So does this game have 1:1 reflections on cars yet or is this something for next gen? I mean it looks really good at time but some stuff doesnt show up which makes it weird. (environment)
you won't see a really realistic reflection model even next gen.
there is more than one type of reflection. what we have seen in recent high end games like KZSF and SS is that developers mix them together to create a more adequate approximation of reality without crippeling performance to much.
as far as i understand there are three types of reflection methods used in gaming to date:
1.) cube maps - basically a 3dimensional screenshot (in the simplest case a cube) that is reflected in one layer of the reflective material.
mainly used reflection method in previous gens.
pros: not very taxing
cons: not a very accurate approximation of a reflection. cube maps have been very low res last gen, so you wouldn't necessary notice. they are becoming rather high res nowadays, what makes mismatching reflection directions very obvious.
2.) screen space reflection - imagine the reflective surface is a ingame tv with a integrated webcam that allways films the opposite angle you are watching it.
used in stuff like ingame mirrors. sometimes in fluid surfaces like puddles
pros:
-adequate simulation of directional reflections
cons:
- kinda taxing, because the game has to render more than just the players field of view but also the reflections "field of view"
- not really good on not flat surfaces, because with only one "virtual camera" you wont get the directionality right anymore. with a lot cameras it gets unbelivable taxing
3.) specular reflection - imitating the reflection of light rays of a surface with the option of incorporating the specific surface properties (as you see in PBS).
this is the closest approximation of how our sight in reality works
pros:
- perfect directional representation on any surface with any form
- reflective properties of a material can change with the viewing angle (in PBS)
cons:
- is only as good as the lighting system used in game
- the more elaborate the lighting system (extensive indirect lighting) the more taxing the reflection gets
examples:
specular reflections in killzone:
^ the blue light the flying robot thingy is carrying reflects factoring in the reflection, transmission and refraction proporites of the floor
^ sepcular reflection under different angles and material proporties
specular reflections in infamous:
the roof material reflects the sun light. where the signs blocks the rays path the reflective properties of the material change.
drive club:
what we are seeing here must be a specular reflection of the back lights in the other cars paint material. we also see the whole back of the maserati reflecting on the others cars side, which most likely means that that has to be a specular reflection of bounce light. what would be mighty impressive and unseen in any other racing game.
discalimer: i have no idea what im talking about. done a bit of CG in the late 90ies and have no knowledge on realtime graphics whatsoever.