this looked good, yeah but don't you remember for how many months they lied about FZ5 looking good? This is an open world car racer AND is cross gen lol graphics is something everyone should stop dreaming about.
![](https://www.gamespot.com/a/uploads/scale_super/136/1362368/2570452-0828725345-Forza.jpg)
![](https://www.gamespot.com/a/uploads/scale_super/136/1362368/2570453-2193285653-1.bmp.jpg)
You mean this?
This topic is locked from further discussion.
it manages to look that good and is open world +200 cars,weather,good looking lighting etc,not like the other delayed shit that the only thing going is those shitty graphics lol.
See this picture? This is how forza 5 supposed to look like but sadly it got downgraded by a gen n a half. Expect the same if not worst with Horizon 2 but its always great to dream n shit
Is this a F5 thread, They were playing this demo on X1's on the e3 show room floor. As was IGN...STFU already. Tiered ass skit is tired.
it manages to look that good and is open world +200 cars,weather,good looking lighting etc,not like the other delayed shit that the only thing going is those shitty graphics lol.
See this picture? This is how forza 5 supposed to look like but sadly it got downgraded by a gen n a half. Expect the same if not worst with Horizon 2 but its always great to dream n shit
Is this a F5 thread, They were playing this demo on X1's on the e3 show room floor. As was IGN...STFU already. Tiered ass skit is tired.
How many cars were on screen at the time? How large was the open world during the demo?
Trust me - there is PLENTY of room to downgrade, and it already isn't much of a looker.
it manages to look that good and is open world +200 cars,weather,good looking lighting etc,not like the other delayed shit that the only thing going is those shitty graphics lol.
See this picture? This is how forza 5 supposed to look like but sadly it got downgraded by a gen n a half. Expect the same if not worst with Horizon 2 but its always great to dream n shit
Is this a F5 thread, They were playing this demo on X1's on the e3 show room floor. As was IGN...STFU already. Tiered ass skit is tired.
oh oh oh you don't want dat sexy downgrade don't you? Don't worry its coming and its free of charge.
Can anyone tell me what drive club has thats pushing boundaries aside from graphics? I don't even know what features are available. The hype and information kind of went away again.
it manages to look that good and is open world +200 cars,weather,good looking lighting etc,not like the other delayed shit that the only thing going is those shitty graphics lol.
See this picture? This is how forza 5 supposed to look like but sadly it got downgraded by a gen n a half. Expect the same if not worst with Horizon 2 but its always great to dream n shit
Is this a F5 thread, They were playing this demo on X1's on the e3 show room floor. As was IGN...STFU already. Tiered ass skit is tired.
How many cars were on screen at the time? How large was the open world during the demo?
Trust me - there is PLENTY of room to downgrade, and it already isn't much of a looker.
DC looks like a generic arcade ally-simulator. Been there done that. It doesn't matter how much you shine a turd. It's still just shit.
This Game looks amazing to me. For open world, or for any game.
The features alone that were just announced in that video sound amazing too.
Back this game or DC?
While I'm running over 900 unique events you can stare at the squirts covered in pretties.
Downgrade that fanboy.
it manages to look that good and is open world +200 cars,weather,good looking lighting etc,not like the other delayed shit that the only thing going is those shitty graphics lol.
See this picture? This is how forza 5 supposed to look like but sadly it got downgraded by a gen n a half. Expect the same if not worst with Horizon 2 but its always great to dream n shit
Is this a F5 thread, They were playing this demo on X1's on the e3 show room floor. As was IGN...STFU already. Tiered ass skit is tired.
oh oh oh you don't want dat sexy downgrade don't you? Don't worry its coming and its free of charge.
BS that will be coins! :p
@tymeservesfate:
I never got too big into racers, hence I don't get into the debates about them much. They all look great to me. But @Salt_The_Fries has recommended I give Horizon 2 a try and I am going to. Looks and sounds like a blast.
Your sig brings me back to Billy Madison "want to touch the hienie"
Can anyone tell me what drive club has thats pushing boundaries aside from graphics? I don't even know what features are available. The hype and information kind of went away again.
Well, besides the graphics, we get a more social arcade racing game which looks fun - and it's mostly free on top of that. A game doesn't need to push boundaries to be good, for example:
Ryse (Not good, but good to lemmings I suppose)
Dead Rising
Titanfall
Battlefield 4
Halo 4
Forza 5
GT6
Killzone
Bioshock Infinite
Max Payne 3
Tomb Raider Reboot
etc etc.
At the same time, a game which pushes boundaries may not even be good:
Worms 3D
@b4x: "
DC looks like a generic arcade ally-simulator. Been there done that. It doesn't matter how much you shine a turd. It's still just shit.
This Game looks amazing to me. For open world, or for any game.
The features alone that were just announced in that video sound amazing too.
Back this game or DC?
