Assassin's Creed Unity -- The graphics "leap" we've all been waiting for.

Even if you're playing at 1920x1080 in windowed mode, you can resize to something like 6400x3600. Teh window will be way larger than your desktop, but the screenshot will still capture the full res. Then you just resize back down :P

Tis a nice bullshotting technique.

For 4K, you probably need special timings. I'm guessing you have a 1920x1080 monitor?

I got a 4k TV. I can take some shots with max settings tomorrow.
 
It's not like I haven't seen 4K or higher. I've taken 6400x3600 shots of the game already.

I'm just trying to help him figure out how to get 4K working.
 
Lighting is great, but this game has far from natural colours. At least in daytime lighting. Driveclub definitely wins in that regard.

Far? We just showed several comparisons of real life photos compared to AC:U and they aren't far by any stretch.

A lot of people mention Driveclub as having superior lighting. What makes it's lighting superior besides the realtime day/night cycle shadow map updates (which is a technical superiority -- not a "look" advantage)?
 
Even if you're playing at 1920x1080 in windowed mode, you can resize to something like 6400x3600. Teh window will be way larger than your desktop, but the screenshot will still capture the full res. Then you just resize back down :P

Tis a nice bullshotting technique.

For 4K, you probably need special timings. I'm guessing you have a 1920x1080 monitor?

So I should play the game in windowed mode, and just resize the window by dragging the corner? How do you know when you're at the resolution you want? How do you keep the aspect ratio?

Well my PC is hooked up to my HDTV, but the same thing happened when it was hooked up to my 1080p monitor. I haven't messed with the timings yet and will try after work. Thanks
 
I just watched some vids of the walkthrough on Driveclub. The game has one the nicest car paint shaders I've ever seen. Excellent screen-space reflections on the cars as well. Lighting is pretty accurate with respect to environment and sunlight colors on the cars themselves. But the other object colors are nowhere near as accurate to real-life as some are putting it off to be. I can tell immediately that I'm in a videogame. The colors of the trees, road signs, paint on the pavement are completely oversaturated and NPCs are all the typical cartoony style. Another thing that bothers me is the near perfect interiors of the cars while driving. The specular lighting on the dash, decals, and gauge cluster is way too shiny and perfect making them very distracting. I also hate that there is no car damage from collisions. No SSS for the skin of the drivers hands either. Trees lack AO and the pavement is too "clean" for simulating photorealism.

My 2 cents..
 
So I should play the game in windowed mode, and just resize the window by dragging the corner? How do you know when you're at the resolution you want? How do you keep the aspect ratio?

Well my PC is hooked up to my HDTV, but the same thing happened when it was hooked up to my 1080p monitor. I haven't messed with the timings yet and will try after work. Thanks

You can use a program called SRWE. That lets you enter a custom resolution for the window, and it will resize to that instantly. Use a 16:9 resolution to maintain aspect ratio.

I launch the game in windowed mode for that to work. Borderless doens't work, as the window will just get stretched. Also, stretching has to be disabled.

It works for a lot of games (currently doing it for 8K shots of Inquisition). But some games will not properly re-render to a new window size :(

Here is a post I wrote about it for the GAF screenshotters compendium.
 
Wut Zee fuk

Are you ok ?
Any problem ?


Dragon Age looks nice, but it's not doing anything new or impressive with the graphics. And it still exaggerates shiny surfaces waaaaay too freakin much.

That was our complain too ...

Far? We just showed several comparisons of real life photos compared to AC:U and they aren't far by any stretch.

A lot of people mention Driveclub as having superior lighting. What makes it's lighting superior besides the realtime day/night cycle shadow map updates (which is a technical superiority -- not a "look" advantage)?

Yes, DC have an awesome light system.

