Drive Club Release Date: 10/07/14 (NA) + New Trailer

Those videos, although still beta, look good, but not great. BUT it still looks fun to me.
 
Saw the 1080p vid.

Pro: The quick day/night cycle may seem pretty unrealistic and gimmicky, but it is a good change of pace vs. static day or night races. Gives a good variety of colour/lighting. The fact it is optional makes this graphics feature pretty cool. Engine sound is pretty revving and pumping.

Cons: Jaggies everywhere, frame rate hitches especially when the cars are bunched up and turning around a bend. Not sure if that's human players or cpu AI, but if it's cpu AI it's not very smart

Forza looks better for sure. I've never seen NFS running in person, but solely comparing NFS vids and DC vids, I even give NFS an edge (excluding the day/night cycling feature which is cool).
Nobody cares what you think.
 
That Canada video has sold me on the game. It just looks fun.

The sense of speed looks fine. Graphics are really nice. Love the sprinklers. Lol
 
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New Canada footage looks good, you can see how much of the power budget went into the realtime lighting and shading.
 
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I finally watched it on a 1080p monitor and I'm liking it. It's not perfect and yes there are still some jaggies but it's still a year one title, plus there are several months to go anyways. For me if they can clean up the aliasing and make sure the frame rate stays solid then I'm good. Give me this game this fall, Project Cars later on, then GT6/7 next year and I'll be eating good.
 
My favorite gif that I have seen so far, has a nice sense of speed:

ilX7INB54QSsI.gif
 
They're going to show Norway next (whenever that is..) but they should have some amazing tracks in Norway.
 
That Canada video really shows off what focusing on environments as well as cars can do for the overall presentation of a racing game, it looks amazing IMO. It's also pretty obvious that 30 fps isn't hurting that game at all, there is a nice smooth sense of speed there.
 
They just need to improve the AA/AF and motion blur a bit. Looks good otherwise.
And polish up the frame rate. In the various vids, when the car is turning around a bend, the video often hitches a bit, esp. when there's a bunch of cars grouped together.
 
Framerate looks solid in all the new vids. It's likely running slightly above 30 but capped most of the time.
 
My favorite gif that I have seen so far, has a nice sense of speed:

ilX7INB54QSsI.gif

That gif makes me want to go fishing too in that creek. I am glad that DC has the animated parts on the cars too. But give us cockpit view in these vids please. Third person...yuck! But third person does show the lighting and reflections better.
 
That gif makes me want to go fishing too in that creek. I am glad that DC has the animated parts on the cars too. But give us cockpit view in these vids please. Third person...yuck! But third person does show the lighting and reflections better.

iRW2oDKOrO9Iz.gif
 
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Volumetric clouds is new, juicy info.

http://venturebeat.com/2014/05/22/w...60-for-racing-games-like-driveclub-interview/

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GamesBeat: Some of the other products out there have similar ideas, but they’re free-to-play games. Eutechnyx has its Auto Club Revolution in China and other places. If you’re shooting for a premium experience, what do you have to deliver to stay above that competition.

Rustchynsky: For a premium experience, it’s all about the visual detail, pushing the PlayStation 4 to its absolute limits. I truly believe that there’s no other racing game out there with cars of this level of detail. Not just in the showroom but actually in the race. We want to make sure that when you’re racing, that’s where you see the detail. And not just on the cars but on the tracks as well. We’ve got tracks spanning 10 kilometers. I don’t know all the stats, but we have massive vistas, as far as the eye can see.

GamesBeat: You made a point of showing that the sound is different outside of the car versus inside the car.

Rustchynsky: We have microphones rigged up inside and outside. It’s such a different experience. When you’re on the back, you want to hear that exhaust. But when you’re inside, it’s a very different experience. You have the air rushing over the cockpit. You have the muffled audio. It’s not just a filter we’re applying. It’s a different recording, specific to the interior.

We want to make that distinction between the two, because we’ve done driving games in the past and used filtering techniques. It never really gives the same experience. We wanted the raw audio for whatever angle you were playing from.

GamesBeat: It looked like in one of the scenes there, you could drive above or below the fog.

Rustchynsky: That was a demonstration of our cloud system. It’s not faked. It’s not just an image in the background that looks like a skybox. These are dynamic, volumetric clouds. They’re all random as well. It’s not like the clouds will be in the same formation every time you play the same race. They’ll change. It might sound like a gimmick, but it changes the way the whole stage is lit. You’ll be racing in the same conditions – cloudy at noon – but because the cloud cover is different, it lights the stage completely differently, giving a whole different tone and feel to the stage.

GamesBeat: Does it look like you’re going to hit your framerate target easily?

Rustchynsky: Thirty frames? We’re nailing it right now. We’re locked at 30. There’s no drops. That’s very important. We want to make sure that — 30 frames was a choice by us, to make sure we can push the visual fidelity of the game. But we also didn’t want to compromise the gameplay in any way, shape, or form. We tried to make sure that latency between your inputs and what happens on screen is as rapid as humanly possible. You always feel completely in control of the car.
 
Rustchynsky: Thirty frames? We’re nailing it right now. We’re locked at 30. There’s no drops. That’s very important. We want to make sure that — 30 frames was a choice by us, to make sure we can push the visual fidelity of the game. But we also didn’t want to compromise the gameplay in any way, shape, or form. We tried to make sure that latency between your inputs and what happens on screen is as rapid as humanly possible. You always feel completely in control of the car.


Terrible decision. We all know they wanted 60fps too, but they couldn't do it. Btw clouds? Who gives a damn about clouds in a racer? Wonder how much processing power those chewed up.
 
Just seems like 60 would have bee the goal over all this visual crap like clouds and trees.
 
Terrible decision. We all know they wanted 60fps too, but they couldn't do it. Btw clouds? Who gives a damn about clouds in a racer? Wonder how much processing power those chewed up.

that was a point I made in another thread. the scenery should be secondary, or even third in line behind car physics, and AI. who gives a damn about if the clouds are rendered or a skybox? who cares if the trees are 2d? seriously.. epic fail to drop 30fps just to have some off hand bragging right that doesn't affect the gameplay at all.
 
that was a point I made in another thread. the scenery should be secondary, or even third in line behind car physics, and AI. who gives a damn about if the clouds are rendered or a skybox? who cares if the trees are 2d? seriously.. epic fail to drop 30fps just to have some off hand bragging right that doesn't affect the gameplay at all.

Agreed. People worried about 3d crowds and fvcking clouds in a racer, but half the framerate is fine in a high speed racing game. GTFO lol
 
I think it's fine. This is a mix between a sim and arcade racer. He already said he wants the player to feel like the controls are as responsive as humanly possible. Calling it an epic fail is a bit too much IMO, if you're a hardcore racer that needs that 60 fps, you can play forza 5, the next gt game or project cars coming out. It's not that big of a deal.
 
I think it's fine. This is a mix between a sim and arcade racer. He already said he wants the player to feel like the controls are as responsive as humanly possible. Calling it an epic fail is a bit too much IMO, if you're a hardcore racer that needs that 60 fps, you can play forza 5, the next gt game or project cars coming out. It's not that big of a deal.

lol @ you have to the be a hardcore racing fan to understand how important 60fps is for a racer.