While I'm running over 900 unique events you can stare at the squirts covered in pretties.
Downgrade that fanboy"
Been there done that where? I question if you have friends to ally with at all. And you do realize this is Forza Motorsport 2 right? For the most part they just made the level bigger and add more players. Lemmings. lol.
@tymeservesfate:
lol, trying to compare a cross-gen game like Forza Horizon 2 to next gen Drive Club you don't do your self any favors. You should have just left Drive Club out of your thread. Forza Horizon 2 looks a full generation behind Drive Club.
Bet your account DC scores higher. DC will get destroyed in reviews for lack of features alone.
Yet, you guys want to compare it to FM2?
Keep digging. :) The ownage will just be that much sweeter when they both launch. That's open world graphics right there son.
Forza Horrizon 2 looks fun, you just shouldn't compare it with Drive Club. The two games are both doing different things howver both look really good, I expect both games to score an 8 here. As far as comparing the games, FH2 is a cross gen game and DC is a full next gen game. FH2 has more stuff (cars) but Drive Club is really pushing the boundry with everything it's doing. That said, If I had an xbone I would get both games without fail.
Please fill me in on what DC is pushing besides graphics? Is it physics, features, collision, what exactly are they pushing the boundaries in, that would 100% qualify it as a true next gen game? What NEW is it bringing to the table that differentiates from any other generic arcade racer?
BTW.. FH2 is using Forza 2 engine on the X1. Forza 1 engine on the 360.
Did you listen to the arm long list of shit FH2 is bringing to the table in this game? What is Drive Club doing?
Expect a list from you of these boundary defying NEXT-GEN only feats!
lems who ask "what's it pushing the boundaries in besides graphics" are probably just trolling because they (you) don't believe it is pushing anything besides graphics (and don't want to admit that) and don't expect me to have any other answer than graphics. So what ever I post you will most likely try to discredit with some kind of fanboy excuse and deflection to discredit what I provide, I will see how right I am after I provide the info.
Having said that. Graphics ARE a big part of pushing boundaries that Drive Club is doing and I won't allow you to disqualify that factor just because xb1 isn't able to deliver the same level of experience. Now that all of that is out of the way...Here is how Drive Club is pushing boundaries
As you might have noticed in recent trailers, Evolution Studios’ forthcoming PS4 racer Driveclub really is a looker. But until you see it up close it’s hard to appreciate just how much effort the team has gone to ensure it really pushes at the boundaries of gamers’ expectations.
During a recent studio visit I was treated to anecdote after eyebrow-raising anecdote, from key team members about just how detailed this game is. Duly, to shine a light on the extraordinary work that’s currently underway up in Runcorn, Cheshire, I collated as many as I could note down into the list below. Take a look and keep in mind this is only scratching the surface — Evolution still has months of development left and are adding new elements every day.
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.
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.
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.
21. A typical Driveclub car is made up of 260,000 polygons. The staggeringly detailed cars you see in promo videos are the same models you drive in the game — they’re not pre-rendered CG versions.
22. Each car takes approximately seven months to create — from initial licensing, reference collation, CAD data processing, asset production, physics modelling, through to the final car in-game.
23. Evolution snapped in excess of 1,000 photos of the interior and exterior of every car as part of the reference gathering.
24. Pagani employ seamstresses to accurately match up the symmetrical carbon weave on the cars bodywork, and even add the “Pagani” name to their small screw heads. These nuances are accurately reproduced in-game.
25. The same 3D CAD (Computer Aided Design) engineering data that the manufacturer uses to factory produce each vehicle has been used by the development team to create each car.
26. More than 500 different material types are available to designers to apply to the vehicles.
27. The cars have realistic layered paint materials — base metal or carbon layer, primer coat, base color coat, two metallic paint coats, clear top coat, etc. — which can all be stripped away individually as part of the damage system.
28. A full shader-driven procedural system is used to simulate car damage. Multiple layers of scratches appear in the most exposed areas and edges, revealing undercoat and bare metal or carbon. A parallax mapped dent layer provides minor crumpling, and a physics driven vertex deformation system is used for severe damage.
29. As you race, dirt and dust gradually builds up on the car, subtly altering its appearance.
30. Screen space reflections (SSR) are being used together with real time dynamic light probes to render vehicle lighting and reflections more accurately, as opposed to using outdated pre-baked cubes.
31. The car dashboard reflects onto the windscreen in bright light; and the car exterior reflects onto carbon interior panels.
32. Anisotropic lighting is used to simulate the effect of each individual thread in carbon fibre weave. The pattern of the carbon alters realistically with the lighting angle and surface curvature.
33. Headlights are modelled using multiple layers of reflectors and lenses that realistically reflect and refract the bulbs shining beneath.