I just watched some vids of the walkthrough on Driveclub. The game has one the nicest car paint shaders I've ever seen. Excellent screen-space reflections on the cars as well. Lighting is pretty accurate with respect to environment and sunlight colors on the cars themselves. But the other object colors are nowhere near as accurate to real-life as some are putting it off to be. I can tell immediately that I'm in a videogame. The colors of the trees, road signs, paint on the pavement are completely oversaturated and NPCs are all the typical cartoony style. Another thing that bothers me is the near perfect interiors of the cars while driving. The specular lighting on the dash, decals, and gauge cluster is way too shiny and perfect making them very distracting. I also hate that there is no car damage from collisions. No SSS for the skin of the drivers hands either. Trees lack AO and the pavement is too "clean" for simulating photorealism.

My 2 cents..

That is what I'm referring to ... Your post are about "AC Unity is 100% pure gold", everything else is "good".
You have your point on DC (even if you are a bit harsh) and there are some part of your post which I agree, but DC is a lot more consistent than Unity, where the environment and characters looks too much different and, after some test we conduct here, even on non expert eyes these "issue" looks relevant.
 
Just so you guys know, Ubisoft has announced that they are giving us the Dead Kings DLC for free. I haven't had any real problems with the game so this is a nice gesture.


"To show our appreciation for your continued support, we’re making the upcoming Assassin’s Creed Unity Dead Kings DLC free for everyone. For Season Pass holders, we will also offer the choice of one additional game from a selection of Ubisoft titles for free.

The Crew
Far Cry 4
Watch Dogs
Assassin’s Creed Black Flag
Rayman Legends
Just Dance 2015"
 
That is what I'm referring to ... Your post are about "AC Unity is 100% pure gold", everything else is "good".

Not true. I mentioned the obviously broken LOD system in AC:U. And the detail of the NPCs leaves much to be desired. Everything else though (graphics-wise) is a masterpiece mainly in art and implementation. I can't complain about the GI not being dynamic because it doesn't take away from the look of the game. I can't complain about the superb animation because it is stellar. The environments and lighting are amazing. Textures aren't low res, post-processing FX are great (i.e. dynamic exposure), art direction is incredible, nice sky/clouds.. I mean what do you want me to say? The game does look superb overall.

-M
 
Just so you guys know, Ubisoft has announced that they are giving us the Dead Kings DLC for free. I haven't had any real problems with the game so this is a nice gesture.

Hell yea! I can't wait for the DLC. I'm on Seq 6 now and dreading the ending. The SP is really good to me and I'm enjoying the sidequests too (although masked as sidequests from previous games).

I would love to see a new setting with this graphics engine and art direction. To me, together they would basically make any setting pop really astoundingly.
 
One thing I haven't seen many people mention or how in screenhots are the cutscenes. Holy mother of god theyre incredible. The detail o nthe clothing, the skin shaders, and facial animation are all off the chart. Elise' hair is just amazing
 
Not true. I mentioned the obviously broken LOD system in AC:U. And the detail of the NPCs leaves much to be desired. Everything else though (graphics-wise) is a masterpiece mainly in art and implementation. I can't complain about the GI not being dynamic because it doesn't take away from the look of the game. I can't complain about the superb animation because it is stellar. The environments and lighting are amazing. Textures aren't low res, post-processing FX are great (i.e. dynamic exposure), art direction is incredible, nice sky/clouds.. I mean what do you want me to say? The game does look superb overall.

-M
I don't think call everything superb it's enough to prove it's a tech achievement. Can you be more specific, tech wise, what Unity offer? Except the number of npc.
 
Another thing that bothers me is the near perfect interiors of the cars while driving. The specular lighting on the dash, decals, and gauge cluster is way too shiny and perfect making them very distracting.

gfx are bad because they are so good that they are distracting.

rfFWukr.gif
 
I don't think call everything superb it's enough to prove it's a tech achievement. Can you be more specific, tech wise, what Unity offer? Except the number of npc.

Huh? He just listed a bunch of stuff about the game that is cutting-edge. And he didn't say "everything" is superb. He pointed out a few weaker areas.

But he is right. This game has the best lighting and volumetric effects I've ever seen. And the physically based materials look astoundingly good. This pulls together the lighting and materials in a really cohesive and realistic way. The character models are probably the best we have ever seen in a game as well. The lighting, materials, shading, geometric complexity and effects all add up to the best looking game I've yet played.
 
