Yikes...
Grassgate 2.0?
Forget the grass, the lack of AF is disgusting.
edit
Talking about the ps4, although it isn't good on xb1 either.
Yikes...
Grassgate 2.0?
Most likely because they couldn't. blending two frames together is ROP dependent and the XB1 may struggle with it.
I don't know if anyone has noticed but there is something wrong with specular reflections on the XB1 version. Like it is missing tone mapping or something.
X1 aliasing is seriously bad
Forget the grass, the lack of AF is disgusting.
edit
Talking about the ps4, although it isn't good on xb1 either.
Most likely because they couldn't. blending two frames together is ROP dependent and the XB1 may struggle with it.
Yikes...
Grassgate 2.0?
Wiiu gonna be the worst one I bet
You know what? If the Wii U comes @ 720p/LOCKED 30fps, I'd def be more interested than the PS4 version, especially if something is done at least a little interesting with the gamepad screen.
A rear view mirror without the entire track disappearing in front of your eyes?
lol
Does this happen?
Forget the grass, the lack of AF is disgusting.
edit
Talking about the ps4, although it isn't good on xb1 either.
They have identical AF. Something else is causing PS4 version to appear blurrier.Forget the grass, the lack of AF is disgusting.
edit
Talking about the ps4, although it isn't good on xb1 either.
As it stands, there is a trend of AMD cards falling short of their Nvidia's equivalents; even the top-tier R9 290X reportedly struggling against a lowly GTX 760 at 1080p and high settings
Yeesh at the console versions.
X1 aliasing is seriously bad
Yeesh at the console versions.
I don't think this is a lack of AF but moreso extra blur induced by temporal AA, it appears that both console versions are using the same level of AF. Of course when you're racing, the blur is even less apparent.Forget the grass, the lack of AF is disgusting.
edit
Talking about the ps4, although it isn't good on xb1 either.
I was looking forward to the Wii U version...
Can't imagine how that's gonna look.
But the Xbox One has high quality motion blur, which has several samples. You no longer would need as many samples for it, since PS4 version seems to be set to 2-3% motion velocity compared to Xbox One and PC anyway.. Maybe an eSRAM limitation? They'd be much better off getting rid of previous buffers as soon as possible, no?
Well SMS kept the same number of motion samples on the PS4 even with the temporal AA so I'm not sure why or if that's true if it is then they really should have done it. I don't know what it would look like but if they could have reduced it without a hit in IQ I trust they would have since they could have improved other areas like foliage on consoles, or the bad shadow maps with the freed resources. If they were not ROP, and I suspect they were, one aspect they really needed to improve was that. I'm don't know why they didn't remove the blur and and use Poisson Sampling for the shadows but maybe the sense of speed it gives is more important than seeing the texels in the shadow which really needed improving. I assume they made the right call for each platform in any case.
Jesus, the Xbox One version looks pretty rough. It's probably not that apparent in motion though, I'd imagine.Most likely because they couldn't. blending two frames together is ROP dependent and the XB1 may struggle with it.
I don't know if anyone has noticed but there is something wrong with specular reflections on the XB1 version. Like it is missing tone mapping or something.
Wow, the Figth is going to be between Xb1 and Wii U. That looks really bad.Well SMS kept the same number of motion samples on the PS4 even with the temporal AA so I'm not sure why or if that's true if it is then they really should have done it. I don't know what it would look like but if they could have reduced it without a hit in IQ I trust they would have since they could have improved other areas like foliage on consoles, or the bad shadow maps with the freed resources. If they were not ROP bound, and I suspect they were, one aspect they really needed to improve was that. I don't know why they didn't remove the blur and and use Poisson Sampling for the shadows but maybe the sense of speed it gives is more important than seeing the texels in the shadow which really needed improving. I assume they made the right call for each platform in any case.
It may not be a hardware problem, but the ball is still in Sony's court.It's not really their problem, it's a dev issue.
Yikes...
Grassgate 2.0?
Damn this sucks for AMD GPU users. Will PS4 and Xbox One get performance hits since both consoles also use AMD GPU.As it stands, there is a trend of AMD cards falling short of their Nvidia's equivalents; even the top-tier R9 290X reportedly struggling against a lowly GTX 760 at 1080p and high settings
Both consoles have had performance hits since day 1.Damn this sucks for AMD GPU users. Will PS4 and Xbox One get performance hits since both consoles also use AMD GPU.
I wonder how many people will complain that this game uses the hardware inefficiently or something, rather than the fact that this game is doing some pretty crazy effects and simulation work.
The way reflections are done for example... is just heavy. Sorry console :/
I wonder how many people will complain that this game uses the hardware inefficiently or something, rather than the fact that this game is doing some pretty crazy effects and simulation work.
The way reflections are done for example... is just heavy. Sorry console :/
Slightly Mad Studios' racer leaves a high watermark for Polyphony Digital and Turn 10 to match in the coming years
I still think DriveClub is the better looking game with its dynamic lighting and all
AgreeI still think DriveClub is the better looking game with its dynamic lighting and all
I still think DriveClub is the better looking game with its dynamic lighting and all
They are primarily tied to the CPU rather than the GPU. I think that is why it makes sense that they are of such low quality on consoles.Ummm, the reflections on consoles are disgusting, cars aren't reflected in the wet road and the environment reflections are of such a low quality they're literally made from blocks that flicker as you approach them.
The car reflections simply aren't worth mentioning.......
I am partially trying to pre-empt that discussion (which infects DF threds like a cancer IMO).I don't think anybody has complained about the game using hardware inefficiently, at least not yet, but I'm curious to know what method they use for reflections. What do they use? I remember seeing a gif where the reflection wasn't actually correct even.
is it a PC specific method?
There is no nice way to say this, but these consoles are clearly too weak to be around for 3-4 more years, this faceoff is almost embarrassing to look at, neither of the console versions are even close to be okay imo - framedrops, tearing, lost details, ghosting, etc - What a mess
Well SMS kept the same number of motion samples on the PS4 even with the temporal AA so I'm not sure why or if that's true if it is then they really should have done it. I don't know what it would look like but if they could have reduced it without a hit in IQ I trust they would have since they could have improved other areas like foliage on consoles, or the bad shadow maps with the freed resources. If they were not ROP bound, and I suspect they were, one aspect they really needed to improve was that. I don't know why they didn't remove the blur and and use Poisson Sampling for the shadows but maybe the sense of speed it gives is more important than seeing the texels in the shadow which really needed improving. I assume they made the right call for each platform in any case.
Yeah I know this game has issues but what I mean is whether or not performance of the game on consoles is affected because they are using AMD GPU.Both consoles have had performance hits since day 1.