34. Rainbow specular highlight effects can be seen in headlight lenses because thin film interference is utilized.
35. Animated active aero flaps are rigged up accurately and coupled with the physics system to operate exactly as they would in real life. The Pagani Huayra is one of the best examples of this.
36. Conversion of kinetic energy to heat is physically modelled to accurately render the temperature and glow color of brake discs.
37. The speedometer displays have been accurately reproduced for every car in terms of visuals, technical display output, and behavior (again, all hooked up to the in-game physics).
38. Each reference car was fitted with at least 16 separate microphones to authentically capture the sounds of the engine from 360 degrees, inside and outside of the car. Some had four mics on the exhaust alone.
39. In-game, the engine sound reacts to your perspective. Pan around a stationary car gunning its engine and the sound shifts with the camera position (relative to where the engine is).
40. When you race, the engine sounds are different based on which of the six camera views you choose — inside or outside of the car. You’re not hearing the same engine audio with a filter — it’s all recorded separately.
41. The recordings were so accurate that BMW and Mercedes-Benz AMG requested copies to replace their existing library.
42. In many cases, Evolution’s audio captures are the most high definition recordings of these cars in existence.
43. Bespoke sound effects were recorded for every action in the game. You won’t hear a single stock sample.
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.
48. The AI drivers adapt their racing tactics and braking strategy based on pressure from players or other drivers. When alongside them, they will try to brake deeper into the corner.
49. AI drivers always try to predict overtaking opportunities based on the track, the performance of their car relative to opponents, and also how opponents are driving at any given moment.
50. When an AI driver has a car with KERS (Kinetic Energy Recovery System) fitted, they will use the energy strategically at opportune moments to pass or block opponents on the track.
51. Despite all of the above, once selected a track will take no more than 15 seconds to load.
http://blog.us.playstation.com/2014/06/05/51-details-about-driveclub-on-ps4/
Is that a sufficient enough answer Bx4@spitfire-six?
@bloodlust_101: Games should attempt to push boundaries or we will never get progress that aside. It was specifically stated that both these games are pushing the boundaries I asked what boundaries is drive club pushing . What social aspects are you talking about? In FH2 we can switch from online and offline on the fly. Everything runs together. What is drive club doing that is special on the social aspect?
@bloodlust_101: Games should attempt to push boundaries or we will never get progress that aside. It was specifically stated that both these games are pushing the boundaries I asked what boundaries is drive club pushing . What social aspects are you talking about? In FH2 we can switch from online and offline on the fly. Everything runs together. What is drive club doing that is special on the social aspect?
The game is designed around competition between clans and clan members, besides coming in first there are other challenges in game. You share rewards with your team and develop rivalries. It is supposed to be interconnected in various ways but honestly none of that means anything to me as I don't really divulge in to social stuff in my games. I just want to race a few friends and have fun. Other than that - I can't see many boundaries pushed in a racing game besides improved graphics and physics. We already have open world racing games and racing games with thousands of players online at once.
@bloodlust_101: Thanks for the insight, didn't know anything about the clan system, that could be fun.
Can anyone tell me what drive club has thats pushing boundaries aside from graphics? I don't even know what features are available. The hype and information kind of went away again.
My post ^ did you read it?
Nothing went away you just weren't looking for it, are you satisfied with the info I provided or did you not expect me to come back with anything besides better graphics? Guess you can stop asking that question as if you don't know anything about it now.
@tymeservesfate:
lol, trying to compare a cross-gen game like Forza Horizon 2 to next gen Drive Club you don't do your self any favors. You should have just left Drive Club out of your thread. Forza Horizon 2 looks a full generation behind Drive Club.
Bet your account DC scores higher. DC will get destroyed in reviews for lack of features alone.
Yet, you guys want to compare it to FM2?
Keep digging. :) The ownage will just be that much sweeter when they both launch. That's open world graphics right there son.
Forza Horrizon 2 looks fun, you just shouldn't compare it with Drive Club. The two games are both doing different things howver both look really good, I expect both games to score an 8 here. As far as comparing the games, FH2 is a cross gen game and DC is a full next gen game. FH2 has more stuff (cars) but Drive Club is really pushing the boundry with everything it's doing. That said, If I had an xbone I would get both games without fail.
Please fill me in on what DC is pushing besides graphics? Is it physics, features, collision, what exactly are they pushing the boundaries in, that would 100% qualify it as a true next gen game? What NEW is it bringing to the table that differentiates from any other generic arcade racer?
BTW.. FH2 is using Forza 2 engine on the X1. Forza 1 engine on the 360.
Did you listen to the arm long list of shit FH2 is bringing to the table in this game? What is Drive Club doing?
Expect a list from you of these boundary defying NEXT-GEN only feats!
lems who ask "what's it pushing the boundaries in besides graphics" are probably just trolling because they (you) don't believe it is pushing anything besides graphics (and don't want to admit that) and don't expect me to have any other answer than graphics. So what ever I post you will mist likely try to discredit with some kind of fanboy excuse and deflection to discredit what I provide, I will see if that is the case.