I don't think call everything superb it's enough to prove it's a tech achievement. Can you be more specific, tech wise, what Unity offer? Except the number of npc.

Tech-wise isn't really important in AC:U case because the art direction and implementation of the lighting is unmatched. So for example a game that has real-time radiosity generation of light probes like Alien:Isolation still doesn't hold up to the pre-baked GI of AC:U on a per frame basis.

Here is a video I took of Alien's dynamic GI (notice the red trash can bouncing the light as red on the wall beside it):

https://www.youtube.com/watch?v=9nGO_B68yrU&feature=player_detailpage&list=UUv70Dt5-Nv6oF6eXPSrJWmg

That's pretty awesome. But the overall look of that hallway doesn't compare to say this screenshot:

BeyVuj.png
 
gfx are bad because they are so good that they are distracting.

You miss the point.

Here is a video of a game called Project Cars that completely matches the lighting and complexity of materials that AC:U is doing now. This game just leaps above DriveClub in every way. Having real destruction, physically "plausible" materials and lighting that matches perfectly what AC:U is doing.

https://www.youtube.com/watch?v=af6nHRzfoo8&feature=player_detailpage

Notice the GI under the bridges as you pass through them.. or the occlusion on the trees that make them look far more realistic than DriveClub, or the road textures having lots of imperfections and tire marks everywhere.
 
you need to give me some of the stuff you're smoking. the one thing PCars is missing compared to DC is physical plausible environment materials which make the shading and scene lighting look really stupid in comparision. thats gives exactly the flat, low depth look we've been seeing since generations.


you must be from some bizaro opposite dimension, or something.
 
on drive-clubs driver hands not having SSS: im really wondering how you would judge that from walktrough videos.

if thats not SSS than skin material roughness and the resulting light scattering do their magic:

pbs28s0h.jpg
 
you need to give me some of the stuff you're smoking. the one thing PCars is missing compared to DC is physical plausible environment materials which make the shading and scene lighting look really stupid in comparision. thats gives exactly the flat, low depth look we've been seeing since generations.


you must be from some bizaro opposite dimension, or something.

Have to agree, pcars is very unimpressive looking
 
i did not say that. i was saying the environments look worse because they aren't lit/shaded in a physical correct manner (and because environment asset quality isn't up there). cars are surely on par in most aspects and might even surpass in a few (probably meshcomplexity).
 
you need to give me some of the stuff you're smoking. the one thing PCars is missing compared to DC is physical plausible environment materials which make the shading and scene lighting look really stupid in comparision. thats gives exactly the flat, low depth look we've been seeing since generations.


you must be from some bizaro opposite dimension, or something.


I guess I must be smoking something then. That screenshot you gave isn't how the gameplay looks.

I don't know whether DC has physically plausible shaders or not, but it sure does look a leap better than DC to me.
 
You miss the point.

Here is a video of a game called Project Cars that completely matches the lighting and complexity of materials that AC:U is doing now. This game just leaps above DriveClub in every way. Having real destruction, physically "plausible" materials and lighting that matches perfectly what AC:U is doing.

https://www.youtube.com/watch?v=af6nHRzfoo8&feature=player_detailpage

Notice the GI under the bridges as you pass through them.. or the occlusion on the trees that make them look far more realistic than DriveClub, or the road textures having lots of imperfections and tire marks everywhere.

I'm very much looking forward to pCars and it looks good in screens but that video you posted sure doesn't show anything great. All I see in that vid is overdone HDR causing insane white balance issues with an overly white sky and dashboard when it's supposed to be a clear blue sunny day. The environment details like the trees also lack physical based properties that look a generation behind DC's environments and vegetation. They exhibit the same flat lighting and shader issues of last-gen games. The "complexity of materials" that you attribute to pCars, is actually more advanced and more impressive in Driveclub. Each leaf, grass, flower, tarmac texture, etc in DC realistically reacts and reflects the sun's lighting.

