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DriveClub (PS4) - Page 5

post #121 of 268
Quote:
Originally Posted by TyrantII View Post

Looking much better now. Still months away, so hopefully they can keep the improvements coming and hit that 60FPS target.

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I don't think I've ever seen the interior reflected on a windshield like that realistically, but it's the small things like it that wow.

Still finding it hard to believe it's 100% dynamic GI lighting.

They have been showing the same thing in Forza 5
post #122 of 268
10 minutes of gameplay
post #123 of 268
I hope the Playstation 4 has custom soundtrack support as standard since that in-game music is awful. At the very least I hope they don't forget audio options so the music can be muted.

The game looks the most fun I've yet seen though. A good driver makes a huge difference as does direct feed instead of poor quality camera footage of a HDTV.

Will it have night racing and weather?
post #124 of 268
Well I know they announced you can have Music Unlimited playing music in the background while your playing games. Also this game is going to have GI (Global Illumination) off the bat. Therefore you can select anytime of the day/night and the game will portray the correct lighting instead of prebaked lighting. As of right now their getting everything rock solid before they think about weather but they did say its a possibility.
post #125 of 268
I hope that once global illumination takes off Dynamic Weather is next. I want to be exploring a open world game and see rain in the distance and a small stream dynamically floods due to the rain. Snow that actually accumulates over time. The new Cry Engine has dynamic evaporation, which is a nice start.

http://www.youtube.com/watch?v=aseq4T81P7g
Edited by PENDRAG0ON - 8/26/13 at 8:47am
post #126 of 268
You would think RPGs would try to implement this type of technology instead racers and FPS.
post #127 of 268
I'm sure the next elder scrolls game will feature all of that.
post #128 of 268
I hope so, Bethesda has been running that same old engine for some time now, time to invest in a new next gen engine that will do the genre justice.

Dragon Age 3 using Frostbite should be a good tech showcase at least. The Witcher 3 is also looking fantastic.
post #129 of 268
Quote:
Originally Posted by PENDRAG0ON View Post

I hope so, Bethesda has been running that same old engine for some time now, time to invest in a new next gen engine that will do the genre justice.

Dragon Age 3 using Frostbite should be a good tech showcase at least. The Witcher 3 is also looking fantastic.

It's a new engine when they call it one. Some companies are just better at marketing the idea of a "new engine" than others.
post #130 of 268
Bethesda needs to figure out how to make a decent combat system. The visuals would be awesome in a big RPG.
post #131 of 268
Hate to go off topic but I would like to point out that I hate the character models of the Elder Scroll Games. Assassin's Creed models look way better, just look how they implemented the weapons on the characters. Even the textures are superior in AC IMO.
post #132 of 268
post #133 of 268
Thread Starter 
Yep, and the developer confirmed that in-house they've got AA applied. I guess the new tech will be evident in future vids.
post #134 of 268
This looks really boring.

Back to off-topic: the Cowboys beat the Giants in their new stadium for the first time. And Victor Cruz looked like a mega douche doing his lame salsa dance when they're trailing by 13 points in the fourth quarter.
post #135 of 268
Quote:
Originally Posted by blklightning View Post

This looks really boring.

Back to off-topic: the Cowboys beat the Giants in their new stadium for the first time. And Victor Cruz looked like a mega douche doing his lame salsa dance when they're trailing by 13 points in the fourth quarter.

I'm a Cowboys fan but Cruz got me 39 points in my league so I can't complain too much.
post #136 of 268
Quote:
Originally Posted by pcweber111 View Post

I'm a Cowboys fan but Cruz got me 39 points in my league so I can't complain too much.

So there is hope for me. I am an Eagles fan and need 32 points from Garcon tonight to make up for what Peyton Manning and Demarius Thomas did to me on Thursday night.
post #137 of 268
post #138 of 268
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post #139 of 268
Is that an observatory? Looks really cool, I like the twilight setting.
post #140 of 268
Quote:
Originally Posted by pcweber111 View Post

Is that an observatory? Looks really cool, I like the twilight setting.

The benefits of using global illumination, the clock can be adjusted to any time of day on any track.
post #141 of 268
Quote:
Originally Posted by PENDRAG0ON View Post

The benefits of using global illumination, the clock can be adjusted to any time of day on any track.

I'd love for a race to have a sped up lighting clock going while racing, that would be awesome.
post #142 of 268
Quote:
Originally Posted by freemeat View Post

I'd love for a race to have a sped up lighting clock going while racing, that would be awesome.

That would be cool, starting a race at sunset and each lap is an hour or so, or at sunrise... I would be tempted to park and watch.
post #143 of 268
Quote:
Originally Posted by PENDRAG0ON View Post

That would be cool, starting a race at sunset and each lap is an hour or so, or at sunrise... I would be tempted to park and watch.

Indeed. Some old 16bit o 8bit games had transitioning of day to sunset racing, of course that was just slowly swapping out the background lighting. Pretty sure some of the Sega games that had the super scaling did that.
post #144 of 268
Test Drive LeMans on the Dreamcast had the 24hr mode that did this. Yes I did it too lol.
post #145 of 268
Quote:
Originally Posted by PENDRAG0ON View Post

That would be cool, starting a race at sunset and each lap is an hour or so, or at sunrise... I would be tempted to park and watch.