Having said that. Graphics ARE a big part of pushing boundaries that Drive Club is doing and I won't allow you to disqualify that factor just because xb1 isn't able to deliver the same level of experience. Now that all of that is out of the way...Here is how Drive Club is pushing boundaries
As you might have noticed in recent trailers, Evolution Studios’ forthcoming PS4 racer Driveclub really is a looker. But until you see it up close it’s hard to appreciate just how much effort the team has gone to ensure it really pushes at the boundaries of gamers’ expectations.
During a recent studio visit I was treated to anecdote after eyebrow-raising anecdote, from key team members about just how detailed this game is. Duly, to shine a light on the extraordinary work that’s currently underway up in Runcorn, Cheshire, I collated as many as I could note down into the list below. Take a look and keep in mind this is only scratching the surface — Evolution still has months of development left and are adding new elements every day.
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.
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.
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.
21. A typical Driveclub car is made up of 260,000 polygons. The staggeringly detailed cars you see in promo videos are the same models you drive in the game — they’re not pre-rendered CG versions.
22. Each car takes approximately seven months to create — from initial licensing, reference collation, CAD data processing, asset production, physics modelling, through to the final car in-game.
23. Evolution snapped in excess of 1,000 photos of the interior and exterior of every car as part of the reference gathering.
24. Pagani employ seamstresses to accurately match up the symmetrical carbon weave on the cars bodywork, and even add the “Pagani” name to their small screw heads. These nuances are accurately reproduced in-game.
25. The same 3D CAD (Computer Aided Design) engineering data that the manufacturer uses to factory produce each vehicle has been used by the development team to create each car.
26. More than 500 different material types are available to designers to apply to the vehicles.
27. The cars have realistic layered paint materials — base metal or carbon layer, primer coat, base color coat, two metallic paint coats, clear top coat, etc. — which can all be stripped away individually as part of the damage system.
28. A full shader-driven procedural system is used to simulate car damage. Multiple layers of scratches appear in the most exposed areas and edges, revealing undercoat and bare metal or carbon. A parallax mapped dent layer provides minor crumpling, and a physics driven vertex deformation system is used for severe damage.
29. As you race, dirt and dust gradually builds up on the car, subtly altering its appearance.
30. Screen space reflections (SSR) are being used together with real time dynamic light probes to render vehicle lighting and reflections more accurately, as opposed to using outdated pre-baked cubes.
31. The car dashboard reflects onto the windscreen in bright light; and the car exterior reflects onto carbon interior panels.
32. Anisotropic lighting is used to simulate the effect of each individual thread in carbon fibre weave. The pattern of the carbon alters realistically with the lighting angle and surface curvature.
33. Headlights are modelled using multiple layers of reflectors and lenses that realistically reflect and refract the bulbs shining beneath.
34. Rainbow specular highlight effects can be seen in headlight lenses because thin film interference is utilized.
35. Animated active aero flaps are rigged up accurately and coupled with the physics system to operate exactly as they would in real life. The Pagani Huayra is one of the best examples of this.
36. Conversion of kinetic energy to heat is physically modelled to accurately render the temperature and glow color of brake discs.
37. The speedometer displays have been accurately reproduced for every car in terms of visuals, technical display output, and behavior (again, all hooked up to the in-game physics).
38. Each reference car was fitted with at least 16 separate microphones to authentically capture the sounds of the engine from 360 degrees, inside and outside of the car. Some had four mics on the exhaust alone.
39. In-game, the engine sound reacts to your perspective. Pan around a stationary car gunning its engine and the sound shifts with the camera position (relative to where the engine is).
40. When you race, the engine sounds are different based on which of the six camera views you choose — inside or outside of the car. You’re not hearing the same engine audio with a filter — it’s all recorded separately.
41. The recordings were so accurate that BMW and Mercedes-Benz AMG requested copies to replace their existing library.
42. In many cases, Evolution’s audio captures are the most high definition recordings of these cars in existence.
43. Bespoke sound effects were recorded for every action in the game. You won’t hear a single stock sample.
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.
48. The AI drivers adapt their racing tactics and braking strategy based on pressure from players or other drivers. When alongside them, they will try to brake deeper into the corner.
49. AI drivers always try to predict overtaking opportunities based on the track, the performance of their car relative to opponents, and also how opponents are driving at any given moment.
50. When an AI driver has a car with KERS (Kinetic Energy Recovery System) fitted, they will use the energy strategically at opportune moments to pass or block opponents on the track.
51. Despite all of the above, once selected a track will take no more than 15 seconds to load.
http://blog.us.playstation.com/2014/06/05/51-details-about-driveclub-on-ps4/
Is that a sufficient enough answer Bx4@spitfire-six?
