DRIVECLUB The Drenched Forests of Canada

Yeah I'm aware of that, but Megasoum feels there will be no PS4 system level support from anyone. Trying to understand why.
From anyone?... The software (games) will be there soon enough, it would be foolish for hardware manufacturers to avoid the market. DC, Project Cars, GT7 (inevitably)... They all NEED wheel support to satiate the hardcore.
 
GTAV, GT5, PGR 3 & 4, Grid 1 & 2, Dirt 2 & 3, pretty much all the recent Need For Speed games.

I mean the graphics aren't that far above the games I mentioned.
Higher LOD backgrounds, high res textures & 1080p withstanding.

butt hurt much? Dude all you been doing is trolling this game in this thread. Why not just leave the thread be if you dislike the game so much?

Anyways back on topic: As being a PC gamer and a huge racing fan ...this is the most impressive looking racing game i've ever seen in motion, at least as far as photo-realistic visuals go. This is the first game in this new generation that truly comes close to photo-realism. Props to Evolution! Cannot wait to get my hands on this game come Oct. There is simply no other racing game that i know of that matches these visuals ...these are the graphics that truly show a new generation of graphics for gaming and this is a 1st year game? Gosh imagine what games will look like in another 2 years from now when Dev's truly start to harness PS4's power and architecture which is a much much more efficient architecture.
 
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Yay !! Again.
 
Evo claims it's right in between. People who played the game have pretty varied opinions on which side it leans. The only general consensus after this E3 is that it feels good. I think the only way to judge is to try for yourself.

It's supposed to be in the middle ground between arcade and sim. Should be really nice.

Perfect. This will definitely be my graphical showoff when I pick up my PS4.
 
Impressive, both games look damn good. Horizon seems to be a lot more colorful while DC aims to be realistic with it's effects. Until I play both games, can't say one is better than the other yet.

DC can be colorful. It can also be very muted. That's what happens when you use a realistic real-time lighting model that accurately reacts to changing time of day and atmospheric conditions. FH2 still uses the largely baked lighting techniques and cheap/fast/cheesy wet surface shaders to make stuff shiny. Meanwhile in DC water pools realistically in the subtle ruts that build up on asphalt roads and streaks and splashes.
 
Of course! May be the wipers were buggy and they decided not to show it in these clips. Or may be they wanted to hold that back so that we can have another 50 page thread about it in a week or two ;)
If they really want attention they should release some letterbox footage of a race with QTE prompts.
 
there's no way anyone can look at those two gifs between driveclub and forza horizon and say driveclub doesn't look better. Forza's rain looks like it was slapped on haphazardly. Being openworld didn't do forza any favors on the graphics side, it looks hella cartoony
 
I just can't unsee those static raindrops no more.

Driveclub has ruined me :/

PGR ruined me. It's the least I expect when there's rain in a racer. What I expect as standard now is the wind shield fogging up, streaks from the wipers as they work overtime to clear the wind shield, the sound of rain hitting the roof in various intensities, reduced visibility when it's a torrential shower.
 
Both look great, but DC looks better, it's logical because it also runs at half the framerate (30 frames VS 60 frames ) (it's no rocket science. )

Both run at 30fps 1080p

It's rather logic that DriveClub looks better since it's running on a more powerful machine and it's on track vs free roam
 
The gif leads me to believe they are both circuit racers tho.

Will it be anything like the first one? How was that structured? Were the races in strict "this is where you can drive" confines with lots of open world links?

Only comparison I can think of, at the moment, is Fuel. Burnout had lots of freedom of direction but was essentially a grid system without offroading.

I also wonder if this engine could be turned to open world, if the claims about how much of the world is being rendered at one time are true.
 
It's more open than horizon 1, it's more a open world racer than a circuit racer.

GIFs tell nothing, watch some videos.

Come on now.

Will it be anything like the first one? How was that structured? Were the races in strict "this is where you can drive" confines with lots of open world links?

Only comparison I can think of, at the moment, is Fuel. Burnout had lots of freedom of direction but was essentially a grid system without offroading.

I also wonder if this engine could be turned to open world, if the claims about how much of the world is being rendered at one time are true.

It will be much more open the first Horizon. You're essentially given a destination and it's up to you how you get there. You can stick to roads, go off road, take short cuts, it's entirely up to you. I'm sure there will be come circuit races though, those were in the first game as well, but with them removing all barriers for Horizon 2, I can see those being the small minority outside of city races.

As for is DC can be turned into a open racer. I'm pretty sure doing so requires a lot more work than just rendering the world. Then again, I'm not the best person to answer that question...
 
True...if you can find one. They are pretty much out of stock everywhere. Pretty sure Thrustmaster has stopped production.

What pisses me off with the PS4 is that there will never be an "Official PS4 wheel" since there is no system level support for wheels. The game itself has to support it so the compatibily will always be on a game to game basis.

Factually incorrect.

Thrustmaster T300RS is the first official wheel for PS4, with built-in OS system functionalities (unlike T500RS for example, which will not have the ability to use buttons or D-pad on system level, nor will have Share/PS functionalities, but will allow for all other functionalities to be used once in-game)

So, T300RS is the first (of probably few others to come) official wheels for PS4.

There was licensing deals with the manufacturers and with Immersion (the company responsible for the vibration/ffb) that allowed system level support of the wheels.

Factually incorrect.

There was never any kind of all-around "system level support" for all of the wheels (with the exception of DFGT model and Thrustmaster 500RS which are the only wheels that were officially PS3 compatible and had proper OS-level support).

TouchSense (Immersion's software) was simply so wide-spreaded among the popular manufacturers (Logitech, Thrustmaster (older models) and Fanatec's emulation) and based on very simple and basic HID-API that was easy to decode by PS2 and later by PS3. However, the support for SDK for all TouchSense based wheels was part of the Logitech/Sony licensing deal (for DFGT wheel only) simply because DFGT used the same SDK/API as majority of the other wheels.

Once the Thurstmaster became official hardware partner with Sony (in 2009), their own SDK/API (HEART) had to be both updated in the OS of the PS3 console, as well as implemented in games (It was Dirt 2 that was the first PS3 game to support T500RS IIRC and later came GT5).

So, in order for Logitech (Fanatec) wheels to work on PS3, Logitech needed to have licensing deal with Sony - which it had. Luckily for 90% of the owners, the SDK/API that DFGT used was basically the same as 90% of other Logitech wheels so developers had only to remap the buttons and such in order to "support" other models (if you recall, many PS3 games actually do not have such ability, they only recognize generic layout - Gran Turismo being one of the rare games that developed "support" for almost all types of Logitech wheels - although it is merely a button-layout and some basinal API functionalities).

Now, we have the very similar situation with the PS4, only "problem" is that Thrustmaster wheels are not so widely-spreaded as Logitech's were during PS2-to-PS3 era transition. In the same way Logitech had a licensing deal with Sony back then, today it is Thrustmaster that is having the same deal. Their old model (T500RS) does not work 100% on the new hardware (in the same way how DFP's - for example -didn't have PS-XMB button support), but it is working in-game (as DFP/G25/G27 did). In the same time, newly developed PS4 wheel - T300RS - have 100% OS-level support (as DFGT had, for example).

But there was never any kind of magical system level support without licensing which was always done per-system and per-manufacturer.
 
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