@PAL360:
Whelp, that's all that's needed to know the Mighty Scorpio is gonna really Sting when PAL360 for the first time this gen is caught hiding behind the PC....
![](https://www.gamespot.com/a/uploads/scale_small/510/5100943/3210874-5365872811-Hidin.jpg)
I see you. lol :)
This topic is locked from further discussion.
@cimbom1993: people don't believe me when I say it looks almost just like GT6. It seriously looked and played like a PS3 game at E3 last year.
Lacks cars, customization, damage, tracks it's actually regressed from GT6. Their big gimmick for it is the real racing license.
@cimbom1993: people don't believe me when I say it looks almost just like GT6. It seriously looked and played like a PS3 game at E3 last year.
Lacks cars, customization, damage, tracks it's actually regressed from GT6. Their big gimmick for it is the real racing license.
People don't believe you because they can see themselves. SW playstation and xbox fannies make it a hard to take anything from this thread serious. There are obvious improvement even from his shots and even more so from videos. Despite that I like what I'm hearing from racing fans on some of the videos. Stuff like chassis physics improvements. Fixing some of the issue with gt6 throttle after coming of a curb. Tuning work, Road cars handling improvements. Comparing some of the improvements to getting close to the new pc sim darlings. Also being real about tire physics not matching assetto corsa level and need work. Also they improved AI no rubber band anymore but fucking still way of pace. The FIA Motorsport license is a neat way to blend there gt academy initiative to the consumer game. Quite nice actually in terms of where e-sport is, at the moment. I hope pd takes feedback and continue to improve the game. I like what I'm hearing so far but then again not everyone is going to care about the sim aspect.
@ronvalencia: ??? You're a complete idiot. Using FLOPs to measure color accuracy and how good the lighting in a game should be that you had no part in programming. The stupidity of your posts is just astounding.
LOL, who gives a shit if it's checkerboard 4K or true 4K, it still doesn't help your argument about why GTS looks better in gifs. Why don't you pull forza gifs running on PC and still get owned by GTS gifs? The resolution of GTS isn't the reason it looks better and more photorealistic in pics and videos it's the lighting you buffoon. Resolution has absolutely NOTHING to do with lighting.
Bullshit. GPU's available FLOPS are about budgeting compute resource for frame target. You have no business in any programming.
Forza 6 has PBR (physical material based rendering), SSR (screen space reflections) and Forward Plus rendering. PBR/Forward Plus/SSR's quality can increase or decrease depending on GPU's power. You claimed "fake lighting" which is bullshit.
Tiny 256 color(8bit) GTS gifs doesn't own anything. GIFs are not designed to store true-color data.
Without "scape mode" pictures, I haven't seen any screenshot from GTS that looks better.
You claimed 4K 60 fps and I debunked it. The only buffoon is you.
You're an idiot I claimed 4K because I assumed an idiot like you knew I was talking checkerboard 4K. Everyone and their grandma knows PS4 Pro does checkerboard 4K most of the time, I don't need to spell out "checkerboard 4K" every time I type. My point still stands, resolution has no effect on actual graphics. If it did Half Life 2 running at 8K on a PC would be the best looking game ever. You're an idiot who's incapable of separating resolution and graphics and you continue to embarrass yourself in this thread. GT Sport looks better because its lighting system and color accuracy is better resulting in a more realistic looking image. It doesn't matter if you get Forza 6 to run at 4K or 8K, the resolution won't make up for the inferior lighting it has and GTS will continue to look better. This is simple for any idiot to understand but since you're a complete buffoon you will continue to repeat yourself and quote specs like a malfunctioning robot. Get your head out of your ass, and it's clear as night and day that GTS looks more photo-realistic than Forza 6.
Your are the real idiot since you have claimed 4k 60 fps and omitted checkerboard fudge. Checkerboard 4K is not native 4K.
Your claims on "GT Sport looks better because its lighting system and color accuracy is better resulting in a more realistic looking image" is unsupported bullshit and largely subjective.
Memory storage affects texture quality hence affects texture material resolution. There's very small memory storage increase between PS4 and PS4 Pro. You have haven't made any factual points.
Your claims for fake lightning is a load bullshit. We are not talking about Half Life 2's lighting model and it's a red herring.
This is an example for good PBR
“From a rendering and a technical perspective, PBR refers to a way of rendering that takes into account certain physical properties and laws,” explains Ken. “That could be energy conservation of a material, how we handle reflection, and how we render lighting”. The result is a stunningly realistic look.