NO. Here is why, I asked for things not graphics related why? because its well known and already accepted that Drive Club will have the best graphics a Racing game has ever had. That said pretty visuals are not enough to make a good game there has to be more there has to be substance. I was not trolling you I was truly interested in what Drive Club had to offer out side of the visuals. Forza Horizon has much more to offer as far as gameplay. That is the purpose of video games, game play. This game is not a simulation so Im not expecting it to give you a real feel for the cars but if its an arcade racer what does it bring to the table? Blood answered with the social aspects which sound like they can be pretty cool.
I am not a Lem I'm looking for a reason to buy a ps4 vs spending the cash on a new Video Card(r9 290x) but so far not happening. If you can't form an argument based on some sort of substance aside from graphics you should re evaluate your values as a gamer.
He did just say atmospheric simulation, and weather......so let me get this atmosphere simulated, weather system, 100+ hours completion, 200+ cars, 700+ events, drivatars, 1000+ crew, and you can drive from the Alps all the way down to the Mediterranean. That's a whole country, in 1080p. We seriously aren't still comparing DriveClub to this right.
lol
@kinectthedots: Without linking an article that talks about the weather and Nasa why don't you explain what its pushing boundaries on? Im still waiting.
edit: While I wait for you to search the web looking for something to set this game apart. Let me add that its old to create fictional characters to debate against especially considering you obviously didn't read my initial post. Ironically mentioning Drive Club in a FH2 thread is ok ?
@tymeservesfate:
lol, trying to compare a cross-gen game like Forza Horizon 2 to next gen Drive Club you don't do your self any favors. You should have just left Drive Club out of your thread. Forza Horizon 2 looks a full generation behind Drive Club.
Bet your account DC scores higher. DC will get destroyed in reviews for lack of features alone.
Yet, you guys want to compare it to FM2?
Keep digging. :) The ownage will just be that much sweeter when they both launch. That's open world graphics right there son.
Forza Horrizon 2 looks fun, you just shouldn't compare it with Drive Club. The two games are both doing different things howver both look really good, I expect both games to score an 8 here. As far as comparing the games, FH2 is a cross gen game and DC is a full next gen game. FH2 has more stuff (cars) but Drive Club is really pushing the boundry with everything it's doing. That said, If I had an xbone I would get both games without fail.
Please fill me in on what DC is pushing besides graphics? Is it physics, features, collision, what exactly are they pushing the boundaries in, that would 100% qualify it as a true next gen game? What NEW is it bringing to the table that differentiates from any other generic arcade racer?
BTW.. FH2 is using Forza 2 engine on the X1. Forza 1 engine on the 360.
Did you listen to the arm long list of shit FH2 is bringing to the table in this game? What is Drive Club doing?
Expect a list from you of these boundary defying NEXT-GEN only feats!
lems who ask "what's it pushing the boundaries in besides graphics" are probably just trolling because they (you) don't believe it is pushing anything besides graphics (and don't want to admit that) and don't expect me to have any other answer than graphics. So what ever I post you will most likely try to discredit with some kind of fanboy excuse and deflection to discredit what I provide, I will see how right I am after I provide the info.
Having said that. Graphics ARE a big part of pushing boundaries that Drive Club is doing and I won't allow you to disqualify that factor just because xb1 isn't able to deliver the same level of experience. Now that all of that is out of the way...Here is how Drive Club is pushing boundaries
As you might have noticed in recent trailers, Evolution Studios’ forthcoming PS4 racer Driveclub really is a looker. But until you see it up close it’s hard to appreciate just how much effort the team has gone to ensure it really pushes at the boundaries of gamers’ expectations.
During a recent studio visit I was treated to anecdote after eyebrow-raising anecdote, from key team members about just how detailed this game is. Duly, to shine a light on the extraordinary work that’s currently underway up in Runcorn, Cheshire, I collated as many as I could note down into the list below. Take a look and keep in mind this is only scratching the surface — Evolution still has months of development left and are adding new elements every day.
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.
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.
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.
21. A typical Driveclub car is made up of 260,000 polygons. The staggeringly detailed cars you see in promo videos are the same models you drive in the game — they’re not pre-rendered CG versions.
22. Each car takes approximately seven months to create — from initial licensing, reference collation, CAD data processing, asset production, physics modelling, through to the final car in-game.
23. Evolution snapped in excess of 1,000 photos of the interior and exterior of every car as part of the reference gathering.
24. Pagani employ seamstresses to accurately match up the symmetrical carbon weave on the cars bodywork, and even add the “Pagani” name to their small screw heads. These nuances are accurately reproduced in-game.
25. The same 3D CAD (Computer Aided Design) engineering data that the manufacturer uses to factory produce each vehicle has been used by the development team to create each car.
