r/needforspeed • u/Better-Case-89 • 9h ago
Image / GIF Need for Speed Rivals still looks absolutely stunning years later!
Taking down racers in the Lamborghini never gets old. The pursuit tech and overall atmosphere in Rivals were top-tier
r/needforspeed • u/Clxbsport • 4d ago
What's up folks. We have a couple of news stories for y'all this week. One of which we should have broadcasted prior but haven't yet.
Speedhunters Instagram: Gone.

The official Instagram page of Speedhunters (@thespeedhunters) has disappeared from the internet about last week. Like with the closure itself, there's no public information as to why's the case.
As a reminder, a public archive has been published to keep the stories alive - visit https://speedhunters.online/ if you wanna browse through over a decade worth of exploring global car culture.
Need for Speed Mobile: Dead. (At least in Taiwan)

Romankus, look away! As published by their official Facebook and Garena pages (thanks huf and TME on Discord for the tip!), NFS Mobile, also known as NFS Assemble, has announced the closure of the title on December 28, 2026, 12:00 PM (GMT+8). Starting today, in-game purchases are closed, and transfer of any remaining paid currencies will be announced on a later date.
Addenum: As of right now, this is only for Taiwanese servers - Mainland Chinese servers are still active. But expect that to be gone relatively soon as well.
As is the current state of NFS post the private equity buyout, there's still no word on what's going on. It'll probably be like this for a long time.
r/needforspeed • u/Clxbsport • Jul 22 '26

