Driveclub weather update out NOW. laawwwwwd.gif


Some pretty nice aggressive racing there. You can add me online too if you want, I still don't have ps+ yet but we can send challenges or whatever. psn: vspectra06

I do 1 on 1 sessions too.

Lol but really, the weather effects are something else in the game. It's just blew my mind when I started my first race. I wasn't even 10% done with the race when I started to mess around with photo mode.

Yeah, the weather effects are the best I've ever seen. The attention to detail is insane.
uvxhvf.jpg
 
quick gif showing off how raindrops react to movement on your windshield
(jerky driving purely for effect, i swear)
WelldocumentedEvergreenHound.gif

WHAT.

THE.

SHIT.

Evolution just got themselves a sale from me. Can't wait to see what a next gen Motorstorm with full weather simulation and car destruction would look like from them
 
While we're discussing how awesome DC is now... do notifications work for anyone else?

I can play online, challenge, see leaderboards... pretty much everything works for me except for notifications, that shit just sits there with the spinning load donut, presumably forever (I've never had the patience to check). Every time.

I mean I've literally never seen a single notification and I've had the game since launch.
 
Just played Driveclub for the first time. Took my time in some single player bits to get used to things, then took a challenge from someone, in a mental car, in the rain. Omg so much fun and also so much "I can't see shit right now".

Totally crazy.
 
So I've been playing with the rain on for a few races in India... and is it just me or is the handling exactly the same as when the road is dry? I've tested a few cars and I honestly haven't noticed a difference between dry and wet roads yet, maybe I'm testing the wrong cars. I honestly hope this isn't just some graphical filter, that would make me sad, I was hoping for a whole new gameplay experience with the weather, not just he game to look good :-/
 
See, this is why games should be left in the oven long enough (I'm looking at you, Ubi).

Imagine if they'd delayed it until now.

That would be a more polished version with awesome next gen weather effects, working online, and no doubt at least an 80-85 Metacritic score like Second Son and Sunset Overdrive.

This would definitely have made a much bigger impact and more sales.
 
So I've been playing with the rain on for a few races in India... and is it just me or is the handling exactly the same as when the road is dry? I've tested a few cars and I honestly haven't noticed a difference between dry and wet roads yet, maybe I'm testing the wrong cars. I honestly hope this isn't just some graphical filter, that would make me sad, I was hoping for a whole new gameplay experience with the weather, not just he game to look good :-/
Wow. Maybe you're just really good. I find myself spinning out WAY easier in the rain.
 
Wow. Maybe you're just really good. I find myself spinning out WAY easier in the rain.

I'm gonna test some of the lower power cars right now, just felt weird, BAC Mono, M4, Ferrari 458 and Bently Continetal all controllered pretty perfectly in Canada with Heavy Precp. and Stormy weather setting. BAC Mono is a beast in everything anyway so I'm gonna test some of the lower power cars. Just a first impression, pretty sure it's not like that, weather and rainy craziness has always been my favorite parts of racing games, GT used to make driving in rain such a bitch to the point where it felt liek a brand new race/track for me :D

EDIT: Yup seems like some of the lower class cars get much more slippery in the rain. Awesome this gonna be good

Double Edit: My goodness... this is fucking amazing
 
See, this is why games should be left in the oven long enough (I'm looking at you, Ubi).

Imagine if they'd delayed it until now.

That would be a more polished version with awesome next gen weather effects, working online, and no doubt at least an 80-85 Metacritic score like Second Son and Sunset Overdrive.

This would definitely have made a much bigger impact and more sales.
I understand what you're saying and fundamentally I agree, but I have a feeling they had no idea the online server code was in that state until the game launched. There were no issues with it in the beta that I'm aware of. So either way, I think DC's servers would have been borked at launch. This caught them off guard. But they should have had a much larger beta, that would have helped.
 
These water physics would even impress ND

Neil deGrasse

As soon as I have an evening where I'm not home late and too burned out I have to get into this (I have the T300RS wheel and the game is practically a workout with it)
 
I haven't bought a non-arcade racing game in a long time, but I think I'll have to pick this one up when I need some eye candy.