26. More than 500 different material types are available to designers to apply to the vehicles.
27. The cars have realistic layered paint materials — base metal or carbon layer, primer coat, base color coat, two metallic paint coats, clear top coat, etc. — which can all be stripped away individually as part of the damage system.
28. A full shader-driven procedural system is used to simulate car damage. Multiple layers of scratches appear in the most exposed areas and edges, revealing undercoat and bare metal or carbon. A parallax mapped dent layer provides minor crumpling, and a physics driven vertex deformation system is used for severe damage.
29. As you race, dirt and dust gradually builds up on the car, subtly altering its appearance.
30. Screen space reflections (SSR) are being used together with real time dynamic light probes to render vehicle lighting and reflections more accurately, as opposed to using outdated pre-baked cubes.
31. The car dashboard reflects onto the windscreen in bright light; and the car exterior reflects onto carbon interior panels.
32. Anisotropic lighting is used to simulate the effect of each individual thread in carbon fibre weave. The pattern of the carbon alters realistically with the lighting angle and surface curvature.
33. Headlights are modelled using multiple layers of reflectors and lenses that realistically reflect and refract the bulbs shining beneath.
34. Rainbow specular highlight effects can be seen in headlight lenses because thin film interference is utilized.
35. Animated active aero flaps are rigged up accurately and coupled with the physics system to operate exactly as they would in real life. The Pagani Huayra is one of the best examples of this.
36. Conversion of kinetic energy to heat is physically modelled to accurately render the temperature and glow color of brake discs.
37. The speedometer displays have been accurately reproduced for every car in terms of visuals, technical display output, and behavior (again, all hooked up to the in-game physics).
38. Each reference car was fitted with at least 16 separate microphones to authentically capture the sounds of the engine from 360 degrees, inside and outside of the car. Some had four mics on the exhaust alone.
39. In-game, the engine sound reacts to your perspective. Pan around a stationary car gunning its engine and the sound shifts with the camera position (relative to where the engine is).
40. When you race, the engine sounds are different based on which of the six camera views you choose — inside or outside of the car. You’re not hearing the same engine audio with a filter — it’s all recorded separately.
41. The recordings were so accurate that BMW and Mercedes-Benz AMG requested copies to replace their existing library.
42. In many cases, Evolution’s audio captures are the most high definition recordings of these cars in existence.
43. Bespoke sound effects were recorded for every action in the game. You won’t hear a single stock sample.
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.
48. The AI drivers adapt their racing tactics and braking strategy based on pressure from players or other drivers. When alongside them, they will try to brake deeper into the corner.
49. AI drivers always try to predict overtaking opportunities based on the track, the performance of their car relative to opponents, and also how opponents are driving at any given moment.
50. When an AI driver has a car with KERS (Kinetic Energy Recovery System) fitted, they will use the energy strategically at opportune moments to pass or block opponents on the track.
51. Despite all of the above, once selected a track will take no more than 15 seconds to load.
http://blog.us.playstation.com/2014/06/05/51-details-about-driveclub-on-ps4/
Is that a sufficient enough answer Bx4@spitfire-six?
DriveClub 51 vs Forza 7
Weather=full atmosphere simulation system. You don't pick your time of day or weather the atmosphere controls itself unlike DC.
Enviormnent=Full day/night cycle, Open world South Europe from Alps to Mediterranean team took months on location to get fully capture everything as it is in the world now. Google how much land mass that is.
Flora and Fauna=? Who actually cars about a bush or 1 million trees when racing. But you can travel to the countrysides of Southern Europe if you wanna see trees, then to the mountains and maybe top it by driving back to see the sunset/rise on the ocean.
Cars=Over 200 and they also collect dirt and can be damaged. Nice that you guys like interiors now. Forzavista says hi not to mention using kinect to walk around and interact with cars(Forza 4 feature)
Audio=Horizon team did the same with the exception that their drivers had to also drive the cars over rough terrain to get accurate sounds
Physics=Come on this is Forza we're talking about, this should be self explanatory.
AI=Drivatars who actually race like real people.
Driveclub 51 details refuted 7 to 1. Horizon is technically superior to DC in every way, graphics is a toss up I need to see some of DC gameplay in the rain and snow to compare with Forza and how the rain and reflections react to the enviornment because Forza killed it.
This game is going to be awesome, i can feel it. There is going to be too much to play this year on the X1 compared to the amount of free time i have.. :( The exclusives (Masterchief Collection, Project Spark, Sunset Overdrive, Horizon 2) coming out alone will dominate my time let alone if i get Destiny, Assassins Creed Unity, Evolve or the Division on top of it.
@kinectthedots: Its funny to see you constantly edit post to change what you said no matter, it appears you have no argument outside of graphics. Also I bolded my statement since your education failed you the first time.
