SyaraSystem
Neo Member
From Playstation Universe though.
We'll have to see how it fares with more platform agnostic outlets.
What's the competition for racing game this year?
Hey, I was a number of months off and I had the name wrong, but is this not the PGR5 thread you were looking for?
Miles... We've been Driveclubbed.
http://www.oursl.com/news/SLhistory/SLR.htm
"Following extensive wind-tunnel tests, the Mercedes-Benz SLR McLaren was given a virtually smooth underbody with a special six-channel diffusor under the rear."
What's the competition for racing game this year?
Forza Horizon, Project Cars, The Crew, anything else?
Still, congrats to evo
Are the weather effects in the game day 1?
No, they said it will be a free update "shortly" after release.
So we'll probably get it in 2017/s
Was this really worth sacrificing 60 fps?![]()
Someone posted this few pages ago:It's only from PSU though, need to see what other media outlets think.
Is it unfair to think the callbacks to PGR are insincere, after watching this video here?
Look at the car reactions to driving into the wall (0:25) (0:58) (1:44) and other cars (1:01) (2:56). Look at how the cars are artificially moved relative to the road instead of relying on their own trajectory (2:58) (3:39). That barely resembles what I remember of the feel of that series. On a slightly different note, watching the number of straightaways in that track when what I've heard is that the race balancing relies on rubberbanding, it sounds like it could be problematic, and again, not all that much like PGR. This could all end up contributing to a more relaxed, fun experience, but when I see the PGR comparison, I raise my eyebrow at how accurate that could be.
To confirm there is no artificial catch-up in DRIVECLUB. The AI can only drive as fast as a human, so there is no cheating what so ever.
In the Kyle video you just saw, just before the clip begins I along with the AI in front make a mistake allowing the AI further behind to catch up down the long straight and fly by.
Is it unfair to think the callbacks to PGR are insincere, after watching this video here?
Look at the car reactions to driving into the wall (0:25) (0:58) (1:44) and other cars (1:01) (2:56). Look at how the cars are artificially moved relative to the road instead of relying on their own trajectory (2:58) (3:39). That barely resembles what I remember of the feel of that series. On a slightly different note, watching the number of straightaways in that track when what I've heard is that the race balancing relies on rubberbanding, it sounds like it could be problematic, and again, not all that much like PGR. This could all end up contributing to a more relaxed, fun experience, but when I see the PGR comparison, I raise my eyebrow at how accurate that could be.
No, they said it will be a free update "shortly" after release.
So we'll probably get it in 2017/s
Oh yeah we know what "shortly" means
:/
They didn't detail the underside of the game?
You can't sacrifice something that was never had.
Yuck. The AI repositioning looks really bad. I hope Evo will fix that.Is it unfair to think the callbacks to PGR are insincere, after watching this video here?
Look at the car reactions to driving into the wall (0:25) (0:58) (1:44) and other cars (1:01) (2:56). Look at how the cars are artificially moved relative to the road instead of relying on their own trajectory (2:58) (3:39). That barely resembles what I remember of the feel of that series. On a slightly different note, watching the number of straightaways in that track when what I've heard is that the race balancing relies on rubberbanding, it sounds like it could be problematic, and again, not all that much like PGR. This could all end up contributing to a more relaxed, fun experience, but when I see the PGR comparison, I raise my eyebrow at how accurate that could be.
There's no rubberbanding in DC. I can't recall too much about how cars responded to crashing in PGR, but all of the comparisons are about how the cars actually drive, and are by people that have had the opportunity to try it out first hand.
I don't think cars supposed to be flipping in the air at all in this game. Looks like a physics glitch to me.Is it just me, or does the car seem super light during those flips? Like unnaturally so.
I thought the kiosks are all playing against each other?I absolutely must question the "no rubberbanding" claim from Rushy, based on almost every video of gameplay I've ever seen. Look at the countryside gameplay. The player does this in the midst of a race:
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Almost every other turn is either sloppy or outright poor. And that player still comes in third place, up from 6th. I assert that the game has every appearance of altering AI driver behavior to "rubberband" the results of the race. Even set to a very easy difficulty, that race doesn't make sense without that at play. Please watch the video if you don't understand why I say this. Any time the human driver makes an impact, the AI driver ahead appears to inexplicably make a dramatic mistake (even when they've passed the more difficult part of a turn), and in light of what I highlighted with the player literally driving in circles, unless every driver but those in first and second place stopped and did something similar for even longer than the player, the race result is practically impossible unless a rubber-banding mechanic were in play.
I hope there are better explanations of this, but I trust my eyes in this case. If game difficulty is decided by how frequently AI drivers deliberately drive off the side of the road during a straightaway (rather than how precisely they can judge turns or control shift timing), then again, this doesn't even have the appearance of playing like a modern PGR game.
Is it unfair to think the callbacks to PGR are insincere, after watching this video here?
