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DRIVECLUB gets actual weather effects, screenshots inside

I didn't know that the cars can roll in DriveClub.
It's like he tried how can you be that bad a racing game??
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.
Sorry. I don't want to do this but...
You mean "it is" not "it would be", right?
 
In most arcade racers the brakes are the "lose race" button.

Not in Project Gotham though, which this game is generally compared to.It's not trying to be Ridge Racer.

Besides, it's not as if most of the footage of people playing actual arcade racers at events like these is much better. :P

It's like he tried how can you be that bad a racing game??

Sorry. I don't want to do this but...
You mean "it is" not "it would be", right?

I'm not seeing any problem with how he worded that.
 
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'm in disbelief at how bad this guy is driving. Holy shit.
 
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).

Are you talking about rating it as in a review rating? I think it's pretty silly to rate a game based on tech alone before ever playing it.
 
Not in Project Gotham though, which this game is generally compared to.It's not trying to be Ridge Racer.
Besides, it's not as if most of the footage of people playing actual arcade racers at events like these is much better. :P
I'm not seeing any problem with how he worded that.
One implies maliciously (not that the rest of the paragraph does) that it's possible all of the cars don't have modeled underbellies. I'm 95% positive that's not what he's trying to say, but I just need to make sure. And secondly, it's not "would be" an amazing coincidence, it is an amazing coincidence, because it did actually happened. And that's what the underbelly of the car (supposedly) looks like.
 
One implies maliciously (not that the rest of the paragraph does) that it's possible all of the cars don't have modeled underbellies. I'm 95% positive that's not what he's trying to say, but I just need to make sure. And secondly, it's not "would be" an amazing coincidence, it is an amazing coincidence, because it did actually happened. And that's what the underbelly of the car (supposedly) looks like.

I doubt it was meant to be malicious, seeing as he was the person that brought up the SLR initially.

"it would be a coincidence if" and "it is a coincidence if" end up being the same thing really, with the first actually making more sense. I guess seeing as he's already aware of it being an SL variant, he needs to lose the "if" completely.

I guess I'm just nitpicking your nitpick really. :P
 
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.

Are you talking about rating it as in a review rating? I think it's pretty silly to rate a game based on tech alone before ever playing it.

I think you're both right. I should keep my expectations in check. :)
 
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.

Seems like a lot of trackside detail pop in too. Maybe because its in multiplayer mode.
 
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.


You think this is AI controlled? The car in front running off then flipping over the track.

iUL2BzSfRwoHi.gif


I think it was multiplayer on the show floor.
 
This game comes out at a bad time for me. Racers are games I play in the summer or drought periods. The fall I'll be playing other genres I care more about.
 
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 hear you loud and clear on rubberbanding and it absolutely ruins racing games. Couldn't finish Burnout 3 myself despite it being a fun game because of the rubberbanding.

Sometimes it has to do with the game streaming the graphics in so the car is not actually racing along with the player, and the car on screen is seperate its lap time. This happened with F1 a few years ago.
 
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.
I don't think the video shows what you think it does. That GIF of the epic spinout is slowed down immensely. If you watch the video, the driver actually gets back onto the road only about 8 seconds after position 3 passes him (followed by 4 and 5). For a while, he doesn't catch up to anything...during which time car 5 drives off the road and flips over the track (GIF earlier in this thread).

It's about a minute after his accident before he passes car 4, then another 45 seconds or so to pass car 3. So his 8-second deficit takes him ~100 seconds to overcome. That's perhaps not true to reality, but I don't think it overly easy for an arcadey racer. (And note that his sloppy driving very nearly drops him back to 4th again, but the race ends soon after.)
 
You think this is AI controlled? The car in front running off then flipping over the track.

iUL2BzSfRwoHi.gif


I think it was multiplayer on the show floor.


Yup, that was a vid with multiplayer, as evident by the holographic names on top of the cars, not to mention there are only 8 cars on track because the dev team could only set up 8 racing pods for multiplayer at E3. All of the E3 single player vids have 12 cars, and you don't see the holograms on top of the opponent cars, as seen in the vids below.

Rounding up some of the various videos in case someone missed them.

GameSpot Stage Demo: (720p, direct feed)
https://www.youtube.com/watch?v=FHqoRztLlW8

Gamespot Aston Martin gameplay: (720p, direct feed)
https://www.youtube.com/watch?v=1JdyPp0NCco

Gametrailers showfloor gameplay: (720p, offscreen, without sound)
https://www.youtube.com/watch?v=qdjrw4djpNQ

Jogamos showfloor gameplay: (720p, offscreen, wheel visible)
https://www.youtube.com/watch?v=mLcA_4oJCr8

IGN Stage Demo: (1080p, direct feed, with commentary)
http://www.ign.com/videos/2014/06/11/driveclub-gameplay-demo-ign-live-e3-2014

Gamersyde showfloor gameplay 1: (1080p, offscreen)
http://www.gamersyde.com/hqstream_driveclub_showfloor_gameplay-32313_en.html

Gamersyde showfloor gameplay 2: (1080p, offscreen)
http://www.gamersyde.com/hqstream_driveclub_gameplay_2-32319_en.html
 
In most arcade racers the brakes are the "lose race" button.
I'm really happy that it isn't the case in Driveclub. Too many arcade racing games go with pedal-to-the-metal-and-hope-that-you-don't-fuck-up philosophy. Mastering corners is the essence of racing after all. It's great that Evo took the middle ground between arcade of sim.
 
