Of course, but you wouldn't want that for the actual game, too? Weird.
It depends. What am I sacrificing for 1080p? Assuming limitless processing power, then sure, I'd like 1080p. But I'd also want 120Hz and Supersampling galore.
Of course, but you wouldn't want that for the actual game, too? Weird.
In my opinion a racing game lacks a lot of the complexity that would really stress a console's hardware; a game with lots of characters and especially with an open world will almost always require more in almost every aspect.
Skin shaders, hair, dynamics simulations, more complex AI and pathfinding, skeletial animation system for the body with advanced animation blending, facial animation system, and so on. A racing game is 'just' a bunch of hard surface constructs going in circles, although the vehicle physics are naturally complex too, especially if you introduce collisions and deformations; so there's less to manage and optimize to work together well.
.
And I want a pony. The problem with blindingly wanting 1080p60 is that there will be many games that instead go for 720p60 and look far better because most people can't tell the difference between 720p and 1080p, especially if you're dealing with a lot of fast action (at some point, the quality of the TV makes a huge difference).
If anything, what I really want is the UI to be 1080p and target resolution for 3D to be "above 720p" like the OP stated. Static elements are far more noticeable at a higher resolution than moving objects in a sceen. Throw in some MSAA and you'd probably won't be able to tell unless you're looking at screen caps. More realistic details, effects, higher resolution textures would have a better payoff in the end.
I'd argue that it's hard to tell 720p from 1080p on your average HDTV (40 inches) in any game with a lot of motion (like racing) because the image is rarely static enough for you to process jagged edges of rendered models. And because of needed increase of power to go from rendering the same scene in 1080p instead of 720p, sometimes it's better spent elsewhere.
The jump from 720p to 1080p is certainly less obvious than going from 480p to 1080p because we also doubled the average screen size in the process.
The question you should really be asking is how much people care about the difference, not if they can tell if there is one. I know I'd prefer 720p with good AA than 1080 without.
I'd argue that it's hard to tell 720p from 1080p on your average HDTV (40 inches) in any game with a lot of motion (like racing) because the image is rarely static enough for you to process jagged edges of rendered models. And because of needed increase of power to go from rendering the same scene in 1080p instead of 720p, sometimes it's better spent elsewhere.
Do you usually test this on PC games?
Day/Night Cycle. FM4 has time of day presets that cannot be changed. FM5 needs day and night options for all courses and ideally dynamic time of day adjustments to race any time of day the user wishes. A plus would be for it to change in realtime and an accelerated clock.
Shadowing & Indirect Occlusion. In FM4 some direct shadows have jagged edges. Indirect light occlusion is fairly weak as can be seen in overcast settings. FM5 is going to require dynamic shadows and a robust ambient occlusion system (not all methods are as robust or have the same quality) to not just correct FM4’s issues but also to prove convincing Day/Night and Weather.
Lighting. FM4 improved its lighting but the issue is there is a lot of work left both artistically and balance (see: GT5). These issues will be compounded by the need for a more robust pipeline would help that can offer convincing dynamic lighting. Paint needs to bring the car even more into the environment while the engine will need to improve indirect lighting (GI hacks) while at the same time offering robust point light (head lights) solutions. Atmospherics (lightening, flickering street lights, sparks) all need to be addressed. Little things like the glowing brake disks and tail lights need an overhaul. Lighting, both on the cars (paint), as well as point lights and world lighting will be the areas of biggest impact (along with post processing and particles) in making the world look better. It is a tall order to ask FM5 to move up in resolution, increase lighting IQ, but also asking it to become dynamic.
Particles. The dust and smoke in FM4 fall far behind the competition. The NFS and DiRT games years ago introduced thick clouds of “burning rubber” that dynamically swirled around your car. Is it too much to ask for a car traveling 125MPH hitting a dirt shoulder to toss up a thick cloud of dust that dissipates naturally? This is the single weakest part of FM4. FM4 needs to address smoke, dust, and gravel and also have falling leaves, sparks, and an assortment of subtle effects in the air. Semi-related would be heat wave distortions on hot tracks and exhaust systems. And of course there is the aforementioned weather elemental affects.
No cuz my pc display is 2560x1600 and can run any game with 4xAA anyway.