"The cars are the most detailed cars you'll ever see in a racing game, inside or out," he [Paul Rustchynsky] insisted.
"We make sure all the worlds are densely populated. The vistas, well, you can see them. There are no shortcuts taken. We don't have 2D crowds or baked shadows. Everything's dynamic. Everything from our dynamic lighting solution to screen space reflections, and our anti-aliasing techniques - we use similar techniques to temporal anti-aliasing and also FX anti-aliasing as well. We've got radiosity and dynamic volumetric clouds, which you'll see god rays being cast through. You've got headlights in cars at night time, which will cast shadows onto other cars on front.
"It's all these things which couldn't be done last generation. We're really pushing the visual boundaries."