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DRIVECLUB gets actual weather effects, screenshots inside

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?

Ehhh, I'll let you off this time.

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."

Well damn. Amazing work, Evo.

Looks like DC won E3 Best Racing Game Award


Fully expected. Horizon 2, as good as it looks (and as much as I'm looking forward to it), didn't really stand a chance when this game is getting name dropped as the next PGR.
 
I'm kicking myself for saying Horizon 2 looks as good as this in another thread. Forza looks (really) great, but after comparing and contrasting their E3 footage, it is quite clear who's superior. Driveclub not being open-world benefits them in the graphical department, for sure.
 
It's only from PSU though, need to see what other media outlets think.
Someone posted this few pages ago:
Bp81J4ZCcAA_mzk.jpg
 
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.
 
Okay, this game is steering me (
hah
) into buying racing wheel, are there any wireless ones for PS4? Or is it better to have wired?
 
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.

According to this there's no rubberbanding.

http://www.neogaf.com/forum/showpost.php?p=87583543&postcount=627
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.

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.

Either way, we'll know soon enough once we get to play the game for ourselves. I don't think there's anything wrong in hoping that it will play like PGR.
 
You can't sacrifice something that was never had.

It was worth it. This game would be incredibly more basic at 60FPS. I have a beast PC for games that want to go that route. I want to see what Evo can do on the PS4 and we work from there.

Also, this isn't a PGR sequel. While comparisons are likely this isn't the same 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.
Yuck. The AI repositioning looks really bad. I hope Evo will fix that.

By the way, I'm amazed how bad the guy in the video is at playing the game. Is he playing with one hand or something?
 
Note about the post below: Rushy rresponded directly to quell my concern about the racer behavior. This footage (and other clips from the show floor) was from an 8-player human race, so the oddities were from human behavior rather than the machinations of an AI director.
_____________________________________________________________________

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 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:

iesXABBjOQoCD.gif


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.
 
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:

iesXABBjOQoCD.gif


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.
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.
 
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.

That clearly appears to be the multiplayer booth. There's a single player booth behind closed doors, but there's no way the guy would be sitting like that. So unless there's a third space (there could be), you're criticizing either the other drivers or the way the game is displaying them on the player's screen, not AI.
 
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).
 
We already HAVE gameplay of player vs. AI from some of the first videos released after the re-reveal (pre-E3 footage). We also have previews saying that the AI was very challenging and it was very difficult to get 1st place. I don't see where the concerns are coming from when we have plenty of evidence that there is not rubberbanding.
 
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).

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 know they have said that they don't want to penalise people that make mistakes but has there been any talk of multiple difficulties for the single player campaign? It feels more rewarding when you have to work harder to do well.
 
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. 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.

Good to hear you enjoyed it. While you enjoyed it more than Project Cars I think it is unfair to call it definitely better than project cars since the two are not competing in the same category. One is a simcade and the other is a pure sim.
 
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.
 
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.

To my knowledge, the car undersides in Forza 5 (whose makers pride themselves on vehicle detail) are textured, but geometrically flat. I don't think it's regarded as a high priority for racing games in general, unless the design exposes it in normal play. It would be neat, but with the environments looking as good as they do, I appreciate the priorities for DC so far.
 
The car flipping is an SLS as you can tell by the gullwings, not an SLR

Aye, you're right. Or perhaps an SLC...

Either way, it would be a staggering coincidence if the car that flipped and showed a smooth surface just happened to be a Mercedes SL variant. I can't find any pictures of the undersides of the gullwings, but I think it's safe to assume that they would have a smooth underbelly too.
 
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.

Evolution needs to sort the collisions out before release imo. The handling model appears to be fine (judging from all the Evo released footage where the driver wasn't pinballing about), but those collisions reminded me of fucking Lotus Turbo Challenge...

These are easily the worst two videos I've ever seen of Driveclub so far.
 
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.

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.
 
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.
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.
 
I'm actually more worried about the AI being too difficult. In all the trailers the player seems to stay at or near the back and barely makes progress forwards. I hope that's because the demo person wants to keep other cars on the track in front to make the video look more interesting. Also the tight pack racing means one small mistake will be heavily punished.
 
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.

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).

Isn't the top gif "replay" footage? and the bottom gif "gameplay"?

Bottom's Forza. The top is DriveClub.
 
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.

To me it depends how AI is programmed to game. If out of view "AI" is just a dot on map that gives no fuck about rules of game that apply to you, I would think that as rubberbanding.
If they actually programmed AI to drive worse when in significant lead, I would think that as variable AI difficulty.

In some NFS I had AI car teleport from shit far away to my arse everytime it was too far away.
I never associated variability of AI skillz to rubberbanding(slowing down AI does make rubberband effect but I do not see any negativities to it. Actually only cheating AI has frustrated me). To me it means AI cheating time to time to make race more intense.
I came to know rubberbanding when AI cheating was the norm or at least very normal for racing games.
Well I could see there being rubberbanding AI(skillz change) and rubberbanding in general (teleportation and other BS)
 
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).
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.
 
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