From http://starwars.ea.com/starwars/battlefront/news/creating-the-graphics-of-star-wars-battlefront
The principles of PBR were pioneered by Disney and Pixar for use in offline rendering and animated films.
Large benefit for PBR is the ability to create realistic results quickly. While physically based rendering is great for creating stylized assets, it shines when the goal is realism. This is because PBR uses scientifically calibrated color for known real-world materials, which reduces guess-work and trial-and-error.
Forza Horizon 3 PC build is not just high resolution version
1. Environment texture quality can be decrease or increase. This setting affects PBR's texture materials.
2. Geometry quality can be decrease or increase
3. Reflection quality can be decrease or increase
4. Windshield reflection quality can be decrease or increase
5. Shadow quality can be decrease or increase
6. World car level of detail can be decrease or increase.
You don't know shit.
Forza is a premium series of racing games. GT and Driveclub are just jokes of the industry. Real talk.
@Juub1990: The factual evidence was my eyes, I'm a visual artist. I assumed it was clear as night and day to everyone that GTS had more realistic looking reflections and lighting in the vids and gifs. Anyways, I'm over him and his weakass trolling. We'll see when DF does their analysis later when GTS releases.
Forza is a premium series of racing games. GT and Driveclub are just jokes of the industry. Real talk.
A premium series that sells like a joke lol.
@Juub1990: The factual evidence was my eyes, I'm a visual BULLSHIT artist. I assumed it was clear as night and day to everyone that GTS had more realistic looking reflections and lighting in the vids and gifs. Anyways, I'm over him and his weakass trolling. We'll see when DF does their analysis later when GTS releases.
Forza is a premium series of racing games. GT and Driveclub are just jokes of the industry. Real talk.
A premium series that sells like a joke lol.
Tell us something we don't know.
Forza is a premium series of racing games. GT and Driveclub are just jokes of the industry. Real talk.
A premium series that sells like a joke lol.
Forza sells really well, not sure what you're on about. Or do you mean that it doesn't sell as good as GT? Last GT only sold 5million copies when PS3 had a user base of 70-80mil...
If your looking at graphics, lighting ect., then you have not idea what driving a real car is like.
That... wut?
@quadknight: You can't just say it's clear as day and being a visual artist has nothing to do with knowing how video game graphics work. You need factual evidence such as dev diaries, pointing out what works and doesn't work(for instance maybe something doesn't cast lighting and it should, maybe some reflections are entirely static etc.). You can't just go around claiming things without evidence and then say "well everyone knows". That's not an argument.
@Juub1990: The factual evidence was my eyes, I'm a visual artist. I assumed it was clear as night and day to everyone that GTS had more realistic looking reflections and lighting in the vids and gifs. Anyways, I'm over him and his weakass trolling. We'll see when DF does their analysis later when GTS releases.
GIF wasn't designed to carry true color data. I scaled up GIF animation into 1920x1080 and it's a f.vcking pixelated mess. You are the real troll who used 256 color limited GIF animation with scale down resolution bullshit and You have attempted to hoodwink this audience with "4k 60 fps" claims for GTS when the developers stated non-native 4K.
This example is running on two Radeon HD 4870 (2.4 TFLOPS total shader power) with 16 GB in memory data set with real-time raytracing lights** with voxels. The photon data was captured from real life.
**Alot of speed up techniques and tricks was used.
The large problem with PS4 Pro is it's 5.5 GB memory storage for the game i.e. 5.5 GB of memory storage which is not enough for workstation class graphics.
GTS screenshot looks better than GT6 screenshot at full screen, but there's nothing special about it.
PS4 Pro's 5.5 GB memory storage limits higher texture quality which affects material texture resolution.
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@ronvalencia: 100% that GTS looks better than GT6 but some guys here are acting like GTS looks like real life wil in fact it looks like GT6 with higher res textures and shiney new lighting. I even think it looks good for a beta, but saying this is the best looking racing game is just ridiculous.
Forza Horizon 2 and 3 has Forward Plus Rendering dynamic lighting with PBR (physically-based rendering).
Read http://www.eurogamer.net/articles/digitalfoundry-2014-the-making-of-forza-horizon-2
John Longcroft-Neal: The Forward+ technique we use is probably better described as 'Clustered Forward+'. All Forward+ techniques revolve around splitting up the screen into a regular grid of sub-rectangles (typically 32x32 pixels), then finding out which lights potentially effect each sub-rectangle before you start rendering. During surface shading, you load up the reduced light list for that sub-rectangle and process only those lights. The goal is to avoid processing lights that have no effect on the surfaces in the sub-rectangle.
