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Next-gen Racing Graphics Face-off | (Next-gen means current-gen)

Hobbygaming

has been asked to post in 'Grounded' mode.

dMCsxmP.jpg

It's like watching a real race 😱
 
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Turk1993

GAFs #1 source for car graphic comparisons
Cool. I don't think I have even half of your hours in the game.
I honestly would love for you to capture some clips (not just screenshots) where you can be comfortably saying "these are the best quality moments/shots I can take out of this game".
Those are sceenshots that i took 3 days ago, video's i would see later on.

All gameplay
Still
49488668328_7b4a67e4c1_o.png

49489159361_eaa17479ac_o.png

49489388917_ed2d2dd70c_o.png


in motion (motion blur madness)
49489167016_3f98d5da1b_o.png

49489165766_4e7236144f_o.png

49489368587_7b565a53ea_o.png

49489388917_ed2d2dd70c_o.png

49489398362_8d0bd2ac23_o.png

49489405752_edb2e3aa68_o.png
 

Turk1993

GAFs #1 source for car graphic comparisons
Yes, older games without tessellation have, but newer Forza games have less poly counts than 260K
No, Forza Horizon 4 and Forza Motorsport 7 has the highest quality car models in game right now. They use the second lod wich is the same as photomode, and is only slightly reduces in engine detail compared to Forza Vista model. Both Driveclub and GTS use different lod compared to photomode but in DC its still high quality. GTS however has one of the lowest, wich is a shame becasue there scape models are one of the best.
 

Hobbygaming

has been asked to post in 'Grounded' mode.
No, Forza Horizon 4 and Forza Motorsport 7 has the highest quality car models in game right now. They use the second lod wich is the same as photomode, and is only slightly reduces in engine detail compared to Forza Vista model. Both Driveclub and GTS use different lod compared to photomode but in DC its still high quality. GTS however has one of the lowest, wich is a shame becasue there scape models are one of the best.
I doubt Forza Horizon 4 cars have more polygons than Driveclub cars but I'll admit that I'm wrong if you can show me the numbers 👍
 
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Turk1993

GAFs #1 source for car graphic comparisons
The snow in Forza Horizon 4 is insane, the detail is just mad. See those are the things you don't see in the video's and gifs.
49489662861_af6ae9169f_o.png

49489166343_35e091b0cf_o.png

49489171463_93806e0587_o.png

49489880932_cf1e35f980_o.png


I doubt Forza Horizon 4 cars have more polygons than Driveclub cars but I'll admit that I'm wrong if you can show me the numbers 👍
49489700411_77b76c51f7_o.png

Nope. Here's a random model ripped from FH4, showing 413k polygons:
Yl5JG4W.png
And thats without the interior and engine model, so its easy over 600~700k in gameplay.
 
I stand corrected. Where's this from?
I grabbed it myself, FH4's model format is known and can be imported by a couple of tools. I used the trial of 3DSimED to convert it to OBJ then opened it in Blender to get the count.


And thats without the interior and engine model, so its easy over 600~700k in gameplay.
It's with the interior, it's just that it didn't export all of the materials so the windows are opaque.
 

Hobbygaming

has been asked to post in 'Grounded' mode.
I grabbed it myself, FH4's model format is known and can be imported by a couple of tools. I used the trial of 3DSimED to convert it to OBJ then opened it in Blender to get the count.



It's with the interior, it's just that it didn't export all of the materials so the windows are opaque.
Can you increase poly counts for licensed games in blender?
 
Nope. Here's a random model ripped from FH4, showing 413k polygons:
The question is how efficiently those polygons are being used vs other games. Model comparison would be good. I think digital foundry did ingame comparisons but don't recall who came out on top.

edit: watched the digital foundry vid and they claim car detail is the same in photomode as in gameplay in both gran turismo and forza 7, if I'm not mistaken. don't know how horizon models fare against 7.

 
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The question is how efficiently those polygons are being used vs other games. Model comparison would be good. I think digital foundry did ingame comparisons but don't recall who came out on top.

edit: watched the digital foundry vid and they claim car detail is the same in photomode as in gameplay in both gran turismo and forza 7, if I'm not mistaken. don't know how horizon models fare against 7.