"NO. Here is why, I asked for things not graphics related why? because its well known and already accepted that Drive Club will have the best graphics a Racing game has ever had. That said pretty visuals are not enough to make a good game there has to be more there has to be substance. I was not trolling you I was truly interested in what Drive Club had to offer out side of the visuals. Forza Horizon has much more to offer as far as gameplay. That is the purpose of video games, game play. This game is not a simulation so Im not expecting it to give you a real feel for the cars but if its an arcade racer what does it bring to the table? Blood answered with the social aspects which sound like they can be pretty cool."
Im still waiting on thee boundaries that this game pushed.
I am no fan boy of either console. So I have no bias here. But Forza Horizon 2 looks like a much better game.
Forza Horizon 2 looks graphically just as good if not better. If I am gonna pay $60 for a game it better offer me cars and realism and Forza is offering me over 150 more cars, 100% real engine sounds, real physics and the AI in Forza 5 was incredible. DC has a free version and that is good enough for me. But Forza is currently the best racing franchise hands down.
He did just say atmospheric simulation, and weather......so let me get this atmosphere simulated, weather system, 100+ hours completion, 200+ cars, 700+ events, drivatars, 1000+ crew, and you can drive from the Alps all the way down to the Mediterranean. That's a whole country, in 1080p. We seriously aren't still comparing DriveClub to this right.
man smh...i've got to quote this for the utter undeniable truth of it.
@tymeservesfate:
I never got too big into racers, hence I don't get into the debates about them much. They all look great to me. But @Salt_The_Fries has recommended I give Horizon 2 a try and I am going to. Looks and sounds like a blast.
Your sig brings me back to Billy Madison "want to touch the hienie"
LOL...the woman is an ICON.
hope you have fun with FH2. i've seen a lot of people say the first one made them love racers again. it's a good franchise.
Me thinks Sony, after seeing this would be smart to ether delay DC for a year or two of just trash that shyt and start over lol. :P
Me thinks Sony, after seeing this would be smart to ether delay DC for a year or two of just trash that shyt and start over lol. :P
But DrivaClubz was already delayed a year...............LOL.
Evolution Studios must be shaking in their boots when Forza Horizon 2 came out of nowhere and has a solid release date before DC.
Looks like a 360 game.
Game looks fan-fucking-tastic, but more than that the previews are amazing, the content is huge with over 200+ cars, and the off-road aspect changes every damn race. Meanwhile as DriveClub tries to convince you it will have the worlds best looking puddles of water and render every leaf of grass at 1080p, FH2 is delivering the content IMHO.
Shame this game isn't a exclusive and therefor offers no advantage to Xbone. :(
Graphics and Drivatar will be a big damn difference between the versions. And CoD does just fine being on more than one system. Titanfall sold great on the One despite a 360 version. None of that really matters IMHO.
Shame this game isn't a exclusive and therefor offers no advantage to Xbone. :(
Graphics and Drivatar will be a big damn difference between the versions. And CoD does just fine being on more than one system. Titanfall sold great on the One despite a 360 version. None of that really matters IMHO.
But Shawn it ALL matters in SW's the game. AWWWW YEAHHHHHH
@tymeservesfate:
lol, trying to compare a cross-gen game like Forza Horizon 2 to next gen Drive Club you don't do your self any favors. You should have just left Drive Club out of your thread. Forza Horizon 2 looks a full generation behind Drive Club.
Bet your account DC scores higher. DC will get destroyed in reviews for lack of features alone.
Yet, you guys want to compare it to FM2?
Keep digging. :) The ownage will just be that much sweeter when they both launch. That's open world graphics right there son.
Forza Horrizon 2 looks fun, you just shouldn't compare it with Drive Club. The two games are both doing different things howver both look really good, I expect both games to score an 8 here. As far as comparing the games, FH2 is a cross gen game and DC is a full next gen game. FH2 has more stuff (cars) but Drive Club is really pushing the boundry with everything it's doing. That said, If I had an xbone I would get both games without fail.
Please fill me in on what DC is pushing besides graphics? Is it physics, features, collision, what exactly are they pushing the boundaries in, that would 100% qualify it as a true next gen game? What NEW is it bringing to the table that differentiates from any other generic arcade racer?
BTW.. FH2 is using Forza 2 engine on the X1. Forza 1 engine on the 360.
Did you listen to the arm long list of shit FH2 is bringing to the table in this game? What is Drive Club doing?
Expect a list from you of these boundary defying NEXT-GEN only feats!
lems who ask "what's it pushing the boundaries in besides graphics" are probably just trolling because they (you) don't believe it is pushing anything besides graphics (and don't want to admit that) and don't expect me to have any other answer than graphics. So what ever I post you will most likely try to discredit with some kind of fanboy excuse and deflection to discredit what I provide, I will see how right I am after I provide the info.
