Driveclub Pre-E3 previews

Deezay

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The game won't be great.... I can tell u that lol..... These nikkas really hyped for this?? Smh this shyt is weak compared to what's coming out later this year, the greatest game of all time, the game you and your mamma played and WILL be playing. Halo 2 HD. Lol.....

Driveclub???..... Let me know when a real game comes out for PS4. Have fun waiting..


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*Xbox snap Hulu*
:feedme:
 

Fatboi1

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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: 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.
 

Fatboi1

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The lighting in this game is gawdly :ohlawd: Just imagine how good this will look in person.

To reiterate, look at how bad youtube compression can make a image look.

Driveclub compression comparison
Left to right: HQ screen capture, IGN video, Youtube
iFERVz8fRSdLD.png
 

Fatboi1

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When Evolution Studios announced that DriveClub would run at a locked 30fps, they said it’s “absolutely the best thing” and has allowed them “to create some of the biggest tracks you will ever see in a racing game.”

As part of a recent interview with GamesBeat, Game Director Paul Rustchynsky answered whether they believed reaching their framerate target would be easy:

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 then explained what they’ll need to do in order to deliver a premium experience with DriveClub:

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.

Audio is such a big part of racing cars as well. We want to make sure that for each of the individual 50 cars, we truly captured the audio experience of what it’s like to be in that car. Same goes for the handling. We’ve been fortunate enough to go out and race a lot of these cars, on road and track.
DriveClub Locked at 30fps Right Now, "There's No Drops"


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.
 

Stinky Diver

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My only gripe...and its not a big deal but I wanna see this sort of detail in a more open environment like past PGR games had. Maybe they'll have an open course mode.
 
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