It's very apparent in motion DC's GI lighting and physical based propteries gives it a huge advantage over pCars. Not even taking PBP into account, DC's environment rendering completely destroys pCars in lighting alone; pCars still looks like a videogame, DC could almost pass for real life.

pcars
pcars3_by_roderickartist-d6gv759.gif


dc
jcpebv.gif


pcars
15144636514_a3ceb51251_k.jpg


dc
ucsvlw.jpg


pcars
mkojuy.jpg


dc
ciunyj.jpg


And you talk about pCars' road textures as if DC was a slouch in this area too, but it isn't

hylisd.jpg
 
You miss the point.

Here is a video of a game called Project Cars that completely matches the lighting and complexity of materials that AC:U is doing now. This game just leaps above DriveClub in every way. Having real destruction, physically "plausible" materials and lighting that matches perfectly what AC:U is doing.

https://www.youtube.com/watch?v=af6nHRzfoo8&feature=player_detailpage

Notice the GI under the bridges as you pass through them.. or the occlusion on the trees that make them look far more realistic than DriveClub, or the road textures having lots of imperfections and tire marks everywhere.

That does not particularly look great. Its really unimpressive looking.
 
Far? We just showed several comparisons of real life photos compared to AC:U and they aren't far by any stretch.

If you're talking about this comparison

assassins-creed-tour-2014-10-05-01-635x341.jpg


then yes, to me that shows me that AC:U doesn't have an accurate colour palette. Too desaturated. It's obviously a design choice (as so many other games do these days). Driveclub on the other hand gets it right, or at least much closer than most games. Colors are saturated in real life, I'm not sure how anyone can debate this.

stock-photo-sunny-forest-road-in-saxony-germany-with-blue-sky-91536200.jpg
 
If you're talking about this comparison
then yes, to me that shows me that AC:U doesn't have an accurate colour palette. Too desaturated. It's obviously a design choice (as so many other games do these days). Driveclub on the other hand gets it right, or at least much closer than most games. Colors are saturated in real life, I'm not sure how anyone can debate this.

Driveclub looks so goddamn good. I still consider AC:U the current best but one thing I don't like about it is that it has this little washed-out look especially when looking far into the city from great heights. I was just skimming some sweetfx presets for it and liked a few of them.
 
If you're talking about this comparison

assassins-creed-tour-2014-10-05-01-635x341.jpg


then yes, to me that shows me that AC:U doesn't have an accurate colour palette. Too desaturated. It's obviously a design choice (as so many other games do these days). Driveclub on the other hand gets it right, or at least much closer than most games. Colors are saturated in real life, I'm not sure how anyone can debate this.

stock-photo-sunny-forest-road-in-saxony-germany-with-blue-sky-91536200.jpg

TOD changes the colors, just sayin, also age.
 

the leaves in those screens are actually a great example what physical based shading does (DC) and what Pcars lacks. see how the upper site of the tree reflects a significant amount of light, which makes the energy distribution in this part of the image a lot more believable. see how the opposite is the case with in the parts of the leaves that are not directly lit. the much less belivable energy gradient from lit to unlit in the Pcars pic is something our brain will notice regardless how fast you go by the scene.

also notice the leaves relative position to the light source and their curviture determine how the light is reflected in a million different ways.

for me thats the most impressive thing the generation shift brought with it. it cant be stressed enough how much this adds to a moving picture.


to be frank (and kinda get back to topic) i don't see AC doing this kind of stuff anywhere in the outdoor scenes.
 
I'm very much looking forward to pCars and it looks good in screens but that video you posted sure doesn't show anything great.

That video looks better than any video you can put up of DC in-game footage. Please stop posting bullshots and post in-game driving.

All I see in that vid is overdone HDR causing insane white balance issues with an overly white sky and dashboard when it's supposed to be a clear blue sunny day.

If you play the video when the car goes in shadow, it does have environment lighting. Also I think you are seeing dynamic exposure as the illumination on the tarmac does change when the camera goes away from the sun.