Having said that. Graphics ARE a big part of pushing boundaries that Drive Club is doing and I won't allow you to disqualify that factor just because xb1 isn't able to deliver the same level of experience. Now that all of that is out of the way...Here is how Drive Club is pushing boundaries
As you might have noticed in recent trailers, Evolution Studios’ forthcoming PS4 racer Driveclub really is a looker. But until you see it up close it’s hard to appreciate just how much effort the team has gone to ensure it really pushes at the boundaries of gamers’ expectations.
During a recent studio visit I was treated to anecdote after eyebrow-raising anecdote, from key team members about just how detailed this game is. Duly, to shine a light on the extraordinary work that’s currently underway up in Runcorn, Cheshire, I collated as many as I could note down into the list below. Take a look and keep in mind this is only scratching the surface — Evolution still has months of development left and are adding new elements every day.
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.
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.
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.
21. A typical Driveclub car is made up of 260,000 polygons. The staggeringly detailed cars you see in promo videos are the same models you drive in the game — they’re not pre-rendered CG versions.
22. Each car takes approximately seven months to create — from initial licensing, reference collation, CAD data processing, asset production, physics modelling, through to the final car in-game.
23. Evolution snapped in excess of 1,000 photos of the interior and exterior of every car as part of the reference gathering.
24. Pagani employ seamstresses to accurately match up the symmetrical carbon weave on the cars bodywork, and even add the “Pagani” name to their small screw heads. These nuances are accurately reproduced in-game.
25. The same 3D CAD (Computer Aided Design) engineering data that the manufacturer uses to factory produce each vehicle has been used by the development team to create each car.
26. More than 500 different material types are available to designers to apply to the vehicles.
27. The cars have realistic layered paint materials — base metal or carbon layer, primer coat, base color coat, two metallic paint coats, clear top coat, etc. — which can all be stripped away individually as part of the damage system.
28. A full shader-driven procedural system is used to simulate car damage. Multiple layers of scratches appear in the most exposed areas and edges, revealing undercoat and bare metal or carbon. A parallax mapped dent layer provides minor crumpling, and a physics driven vertex deformation system is used for severe damage.
29. As you race, dirt and dust gradually builds up on the car, subtly altering its appearance.
30. Screen space reflections (SSR) are being used together with real time dynamic light probes to render vehicle lighting and reflections more accurately, as opposed to using outdated pre-baked cubes.
31. The car dashboard reflects onto the windscreen in bright light; and the car exterior reflects onto carbon interior panels.
32. Anisotropic lighting is used to simulate the effect of each individual thread in carbon fibre weave. The pattern of the carbon alters realistically with the lighting angle and surface curvature.
33. Headlights are modelled using multiple layers of reflectors and lenses that realistically reflect and refract the bulbs shining beneath.
34. Rainbow specular highlight effects can be seen in headlight lenses because thin film interference is utilized.
35. Animated active aero flaps are rigged up accurately and coupled with the physics system to operate exactly as they would in real life. The Pagani Huayra is one of the best examples of this.
36. Conversion of kinetic energy to heat is physically modelled to accurately render the temperature and glow color of brake discs.
37. The speedometer displays have been accurately reproduced for every car in terms of visuals, technical display output, and behavior (again, all hooked up to the in-game physics).
38. Each reference car was fitted with at least 16 separate microphones to authentically capture the sounds of the engine from 360 degrees, inside and outside of the car. Some had four mics on the exhaust alone.
39. In-game, the engine sound reacts to your perspective. Pan around a stationary car gunning its engine and the sound shifts with the camera position (relative to where the engine is).
40. When you race, the engine sounds are different based on which of the six camera views you choose — inside or outside of the car. You’re not hearing the same engine audio with a filter — it’s all recorded separately.
41. The recordings were so accurate that BMW and Mercedes-Benz AMG requested copies to replace their existing library.
42. In many cases, Evolution’s audio captures are the most high definition recordings of these cars in existence.
43. Bespoke sound effects were recorded for every action in the game. You won’t hear a single stock sample.
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.
48. The AI drivers adapt their racing tactics and braking strategy based on pressure from players or other drivers. When alongside them, they will try to brake deeper into the corner.
49. AI drivers always try to predict overtaking opportunities based on the track, the performance of their car relative to opponents, and also how opponents are driving at any given moment.
50. When an AI driver has a car with KERS (Kinetic Energy Recovery System) fitted, they will use the energy strategically at opportune moments to pass or block opponents on the track.
51. Despite all of the above, once selected a track will take no more than 15 seconds to load.
http://blog.us.playstation.com/2014/06/05/51-details-about-driveclub-on-ps4/
Is that a sufficient enough answer Bx4@spitfire-six?
90% of that post consists of graphics? Now tell me what it's doing that pushes Next gen gameplay? That no other game has done before?
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