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Holy shit !!!!!!!!
This game really looks unbelievable good most of the time...when you are disappointed with DC, I suppose there is no driving game released that satisfies you...lol!
uI wrote a tech analysis of this game today. In a nutshell, I was impressed with some features but disappointed overall.
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Are you sure about the first conclusion? Your pic should not show a reflection considering the angle.
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I wrote a tech analysis of this game today.
What cutscenes?Cutscene gameplay: After seeing the cutscenes in DriveClub, I realized that most of the screenshots of this game are coming from this mode. It’s a distraction from the real gameplay and I consider it non-representative of what the hardware can do when the gamer actually has control. So I’ve refrained from posting any images in cutscenes.
Due to how screen-space reflections work, that wouldn't really make any sense. Actually, the people use screen-space reflections just like everything else, it's just that if there's a vertical occluder above a surface, the game is a little sketchy with how it casts "rays" in certain areas below said occluder.And the people are not reflected at all. Instead the developers opted to use rectangular cards to represent the people:
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).In Photomode, the aliasing is reduced significantly, but the framerate plummets as well indicating that the game is using everything in the PS4 to maintain 30fps.
If you're talking about realtime visuals, I'm not aware of any DoF in Driveclub.Depth of Field: They have a very good implementation of this. I’m not sure if it’s Bokeh but it’s definitely not the linear blur found in AC:Unity.
Actually, the system uses geometric displacements "everywhere", not just on the bumpers. Contrast this shot of a beat-up car with this shot of the same car at the start of the race.They used a combination of normal maps for the side of the car and vertex pulling for the bumpers.