In game time is dilated a bit faster so you can observe the effects over shorter races (I'm assuming they don't have any monster circuits like Nürburgring or 24hr races). It be fun if we can control the rate.


Edited by TyrantII - 9/12/13 at 2:39pm
post #146 of 268
Top Gear on the Super Nintendo, a favorite racer for many 16 bit fans, had a very well done effect where a race started in darkness and ended up in the morning sun.

Games that I haven't seen mentioned that did this well include Grid on the Le Mans 24 Hour race, Test Drive Unlimited 2, recent entries of Codemaster's Formula One series for the Abu Dhabi event that starts in the late afternoon and ends under darkness, and NASCAR 2000 on the Nintendo 64 did it for the World 600 event at Charlotte Motor Speedway that started in the late afternoon, gradually got darker until the track side lights turned on, and the sun completely set (About the only part of NASCAR 2000 that I actually was impressed by).

All of these except Test Drive Unlimited 2 with its fixed rate that would go through a full cycle in about 30 minutes would scale to the length of the race so one could experience the effect even with a short race. I love variable & dynamic weather and variable lighting conditions in games. Wish both were far more common in videogames than they are.
Edited by Leo_Ames - 9/12/13 at 3:25pm
post #147 of 268
Quote:
Originally Posted by freemeat View Post


The vid of above hits this afternoon. Until then Playstation released these: Warning: Spoiler! (Click to show)
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post #148 of 268
Quote:
Originally Posted by TyrantII View Post

The vid of above hits this afternoon. Until then Playstation released these: Warning: Spoiler! (Click to show)
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Looks very good. I like the little details like the lighting on the observatories.
post #149 of 268
Thread Starter 
Here's a high quality link to the video.

The official Sony blog adds a list of things to keep in mind when watching the video. I wish they did development summaries like this for all games in beta so people would realize that stuff is still being improved:

Quote:
13 things we’d like you to know about this video:

1. If you’d like to see a version of the video with significantly higher image quality than shown on YouTube (and a closer representation of how the game looks on PS4), you’ll be able to download the 1080p video online soon.

2. The time of day is accelerated by x60, which is why the video covers from 6pm – 9pm in Chile in just three laps. Accelerating the speed of time is something you can choose to adjust before you race and it’s also why the sunlight disappears so quickly at 1:58. :-)

3. Design Director Paul Rustchynksy is the driver. He’s using a Thrustmaster “T80 DRIVECLUB Edition” wheel, which explains why his last lap (in first person racing view) is the fastest.

4. The video was captured in one take from a version of the game still in development. Optimisations to the visual quality of the game are made every day, so while there are lots of impressive details on show you may also spot some things we’re still working on – like improving the anti-aliasing for certain assets and making sure that nothing pops in to view.

5. We decided to show this time trial event with on-screen display disabled, because lots of people wanted to see this and it’s something you can choose to configure in the game. We noticed that when we did this, the game still plays the sound effects for Overdrives, so we’re fixing this.

6. The way that we have captured each car’s distinctive audio is evident here because we’ve disabled the in-game soundtrack music, but we’ve actually just made further improvements to the quality of the audio in the game today (and fixed the backfire so that you can hear it properly on the Audi R8 V10 Plus), so it’s still getting better.

7. All lights illuminate the environment authentically. The dashboard fully illuminates, so you can see the glow of the buttons in the control panel above the rear-view mirror and you can see the reflections in the windscreen and the driver’s window. Similarly, you’ll notice that the brake light illuminates the car’s active spoiler in the first two laps. Hopefully this will draw your eye away from the glitch with the car’s tyre smoke (which is missing) and excessive anti-aliasing on the Audi’s bevelled rear window frame… which we are of course still developing.

8. The reflector lights (cats eyes/snake eyes) on the safety barriers surrounding the track reflect light authentically too. You can see this most clearly at 02:30.

9. Ghost cars (and opponent cars) are all fully realised in the rear-view mirrors, but there’s currently a small glitch that makes them render incorrectly when the sun goes down. This will be improved by launch.

10. The crowds release balloons throughout the race. The balloons should react authentically to the wind and light up correctly at night – and appear less frequently too – but the game is still in development after all.

11. There’s a tiny portal to another dimension (aka a glitch in the world) at 0:32. We’ve fixed it in the game already.

12. The sky is clear of clouds so that you can see the stars twinkling up above. This won’t always be the case; you can choose how clear or cloudy the sky is when you set-up a race and it will be uniquely generated every time. On the occasions when the fog rolls in and you can only see the tips of those mountains in the distance… and the cars in front are casting long shadows towards you as the sun rises or sets on the horizon… and you’re breezing through it all 150mph… it’s utterly sensational!

13. Not only do we model every car in staggering detail inside and out, we go to great lengths with the environments too. Check out the observatory tower at 1:47 and 2:37!
post #150 of 268
I'm on board with portals to Xen smile.gif
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