DriveClub by Evolution Studios [PS4]

Fuuuu....

That can't be in-game, can it? I mean it looks like gameplay footage, and this IS the first time we've seen HQ direct-feed footage since several months ago. But it looks too good. I have a small doubt that it's gameplay. But if it is, this is undoubtedly the best looking racing game I've ever seen, if not best looking game period.

Imagine the above with weather effects. :oops:

edit: Looking back at the compressed 720p ps share footage of the beta, I'm starting to believe that this is gameplay from the retail build. We'll see soon.
 
Last edited by a moderator:

faint.gif~c200
 
I still can't get around the insane level of iq seen here, but that could be the result of using 5 different AA methods according to Evo. At this rate it's possibly becoming the best looking game ever period.
 
Damn lol... Someone is a little jittery today eh? :p

But I feel you though, this game is looking hot! The IQ is definitely on another level and watching those clips make me feel some type of way.
 
The IQ that we're seeing is probably from the final retail version. Looking insanely good... beyond Infamous: Second Son approach.

Digital Foundry: Hands-on with DriveClub
The game's 1080p resolution is put to effective use too, producing one of the cleanest grades of image quality on PS4. And yet Evolution isn't content to leave it there, backing this full HD setup with an excess of techniques to tackle aliasing from every angle. Asked what anti-aliasing is fit for purpose in this case, DriveClub takes a no-compromise approach.

"It's a mixture. There's a pixel-based system that we're using, there's a temporal-based system, there's FXAA and there's actually a material-based system as well. We've only got four systems in place and we've got another for the key points that we don't quite hit. We obsess about the small details, so we're getting another one to go on top of that, to get on top of the very final image quality issues."
 
The IQ that we're seeing is probably from the final retail version. Looking insanely good... beyond Infamous: Second Son approach.

Digital Foundry: Hands-on with DriveClub

If it's from retail build then I don't want this game ... Who in his right mind would want a game where all the opponents cars are driving with front wheels turned fully to the left in right turns and on straights? :devilish:

Check closely last video linked by ultragpu
 
Looking very nice. In terms of image quality this could well be PlayStations 4's Uncharted. The first game also hit a year after the console's launch and was the first insight in to how great games could look with some effort :yep2:

Looking forward to playing with the free PS+ version in two weeks!
 
If it's from retail build then I don't want this game ... Who in his right mind would want a game where all the opponents cars are driving with front wheels turned fully to the left in right turns and on straights? :devilish:

Check closely last video linked by ultragpu

Confirmed as bug by the developers.
 
I'm still holding reservations. It is too easy to be burned here.

Usually something is supposed to give and I'm not seeing any if much compromise here.

My itching suspicion is that with this level of IQ I would not expect anywhere close to sim level driving. And if the final retail looks less than this, than I expect something closer to Sim feel.
 
Why are you expecting sim game? They always described it as arcade game.

The most you can expect is "simcade", arcade game that conveys the feeling of each car but with stremlined gameplay elements that enable everyone to have fun time driving and crashing around. So far all signs point that it will have more sim-handling elements than for example Forza Horizon series, but still it will be far from serious sim physics.
 
My itching suspicion is that with this level of IQ I would not expect anywhere close to sim level driving. And if the final retail looks less than this, than I expect something closer to Sim feel.
Can you elucidate?
 
"It's a mixture. There's a pixel-based system that we're using, there's a temporal-based system, there's FXAA and there's actually a material-based system as well. We've only got four systems in place and we've got another for the key points that we don't quite hit. We obsess about the small details, so we're getting another one to go on top of that, to get on top of the very final image quality issues."

And I totally suspect what the fifth AA is about. Judging by those recent "MediaCrush" videos I noticed they completely took care of the aliased wires that could be noticed in older footage, now the wires are perfect.

The 3rd "MedicaCrush" video is particularly impressive because of the very long draw distance, and the 4th really displays a healthy amount of foliage details.

I can't wait to play this game with the hood view, but even the cockpit view, for once, looks usable, so I'll probably try that one too.

Looks great but no way is the image quality going to be this good, this is a huge step up from their previous videos. Downsampled replay IMHO. Happy to be wrong though.

@SumoSaki It has this downsampled look because it's using temporal AA which is some kind of supersampling 2X. Also this video is of better quality than most previous "share" 720p videos.
 
Back
Top