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Holy mother of god! This vid is insane: the car model is crazy!!honestly this game completely destroys every last gen racing game graphically, diminishing returns my ass !
Headlight glass reflects the rainbow effect
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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.
that city in the background, a glimpse of a future city based track ?
http://i.imgur.com/1E2f0Zz.jpg
http://i.imgur.com/1oWZJan.jpg
http://i.imgur.com/pKECKW1.jpg
http://i.imgur.com/6GAtNQW.jpg
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http://i.imgur.com/fkyYBm5.jpg
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Looks almost too detailed to be just a backdrop, right ? But it`s Driveclub , everything is detailed...
I don't think it's a bubble... too much coverage beyond the vehicle scope.
I should have said "bubble around the camera," not "car." Games that use particle-based techniques and allow free out-of-character camera motion generally use distance-based particle culling (Halo Reach is the same way, if you fly through the city in paused replay mode you'll see particles everywhere, but they only exist in a bubble around the camera, as the game's particle system tops out at a few tens of thousands of simultaneous particles.). The "radius" of particle existence is pretty substantial for this sort of system, though.I wanted to see how large the 'bubble' of particles around the car is and, in photomode at least, it doesn't even feel like a bubble as it covers the whole area you can look at with the camera. With heavy snow (easier to see) there must be an untold amount of particles on screen at once, no idea how many but it must be in the hundreds of thousands.
Canadian engineers are brilliant, they've developed a sort of paint that actually floats above the roadway.
That's exactly what I said when I first noticed it, but then I took a closer look: even for a silly 1/30th shutter, the blended pattern was too hard, it didn't seem right.No, that's to do with you having an long exposure. Do you remember what fraction of a second the shutter is open for? What you're seeing is the road before the car moves across it, so the light from the paint exposes the film before the light reflecting from the car does.
If you had a fast exposure that wouldn't have happened.
But if wind is also time-seeded, the result is still dependent only on a time seed; my point is that they might not need to be under constant simulation to be "tracked". If that's the case, the game very well might not need to recognize the existence of particles behind the camera, or even outside of the FoV, or some such business. Depending on how far the game goes with that, given gameplay FoV, it could theoretically be handling <100,000 at all times during play.600 000 seems a bit high ? Remember it has to deal with cloud particles too.
Drops are also affected by wind.
That's exactly what I said when I first noticed it, but then I took a closer look: even for a silly 1/30th shutter, the blended pattern was too hard, it didn't seem right.
Here's a look at a nearby spot, with 1/8000 shutter and basically zero car movement.