I posted a video. Here it is again:Do you have any urban environment screenshots of trackmania?
I posted a video. Here it is again:Do you have any urban environment screenshots of trackmania?
I posted a video. Here it is again
How can someone conclude when this is running on a high end PC, at super high speeds and A LOT of motion blur?I posted a video. Here it is again:
What I find the most impressive about Forza 7 is the fact that despite S being les spowerful than a PS4, Forza 7 technically doesnt show any compromises compared to GTS.Ok, last video comparison that i post between GTS and F7 :
Base hardware version for both games.
What I find the most impressive about Forza 7 is the fact that despite S being les spowerful than a PS4, Forza 7 technically doesnt show any compromises compared to GTS.
The assets are high quality, reflections are high res, resolution is fixed at 1080p, 60fps and has dynamic weather conditions. Either PD has extra performance to spare or Turn 10 managed to reduce the theoretical performance gap
edit: Ok something I noticed about the reflections on F7. I think it actually switches between high res and low res. When the camera is first person or on the bonnet it switches to high res. Other views switch to a lower res version
I think we have already seen better. Looks limited and too artificial to impress.
Timelapse from Forza 7 gorgeous
I think we have already seen better. Looks limited and too artificial to impress.
What I find the most impressive about Forza 7 is the fact that despite S being les spowerful than a PS4, Forza 7 technically doesnt show any compromises compared to GTS.
The assets are high quality, reflections are high res, resolution is fixed at 1080p, 60fps and has dynamic weather conditions. Either PD has extra performance to spare or Turn 10 managed to reduce the theoretical performance gap
The visual difference is huge in my opinion. GTS looks much better, it's not really comparable, while F7 looks for less realistic in comparison.
What I find the most impressive about Forza 7 is the fact that despite S being les spowerful than a PS4, Forza 7 technically doesnt show any compromises compared to GTS.
The assets are high quality, reflections are high res, resolution is fixed at 1080p, 60fps and has dynamic weather conditions. Either PD has extra performance to spare or Turn 10 managed to reduce the theoretical performance gap
edit: Ok something I noticed about the reflections on F7. I think it actually switches between high res and low res. When the camera is first person or on the bonnet it switches to high res. Other views switch to a lower res version
Apparently an environment with tall buildings and lots of vegetation is equivalent to an empty desert. OK. At least you finally admitted the lighting in that video is superior to GTS. As for console-only games, Driveclub has dynamic GI, volumetric clouds and dynamic weather. Basic baked GI like TM'scosts not even a tenth of the power to simulate all that. PD is what's lacking.This is Trackmania 2 which only runs on PC... and this is what i don't troll you. I posted comparable desertic environments.
So far, you failed to show an urban environment on Trackmania Turbo PS4.
Your expectations are far too high on console, especially for racing sims.
I don't see how the motion blur would affect the lighting. Doesn't seem like a problem when GTS replays are posted. Also, the TM2 games aren't exacly high-end games. Since the GI is baked it's also visible at low settings. Take this Turbo comparison as an example:How can someone conclude when this is running on a high end PC, at super high speeds and A LOT of motion blur?
Lighting is great in the footage you posted but I really cant understand how photo realistic it is under such conditions.
Apparently an environment with tall buildings and lots of vegetation is equivalent to an empty desert.
At least you finally admitted the lighting in that video is superior to GTS.
As for console-only games, Driveclub has dynamic GI, volumetric clouds and dynamic weather.
Couldn't find a 60fps video of th PS4 version so I posted both versions. As you can see, the lighting is the same.
The reality is that this sort of GI is computationally cheap and PD just didn't give a shit about it.
I don't see how the motion blur would affect the lighting. Doesn't seem like a problem when GTS replays are posted. Also, the TM2 games aren't exacly high-end games. Since the GI is baked it's also visible at low settings. Take this Turbo comparison as an example:
You say that PD didnt give a shit about it but how do you know? Every track in GTS doesnt come with one time setting. Every track comes with multiple day time settings so shadows and lighting are calculated in real time for each daytime setting you choose.The reality is that this sort of GI is computationally cheap and PD just didn't give a shit about it.
Trackmania too. Its HDR solution is Yebis, developed by Silicon Studio.I think the biggest difference is the lightning and shading. Polyphony is not the only team with really good eye and very good photorealist light and shading. Kojima productions is very good too with the light and Square Enix team too. Very funny all this team are Japanese...
I talked about Trackmania Turbo, not your video of Trackmania 2...
Where ? You asked for GI in racing sims. I said that your expectations are too high on console.
1080p/30fps... ok...
Yep and the lighting doesn't look better than in GTS.
The reality is that Turbo is not a racing sims and a more basic game...
Indeed it's nothing to write home about, which makes its absence in GTS even more damning. And the defensive replies I got even funnier.GTS is a slower game. Motion Blur in GTS is only visible in replays and it is not a constant like in the previous TM2 videos you posted.. Motion blur hides detail and imperfections and adds a sense of additional realism.
This last video doesnt look photo realistic compared to the others you posted since it lacks MB and we can see how it looks in static. Nothing to write home about really.
A lot of the track lighting is baked in GTS. You can see really bad lightmap pixelation in the Tokyo Expressway track for example. TM's GI takes like a minute to bake the whole level on PS4 so it's not like PD would have needed to dedicate lots of resources to it. This simply wasn't a priority and it shows.You say that PD didnt give a shit about it but how do you know? Every track in GTS doesnt come with one time setting. Every track comes with multiple day time settings so shadows and lighting are calculated in real time for each daytime setting you choose.
PD left their rendering open for the possibility of adding dynamic weather and day time conditions.
The menus even include driving settings/assists for various road conditions even though wet trucks are not there.
3. Everything dynamic is quite expensive. Static is cheap. Couldn't even achieve that.