The GIFs are too much, I need to experience this.
 
I haven't bought a non-arcade racing game in a long time, but I think I'll have to pick this one up when I need some eye candy.

The GIFs are too much, I need to experience this.

It seems to be on sale at alot of places right now! With the sales going on, I'm wondering if they are gonna do the sale digitally also during the 4 weeks of PSN christmas sales. Would be awesome, will support EVO and buy a copy for my bro since I just bought him a PS4 for Christmas anyway lol. EVO deserves it, this is top class for a free patch
 
Ok guys, I made a comparison from vanilla DC (launch) to the patch that came out today to see if there's been any change in IQ for gameplay. It's not a perfect comparison but I tried to get the lighting and positioning as close as possible.

Here's the original shot I took back in October:

iby9lq1YnLVkT2.jpg


And the one I took today:

ibsfbsUZbaIoQj.jpg



I honestly don't see much difference but I do feel that the game...looks better...post weather patch. Not sure what it is exactly.
 
These water physics would even impress ND

Neil deGrasse

As soon as I have an evening where I'm not home late and too burned out I have to get into this (I have the T300RS wheel and the game is practically a workout with it)

If it's anything like my T500RS, turn FFB down to 30% and wheel vibration to medium. There is still plenty of feedback, but the motors aren't trying to rip to wheel out of your hand at every turn, and it's much easier to flick in opposite lock (or at least counter steer) when shit gets loose. Still can't drift though :/
 
I see HUGE differences, though it looks like you're using a matte or matte metallic paint job in the second one when you're using a metallic or gloss paintjob in the first, I would've made sure the paintjobs were the same.
 
I see HUGE differences, though it looks like you're using a matte or matte metallic paint job in the second one when you're using a metallic or gloss paintjob in the first, I would've made sure the paintjobs were the same.

Odd, I selected "factory" for both. Unless that was changed in the patch :S
 
Ok guys, I made a comparison from vanilla DC (launch) to the patch that came out today to see if there's been any change in IQ for gameplay. It's not a perfect comparison but I tried to get the lighting and positioning as close as possible.

Here's the original shot I took back in October:

iby9lq1YnLVkT2.jpg


And the one I took today:

ibsfbsUZbaIoQj.jpg



I honestly don't see much difference but I do feel that the game...looks better...post weather patch. Not sure what it is exactly.

If they only tweaked the temporal component of the AA then it would only look better while driving (moving) rather than standing still, I can't say for sure but I do notice less shimmering overall.
 
Ok guys, I made a comparison from vanilla DC (launch) to the patch that came out today to see if there's been any change in IQ for gameplay. It's not a perfect comparison but I tried to get the lighting and positioning as close as possible.

Here's the original shot I took back in October:

iby9lq1YnLVkT2.jpg


And the one I took today:

ibsfbsUZbaIoQj.jpg



I honestly don't see much difference but I do feel that the game...looks better...post weather patch. Not sure what it is exactly.

AA and IQ look pretty much the same. Lighting is in a slightly difference position which makes it hard to compare apples to apples.

One thing that has changes is some of the landscape textures. I you look in the canyon, the patch has removed so 'moss' or greenery from most of the rocks.

Also, in the bottom of the image, it looks like there is more roadside grass (I know the shots are cropped differently, but there is still some overlap where the grass is post patch).
 
It would be the sun position changing the colour of the paint.

Are those photo mode shots (which do run some AA), or just external camera share-button shots from a parked car?

Just gameplay camera with a parked card and the HUD turned off.

AA and IQ look pretty much the same. Lighting is in a slightly difference position which makes it hard to compare apples to apples.

One thing that has changes is some of the landscape textures. I you look in the canyon, the patch has removed so 'moss' or greenery from most of the rocks.

Also, in the bottom of the image, it looks like there is more roadside grass (I know the shots are cropped differently, but there is still some overlap where the grass is post patch).

Yeah I noticed that too. It looks like they fixed some weird artifact just above the hood of the car on that hill. In the top photo there appears to be a weird black line cutting down the hill but in the bottom one it's not there.
 
