NullPointer
Member
I'm setting myself up for appointment.
Rushy, if you're listening, please make people play in cockpit. PRETTY PLEASE.
Forza Horizon shows the same. I think that game is just about perfect with class C cars. Anything faster and its much harder to deal with winding, off-camber roads that you'd find in more open world-ish environments.GT & Forza ave shown evenly matched, low powered cars, can provide great fun.
There's an E92 in the game.. Does anyone know the total amount of cars expected for launch?Since the game isn't open world is their at least going to be any real world tracks in this game? And please add the BMW M3 E46 and E92 to the game.
Unsurprising, given your username and avatar ;PI was never a fan of the high powered exotics. I prefer the slower yet still fun to drive cars. The Rx7s, evos, imprezas etc. They were all I played in pgr. It would be nice if driveclub showed them some love.
Since the game isn't open world is their at least going to be any real world tracks in this game? And please add the BMW M3 E46 and E92 to the game.
Rather than real-world tracks, Driveclub offers fantasy ones that twist and turn around recognisable real-world locations.
There's an E92 in the game.. Does anyone know the total amount of cars expected for launch?
It's real world locations, some places you'll do laps, others are point-to-point, but I don't think there'll be actual race tracks.Since the game isn't open world is their at least going to be any real world tracks in this game? And please add the BMW M3 E46 and E92 to the game.
Do we know if Subarus are in the game?Arround 50 cars.
Given their WRC heritage, I'd like to see a couple of new locations that show off the dynamic lighing, and slower, twisty stages, something you can get your teeth into, rather than flat out blasts.
Let's say a stage in southern Italy, with sun so bright it almost blinds you, reflecting off rock faces, dust being thrown up etc. We also need to see something akin to Col de Turini, complete darkness, driving by the lights, hairpins, big drops and such.
One more vote too for some slower cars, sub 400bhp, and classics, particularly iconic stuff from the '80's like the F40, RS200, Quattro Sport etc. Being a UK dev, I'm hoping they take inspiration from the likes of Top Gear and Evo magazine, compliment the supercars with something a little different that appeals to the knowledgeable car enthusiast, stick a Catherham in there, a Morgan 3-Wheeler, some old & new hot hatches.
GT & Forza have shown evenly matched, low powered cars, can provide great fun.
Finally, let's not get bogged down in the 60fps debate again, this is afterall a simcade driving title, let's give Evolution Studios the opportunity to blow our socks off. It's not as if they've been shy in telling the world how much talent they have in their studio, or how their tech & graphics will be a benchmark for next-gen.
So Bestbuy is trying to get me to load up on stuff before the PS4 release..either way I visited their website and browsed and found this pic... its small/low rez and I'm sure HaterGaf will jump to conclusions, but you get a good look at the draw distance and I personally like the creek that you drive over.
The Special RUF RT12 R
this is from a preorder bonus.
looking forward to tomorrow's new footage.
So Bestbuy emailed me and is trying to get me to load up on stuff before the PS4 release..either way I visited their website and browsed and found this pic... its small/low rez and I'm sure HaterGaf will jump to conclusions, but you get a good look at the draw distance and I personally like the creek that you drive over.
The Special RUF RT12 R
this is from a preorder bonus.
looking forward to tomorrow's new footage.
Rushy, if you are listening, please don't listen to this guy and let people play in whatever viewpoint they want. PRETTY PLEASE.
Stab in the dark: It'll be about as deep as something like GRID 2 or PGR4. Choose basic colours and a pattern, maybe a premade vinyl or two (or maybe make your own, but only one to use as a team emblem) and that'd be it. I don't imagine it getting too complicated, just enough to be able to separate one team from another.Nice screen, I hope it's true and not some photoshopped crap. I wonder how deep the're going into customization, I mean "painting" by using touchpad could be awesome.
even though most people would just use it to draw penises onto their cars
The customization in Motorstorm Apocalypse was more deep than that, but with more "real" cars I guess it is more complicated therefore less customization :/Stab in the dark: It'll be about as deep as something like GRID 2 or PGR4. Choose basic colours and a pattern, maybe a premade vinyl or two (or maybe make your own, but only one to use as a team emblem) and that'd be it. I don't imagine it getting too complicated, just enough to be able to separate one team from another.