Horizon is the same as Motorsport, no model swaps in photomode.
 

Hobbygaming

has been asked to post in 'Grounded' mode.
Blender is a 3D modelling tool, you can make anything you want in it. I don't have the patience or experience to add my own details to a car from a game.
Ok. I saw that you can mod cars in it. I was just curious because 400,000 polygons seems high for a game like Forza Horizon 4
 

Hobbygaming

has been asked to post in 'Grounded' mode.
The question is how efficiently those polygons are being used vs other games. Model comparison would be good. I think digital foundry did ingame comparisons but don't recall who came out on top.

edit: watched the digital foundry vid and they claim car detail is the same in photomode as in gameplay in both gran turismo and forza 7, if I'm not mistaken. don't know how horizon models fare against 7.


I started playing GTS again today after seeing FukuDaruma's gifs and man I forgot how pretty this game is
 

Turk1993

GAFs #1 source for car graphic comparisons
thanks, but does it use the motorsports models or brand new ones?
They use the same models, T10 and PG are working together to produce more cars and its simple to use because they work with the same engine.

The question is how efficiently those polygons are being used vs other games. Model comparison would be good. I think digital foundry did ingame comparisons but don't recall who came out on top.

edit: watched the digital foundry vid and they claim car detail is the same in photomode as in gameplay in both gran turismo and forza 7, if I'm not mistaken. don't know how horizon models fare against 7.



And DF made a mistake with that one, GTS doesn't use photomode car models for gameplay. They have a lower quality models for in game wich is a shame.
gameplay
49441699641_3ed89431b1_o.png

photomode
49441228548_86c48a6d67_o.png


gameplay
49441929707_16533a6d37_o.png

photomode
49441701001_bd04ce9445_o.png
 
They use the same models, T10 and PG are working together to produce more cars and its simple to use because they work with the same engine.



And DF made a mistake with that one, GTS doesn't use photomode car models for gameplay. They have a lower quality models for in game wich is a shame.
gameplay
49441699641_3ed89431b1_o.png

photomode
49441228548_86c48a6d67_o.png


gameplay
49441929707_16533a6d37_o.png

photomode
49441701001_bd04ce9445_o.png
well i can't tell from those photos, it could just be higher rez better shaders, not sure. Would probably need a zoom to tell.
 

scalman

Member
agreed for ACC it would be so good game if it would have some normal road cars. thats all it needs, it has tracks it has weather , a t least those cars from original AC game could be moded there or smt.
 
Apart is obvious IQ difference you can easily see massive reduction of polycount.


Apart from the left light, which might be the angle, they seem quite similar on close up, apart from image quality.

edit: looking at the other car i can see better that there is a difference, at least in some cars. The lower small front lights have less geometry in gameplay
gameplay
49441699641_3ed89431b1_o.png

photomode
49441228548_86c48a6d67_o.png
 
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Momentary

Banned
Since they already have higher end models for their cars, I wonder if GT Sport will get like some kind of PS5 enhancement where it just uses the photomode models in game. It's almost as if they future proofed the game by doing what they're doing. Pretty neat. I feel like they wouldn't have to do much to the game to get it looking even better for next gen.


In-Game ACC using floating camera:

49493298437_1eb295a6b7_o.jpg


It makes me sad that raytracing got cancelled for this game.
 
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Turk1993

GAFs #1 source for car graphic comparisons
Since they already have higher end models for their cars, I wonder if GT Sport will get like some kind of PS5 enhancement where it just uses the photomode models in game. It's almost as if they future proofed the game by doing what they're doing. Pretty neat.
From what i got from the articles with Mark Cerny, it probably will. I think they gonna show GTS running on PS5 in 4K 60 with photomode quality graphics with ray tracing or 8K mode where they show off there new TV's. Also they talked about the controllers haptic feedback and how it changed the feeling in GTS, that part got me excited.
 

Momentary

Banned
agreed for ACC it would be so good game if it would have some normal road cars. thats all it needs, it has tracks it has weather , a t least those cars from original AC game could be moded there or smt.