Just gameplay camera with a parked card and the HUD turned off.



Yeah I noticed that too. It looks like they fixed some weird artifact just above the hood of the car on that hill. In the top photo there appears to be a weird black line cutting down the hill but in the bottom one it's not there.

shame the sun is in a different position.
I can say the wing mirror looks much better now :)
there is a totally different display in mid-background .. a level of detail change? perhaps from the camera position tho.
 
If they only tweaked the temporal component of the AA then it would only look better while driving (moving) rather than standing still
Temporal AA depends on coherency from frame to the next; movement actually makes it more difficult to correctly reproject information.

There have been implementations where motion causes some jaggies to go away (like in KZSF), but this only works because the reprojection is being filtered very liberally; high-frequency detail is blurred away during slow motion, for instance.

In most implementations, it's very obvious that the TAA depends on minimal motion: undersampled phenomena like specular aliasing in Infamous Second Son clearly has a 2x sampling boost when standing still versus when rotating the camera at a medium speed; Halo Reach flat-out loses all AA on any pixel where the game detects motion.
 
So after railing on this game since before it came out, I finally decided to jump in today given it's price drop. To start, DriveClub has always been a game I planned on getting eventually, but certainly not at $59.99 and certainly not at launch. My initial impressions are pretty much what I expected.

Pros:
-The visuals: This is the best I've ever seen any game look on any platform. The lighting is superb and the car models are true-to-life. The tracks and environments really shine like they never have on any racer before it.

-The handling (mostly): In true sim-cade fashion, the handling is fun and forgiving. I do take issues with some of the design nuances, but all-in-all, it's a fun experience.

-Tracks: These are easily the best collection of fantasy tracks I've ever come across. They really feel like places that could easily exist in real life, yet they are as interesting and alive as anything I've driven through. The great elevation changes and hairpin turns offer size-able challenge, encouraging a measured approach. They're also beautifully realized.

-Sense of speed: Aside form Wipeout, this perhaps the most edge of your seat racer I've played. The dense environments have objects flying by at every turn, and the great sound mixing makes the experience come to life.

-Load times: The game is extremely snappy and never keeps you waiting. Considering the amount of racers I hopped in and out of, it was a good feeling knowing I was spending most of my time on the track and not in the menus.

-Online races: I only did a couple, but the online experience felt fun and satisfying. Luckily, it looks like I'm dealing with a curated set of competitors when it comes to on-track etiquette.

-Car collection: Both a pro and a con, but I'm happy the team went with a lot of obscure cars that aren't available in most racing games.

-Weather (mostly): Hands down, the best looking weather in just about any game, period. Still, I'd like to see the cars interact with the change in the road surface more.

Cons:
-Aesthetics and presentation: Aside from the graphics, this game isn't pretty. The menus are well laid out and easy to read, but they aren't easy on the eyes. With a game that looks this good, I would have liked to see sweeping vistas or shimmering cars on display rather than the dull black/red/grey color scheme.

-Tour: Pretty much a cut and paste affair. It's not only something I've seen in games countless times before, but it is perhaps the most generic iteration of a career mode in a racing game. Every event feels same-y, with very little incentive to press on besides the fact that you pretty much have to.

-A.I.: I understand most racing games don't offer much to write home about when it comes to racer A.I., and DriveClub isn't the worst offender by far, but I expect more from current-gen offerings. The A.I. feels very robotic and do not emulate what a real person would do. They're all pretty much the same, but they drive at different speeds.

-Lack of customization: Now, this isn't a knock on not allowing performance upgrades to cars--I'm actually all for it--it works for this game. I simply don't understand the logic for not allowing us to create our own logos, change out wheels, and offer a non-clunky solutions to change a car's color.

-Car collection: I think we all know where I'm going with this, but it needs to be said. It's not the number or even the extreme skew towards European makes (though that is puzzling), but this game was made for performance cars and exotics. Why am I driving hot hatches again? This game does a lot to hold itself back and the car collection is a big part of that (also a big part of this game's potential).

