Has it been confirmed for gameplay?.
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yes, question is if day 1 patch solves it or we have to wait for another one
Has it been confirmed for gameplay?.
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One free new car each month for two years apparently. Car list is ok for me, as long as I like the way the cars drive, then the track-list makes up for it. The better the driving experience, the fewer cars I need, really. I was driving a 458 in Assetto Corsa yesterday, and that was such a great experience. What a joy to drive!.
That's true even of an excellent, complex motion blur rather than a buffer blend. The intention of developers is, or should be, to give the best experience in motion, rather than the best freeze-frames (for which we have photo modes!) so I can't criticise options that reduce per-pixel clarity if they improve the motion experience. Which is subjective, of course. The obvious solution is settings where users can choose what effects to preserve. The issue here is more one of implementation than intention, and just who decided a flat buffer blend is a reasonable AA solution? Or even, how is ghosting a side-effect? Antialiasing is a side effect of temporal buffer blends rather than the other way around!This is why I think all those man hours working on complex temporal aa techniques by the likes of Guerilla, Crytek etc. could have been spent elsewhere, because simply blending two buffers seems to be the way to go. Nobody notices how bad it is. This has far reaching implications about where to spend your graphics programmers time and how you market your game. (Just put 16x AF during the starting grid for example.. Because you'll be blending those sweet sharp textures when the car moves anyway, you can tone it down later!)
@Playstationman Don't get me wrong, it's not bad a bad sim at all, especially on a wheel. But it's no Assetto Corsa or iRacing. I think Gran Turismo has an edge over it too.
And yes I'm purely talking about handling feel... as TelexStar points out there is an impressive range of simulation options for damage etc. I'll deal with all this in more detail in the full review.
That's true even of an excellent, complex motion blur rather than a buffer blend. The intention of developers is, or should be, to give the best experience in motion, rather than the best freeze-frames (for which we have photo modes!) so I can't criticise options that reduce per-pixel clarity if they improve the motion experience. Which is subjective, of course. The obvious solution is settings where users can choose what effects to preserve. The issue here is more one of implementation than intention, and just who decided a flat buffer blend is a reasonable AA solution? Or even, how is ghosting a side-effect? Antialiasing is a side effect of temporal buffer blends rather than the other way around!
True, I agree game graphics have to be qualified in motion. The most ideal would not be to have any motion blur and maybe run at 120-240 hz, the more temporal resolution, the less you need to willfully destroy visual information. Since we don't have that, motion blur can produce pleasing results for the eye. Also, a proper motion blur can look really nice in motion, as well as in still shots. It's a win-win.
Very bad youtube compression on here (taken from a comment under digital foundry) but it's enough to tell a frame blend from a motion blur:
XboxOne seems to have a proper motion blur implementation, while PS4 has no motion blur but a frame blend. The fact that Digital foundry thinks this is a motion blur implementation is very strange. Calls them "banding" artefacts. Yeah, motion blur effects may have banding with too few sample outputs along a path, but you can't call a straight buffer blend a form of motion blur. This puts doubt in me about their expertise. I don't even think there needs to be semantic discussion about what one can call motion blur. (and the devs mention this is "temporal aa" anyway)
Digital Foundry staff are human after all, sometimes they have to judge what kind of AA a games uses from their screengrabs, and that's a very difficult thing. I guess that they were wrong sometimes, Project Cars is just an example, where a developer engaged in the conversation and told the truth about the actual AA the game uses.True, I agree game graphics have to be qualified in motion. The most ideal would not be to have any motion blur and maybe run at 120-240 hz, the more temporal resolution, the less you need to willfully destroy visual information. Since we don't have that, motion blur can produce pleasing results for the eye. Also, a proper motion blur can look really nice in motion, as well as in still shots. It's a win-win.
Very bad youtube compression on here (taken from a comment under digital foundry) but it's enough to tell a frame blend from a motion blur:
XboxOne seems to have a proper motion blur implementation, while PS4 has no motion blur but a frame blend. The fact that Digital foundry thinks this is a motion blur implementation is very strange. Calls them "banding" artefacts. Yeah, motion blur effects may have banding with too few sample outputs along a path, but you can't call a straight buffer blend a form of motion blur. This puts doubt in me about their expertise. I don't even think there needs to be semantic discussion about what one can call motion blur. (and the devs mention this is "temporal aa" anyway)
The blending is plain ugly in that shot, although the car appears to have motion blur especially on the front. There's no way I can look at PS4 and XB1 and agree that PS4 has a temporal AA system in place as a benefit. The most obvious explanation is a bug or, god forbid the internet explodes, an inferior renderer for whatever reason.Very bad youtube compression on here (taken from a comment under digital foundry) but it's enough to tell a frame blend from a motion blur:
XboxOne seems to have a proper motion blur implementation, while PS4 has no motion blur but a frame blend.
It would reflect poorly on their cooking.Why can't it just be a bug in tempura