Volumetric clouds is new, juicy info.
http://venturebeat.com/2014/05/22/w...60-for-racing-games-like-driveclub-interview/
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.