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Jack Nicklaus Perfect Golf News Post

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Jack Nicklaus Perfect Golf is available now on Steam for Windows, OSX and Linux with plans to release it soon for consoles and Android TV.

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Jack Nicklaus Perfect Golf features an integrated online multiplayer with an in-game lobby for matchmaking. The game includes a fully integrated tournament function that allows external community sites to host their own tournaments in-game, using the publically available Application Program Interface. There is also an Integrated Control API, which can be used to connect external equipment to the game to provide a vast array of different simulation options.

The physics engine, built specifically for golf, implements true skid and roll bounce physics, as well as accurate green speed measurements. Inside the game, users can select different swing mechanics, including full controller support; various time-of-day and weather options, including real-time integrated weather; customize their players and golf clubs; and select from multiple difficulty options to play the courses they've designed. There are more than 20 modes of play, including the innovative hazard golf and a fully customizable Method of Play Creator, containing over 50 events that can be used to create custom game play modes.

Jack Nicklaus Perfect Golf also gives players a completely customizable experience, bringing forth the expertise that Jack Nicklaus and world-leading Nicklaus Design have gleaned from designing nearly 400 golf courses worldwide over parts of six decades. Now, users can become expert golf course designers and architects too. Nicklaus Design Course Forge, the in-game course designer, is the same platform used internally by Nicklaus Design for its global projects. Not only can players dabble in golf course design--they can completely customize the surrounding landscape, selecting from a large array of camera angles, tracers, and graphics quality settings. The courses are also fully geo-referenced for future integration of real-world data and accurate sun angles, based on location.

Perfect Golf has a global reputation in 3-D modeling and simulation for entertainment uses. Perfect Golf's graphics have set the benchmark and have been used during worldwide broadcasts of the most notable tournaments on the PGA TOUR to digitally depict golf course ball flights, playing conditions, and design elements on some of the best-known golf courses in the world including The Presidents Cup 2015 at Jack Nicklaus Golf Club Korea, and will soon be featured in the return of golf to the 2016 Olympics.

For those of you playing the pre-release, a new update has also arrived today. We've listed the fixes below.
  • Fixed: Can change Device type during game
  • Fixed: Green Grid on Green Only
  • Fixed: Bunch of issues in the Store
  • Fixed: Default settings on first run of game
  • Added Bethesda to Courses so people can now purchase
  • Fixed Two Balls on Tee
  • Fixed Could not navigate leaderboard with Controller
  • Various Chat fixes
  • Fixed Skins / Stroke Scramble Scoring
  • Added Ctrl T to Toggle Tee Move
  • Removed Tournament Rounds From Lobby

Game: Jack Nicklaus Perfect GolfReader Score: Vote Now
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Member Comments
# 61 Golfsprince @ 05/11/16 08:49 PM
Quote:
Originally Posted by OnlookerDelay
I just read that... exciting news and it will be another $34.99 that I'll gladly part with to have this version also, to compliment my PC and XBox One versions

Here's Andrews Jones post about the PS4 version process from the official site:

PlayStationŽ Partner Registration Completion
Thank You!

Your application to join the PlayStation Partners program for your entity has been submitted.

Below are the next steps in the registration process:

1. Wait until you receive an e-mail confirming that your application has been accepted
2. Using the instructions in the email, login and accept the PlayStation Global Developer & Publisher Agreement
3. Submit your bank account information

In due course, you will receive access to SIE development and publishing websites, SDKs and information via email to guide you through the development and publishing of your game on PlayStation.
Please note there may be delays during periods when there is a high volume of applications to process. SIE will contact you via email once your application has been processed.


Here's the link to the post http://www.perfectparallel.com/topic...-year/?p=95072
Oh, this is exciting news. Can't wait for more GALF (Golf )! Keep up the good work PP crew.
 
# 62 Matt10 @ 05/12/16 01:38 AM
Quote:
Originally Posted by bluengold34_OS
If it helps Matt, we are starting new mo-cap very soon for player models, and we also will be rolling out a new UI soon. Glad you are enjoying the game so far, but know that there is a lot of work still going on behind the scenes.
It helps very much, sir! I'm confident you guys can take it to that next level. It's got such a solid base to stand on right now.
 
