Cars
21. A typical Driveclub car is made up of 260,000 polygons. The staggeringly detailed cars you see in promo videos are the same models you drive in the game theyre not pre-rendered CG versions.
27. The cars have realistic layered paint materials base metal or carbon layer, primer coat, base color coat, two metallic paint coats, clear top coat, etc. which can all be stripped away individually as part of the damage system.
28. A full shader-driven procedural system is used to simulate car damage. Multiple layers of scratches appear in the most exposed areas and edges, revealing undercoat and bare metal or carbon. A parallax mapped dent layer provides minor crumpling, and a physics driven vertex deformation system is used for severe damage.
38. Each reference car was fitted with at least 16 separate microphones to authentically capture the sounds of the engine from 360 degrees, inside and outside of the car. Some had four mics on the exhaust alone.
39. In-game, the engine sound reacts to your perspective. Pan around a stationary car gunning its engine and the sound shifts with the camera position (relative to where the engine is).
40. When you race, the engine sounds are different based on which of the six camera views you choose inside or outside of the car. Youre not hearing the same engine audio with a filter its all recorded separately.
Tracks/Environments
3. All clouds are full 3D models to ensure accurate light diffusion from the sun. Theyre calculated at massive distances in a fully volumetric form, so thin clouds cast lighter shadows than dense storm clouds, and their color impacts the feel of the landscapes and cars.
4. Skies are uniquely generated every time you play, so just like in real life youll never see the same sky twice. Unless youre replaying somebodys challenge, in which case itll replicate exactly to ensure a level playing field.
5. You can play with settings to speed up or slow down the day/night cycle. With some circuits taking over a couple of minutes per lap, at 60x accelerated speed with a judicious choice of start time, its possible to experience two sunrises and sunsets in one race. Both of which will be completely different to each other.
11. Each location has a draw distance of up to 200km to the horizon and even simulates the curvature of the earth in both skies and terrain. Distant landscapes are built out and fully modelled, instead of painted on, to ensure that they support the dynamic, volumetric nature of the skies and lighting.
12. All environmental light sources are independently generated with different properties. The team sampled the color and intensity of individual streetlights, house lights, and even camera flash bulbs, which youll see best in any of the Indian tracks at night.