DriveClub by Evolution Studios [PS4]

I agree with their conclusion. It would appear that the AI is that of a professional racer, who's following the same exacting line the entire race with very slight deviations to try and overtake or not, when the opportunity arises, whereas the average gamer probably just tries to squeeze past all the other cars in those big spaces that open up, failing to appreciate that those spaces exist because fitting a car there is a Bad Idea which is why none of the other cars are trying it.

Two further tests would be: 1) a highly skilled real-life racer following the real-life racing lines and comparing their results regards collisions in game to what they'd expect in real-life, and 2) online races, how much crashing is there. I expect a lot...
 
As a very experienced virtual racer, I can tell you that DriveClub seems to have better AI than most games I've seen, both in terms of how well they keep up with me, and how clean they drive. And they are definitely more aggressive when it comes to overtaking. At least once I was overtaken on both sides at the same time, not because I made a mistake, but just coming out of slipstream.

They also behave interestingly. I could swear that they are nice, until I accidentally hit one of them, and then that one will take revenge. Also, I've spotted a number of realistic crashes spontaneously happen in front of me when I had made a mistake myself or was still learning the track and was behind, and typical errors like coming out of slipstream trying to overtake me in a corner and then crashing. They also definitely fight hard to win at the finish line.

Overall I have nothing but praise for the AI in DriveClub.
 
Is that due to slip-stream though? I've passed cars on a straight line.

I'm liking the game, I'm not a hardcore racer - it scrathes my itch nicely
 
Damn you Arwin, you are selling this game to me with every post. I keep telling myself to wait for the PSPl;us version and then I read and your post and.........!

This also shows how meaningless and wrong the usual internet hoopla and noise is, as usual :rolleyes: .
 
epic :D
vWg2LN.gif

Epic, that is :p and the sense of speed is amazing !
Just read somewhere that Rain, snow and lightening confirmed for the weather patch ! This will be unbelievable :oops: !
 
AI cars seems to be faster than you. On a straight line they can easily pass you.


In equal cars that is generally due to slipstreaming, but some car models are also clearly faster than others.
 
as a reminder

http://blog.us.playstation.com/2014/06/05/51-details-about-driveclub-on-ps4/

last facts talk about the AI

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.

about this one, i observed this

http://i.imgur.com/idsyx7L.jpg

smoke goes one way and flags the opposite, so one of those is not affected by wind.
 
Or the smoke is too low to the ground :p. I'll look out for this, but it is indeed nice to see the trees move in the wind.
 
The AI clearly recognizes your existence; when the game kicks into Ridge Racer 7 mode and uses "slipstreaming" to turn the cars behind you into deadly projectiles, they very obviously swerve around you.

The question is whether realistic AI behavior is appropriate for a game that, partly due to inconsistencies with how collision penalties are registered, seems to frequently encourage destroying the enemy.
 
was doing nothing but looking around and analyzing the graphics, when i noticed the driver's arm reflecting in the carbon fibre of the door

https://www.youtube.com/watch?v=QBD02nKr3FQ

you can also see the steering wheel's lights reflecting at 1min10
well it's a bit buggy but it's still here lol
also the driver's feet are pressing the pedals accordingly.
 
as a reminder

http://blog.us.playstation.com/2014/06/05/51-details-about-driveclub-on-ps4/

last facts talk about the AI

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.

about this one, i observed this

http://i.imgur.com/idsyx7L.jpg

smoke goes one way and flags the opposite, so one of those is not affected by wind.

flags are slightly tilt on one side. Looking at the ferrari video above this post the wind appears weak to affect the heavy flags, while the smoke is weightless and hence more sensitive to wind.

edit:Scratch that. It is kind of weird actually. Flags give the sense that the wind is actually stronger towards the right in the video.
 
The Server let me in today so I could join the Club - but it went off just as I was to get about 120000 Points for the pro trophy Event... :cry:
 
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