Yeah. The game went the motorsport route and I think they are going to stick with it for the coming years. The car count is very low as well, but it allows them to release highly detailed models of each car they do release. Another thing that the game has that kind of irks me is that their liveries are low res. If you take close ups of car liveries in this game, they are very pixelated. I wish they'd do other GT events to allow for more car variety.

The last thing about the game are the trees and vegetation could look better. The rain effect when in an outside camera view could definitely use some work as well.

But overall the game looks great. Its modelling, graphical tech, and post-effects are gorgeous.
 

Turk1993

GAFs #1 source for car graphic comparisons
Someone complained about rough foliage quality in FH4. Yes, msaa has no alpha to coverage component by default and sprites have no msaa, but you can force alpha to coverage in nvidia drivers. Just turn on transparent AA specially for FH4 exe.
PR3bbVp.png
Will give this a try, maybe that can fix the blocky shadows from the trees on edinbrugh.
 

LostDonkey

Member
Theres a massive difference between photo mode and gameplay in GTS. They purposely did it that way with adaptive tesselation that smooths off edges and give volume. Its been explored in this thread before iirc and even some trackside/background detail was increased fidelity in photo mode. No doubt even the effects they use in replay mode arent in gameplay thats why it looks nothing like the replay when you actually play.

Its very clever what they have done and makes the game look fantastic in media. Then you actually play it and yeah. Its nowhere near.
 

benzy

Member
Theres a massive difference between photo mode and gameplay in GTS. They purposely did it that way with adaptive tesselation that smooths off edges and give volume. Its been explored in this thread before iirc and even some trackside/background detail was increased fidelity in photo mode. No doubt even the effects they use in replay mode arent in gameplay thats why it looks nothing like the replay when you actually play.

Its very clever what they have done and makes the game look fantastic in media.
Then you actually play it and yeah. Its nowhere near.

That's not true.

GTSport gameplay
g1aqdxi.gif


GTSport replay
UITzngQ.gif
 
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LostDonkey

Member
Oh sure yeah. The macro focus effect and heavy motion blur is totally visible in gameplay too.

Sure.

Its an indisputable fact. Its been shown in this very thread.
 

FukuDaruma

Member
Someone complained about rough foliage quality in FH4. Yes, msaa has no alpha to coverage component by default and sprites have no msaa, but you can force alpha to coverage in nvidia drivers. Just turn on transparent AA specially for FH4 exe.
PR3bbVp.png


All my captures from FH4 are with Transparency Supersampling. It's the third time I mention this in this thread. First time was 4-5 months ago. Makes it look much better but it's taxing. x8 is prohibitive and even x4 is too taxing to keep perfectly stable 4K60 Extreme in all areas at all times in any condition.

And those are with Transparency SuperSampling, which is not even a feature of the game, but Nvidia's, and is the only thing that fixes the pixelated foliage outlines, because the game's MSAA does nothing for that.

And BTW, I think you will find that FH4 has better quality overall forcing Transparency SuperSampling than going from Ultra to Extreme, because aliased foliage outlines you see all the time.



Will give this a try, maybe that can fix the blocky shadows from the trees on edinbrugh.

It doesn't. Told you already that all my captures are using that.
 
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benzy

Member
Oh sure yeah. The macro focus effect and heavy motion blur is totally visible in gameplay too.

Sure.

Its an indisputable fact. Its been shown in this very thread.

I made the gif a long time ago and I forgot to switch it to 1080p mode, but as FukuDaruma FukuDaruma pointed out, the same high quality motion blur that is in replays is enabled in 1080p mode (you need a 1080p native tv), and it looks amazing.

Even without the motion blur though, you have to admit "gameplay looks nowhere near the same as replay" is pretty hyperbolic. :p

gameplay
YMsB4XR.png


replay
i25jh8N.png


more gameplay with motion blur
750GranTurismoSPORT2018.png


19cGranTurismoSPORT2019.png
 
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carsar

Member
All my captures from FH4 are with Transparency Supersampling. It's the third time I mention this in this thread. First time was 4-5 months ago. Makes it look much better but it's taxing. x8 is prohibitive and even x4 is too taxing to keep perfectly stable 4K60 Extreme in all areas at all times in any condition.
Yes, it's taxing, but much cheaper than 8k render. 8k sprites+4k render is the best choice we can get
 
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