This is what I'm expecting. That being said, it would be nice if they managed to show us updated build footage tomorrow.I thought only the Gamescom demo will show us an updated build?
Yeah,I think I'll tweet Rushy.This is what I'm expecting. That being said, it would be nice if they managed to show us updated build footage tomorrow.
36% complete buildThis is what I'm expecting. That being said, it would be nice if they managed to show us updated build footage tomorrow.
Well here's the article (blog):
http://www.theguardian.com/technology/gamesblog/2013/aug/07/ps4-driveclub-future-game-visuals
We've still only played the alpha build, which is 35% complete
Oh god lol.We've still only played the alpha build, which is 35% complete
The mountain we're driving up is two kilometres high. In the distance, a patchy landscape of tea plantations and scrublands stretches out toward the horizon. Above us, bulbous clouds crawl by, scattering vast grey blankets of shadow.
The Audi R8 V10 weaves its way through snaking roads, the sun occasionally glinting across the windscreen, the crumbling surface almost palpable beneath the tyres. This is India, accurately and rather epically modelled into a racing game. At this height, at the very tip of the mountain range, the artists have had to think about the curvature of the Earth, and how this will affect sunlight and cloud patterns at the furthest reaches. This is where game visuals are going.
While we've known for months that DriveClub would take place in locations around the world, Evolution has only really showed Scotland so far but while visiting the studio recently, we also caught glimpses of the impressive Canada and India environments. The art staff did what art staff do on racing games: they went on months of field trips to research architecture, geography and habitats, the difference is, they seem to be trying to cram all of it into the game.
Everything is then lit via a true 24-hour day/night system, rather than a baked in sequence of pre-set lighting changes. "We've developed our own capture technique so the lighting in shadow, the lighting in direct sunlight and the way the car highlights fall off over distance they all maintain proper energy conservation values," says Perkins. "We had to redesign our entire materials system how we actually collect the information; it's much closer to the process you'd have on a film set for compositing CG elements into a live action image."
"None of the direct light or shade is faked anymore," says Perkins. "It's at the point where you can see things like dynamic lens flare when you look at the sun and you can see a bit of chromatic aberration because we're mimicking slightly cheaper film lenses to capture deliberate imperfections that will make the game more lifelike."
But there is more to it than simply making nice effects. It's about using environmental lighting to build atmosphere on a macro level. "One of the big things we're trying to do with the game, is to keep things as dynamic and changeable as possible," says Perkins. "The whole look and feel of the game changes dramatically based on the cloud covering there's massive variation every time you play. And the light scatters properly, so when the clouds are injected into the scene, we get a real sense of scale."
What's interesting is the increasingly close interplay between audio visual fidelity and car handling. In the first-person view, the head movement of the driver is designed to convey the feeling of what the car is doing beneath you. The team has apparently spent a long time working on tyre feel, the tactile input from skidding along tarmac, the imperfections of which are procedurally generated.
There are also intricate audio cues on what the tyres are doing, leading to demands for more memory from the audio designers. As game director Col Rodgers explains, "The tyres of hundreds of different states, we know exactly what they're doing at any one time, and obviously the audio guys want to replicate that as much as possible, which means upping the amount of samples. Audio feedback is a massive part of the handling experience, a lot of people forget that."
As for the handling model itself, the game director overseeing handling, Paul Rustchynsky, says his team includes ex-staff from the Gran Turismo, Project Gotham and Grid 2 all working on the feel of the drive. From our demo session, the aim seems to be upper-end arcade; cars are mostly sturdy and corner well, but they can slide out enthusiastically if the line is missed. For me, the effect is somewhere between Forza Horizon and, say, Need For Speed: Most Wanted.
That articles make me very excited, but I really want to see updated footage.
It all sounds great on paper. We'll see how the game turns out.
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WHAT? Is this game going to come out 40% complete or something???