-Lack of character: When reviews of DriveClub first came out, there were claims that this game lacked "soul". I now fully know what they meant. DriveClub lacks the panache that exists in most modern racing games. It's a combination of the game's dull presentation, uninteresting career mode, and droning sound track that really drag down what could of been a much better package, overall.
 
-Lack of character: When reviews of DriveClub first came out, there were claims that this game lacked "soul". I now fully know what they meant. DriveClub lacks the panache that exists in most modern racing games. It's a combination of the game's dull presentation, uninteresting career mode, and droning sound track that really drag down what could of been a much better package, overall.
Dumb question perhaps, but does playing your own music alleviate the OST problems at all?
 
It seems to be on sale at alot of places right now! With the sales going on, I'm wondering if they are gonna do the sale digitally also during the 4 weeks of PSN christmas sales. Would be awesome, will support EVO and buy a copy for my bro since I just bought him a PS4 for Christmas anyway lol. EVO deserves it, this is top class for a free patch

Shit, $35 on Amazon, you got it!
 
Goddammit! Had rented this on launch, and had a little fun, but after seeing the changes over the past two months, the sustain work Evolution is doing, and that goddamn weather update... yeah, just bought this from Amazon.
 
Dumb question perhaps, but does playing your own music alleviate the OST problems at all?

As the other guy above said, you don't really need music during the races unless you really want too. The sound design in DC is pretty great and it's awesome to just hear the rumbling and roaring of the engine and exhaust while racing. The sound design is so good, that I've never felt the need or even realized that there wasn't music playing, the cars are the music.
 
So after railing on this game since before it came out, I finally decided to jump in today given it's price drop. To start, DriveClub has always been a game I planned on getting eventually, but certainly not at $59.99 and certainly not at launch. My initial impressions are pretty much what I expected.

_snip_

Some of your cons are actually pros in my book. I find the uncluttered and snappy menus really nice, and I almost always know where I am. Perhaps the background could be less opaque, then you see the vistas you are after.

The lack of BS in the tour is precisely what this crusty old racer wants. I'm sick to death of pretend careers or festivals or some other false motivation to explain why I'm racing.

I also kill all music in any racing game I play. The purist in me wants to hear the action so I can tailor my driving to be as swift as possible. That doesn't mean I want to actually listen to Taylor Swift. Wow, that was bad. Sorry.

AI, yes, sometimes dumb as a bucket of rocks, but still annoyingly fast. Car collection seems fine to me, everything suits the game, and I like the progression. Admittedly, once you've driven hypers its hard to go back.
 
-Lack of character: When reviews of DriveClub first came out, there were claims that this game lacked "soul". I now fully know what they meant. DriveClub lacks the panache that exists in most modern racing games. It's a combination of the game's dull presentation, uninteresting career mode, and droning sound track that really drag down what could of been a much better package, overall.

See, again, I don't get this. None of those criticisms are applicable to the actual gameplay itself, the core driving experience. You're basically saying that the 'soul' of a racing game is contained in its menus, OST and career mode. Surely the soul of a driving game is in its physics and handling, not the external presentation.

I fundamentally disagree with your assessment of the menus too, but UI presentation is really subjective - I hate frou frou bells & whistles, as UIs & menu systems are methods to get me to the thing, not the doing of the thing.
 
Some of your cons are actually pros in my book. I find the uncluttered and snappy menus really nice, and I almost always know where I am. Perhaps the background could be less opaque, then you see the vistas you are after.

The lack of BS in the tour is precisely what this crusty old racer wants. I'm sick to death of pretend careers or festivals or some other false motivation to explain why I'm racing.

I also kill all music in any racing game I play. The purist in me wants to hear the action so I can tailor my driving to be as swift as possible. That doesn't mean I want to actually listen to Taylor Swift. Wow, that was bad. Sorry.

AI, yes, sometimes dumb as a bucket of rocks, but still annoyingly fast. Car collection seems fine to me, everything suits the game, and I like the progression. Admittedly, once you've driven hypers its hard to go back.

To me, the tour just seems like the game is ticking boxes. There's so little effort that apparently went into it that I'm baffled as to why it even exists. I think Evolution could have found a much better way to implement it, or tried to break up the monotony a bit.
 
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