# 63 OnlookerDelay @ 05/13/16 01:25 AM
Quote:
Originally Posted by bluengold34_OS
If it helps Matt, we are starting new mo-cap very soon for player models, and we also will be rolling out a new UI soon. Glad you are enjoying the game so far, but know that there is a lot of work still going on behind the scenes.
New mo-caps and a more up to date UI will help a lot. The game does have a solid foundation on which to build. Tonight I had what I would describe as my first unsatisfactory performance in online multiplayer. I was in a 4-player skins match that someone else was hosting. My ping was showing as 110 to 130ms. I was using RTSC, as I always do. We were playing the back 9 of Augusta National and between its inherently slower frame rates and the network lag, it was like the interface was skipping some of my input frames, and all of my shots were carrying 70 to 90% of their normal distance.

My drive on 14 carried 197 yards with my normal stroke that produces 260 to 275 yards of carry with the Caliber ball. I then hit one that carried 204 yards off the 17th tee. Two of the others were playing 3-click and one was playing MS. I could tell they were getting annoyed with my farting around with shots that looked like they'd been skulled.

I guess my point is that I know the development team realizes that guests in an online match, especially with 4 players, are subject to suffer lag performance issues, and those who are using RTS interfaces are the most likely to suffer the ill effects thereof. I just want to reiterate that this continues to be a problem, but I'm sure it was worse because of the slower frame rates that are already part of the package with the current build of AN.
 
# 64 bluengold34_OS @ 05/13/16 02:28 PM
Quote:
Originally Posted by OnlookerDelay
New mo-caps and a more up to date UI will help a lot. The game does have a solid foundation on which to build. Tonight I had what I would describe as my first unsatisfactory performance in online multiplayer. I was in a 4-player skins match that someone else was hosting. My ping was showing as 110 to 130ms. I was using RTSC, as I always do. We were playing the back 9 of Augusta National and between its inherently slower frame rates and the network lag, it was like the interface was skipping some of my input frames, and all of my shots were carrying 70 to 90% of their normal distance.

My drive on 14 carried 197 yards with my normal stroke that produces 260 to 275 yards of carry with the Caliber ball. I then hit one that carried 204 yards off the 17th tee. Two of the others were playing 3-click and one was playing MS. I could tell they were getting annoyed with my farting around with shots that looked like they'd been skulled.

I guess my point is that I know the development team realizes that guests in an online match, especially with 4 players, are subject to suffer lag performance issues, and those who are using RTS interfaces are the most likely to suffer the ill effects thereof. I just want to reiterate that this continues to be a problem, but I'm sure it was worse because of the slower frame rates that are already part of the package with the current build of AN.
Onlooker - sorry to hear the experience was less then satisfactory. Trust me when I say we are always looking to community feedback, and trying to find ways to enhance that experience. Although there has been great strides taken in providing a smooth online experience, we are still looking at ways to make it even better. I will take this info back and place it on the table(even though its actually already on there)

Thanks
Bob K.
 
# 65 OnlookerDelay @ 05/13/16 02:50 PM
Quote:
Originally Posted by bluengold34_OS
Onlooker - sorry to hear the experience was less then satisfactory. Trust me when I say we are always looking to community feedback, and trying to find ways to enhance that experience. Although there has been great strides taken in providing a smooth online experience, we are still looking at ways to make it even better. I will take this info back and place it on the table(even though its actually already on there)

Thanks
Bob K.

Yeah, I decided I'd better post it in the Beta test section with a few more details.
 
# 66 Matt10 @ 05/15/16 12:20 AM
Some late night PG with my buddy, Stonecomet:

https://www.twitch.tv/matt10l
 
# 67 OnlookerDelay @ 05/15/16 06:33 AM
I gotta give a shout out to the folks at OnlineGolfTour.net. The tours and tournaments that they are hosting there are so deeply integrated into Jack Nicklaus Perfect Golf that the experience winds up feeling like it's part of the program. I call up the OGT leaderboard for the tournament in which I'm playing before I start my round, set it to "Auto Refresh", and I get a hole-by-hole scoring update for everyone playing in the tournament. It's usually 40 seconds to a minute behind the action in the game. It's a ton of fun when you tee it up right behind someone you're chasing on the leaderboard and feel the "live" ebb and flow of it all!