The environment details like the trees also lack physical based properties that look a generation behind DC's environments and vegetation.

DC doesn't have anything remotely resembling SSS on leaves. In fact, no game does. Its' too expensive. Getting a backlighting look by reversing the normal (I've done it in our own shader) hardly makes it physically plausible.

Furthermore, there is no dust particles when the car drives off the road , no smoke from the exhaust or screeching tires, trees/signs are overly saturated in color, no collision deformation.

This is the first level of the game being actually played:

https://www.youtube.com/watch?v=wAKqF7vR9cY&feature=player_detailpage

I don't see the big leap over Pcars. In motion, the ground shows no detail (perhaps because of the moblur), nor those SSS hands, road light illumination disappear after you pass them (at night).

Lighting does look good. I like what I see, but it's not superior to PCars IMO.

In PCars, I see smoke from tires, equivalent light reaction to surface compared to DC, good water FX and a target of 60fps (instead of 30fps like DC).

This is their latest trailer with some gameplay to it. Who knows if it will make the final build.

https://www.youtube.com/watch?v=T0hkb4kg81E
 
the leaves in those screens are actually a great example what physical based shading does (DC) and what Pcars lacks. see how the upper site of the tree reflects a significant amount of light, which makes the energy distribution in this part of the image a lot more believable. see how the opposite is the case with in the parts of the leaves that are not directly lit. the much less belivable energy gradient from lit to unlit in the Pcars pic is something our brain will notice regardless how fast you go by the scene.

also notice the leaves relative position to the light source and their curviture determine how the light is reflected in a million different ways.

for me thats the most impressive thing the generation shift brought with it. it cant be stressed enough how much this adds to a moving picture.


to be frank (and kinda get back to topic) i don't see AC doing this kind of stuff anywhere in the outdoor scenes.

How are you able to see the leaves from the trees up close and with such high resolution?

I'll pick up DriveClub just to see what you guys are talking about.
 
Drive Club is the best looking driving game I have played, but it still doesn't impress me a lot. Driving games have always had more photo-realistic looking visuals than their contemporaries in other genres, but it's to be expected. Driving games are the best example of a linear, on rails kind of experience. The developer knows where you are going to be and basically from what angle you will be seeing the environment. Take that same engine and same developer and task them with making an open world game that can be explored at will from any direction and the graphical quality will drop off dramatically.
 
Drive Club is the best looking driving game I have played, but it still doesn't impress me a lot. Driving games have always had more photo-realistic looking visuals than their contemporaries in other genres, but it's to be expected. Driving games are the best example of a linear, on rails kind of experience. The developer knows where you are going to be and basically from what angle you will be seeing the environment. Take that same engine and same developer and task them with making an open world game that can be explored at will from any direction and the graphical quality will drop off dramatically.

Agreed.

But I am still curious about DC. I want to see it on my TV to make a final judgment call on the quality of the visuals. Those screens above show no aliasing at all.. I wonder if they were downsampled?

I'll see in a few weeks when I rent it.
 
Drive Club is the best looking driving game I have played, but it still doesn't impress me a lot. Driving games have always had more photo-realistic looking visuals than their contemporaries in other genres, but it's to be expected. Driving games are the best example of a linear, on rails kind of experience. The developer knows where you are going to be and basically from what angle you will be seeing the environment. Take that same engine and same developer and task them with making an open world game that can be explored at will from any direction and the graphical quality will drop off dramatically.

This is obvious but that does not mean anything in terms of technical proficiency and visuals though. Rockstar for example are masters at open world games but a big budget linear game like Max Payne 3 still did not look as good ( at least on consoles not sure about PC) as some other linear games on consoles. Every dev has their own speciality. It takes enormous talent to make visually stunning games whether linear or open world.
 
That video looks better than any video you can put up of DC in-game footage. Please stop posting bullshots and post in-game driving.



If you play the video when the car goes in shadow, it does have environment lighting. Also I think you are seeing dynamic exposure as the illumination on the tarmac does change when the camera goes away from the sun.