The standard Forward+ technique uses a depth texture of the scene to cull lights from the list. There are two issues with this approach; firstly you need to render the depth texture as a pre-pass before the main scene in order to create the light lists; secondly semi-transparent surfaces cannot render to the depth pre-pass.
Clustered Forward+ avoids the need for a depth pre-pass altogether by calculating light lists at multiple depths for each sub-rectangle and using the most appropriate cluster during surface shading. We generate the light cluster data all on the GPU using Compute shaders and this is done for any rendered view that requires lights.
The advantage of Forward+ for us is that it just works with MSAA, at any level, whereas deferred techniques struggle to maintain decent anti-aliasing. Secondly you get the other benefits of forward shading such as allowing complex material types such as carbon fibre and car paint that are difficult to achieve using deferred techniques. We found that we could easily 'plug-in' Forward+ to the existing shaders which were already designed for forward rendering. The advantages of the Clustered approach to Forward+ for us were that semi-transparent surfaces did not need special consideration and most importantly we did not need to render a depth pre-pass.
Forza Horzion 2 used ESRAM for both PRT (partially resident textures, TMUs) and frame buffer targets (mostly ROPS).
Furthermore, AMD's Forward Plus demo is already tile based rendering which is ideal for XBO's ESRAM, but PC/PS4 AMD GPUs doesn't have tile cache render feature.
AMD's Forward Plus tile rendering optimizations would be better on Vega's tile cache render feature.
Games such as Sniper Elite 3 XBO edition talks about using ESRAM just for the frame buffer.
Ah, the GT games, infamous for their fake 2D polygonal backdrops that rotate to face you with your camera position, fake lighting, horrible A.i and physics along with cars apparently 100% made out of octa reinforced carbon titanium tungsten carbide.
@FastRobby: Which is still more then any Forza game. Forza 6 didn't break 2 million last I checked.
Microsoft doesn't share numbers, so you don't have any idea
@FastRobby: M$ doesn't share numbers out of embarrasment which speaks volumens to how lousy sales are. And estimates could be a bit off but not by millions. Face reality lem, no point to keep running away from it.
The only embarrassing thing is your spelling.
@FastRobby: Not as embarrassing as you pretending to yourself that Forza is a big seller when it sells like a flop.
@FastRobby: Not as embarrassing as you pretending to yourself that Forza is a big seller when it sells like a flop.
Even if it does sell like a "flop", which is nonsense (what else do we expect coming from you), they still wipe the floor with any Sony-made racing game in terms of quality.
@Rikusaki: holy cow, Rikusaki is back?!
How have you been sir?
Damn same thing I thought!
10 years ago, it used to be if a thread was started on a racing game, Riku was the TC 9/10 times.
@FastRobby: Lol, keep thinking that, GT always outsells Forza, by a lot, a LOT.
Classic cows. Quantity over quality...
GT has always been overrated visually. When you actually play the game you have whats above.. And Forza sounds are much better>
@vfighter: Let him live in his denial. The same way other lems like him are in denial that Forza sells like a flop compared to GT. Even the lowest selling GT game (GT6) still destroys Forza in sales.
Unfortunately circuit racing sims are criminally boring. I wish Sony pushed for Evolution to make an 8th gen Motorstorm than bombing it with that boring ass DriveClub.
Ah, the GT games, infamous for their fake 2D polygonal backdrops that rotate to face you with your camera position, fake lighting, horrible A.i and physics along with cars apparently 100% made out of octa reinforced carbon titanium tungsten carbide.
Developers for GT already stated that their GTS has the latest rendering techniques. The candidate for "latest rendering techniques" is Forward Plus tiling with PBR.
Deferred rendering is last gen and AMD doesn't recommend it for their GCNs.
Unfortunately circuit racing sims are criminally boring. I wish Sony pushed for Evolution to make an 8th gen Motorstorm than bombing it with that boring ass DriveClub.
Motorstorm games are criminally underrated. At least the first 2 because the 3rd one I played it for a couple of hours and never touched it again. But the first 2? I put hundreds of hours on those. Haven't played Driveclub but it looks dull as hell, not to mention a bit redundant when Sony already had Gran Turismo for those that care about realism.
But man, a Motorstorm with current gen graphics and going back to its off-road roots instead of that post apocalyptic trash with set pieces would have been amazing. This time combining the desert races, the beach and grand canyons it would have been the best launch title for sure just like the original on the PS3.
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