It doesn't end with the almost live scoring, they've also got the deepest array of stats I've ever seen in online tournament golf. There's so much to parse when you're done playing and it opens another dimension to the game. I'm playing in the OGT PGA event at Sawgrass this week, which is set at "Pro" difficulty. That's a bit over my skill level currently with RTS-C, but I'm extremely satisfied with my +7 total through 3 rounds. They've also got the actual scores of the Pros playing the tournament tied into the leaderboard to spice it up. I'm very impressed with the way tournaments come to life through this API that OGT has obtained.
 
# 68 bluengold34_OS @ 05/15/16 12:44 PM
Quote:
Originally Posted by OnlookerDelay
I gotta give a shout out to the folks at OnlineGolfTour.net. The tours and tournaments that they are hosting there are deeply integrated into Jack Nicklaus Perfect Golf that the experience winds up feeling like it's part of the program. I call up the OGT leaderboard for the tournament in which I'm playing before I start my round, set it to "Auto Refresh", and I get a hole-by-hole scoring update for everyone playing in the tournament. It's usually 40 seconds to a minute behind the action in the game. It's a ton of fun when you tee it up right behind someone you're chasing on the leaderboard and feel the "live" ebb and flow of it all!



It doesn't end with the almost live scoring, they've also got the deepest array of stats I've ever seen in online tournament golf. There's so much to parse when you're done playing and it opens another dimension to the game. I'm playing in the OGT PGA event at Sawgrass this week, which is set at "Pro" difficulty. That's a bit over my skill level currently with RTS-C, but I'm extremely satisfied with my +7 total through 3 rounds. They've also got the actual scores of the Pros playing the tournament tied into the leaderboard to spice it up. I'm very impressed with the way tournaments come to life through this API that OGT has obtained.

There is no denying the quality and effort of OGT. We work hand in hand with them, and the relationship is open and transparent. You hit the nail on the head with how much they add to the game, and the feeling of it almost being integrated into the game itself.
 
# 69 DivotMaker @ 05/15/16 12:59 PM
Quote:
Originally Posted by bluengold34_OS
There is no denying the quality and effort of OGT. We work hand in hand with them, and the relationship is open and transparent. You hit the nail on the head with how much they add to the game, and the feeling of it almost being integrated into the game itself.
Agreed 100%!
 
# 70 RIFRIG @ 05/15/16 03:00 PM
Quote:
Originally Posted by OnlookerDelay
I gotta give a shout out to the folks at OnlineGolfTour.net. The tours and tournaments that they are hosting there are deeply integrated into Jack Nicklaus Perfect Golf that the experience winds up feeling like it's part of the program. I call up the OGT leaderboard for the tournament in which I'm playing before I start my round, set it to "Auto Refresh", and I get a hole-by-hole scoring update for everyone playing in the tournament. It's usually 40 seconds to a minute behind the action in the game. It's a ton of fun when you tee it up right behind someone you're chasing on the leaderboard and feel the "live" ebb and flow of it all!

It doesn't end with the almost live scoring, they've also got the deepest array of stats I've ever seen in online tournament golf. There's so much to parse when you're done playing and it opens another dimension to the game. I'm playing in the OGT PGA event at Sawgrass this week, which is set at "Pro" difficulty. That's a bit over my skill level currently with RTS-C, but I'm extremely satisfied with my +7 total through 3 rounds. They've also got the actual scores of the Pros playing the tournament tied into the leaderboard to spice it up. I'm very impressed with the way tournaments come to life through this API that OGT has obtained.

Do you think this will extend to console versions or will it remain PC only?
 
# 71 OnlookerDelay @ 05/15/16 04:52 PM
Quote:
Originally Posted by RIFRIG
Do you think this will extend to console versions or will it remain PC only?
Good question! I don't have enough of an idea about how this API works to even take a stab at the answer.
 
