bigboss370
Member
O_O
wow, some parts I couldn't believe this was a video game.
Tomorrow, confirmed
Horizon style.is this game an arcade racer or like a sim? or a sim with arcade elements like forza horizon
So that's what passes for terrible aliasing?
I feel like I'm being trolled here. Didn't even notice it at first.
Can't you see all the shimmering and jaggies?So that's what passes for terrible aliasing?
I feel like I'm being trolled here. Didn't even notice it at first.
Im definitely not trolling. Dont know about the others but I doubt it.
But if you cant even see it on a decent monitor, full screen then you either arent looking carefully or aliasing is just not something youre sensitive to. its pretty noticeable. again, particularly with the road lines in turns and all the power lines and flagpoles.
If you happen to be watching it streaming to a TV and sitting further away, then its harder to catch
Im definitely not trolling. Dont know about the others but I doubt it.
But if you cant even see it on a decent monitor, full screen then you either arent looking carefully or aliasing is just not something youre sensitive to. its pretty noticeable. again, particularly with the road lines in turns and all the power lines and flagpoles.
If you happen to be watching it streaming to a TV and sitting further away, then its harder to catch
Seriously? Look at the lines on the road - you'll be staring at them quite a bit. Its a racing game after all, and seeing the road in the distance clearly is extremely important.So that's what passes for terrible aliasing?
I feel like I'm being trolled here. Didn't even notice it at first.
So WHEN EXACTLY are we going to get a final word on this whole 60 FPS thing?
TGS is less than two months before launch. IF they don't confirm or deny 60 FPS there, when the hell are they going to answer this?
I'm new to this. What cars are confirmed on this game? How many cars max per race?
That's not something AA is going to fix but some texture filtering.
Can't you see all the shimmering and jaggies?
It's even visible in that gif posted above.
It really hurts the overall look of the game.
I suspect when they're ready to say if they can do it or not. They are working to be a launch game. This isn't as easy as people think.
In a racing game, jaggies and visual noise matter quite a bit as those lines are your number one in-game reference. GT5 does a great job providing a crisp picture, at the cost of some tearing, but it makes a tremendous difference. Compare that to the Indy course in Forza 4 where the aliasing is so bad you won't see the turns until you're right on top of em because the lines blur together.there are jaggies, just as any other game this gen will have.
looking at a gameplay video is different than playing the game. once velociraptor is playing the game, the white lines being jagged will be the least of his concerns.
In a racing game, jaggies and visual noise matter quite a bit as those lines are your number one in-game reference. GT5 does a great job providing a crisp picture, at the cost of some tearing, but it makes a tremendous difference. Compare that to the Indy course in Forza 4 where the aliasing is so bad you won't see the turns until you're right on top of em because the lines blur together.
They probably already use FXAA, thus the complete mess on sub-pixel lines, like those on the road. They seriously need to ditch that already, them and Killlzone. I'm guessing road lines are rendered separate on top of normal road textures, so they should be able to apply some kind of supersampling just on the lines.I wouldn't worry about the lack of AA. The final version of Driveclub will have an AA solution. You usually add AA after you have optimized the rest of the graphics engine and know what frame budget you have left over for AA.
Maybe Rushy can chime in with a simple "we will have AA in the final product" to help put fears to rest.
In this case my argument is that the clarity of the lines is crucial to the experience in a racing game. The curves in the distance represent the number one piece of information you use to make adjustments.the higher the resolution, the less aa is needed. even then, jaggies are not going away any time soon. EmptySpace would not want applied aa at the cost of other resources that might be more crucial to the experience.
In this case my argument is that the clarity of the lines is crucial to the experience in a racing game. The curves in the distance represent the number one piece of information you use to make adjustments.
This isn't an issue of prettiness, its directly functional. So the noise I speak of in Forza's Indianapolis course has a direct effect on gameplay, ie, you miss the turns entirely. This is a lot more important then background environmental detail for instance.
That was just an example of what I meant, to clarify - I wasn't comparing DriveClub to Forza directly. Just that the aliasing in this current video is pretty heinous for a driving game.those are lines in forza 4, not driveclub. no sense in comparing games from different gens, because there are more things to consider than just lack of aa.
That is your opinion.there are jaggies, just as any other game this gen will have.
looking at a gameplay video is different than playing the game. once velociraptor is playing the game, the white lines being jagged will be the least of his concerns.
"it really hurts the..." no it does not. EmptySpace urges velociraptor to stop exaggerating.
Same part of the track, different time
Yuck. Those graphics in the dawn gif look like PS2 graphics. Fix this please.
Is my sarcasm detector broken? I don't even know anymore