@nyadc said:
The weather in Forza 6 is an actual weather simulation, it's not just a thrown in set of textures and surface with less friction. They visited these tracks in the rain, laser scanned them, they gauged the ground elevation and low spots to dictate puddle accumulation and where they would actually exist on these tracks. They altered the physics of the cars accurately to replicate the actual effects of water when driving.
This game is a sim, everything has to be accurately portrayed and consistent, dynamic weather for a game like this would be stupid, even in Driveclub it's kind of stupid even though it's an arcade game. You go from a perfectly sunny day to a horrible storm back to Sun and blue sky all in the course of a few miles?
Driveclub's weather is a showcase, not a simulation. That is why not all of the tracks in Forza 6 even have weather yet, it has to be individually replicated and added to each track.
The weather system in DC freaking own the one in Forza which look pathetic and unrealistic.
Weather
1. NASA data was used to accurately map out the night sky — so wherever you are in the world you’ll see the correct star constellations for your location.
2. If you’re lucky, you’ll get to see the northern lights — it’s possible to see the aurora borealis from the northern tracks in Norway, Scotland, and Canada.
3. All clouds are full 3D models to ensure accurate light diffusion from the sun.They’re 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 you’ll never see the same sky twice. Unless you’re replaying somebody’s challenge, in which case it’ll 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, it’s possible to experience two sunrises and sunsets in one race. Both of which will be completely different to each other.
6. Clouds react dynamically to different wind speeds. This is then converted into a ground wind speed which accurately interacts with all vegetation, overhead cables and other environmental features, based on their height from the ground.
7. Waves and rippling on the surface of lakes is dynamically linked to wind speed, which affects how clear reflections are in the water.
The Environment
8. High resolution NASA data was used to accurately map landscapes and mountain formations — which were then tweaked to ‘improve’ on their natural beauty and make them perfect for high-speed racing.
9. The team spent weeks out on location and covered a minimum of 200km every day to get a feel for each country’s roads and atmosphere. They captured thousands of photos and recordings along the way, in all weather conditions and different times of day.
10. Road tarmac textures are hand-modelled rather than tiled or tessellated.Stones and bitumen are all placed and then rendered procedurally to give realistic surface detail with huge visual variety and no repeating detail on any road surface.
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 you’ll see best in any of the Indian tracks at night.
Flora and Fauna
13. Some tracks boast more than 1.2 million road-side trees — and this number keeps going up as the artists try to out-do each other as development progresses.
14. There are more than 100 different varieties of trees, bushes, mosses, and flowers. The team consulted botanists at Kew Gardens to learn which plants would naturally grow in each location.
15. Wildlife is realistically tied into the day/night cycle. You’ll see flies and butterflies only during the day, and moths and bats only at night.
16. One of the India tracks features a tea plantation with a sprinkler system that turns off and on at set times during the day.
17. The Indian track Chungara Lake boasts a 19,000-strong flock of pink flamingos, all behaving independently of each other.
18. …and look out for the seagulls in Scotland, roosting crows in Norway, Canadian geese, and vultures in Chile!
19. Spectators are placed in realistic spots where they would feasibly enjoy a good view of the race. This is done by hand, by Neil Sproston, a senior track designer who’s a real life race enthusiast. Neil regularly clambers over walls and fences in pursuit of a good viewing spot for a real life race. Duly, Evo leveraged his expertise!
20. Spectators dress for the weather — if it’s a cold night, expect them to be sporting hats and gloves.
Handling and Physics
44. Although not a sim, Driveclub’s handling model is based on real world physics,using technical data about performance provided directly by the manufacturers.
45. To fine-tune the performance of every vehicle, a virtual “rolling road” test is used to check acceleration, top speed, weight distribution, and braking performance.
46. Aerodynamics are physically modelled. For example, activating DRS on the McLaren P1 affects the levels of downforce to increase top speed and acceleration.
47. Evolution worked closely with Thrustmaster to get the best possible feel on all their wheels. When using a supported wheel you get 1:1 movement between the steering wheel in your hands and the steering wheel in-game.
The attention to weather detail in DC is so incredible is not even funny,you are in deed a butthurt fanboy blackace..hahahaa
@xhawk27 said:
Hahahah Tomato says that driveclub has more realistic rain physics. Hahahahahahahahahahah
That video clip shows that drive club cars don't even hydroplane.
Look how the water even react to the gforce you silly lemm,compare to how pathetic it look on F6..lol
@Wickerman777 said:
Do you play games or watch them? Cuz last I checked when it comes to gameplay Driveclub is mediocre.
The problem is the argument is not about gameplay is about GRAPHIC who so cares if mario party play better than Star Citizen the argument is not gameplay...
@locopatho said:
I will never, ever understand people hyping Driveclub's graphics. They freaking suck. They would have sucked on the 360/PS3 gen.
I downloaded the free edition... did I miss out on a graphics patch the full version gets?
Because you are blind and biased i have no problem admitting Forza is the better game,but graphics wise DC chew and spit Forza and is basically one of the best looking racers out there,instead of a graphics patch you need a new set of glasses....
@Wickerman777 said:
And it's 30 fps which doubles its assets right off the bat. Oh, and I'll mention again that it isn't even a quality game.
Forza Horizon 2 is 30FPS and its assets look even worse than F6,running 30 is not a warranty of doubling assets maybe DC can hit 40 FPS but not 60 and was capped.
Again quality is irrelevant don't bring a knife to a gun fight,it does look pathetic and make you look desperate.
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