# 72 OnlookerDelay @ 05/20/16 08:29 PM
More details unfolded today concerning both user created and licensed course distribution for the console versions of JNPG. Andrew Jones, President and COO of Perfect Parallel, made the follow comment in the official forum about this:

"On the subject of user courses I cannot see any way MS would allow external files to be added. So that will leave us with approved DLC as the way to go. Unfortunately to ensure that all courses meet the minimum FPS standards we will probably have to work on a number of the user courses before they could be added to DLC. In addition I cant see real courses being added unless we have a license which is why we have started working so hard on getting these licenses coming in although we are not in a position to pay anything up front for them

So it will be a bit of a wait and see exercise I am sure as to what can and cannot be included."


I then asked if the DLC for user made courses could be offered as "free" DLC, to which he responded:

"To the extent that we dont incur costs and user courses have no licensing issues I see no reason why we would not bundle them as Free DLC for consoles. There will be licensed courses where we have to pay for the license where they will be Paid DLC. IF the paid DLC is popular we will get more licenses and release more real courses. One fo the advantages of where we are today is courses we are negotiating with today will be for all platforms.

We are currently in negotiations with Quail Hollow, Congressional and Royal Troon. It is highly likely these will be paid DLC due to licensing needs. If the volume of downloads is high enough we will continue to push for these deals and the more evidence we have of volume the easier it is for us to reduce the cost of the license per course which of course makes the DLC cheaper. If the volume is not there then we will probably go with a different approach for consoles"


I don't know about you guys, but this sounds like a pretty equitable solution to the obstacles that Perfect Parallel would face with the prospect of storing user created content on a PS4 or XBox One owner's hard drive that was transmitted via PSN or XBox Live.
 
# 73 bluengold34_OS @ 05/23/16 12:08 PM
photo hosting sites Some great pot bunker work being done in course forge - only the beginning.
 
# 74 OnlookerDelay @ 05/23/16 02:50 PM
Quote:
Originally Posted by bluengold34_OS
Some great pot bunker work being done in course forge - only the beginning.
That will add another level of distinction to JNPG... looks really good!
 
# 75 bluengold34_OS @ 05/23/16 03:27 PM
Quote:
Originally Posted by OnlookerDelay
That will add another level of distinction to JNPG... looks really good!
Agreed - to make these user created course look as authentic is possible, this is good step in the right direction. Especially when European courses start becoming a bit more well represented.
 
# 76 OnlookerDelay @ 05/23/16 03:49 PM
Quote:
Originally Posted by bluengold34_OS
Agreed - to make these user created course look as authentic is possible, this is good step in the right direction. Especially when European courses start becoming a bit more well represented.
Can you imagine how good Mick-S's Carroch Loch is going to look with pot bunkers of this caliber in it!?
 
# 77 RIFRIG @ 05/23/16 04:14 PM
It'll be interesting to see how the game plays with these revetted bunkers.
 
# 78 OnlookerDelay @ 05/23/16 04:53 PM
Quote:
Originally Posted by RIFRIG
It'll be interesting to see how the game plays with these revetted bunkers.
I just played the beta version of Carroch Loch, which was largely inspired by Carnoustie. Its creator is planning updating the gently sloped bunkers current on the course with these more appropriate pot bunkers, once they're made available in Course Forge. I got cold chills just thinking how good and atmospheric this course is going to look with them in the motif. I also got the shakes thinking about how many strokes I would have lost with inordinate amount of bunker shots I had to play in my first round there today!

Pot bunkers will definitely ratchet up the difficulty, but that's what they're supposed to do!
 
# 79 RIFRIG @ 05/23/16 05:17 PM
Quote:
Originally Posted by OnlookerDelay
I just played the beta version of Carroch Loch, which was largely inspired by Carnoustie. Its creator is planning updating the gently sloped bunkers current on the course with these more appropriate pot bunkers, once they're made available in Course Forge. I got cold chills just thinking how good and atmospheric this course is going to look with them in the motif. I also got the shakes thinking about how many strokes I would have lost with inordinate amount of bunker shots I had to play in my first round there today!

Pot bunkers will definitely ratchet up the difficulty, but that's what they're supposed to do!
I'm not sure the golfer animation will render to well up against the face of a pot bunker.
 
# 80 OnlookerDelay @ 05/23/16 05:32 PM
Quote:
Originally Posted by RIFRIG
I'm not sure the golfer animation will render to well up against the face of a pot bunker.
Maybe the new golfer animations they're currently working on will?
 


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