DC doesn't have anything remotely resembling SSS on leaves. In fact, no game does. Its' too expensive. Getting a backlighting look by reversing the normal (I've done it in our own shader) hardly makes it physically plausible.

Furthermore, there is no dust particles when the car drives off the road , no smoke from the exhaust or screeching tires, trees/signs are overly saturated in color, no collision deformation.

This is the first level of the game being actually played:

https://www.youtube.com/watch?v=wAKqF7vR9cY&feature=player_detailpage

I don't see the big leap over Pcars. In motion, the ground shows no detail (perhaps because of the moblur), nor those SSS hands, road light illumination disappear after you pass them (at night).

Lighting does look good. I like what I see, but it's not superior to PCars IMO.

In PCars, I see smoke from tires, equivalent light reaction to surface compared to DC, good water FX and a target of 60fps (instead of 30fps like DC).

This is their latest trailer with some gameplay to it. Who knows if it will make the final build.

https://www.youtube.com/watch?v=T0hkb4kg81E

Which video he
posted is a bullshot?
 
That video looks better than any video you can put up of DC in-game footage. Please stop posting bullshots and post in-game driving.

Bullshots, as in that's not how the game actually looks? Because that's how the game actually looks. The trees in DC suffer from poor LOD in the distance just like the buildings of ACU do, but once you get up close, the detail and AA is all there. Funny this comment is coming from you, someone who's not opposed to people posting bullshots of ACU on max settings where the game runs like ass on $1000+ hardware. How come you never use PS4 ACU pics to compare to other PS4 games? I'll tell you why, because clearly this thread is about showing the best of the best, regardless of framerate and performance.

Those DC pics are from the free roam camera in photomode, I'll show you exactly what in-game vs. photomode post-processing looks like in DC. Only thing that gets cleaned up is some slight shadow lod, and the jaggies (the worse jagges in the game are on objects rendering very thin lines, like grass/bridge lines from a distance, or light highlights on edges, they're noticeable in screenshots but they're barely apparent when playing even when the car is at a standstill. The cars exhibit more jaggies than the whole environment, and while playing the car jaggies will stand out). Game assets, lighting, shaders, texture quality, resolution, are all the same in-game as they are in photomode; photomode even uses the compressed PS Share function to capture screens anyway, so there is no downsampling of those pics as you incorrectly presumed.

In-game pic from free-camera roam. See that progress bar? It's at zero, meaning no post processing and how the graphics are actually rendered when playing.
uvlfdy.jpg


after photomode AA render, progress bar to full.
aedhld.jpg


See it work in motion on a car.
qhuxuq.gif


See the same on the environment.
wlirqd.gif


If you play the video when the car goes in shadow, it does have environment lighting. Also I think you are seeing dynamic exposure as the illumination on the tarmac does change when the camera goes away from the sun.

In cock-pit cam the exposure always looks overdone in that video. It's terribly unrealistic, even from a camera's perspective.

DC doesn't have anything remotely resembling SSS on leaves. In fact, no game does. Its' too expensive. Getting a backlighting look by reversing the normal (I've done it in our own shader) hardly makes it physically plausible.

Wrong. DC utilizes physically correct materials on ALL surfaces in the game. The devs and even Digital Foundry's analysis have confirmed it.

Furthermore, there is no dust particles when the car drives off the road , no smoke from the exhaust or screeching tires, trees/signs are overly saturated in color, no collision deformation.

dust particles from off road
xnpavg.jpg


smoke from screeching tires
kqknmx.jpg


Real tree of India in comparison to DC. Oh look, color and saturation.
4610766114_0a0f0b7aa6.jpg

orkpab.png


collision deformation, procedurally formed depending on angle and momentum of impact.
gvzzwr.jpg

bfmxic.jpg


This is the first level of the game being actually played:

https://www.youtube.com/watch?v=wAKqF7vR9cY&feature=player_detailpage

I don't see the big leap over Pcars. In motion, the ground shows no detail (perhaps because of the moblur), nor those SSS hands, road light illumination disappear after you pass them (at night).