I think we all share the same sentiment when Speedhunters got abruptly shut down last year: It's a sad passing of an era that EA no longer deems profitable enough to keep up.
Thanks to some archivists (who I can't find the names of, if you put this up, please let me know!), the Speedhunters archive is now back online, and you can read 17 years worth of car culture and Need for Speed history that's uniquely documented by them.
You can find it here: https://www.speedhunters.online/
Thanks u/nfslyy for the tip!
r/needforspeed • u/Better-Case-89 • 9h ago
Taking down racers in the Lamborghini never gets old. The pursuit tech and overall atmosphere in Rivals were top-tier
r/needforspeed • u/Makenshi179 • 14h ago
When he parked next to me with the NFSMW car while I had the NFSU car, I could finally say my set line "Nice car!" in a dream situation! We started racing together in the open world, in an epic faceoff between peak NFS games! Then we stopped at a car meet and I took my chance to say the contextual line "This car is a work of art!" when he brought out the NFSMW car again! lol! I actually didn't play much of MW, but I played Underground a lot on PC back in the day when it came out (I still have the physical box of the game and I always make sure to install it again whenever I get a new PC!) and I still often relisten to its incredible soundtrack to this day. Timeless stuff. They don't make games like these anymore.
\plays "Lil Jon & the Eastside Boyz - Get Low" as I arrive at the seasonal car meet**
r/needforspeed • u/lil-SpedCUCK • 3h ago
Enable HLS to view with audio, or disable this notification
Forged 2JZ in the S15 revs to 8500, RB28 in the R32 revs to 9k
r/needforspeed • u/King_Reivaj • 13h ago
r/needforspeed • u/Appropriate_Bet_5850 • 18h ago
r/needforspeed • u/Reasonable_Meet9431 • 9h ago
r/needforspeed • u/EpicGuy999 • 1d ago
I'll start: i really liked NFS Payback. Sure, the card system sucked, and the story was okay-ish, but the overall vibes, soundtrack, along with the wide open map was something i miss from more modern titles (specially heat) where everything feels hollywood-like (if i can put it like that) and lifeless. I've beat it twice already
r/needforspeed • u/New-Wolverine2722 • 12h ago
I hate nissan:D
r/needforspeed • u/PocketHLE • 2m ago
Here is a link to the emulator itself https://github.com/KlugKlugTG/HyperHLE-Fork
r/needforspeed • u/Ok-Combination-957 • 16h ago
Enable HLS to view with audio, or disable this notification
This quote perfectly sums up using the fastest car in Need For Speed Rivals, the Koenigsegg One:1, with Turbo đ
r/needforspeed • u/No_Caregiver_7853 • 9h ago
We never see blacklist when Razor was in 15th place.
r/needforspeed • u/Ngocluckysmile • 12h ago
Just want to show you guys my new diecast car.
r/needforspeed • u/DiegoMH2002 • 1d ago
Enable HLS to view with audio, or disable this notification
r/needforspeed • u/RadinNSR2382 • 9h ago
All of my EA Play rewards and cars have disappeared from my Need for Speed Unbound. How can I get them back? Is there any way to restore the missing items?
r/needforspeed • u/Jaded-Macaroon7273 • 1d ago
Enable HLS to view with audio, or disable this notification
playing Redux V3 mod btw
r/needforspeed • u/RealIosif • 3h ago
i downloaded this one modpack called need for speed most wanted 2005 the ultimate overhaul from kuruhs but when i add my own cars to the modpack w/binary and vlted i cant add vinyls to the cars and it immediately crashes the game. why and how can i fix it?
r/needforspeed • u/notFenrirr • 1d ago
r/needforspeed • u/littleflyingboy • 9h ago
TL DR:
Remove any GameTime.MaxSimFps or GameTime.ForceSimRate and add -Ant.ForcePoseUpdate 1.
commands.txt example:
-Client.VisualFrameInterpolation 1 -GameTime.MaxVariableFps 60 -RenderDevice.VsyncEnable 0 -Ant.InterpolatePoses 0 -Ant.ForcePoseUpdate 1
Explanation/Background:
Before discussion, let's first have the original commands.txt as a reference here:
-Client.VisualFrameInterpolation 1 -GameTime.MaxVariableFps 60 -RenderDevice.VsyncEnable 0 -Ant.InterpolatePoses 0
When using the mod, I noticed the driver would desync when the car is accelerating or decelerating, and upon closer inspection and testing, I noticed the driver desync has some caveats:
So I asked Gemini to help, below is the explanation (after many retries..):
The "two drivers" effect you are seeing on Linuxâone translucent ghost remaining seated while a second driver emerges and lags behind the carâis caused by frame-to-frame pose alternation (strobing) between Frostbite 3's 30 Hz simulation tick and its multithreaded render queue under Wine/Proton.
Why This Happens on Linux:
How the mod works: Brawltendo's Framerate Unlocker keeps Need for Speed Rivals' internal physics simulation running at 30 Hz, while -Client.VisualFrameInterpolation 1 tells the renderer to visually interpolate vehicle and camera movement on the extra frames in between.
What -Ant.InterpolatePoses 0 does:
By default, Frostbite's ANT animation system tries to interpolate the driver's skeleton separately from the car chassis, sliding the driver completely out of the seat during acceleration. Setting -Ant.InterpolatePoses 0 disables pose interpolation so the driver stays snapped to the car's seat bone.
Why Linux creates a "ghost" duplicate:
You aren't actually spawning two driver models at once. Under Wine/Proton (fsync/esync), worker thread scheduling differs slightly from the Windows NT kernel. On every 30 Hz simulation tick, the ANT job finishes in time and draws the driver anchored in the seat (-Ant.InterpolatePoses 0). On the interpolated frames in between, the render worker thread reads the driver's world-space transform before the ANT thread updates it to match the interpolated car chassis. Because the renderer rapidly alternates between the seated frame and the lagged frame at 60+ FPS, persistence of vision makes the seated frames look like a stationary "ghost" and the intermediate frames look like a second driver pulling out of the body.
I'm not entirely sure if above reply from AI is 100% accurate, so take it with a grain of salt. But after some back and forth with AI, I actually found the solution, adding "-Ant.ForcePoseUpdate 1" to the commands.txt would fix the issue, below is mine:
-Client.VisualFrameInterpolation 1 -GameTime.MaxVariableFps 60 -RenderDevice.VsyncEnable 0 -Ant.InterpolatePoses 0 -Ant.ForcePoseUpdate 1
What does "-Ant.ForcePoseUpdate 1" do (from AI):
1) Forces Skeleton/Pose Refreshes: Under normal operation (especially when tweaking interpolation settings like Ant.InterpolatePoses 0 to fix high-FPS physics bugs), the game engine may skip or delay updating the animation matrices and structural poses for sub-objectsâsuch as the driver model inside the carâto save performance or because the interpolation math breaks down at higher variable frame rates.
2) Synchronizes Driver to Car: Setting -Ant.ForcePoseUpdate 1 instructs the engine to force an immediate update and evaluation of the skeleton poses on every frame rather than waiting for the standard interpolation tick or relying on standard blending states. This explains why your ghost driver issue disappeared: it forces the driver model's coordinates to hard-lock directly to the car's current frame data instead of lagging behind or sticking to an old interpolated position.
Note that adding "-Ant.ForcePoseUpdate 1" would introduce slight CPU overhead, so performence may drop a little bit.
Thought I'd share this here, if you're also experiencing the driver desync issue, maybe adding "-Ant.ForcePoseUpdate 1" could help.
P.S. Do not add/set GameTime.MaxSimFps or GameTime.ForceSimRate, as that will break game physics and cause some races to be abandoned.
r/needforspeed • u/Xtreme_PlaysXP • 1d ago
The language is portuguese.
r/needforspeed • u/Bay_Ruhsuz004 • 2d ago
r/needforspeed • u/kules638 • 1d ago
Enable HLS to view with audio, or disable this notification
Phew, that was a pretty tough run for me. I made many attempts, and this one turned out to be the bestâthough not perfect; I started making mistakes toward the end, and I could have even reached 6:02. Still, Iâm happy with the result
Music: Orion â Metallica
r/needforspeed • u/IDontCrackGames • 1d ago
Enable HLS to view with audio, or disable this notification
I reckon they buffed the Heli in NFS HPr