've no idea what you're talking about lol. But I'm guessing this is another reason to leave old gen consoles behind.
@@beyondnow1600 it’s computer nerd talk lol nothing to miss out on.
You’re not wrong though. The PS4/XB1 could *probably* run fs25 but I’d imagine they would perform poorly even on low graphics settings due to them having hardware nearing a decade old. Tech, especially graphically, has advanced very far in those 10 years. Im sure it’s easier for Giants to just not release it for PS4/XB1 than if they were to try and make the game co-operate with those older systems.
FS19 used one core, FS22 can use second core also, but puts too much one first core so game fps slows down. So far no information how FS25 handles cores, but ideally it could use 8-cores.
Wounder if there will be localized weather. So that if it's raining on your barley field to the other side of the map and it's still sunshine
Maybe we need a protest ! ALL MUD MATTERS 👏😁👍 LOL.
I gave my doubts about the cloud shadows actually being cast, we'll see
I think its much more important to get better physics than lip sync and shadows. I want to use an excavator and get stuck 😊
what steering wheel do u use for your vids
I hope they make the contracts more realistic. Instead of a certain amount for the whole job the farmer offers. U should get paid per hour but if u don't get the job done in a certain time and begin at a starting time the farmer will ask u for less jobs something like that and a job wel done will give u more jobs
You think Daggerwin is getting early acces and shows us a playthrough before release?
I just want to see proper fieldwork, like ploughing, cultivating and seeding... i want to have clear picture on how the new "dynamic ground" will act!
Does the collectors come with the year 1 pass
ask them to fix the bales with parkinsons
Have you heard or seen anything relating to wildlife?
Are you telling me it took them like 14 games to finally add terrain deformation in a farming game?
i hope the fog mask can be turned off,
There's no wake because there is no motor pushing water from a motor, like a boat or jet ski. The motor and hull normally is way causes a wake.
I just hope the game will look this great on consoles as well...
My FS22 def looks better on my PS5 than my PC :)
@@Bjustis2222 You need your eyes examined then.
Thanks for the updates
German here, in the Q&A at FarmCon someone asked a question similiar to yours, do the windscreen wipers work and actually clean off rain, sadly the answer was no they don't.
I was soo hoping they would add in workers to other feilds that you dont own to add to the emerstion
In which version of this game will we see how the weather will affect the yield?!
if you want to have an idea of what "ground deformation" looks like.
go play red dead redemption 2. go to the town of valentine. and then just watch what happens to the ground if carriages drive by in the dry and in the wet.
also how do you fill the ruts back in? its the giants engine.....
you just change the field state with a plow or cultivator.
@Daggerwin do think you do a video on the 16 bit edition of farming simulator like you did with the commodore 64 edition? I would love to see that!
I just hope they bring the ability to knock the NPC vehicles off the road again 😂😂
To me this still feels like fs22 with better fog and lightning. But it's basically a Rice DLC. Not yet hyped to pre-order. I want a feel of a totally game changer but let's wait n see.
that dirt is going to be similar to snow
Survival Roleplay would be amazing with lip sync!
I would like to see in fs25 ai workers for grapes and olives I feel it would make it more fun and able to grow more fields of them.
Id like mechanical brake downs or realistic damage such as stones braking a window
You think fs25 will have fps capped at 60 like now?
Most likely considering its also for consoles
on PC cap does not exists for long time
@@SpidmaxX uhmmm, i have fs22 on pc and it is capped at like 60fps in game files
@@MrJonttu_u can change it
@@thatdairyfarmer2847 yeah, frrom the game files
Has anybody else seen the Lincoln Smith guy on TikTok that makes drinks. He sounds just like Daggerwin…
no logging improvement? In fs22 its really laggy with the grapple and hard to handle. Any update on that?
One thing I hope is better is the phyisics because fs22 phyisics are not good 😂
fix the damn forks physics with pallets, i hate the whole glitching through pallets and flipping tractors over a 30lb case of veggies/ fruits lol