I've already given you a gif between pcars and DC where the advantage is clearly in DC's favor, but you won't acknowledge it and still insist on picking and choosing which DC's vids to judge the game's graphics and say it's not a big leap... lol. I can choose to look at ACU vids that don't look like a huge leap over GTAV and tell you ACU doesn't look that next-gen (even though there are clearly other videos showing it does; I just won't acknowledge them like you do with DC), but I'm not that big of a fanboy.

So you're getting DC just to see what we're talking about? Good for you, but I am highly suspicious you've already made your mind about the graphics considering you don't believe or acknowledge the examples I've given you. I predict nothing will change and it seems your alliances lay elsewhere.
 
Boom.

Wrong. DC utilizes physically correct materials on ALL surfaces in the game. The devs and even Digital Foundry's analysis have confirmed it.
I don't know the breadth of lighting techniques that DriveClub uses for foliage, but to be fair, "physically correct materials" in the context of current game development doesn't necessarily say much about whether or not they're using sub-surface scattering. You could probably make a number of pretty accurate guesses about restraints they imposed on their model(s) for surface reflections, and on the sorts of properties used to define material types, but that's about it.

"Physically correct" doesn't mean that everything is accounted for. Even robust path-tracing renderers miss some subtle phenomena.
 
I'm very much looking forward to pCars and it looks good in screens but that video you posted sure doesn't show anything great. All I see in that vid is overdone HDR causing insane white balance issues with an overly white sky and dashboard when it's supposed to be a clear blue sunny day. The environment details like the trees also lack physical based properties that look a generation behind DC's environments and vegetation. They exhibit the same flat lighting and shader issues of last-gen games. The "complexity of materials" that you attribute to pCars, is actually more advanced and more impressive in Driveclub. Each leaf, grass, flower, tarmac texture, etc in DC realistically reacts and reflects the sun's lighting.

It's very apparent in motion DC's GI lighting and physical based propteries gives it a huge advantage over pCars. Not even taking PBP into account, DC's environment rendering completely destroys pCars in lighting alone; pCars still looks like a videogame, DC could almost pass for real life.

You should consider that PCars is a 60fps game though.
 
I guess I must be smoking something then. That screenshot you gave isn't how the gameplay looks.

I don't know whether DC has physically plausible shaders or not, but it sure does look a leap better than DC to me.

You have to be smoking something to think the Pcars environments come close to matching DC...they look to suffer the same lack of geometry as just about every other racer.

Also, Unity has to have some of the worst pop in I have seen. Hope they fix it. Takes the game down a fair notch in my opinion.
 
Sublime. Too much WIN all gathered in one post! :)

honestly, that kind of "juvenile"-speak is cringe-worthy.. But perhaps I'm just a cranky old guy with an rhetorical allergy.

Anyway, it's odd that his post doesn't contain one single "in-the-game-racing"-example, it's all carefully placed photo-mode screenshots (realtime or not or post pro or not, it doesn't matter, it's still not how the game looks when actually playing it), and in that respect I kind of agree with VFX_Veteran.
 
honestly, that kind of "juvenile"-speak is cringe-worthy.. But perhaps I'm just a cranky old guy with an rhetorical allergy.

Yes, perhaps you are indeed a cranky old guy. I also find it kind of ironic to judge someone for using the word "win", in a forum/thread/board filled with countless reaction gifs that would fall into the "juvenile" way of expressing oneself... (maybe even worse). But no, clearly "win" is a problem. Banderas and Lawrence types of gifs are obviously a non issue. Dont give too much serious thought into it. Imho.

As to your case in point, I dont understand how positioning the camera to show the game's detail up close is considered not "valid". The guy is not using any post process effects using the photo mode. He is using the photo mode only because the camera enables him to go up close and personal with intricate details such as foilage on trees etc. How is that not how the game looks or part of the graphics?

Your reasoning seems to invalidate graphics detail of whatever nature. For example your opinion seems to consider a character's greater detail in his belt, shoes, or watch, something that falls into the category of "not how the game looks when you play", because the camera will never get so close to the character's watch anyway.