Yup, that was a vid with multiplayer, as evident by the holographic names on top of the cars, not to mention there are only 8 cars on track because the dev team could only set up 8 racing pods for multiplayer at E3. All of the E3 single player vids have 12 cars, and you don't see the holograms on top of the opponent cars, as seen in the vids below.
That's exactly eight. We had 2 demo's at E3 (well we also had it running on PS TV & Remote Play elsewhere across the show), the first demo was 4 v 4 club racing (we wanted 6 v 6 but didn't have the space) and a single-player demo on the new Thrustmaster T300 racing wheel.

I absolutely must question the "no rubberbanding" claim from Rushy, based on almost every video of gameplay I've ever seen.
There is absolutely no rubber banding what so ever. All AI or Human competitors can only ever drive to the limits of the selected car.

Evolution needs to sort the collisions out before release imo.
There's a few bugs in the online demo causing these collision issues. We'll have them addressed for launch.

They didn't detail the underside of the game?
We decided to to use a body plate on the underside of all vehicles, as in reality you don't drive these cars on these types or roads at this speed. The cars bottom out frequently in the game as they're being pushed to their absolute limits (we haven't artificially increased ride height to get around it as it affects the centre of mass), which is why we decided to add body plates to the underside. Also, yes of course it does save on unnecessary detail so we can spend the resource elsewhere.
 
That's exactly eight. We had 2 demo's at E3 (well we also had it running on PS TV & Remote Play elsewhere across the show), the first demo was 4 v 4 club racing (we wanted 6 v 6 but didn't have the space) and a single-player demo on the new Thrustmaster T300 racing wheel.


There is absolutely no rubber banding what so ever. All AI or Human competitors can only ever drive to the limits of the selected car.


There's a few bugs in the online demo causing these collision issues. We'll have them addressed for launch.


We decided to to use a body plate on the underside of all vehicles, as in reality you don't drive these cars on these types or roads at this speed. The cars bottom out frequently in the game as they're being pushed to their absolute limits (we haven't artificially increased ride height to get around it as it affects the centre of mass), which is why we decided to add body plates to the underside. Also, yes of course it does save on unnecessary detail so we can spend the resource elsewhere.

That's settled then. Thanks for the update!

... still patiently waiting on a few seconds of that delicious, delicious weather footage the press has been raving about, Rushy!
 
Thanks Rushy

Game looks absolutely incredible and I'm there day 1 as a casual racing fan. Great job

PGR is probably one of my favorite racing games of all time and it seems to get compared to that game. Do you feel PGR fans will pick up the controller and feel right at home with it?
 
What's the music situation in this game? Licensed, original, custom soundtracks?
This game is giving me PGR vibes, PGR3 was how I spent damn near most of my first christmas with the 360 (like 8 years ago).
 
There's a few bugs in the online demo causing these collision issues. We'll have them addressed for launch.

That's great to hear. It was the first real worry I've had for the game so far. I guess it makes sense to have not seen it before if the bug is restricted to the online implementation.
 
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.

These vids from the E3 show floor are 8 player MP races, so all 8 players are human controlled. No rubberbanding, just absolutely shitty players.
 
I always forget whether you're allowed to compare the graphics of similar games to each other in certain threads or if you have to do it particular threads so i'll spoiler my post.

I saw a couple of streaming demos of this at E3 and it looks amazing, that Chile track (i think it was Chile) looked ridiculous. Imo this blows away Project Cars as that game still looks like a videogame imo while Drive Club looks like movie cgi or something.
One of the most impressive games i have ever seen, the lighting is just out of this world

This appears to be the safest place for all graphics comparisons.
 
This game comes out at a bad time for me. Racers are games I play in the summer or drought periods. The fall I'll be playing other genres I care more about.

You can always pick it up later after you are done with the Holiday games
 
We decided to to use a body plate on the underside of all vehicles, as in reality you don't drive these cars on these types or roads at this speed. The cars bottom out frequently in the game as they're being pushed to their absolute limits (we haven't artificially increased ride height to get around it as it affects the centre of mass), which is why we decided to add body plates to the underside. Also, yes of course it does save on unnecessary detail so we can spend the resource elsewhere.

More than reasonable and to be clear, I didn't mean it as a criticism, was just wondering why it wasn't detailed, so thanks for clearing that up.

Now how about that weather footage, Rushy?

U5vgKRw.gif
 
There is absolutely no rubber banding what so ever. All AI or Human competitors can only ever drive to the limits of the selected car.

Excellent, thank you for the clarification! I edited the earlier comment, just so I don't accidentally give people the wrong impression about the game.

Also, re: the single-player setup with the wheel, the T300 RS is supposed to be available at retail August 15, 2014 if nothing changes since the product announcement. It's a little above my budget, but jeez that thing looks nice. I'd love some legacy Logitech support, but I won't hold my breath...
 
rushy said:
and a single-player demo on the new Thrustmaster T300 racing wheel.


The constant and specific mention of thrustmaster has me worried. Makes me think Sony have some co-marketing thing going on, which in turn reduces the likelihood we'll get logitech legacy support.

Also sounded a bit marketing speaky from rushy, but I'll put that one down to 'been saying the same thing all day every day and can't help it'
 
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