Look at the car reactions to driving into the wall (0:25) (0:58) (1:44) and other cars (1:01) (2:56). Look at how the cars are artificially moved relative to the road instead of relying on their own trajectory (2:58) (3:39). That barely resembles what I remember of the feel of that series. On a slightly different note, watching the number of straightaways in that track when what I've heard is that the race balancing relies on rubberbanding, it sounds like it could be problematic, and again, not all that much like PGR. This could all end up contributing to a more relaxed, fun experience, but when I see the PGR comparison, I raise my eyebrow at how accurate that could be.
I thought the kiosks are all playing against each other?
So it isn't AI, it's the other people at the stand.
I'm pretty sure they wouldn't make AI drive like a complete clueless person and crash into every wall, every car and spin at hairpins just because you are.
Maybe Blim can confirm.
Even then I don't think that fits their definition of rubberbanding. They said AI cars can't drive faster than a human. So for example in a game with rubber banding, the AI will crash and then in the next turn it will be right behind you (to always keep it "exciting"). The only way for that to happen is for the AI to drive faster than the car would allow. They're saying you won't be seeing that in this game.
Dynamically altering the AI difficulty isn't rubberbanding (though I'm not sure if that's happening in this game or not).
Can confirm that Driveclub very accurately mimicks the actions of a real driver:
![]()
I wouldn't drive my Volkwagen Up! any other way.
The car flipping is an SLS as you can tell by the gullwings, not an SLRMiles... We've been Driveclubbed.
http://www.oursl.com/news/SLhistory/SLR.htm
"Following extensive wind-tunnel tests, the Mercedes-Benz SLR McLaren was given a virtually smooth underbody with a special six-channel diffusor under the rear."
This game was pretty fun. imo it's definitely better than Project Cars based on my super limited time with both games. The real thing holding DC back the content. I think that might turn a lot of people off. Besides that, the game itself is beautiful and plays amazingly well.
This game was pretty fun. imo it's definitely better than Project Cars based on my super limited time with both games.
This is the first time that cars have been able to roll (that I've seen anyway), maybe it's a late edition so they haven't implemented it as it hasn't been needed until now or possibly rolling is something that won't even be in the final game? I know it doesn't really mean anything but from memory MotorStorm Apocalypse had the bottoms of the vehicles fully modelled, correct me if I'm wrong though.They didn't detail the underside of the game?
This is the first time that cars have been able to roll (that I've seen anyway), maybe it's a late edition so they haven't implemented it as it hasn't been needed until now or possibly rolling is something that won't even be in the final game? I know it doesn't really mean anything but from memory MotorStorm Apocalypse had the bottoms of the vehicles fully modelled, correct me if I'm wrong though.
Doh, just seen the SLR comments.
The car flipping is an SLS as you can tell by the gullwings, not an SLR
Is it unfair to think the callbacks to PGR are insincere, after watching this video here?
I absolutely must question the "no rubberbanding" claim from Rushy, based on almost every video of gameplay I've ever seen. Look at the countryside gameplay.
We'll have to disagree on that then (under the assumption we were seeing computer controlled drivers). My reaction is based on how preposterously some races have played out in footage we've seen. Rubberbanding has been implemented in more ways than simply shifting top speeds in vehicles, and I described why the clip I chose gave the impression it was present there.
I've always thought of rubber-banding to also include the idea of AI drivers slowing down to stay close to the player who might be far behind. Having superhuman speed to keep up with a player in the lead is just one aspect of rubber-banding. Its more about the race being staged to make you feel better rather than an objective challenge in its own right.Rubberbanding is basically streching rubberband too much and then it is released and AI driver is slinged to your butt. Basically AI superspeed or teleportation. I have never heard of rubberbanding in regards to variable AI difficulty. I think this is the classical view of rubberband AI.
DriveClub's visuals are just peerless in the racing genre. I dock it for not being 60fps, but it's impossible to deny its overall impact. It's accomplishing effects never even attempted in a racing game before, on PC or console. I am extremely excited for Forza Horizon 2, but visually DriveClub is in a class of its own. It's literally not even remotely close.
Isn't the top gif "replay" footage? and the bottom gif "gameplay"?
I've always thought of rubber-banding to also include the idea of AI drivers slowing down to stay close to the player who might be far behind. Having superhuman speed to keep up with a player in the lead is just one aspect of rubber-banding. Its more about the race being staged to make you feel better rather than an objective challenge in its own right.
It amazes me how so many people in E3 videos are terrible at racing games.
For the love of god, use the brakes.
If it was 60fps, it wouldn't look anywhere near as good. To be honest, I can't see the PS4 doing visuals like this at 60fps for at least another 2-3 years and not after a few coding/engine/driver revisions. 60fps on this game would give it the amount of detail of Horizon 2, possibly even less than that.I definitely agree. If DC were at 60 FPS, I would definitely rate it a perfect 10. It'll be very close to it (like between a 9 to a 9.5 rating).
In most arcade racers the brakes are the "lose race" button.For the love of god, use the brakes.