Which of course, in my opinion always, doesnt make any sense. It is how the game looks. It is the little details that set a character with a shitty detailed watch worse than the same character with a greatly detailed watch. Its simple logic actually.
 
DC is a very impressive game and consider this it was done on a 1.8 tflop gpu .
If DC could have come out on PC with the monster GPU we have, it would have been crazy looking just thanks to better AA and 4K.
When they add weather is just going to get better looking .
 
Bullshots, as in that's not how the game actually looks? Because that's how the game actually looks.

Yes, bullshots as in the aliasing is pretty much gone.

You can praise the game's graphics by showing these bullshots all you want. I know that when I pick up the game and play it on my 55" TV, I'm not going to see anywhere near the AA photos you have given.

Funny this comment is coming from you, someone who's not opposed to people posting bullshots of ACU on max settings where the game runs like ass on $1000+ hardware.

The game doesn't run like ass on max settings with high-end hardware, so no, I'm not opposed to it. All of my screens have been at 1440p because that's the resolution I play in. No photo-mode, no AA tricks, nothing. Raw footage. PS4 can't even begin to render any of it's games at that kind of res and keep a playable framerate to play so I'm a little against "photomode" on consoles to show what the engine can actually do while playing the game.

Those DC pics are from the free roam camera in photomode, I'll show you exactly what in-game vs. photomode post-processing looks like in DC. Only thing that gets cleaned up is some slight shadow lod, and the jaggies (the worse jagges in the game are on objects rendering very thin lines, like grass/bridge lines from a distance, or light highlights on edges, they're noticeable in screenshots but they're barely apparent when playing even when the car is at a standstill. The cars exhibit more jaggies than the whole environment, and while playing the car jaggies will stand out). Game assets, lighting, shaders, texture quality, resolution, are all the same in-game as they are in photomode; photomode even uses the compressed PS Share function to capture screens anyway, so there is no downsampling of those pics as you incorrectly presumed.

--snip---

If you want to show the game looking beautiful in a non-playable mode, it's not going to receive the same impact as it would showing actual gameplay footage. This thread is about "gameplay" screenshots. You have yet to show me an in-game screenshot while actually doing what the game was made to do -- driving.

dust particles from off road
xnpavg.jpg

Why are you showing cutscene footage? Where is this dust in the video I showed of the car actually driving? I don't see it.

https://www.youtube.com/watch?feature=player_detailpage&v=ZO8jD5XXcRg#t=125


smoke from screeching tires
kqknmx.jpg

More cutscene footage doing something that the actual game is not displaying in true gameplay mode. Clearly in this in-game footage the car is screeching (you can hear it) but there is no smoke ANYWHERE from those tires.

https://www.youtube.com/watch?feature=player_detailpage&v=ZO8jD5XXcRg#t=137

Real tree of India in comparison to DC. Oh look, color and saturation.
4610766114_0a0f0b7aa6.jpg

orkpab.png

Fair enough.

collision deformation, procedurally formed depending on angle and momentum of impact.
gvzzwr.jpg

bfmxic.jpg

Dude, those are freaking normal maps! The car hasn't actually deformed it's geometry.

THAT is deformation..


So you're getting DC just to see what we're talking about? Good for you, but I am highly suspicious you've already made your mind about the graphics considering you don't believe or acknowledge the examples I've given you. I predict nothing will change and it seems your alliances lay elsewhere.

I'm getting the game so I can see it in motion. I can't tell from screenshots on a game I haven't played whether it is actual gameplay footage or some cutscene. When AC:U showed videos of it's tech demo, I was very skeptical because I didn't believe I was seeing actual gameplay footage. I'm glad that they delivered the same quality in the actual gameplay footage.

I'll say it again.. if DC looks as good as your screenshots, WHILE I'm driving the game, then I'll be more than happy to admit it. But comparing it to ProjectCars and automatically saying it's a leap above it is like me saying AC:U is a leap above Order 1886 when it's not even out yet.
 
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