I wrote a tech analysis of this game today. In a nutshell, I was impressed with some features but disappointed overall.
A Driveclub graphics technical analysis without even talking about the volumetric clouds engine? Not even one word?
I wrote a tech analysis of this game today. In a nutshell, I was impressed with some features but disappointed overall.
What's the longest time for a photo render? Are we talking seconds or minutes?Because it uses an accumulated sample implementation, it gives incredibly accurate results, but if you set up extraordinarily heavy DoF, photomode can actually fail to take enough samples to eliminate the noise, resulting in a grainy appearance (despite the tremendous rendering time!).
What cutscenes?
A lot of screenshots are photomode captures which are heavily supersampled and enjoy superb MB and bokeh DoF, but "cutscenes" isn't the word I'd use to describe that.
At some level I think it's sort of surprising that you're praising the SSR for being a high-quality implementation in its own right;
I have no idea what you're talking about. I know Karamazov has said that some things have better LOD in photomode (thus explaining why photomode does seem to occasionally drop frames), but the aliasing on fine details is exactly the same except when the game is actually going through the screenshot-rendering process, during which time there's not much of a meaningful reference for "framerate" since everything is still (and during which time it doesn't really matter because you're not looking at something which even remotely represents realtime IQ and perf anyway).
If you're talking about realtime visuals, I'm not aware of any DoF in Driveclub.
VFX_VETERAN you should have talked about the volumetric clouds in your analysis, because that's cetainly a ressources heavy feature, and adds a lot the the graphics. Watching some timelapse videos really shows how impressive they are, with cloud shadows casting on the scenery; and sun rays passing through. They can even create fog on some tracks when racing through them..
In photomode framerate really Drops a little only if i zoom in with all the cars on screen, but keep in mind that in this mode all cars are highest LOD everytime. but the absence of motion blur may make people feel like framerate is lower overall ?
Why would anyone care about the frame rate in photo mode?
Why would anyone care about photo mode in a game?
Okay, I see what you're saying.I consider cutscenes to be anything that's not actual gameplay. For example, the shop mode where you are seeing the car. The car doesn't look anywhere near that quality when you are driving.
As I said, in it's own right. I think most of why it looks better than other implementations is the same reason I noted that it looks awful in photomode: racing game cameras are extremely kind to screen-space reflections.Because I can't find an implementation that looks better when compared to other games. Can you?
I know. Karamazov's claim was that you can get drops if you look at a huge number of cars in photomode simultaneously, and explained this by suggesting that photomode seemed to always used LOD0 on cars.When you turn on Photomode, the framerate drops. Even though you haven't taken a picture yet. That's what I'm talking about.
Not sure about that, but I noticed that there was DoF in the "garage" view, so I see what you're talking about now.Hmm.. there looks to be DOF just before a race as the many cameras are viewing the tracks at different angles.
Did you look at the pictures I posted? It's pretty noticeable there.Those displacements are hardly noticeable along the sides of the car. I even took the camera and rotated it about to see if there was any drastic change to the vertices along the side. I couldn't tell..
It doesn't make all that huge of a difference if you're just using it for supersampling, but it can need the full progress if you've got heavy DoF and MB and such.I would say that most of the picture finetuning happens druing first second or two. After that it doesn't make noticable changes, at least from my experience with photomoding.
overall it's still a great accomplishment for that $400 box. Of course there are some rough spots but as a whole package it still feels amazing while playing, i it the most detailed racing game i've ever played as of now.
You could add to your negative points that wind affects clouds and particles movement, but not flags, it's not rare to see clouds and drops moving in a direction and flags in the opposite direction
Did you look at the pictures I posted? It's pretty noticeable there.
Chances are that you didn't beat up your cars very badly; you have to get into pretty nasty collisions for significant displacements to appear on the sides.
for assetto crosa you mean greater IQ, there is no question about it, like Pcars and even forza horizon 2 and it's 4X MSAA, but about the amount of details on the trackside i'd day DC renders more things in the scenery.
Well, I bought Assetto Corsa last night on Steam and while it has no day/night cycle, no volume clouds, no global illumination, and no weather affects or collision parts, its still a better gameplay experience than DC. Firstly running at 4k resolution @ 36fps with 16x anisotropic fitlering displays a much much cleaner image than what DC can muster. I am able to see details way into the distance while driving and the cockpit is much more detailed. Even playing at 1440p @ 60fps offers a tremendously smooth playing experience but the aliasing starts to kick in. 1080p looks significantly worse than DC however. I would hope that the next DC can tone down the fancy graphical features for higher res textures and less aggressive MIPMAP algorithms and perhaps better AA running @ 60fps. Truth be told, we really don't need GI or dynamic day/night cycles to enjoy the driving. Weather FX is debatable I guess.
Nah.. it's ok. This game is obviously not trying to mimic real physical reality.