GalacticMouse
Member
Rushy also confirmed to me on Twitter that everything's in-engine!
Hype-Level Midnight.
Hype-Level Midnight.
Ask whats their AA solution.Rushy also confirmed to me on Twitter that everything's in-engine!
Hype-Level Midnight.
Well I think these screens are more appealing and less bland/boring than DriveClub(perhaps it's the art direction?)
Anyway here's some screens of pcars + grid2 (taken from another forum)
pCars
http://www.overclock.net/content/type/61/id/1496775/flags/LL
http://www.overclock.net/content/type/61/id/1496776/flags/LL
Grid 2
http://i.minus.com/i5eEvcKbHjfhK.jpg
http://i.minus.com/ib0V3vDJW3ZVjN.jpg
http://i.minus.com/ibhJgJiq69xNSR.jpg
http://i.minus.com/icJCt5apkvyUw.jpg
http://i.minus.com/ibxgYxkaZJUP8u.jpg
http://i.minus.com/i5IuSRLbWd69p.jpg
http://i.minus.com/iSGRXMDGURmuF.jpg
Lighting in these game are miles ahead of DriveClub, although that's purely from an artistic pov. I am not questioning the power of PS4. Just wished they gave it more interesting lighting.
I'm really suspicious about AA, but if Forza Horizon could use 4xMSAA+FXAA, then possibly this could that or more...What a bullshit that IQ is from in-game. There is no subpixel or shader aliasing in this footage and thats impossible without msaa and downsampling.
I noticed this too. I don't know if this is the first game to finally do this. Realtime generated cubemaps maybe.There is real-time reflection of car in front, in last footage on player's hood.
I'm really suspicious about AA, but if Forza Horizon could use 4xMSAA+FXAA, then possibly this could that or more...
I noticed this too. I don't know if this is the first game to finally do this. Realtime generated cubemaps maybe.
Ask whats their AA solution.
Watch it now... Sethos and others will come and say you stopped playing games afte 2008-09.
Even 4x MSAA + FXAA or SMAA 4x wont provide such clean image like in this trailer and non of them solve shader aliasing, which was absent too.
I've not find any aliasing in this footage, non even one line and i've watched distant thin cabled and ratio stations, there was no line break anywhere.
Actually now that I think about it, I believe the first game that did this was Driver: SF. Rightfully, made by team called "Reflections"Its probably only for cars and in close proximity. Dirt 2 already did it even on consoles. Should be a standard feature in all future racing games, at least for hoods and cars, not all geometry.
http://www.youtube.com/watch?v=32SbHdtxSrA
That salt.
Looks amazing.
PGR3/PGR4 lead designer at the helm also makes this game a potential candidate for best arcade racer ever.
Games usually look smoother on these types of videos though, due to Youtube compression etc. They're probably using a really high sample of AA, they certainly have the ram too.
That looks average. Not for me.
Average compared to what?
That looks average. Not for me.
Doing my bit
Seems to run a bit choppy?
Looks no where near as good as the reveal, I don't know wtf you foos are talking about.
Honestly, the in car view lighting(material shaders?) Look like forza 4
Love the paddle shift animation
Looks no where near as good as the reveal, I don't know wtf you foos are talking about.
If Forza 5 can be 1080P and 60FPS and the PS4 is possibly 100% more powerful along with its GDDR5 RAM, I can't see why DriveClub can't be 60FPS too.
Because Turn 10?
I know its a stretch, but maybe they are waiting to see if they can actually pull it off? I mean, its not like they havent done huge improvements in very little time in the past (MSR)
Its probably only for cars and in close proximity. Dirt 2 already did it even on consoles. Should be a standard feature in all future racing games, at least for hoods and cars, not all geometry.
=== edit ===
I found footage from Dirt 2 from xbox 360.
http://www.youtube.com/watch?v=32SbHdtxSrA
Wow even smoke and dirt is reflected, i didnt remember that!
Its probably only for cars and in close proximity. Dirt 2 already did it even on consoles. Should be a standard feature in all future racing games, at least for hoods and cars, not all geometry.
=== edit ===
I found footage from Dirt 2 from xbox 360.
http://www.youtube.com/watch?v=32SbHdtxSrA
Wow even smoke and dirt is reflected, i didnt remember that!
Guys, guys! I just had en epiphany!!
What if you join a friend racing in a single event via those PS4-Social-Features and you would spawn in his passenger seat and get the wohle "Shotgun!"-Experience. I love being driven around by a skilled driver IRL aswell and would die for that feature. Just sitting there, chatting and trashtalking with a friend that is meanwhile doing some drift-challenges... that would be blissful! If I also own the game, that should be technically no problem at all. I understand, It will not work via streaming though...
Come on Evolution, make that happen!
In Turn 10's case, it does matter a bit. Forza was one of the few games that ran at both 720p native and 60fps on the 360. Considering the scope of the game, it was a pretty big accomplishment and not something that I think is just a 'given' for any other developer to be able to accomplish. RacePro was not 60fps and that was made by an experienced developer with these sorts of racing games.It has nothing to do with the developer. This is about different genres. It's expected that sim racers will run at 60fps. Just like fighting games are expected to hit that framerate. The same isn't expected of arcade racers.
Even 4x MSAA + FXAA or SMAA 4x wont provide such clean image like in this trailer and non of them solve shader aliasing, which was absent too.
I've not find any aliasing in this footage, non even one line and i've watched distant thin cabled and ratio stations, there was no line break anywhere.
It doesn't. Some of the hill textures were bland. Cockpit detail looks better than anything on a console now, but not a huge leap.
It still looks really good, though. Its unmistakeably next-gen.
It has nothing to do with the developer. This is about different genres. It's expected that sim racers will run at 60fps. Just like fighting games are expected to hit that framerate. The same isn't expected of arcade racers.
I'm 99% sure that Dirt 2's hood reflections are done using a relatively simple form of screen space reflection effect. In that video, you can see how the car is only reflected up to a certain part on the hood (although the bending moves that line somewhat), the reflection stops at a line even though its reflection should cover more of the hood, while it literally stands on top of the hood, that's because that effect can't reflect anything off screen as it is not actually even doing a cubemap. If you take a close look at it, you'll see nothing that you cannot see on screen can be reflected. Granted, it looks so good, but it's not applicable everywhere. Next gen games will probably use more advanced versions of screen space reflections.
edit: Oh, I see Graphics Horse was faster to reply. As he says, it's not applicable everywhere.
Killzone devs were saying after PS meeting that ICE team works on new AA sollution.
If they managed to get MLAA working at same level without subpixel problems this kind of IQ is possible imo. But i don't see Sony resolving all AA woes with magical MLAA implementation.
Codemaster's PSP + PS2 games did it, they grab the previous frame and use it for the reflections. It's a trick that only looks good at shallow angles so it's perfect for that view.