Summary:
Visuals:
- "Definitely one of the better looking racing games in recent memory"
- Compared to FM7 in Maple Valley shows 'enormous improvement' especially in foliage.
- Lighting in general gets a big boost. RT AO helps with this a lot w/ higher quality GI as well
- Transitioned from heavily pre-calculated to real time lighting with real time shadows.
- Shadow update on lower frame rate however, they update at 15 fps
- Clouds are real time and volumetric and big update over cruder FM7 but feel disconnected from player movement.
- Tracks were re-scanned and trackside things also see environment.
- Crowds are entirely 3D (and less dense than the older 2D counterparts because of that)
- Console version(s) have low Anisotropic filtering, which is the only real big disappointment.
- Car rendering is enhanced, but car geometry for legacy cars seems very similar with some enhancements like wheels and self-shadowing on dash.
- Non player cars use lower LoD models even in photo mode
- Car materials see improvement, which reflects sky better, textures also replaced, simulated car paint also looks more "correct" than before. RTAO likely helps with this.
- Reflections use combination of cube maps, SSR, planer and RT.
- Cube maps used for tracks, SSR on wet tracks, planer for mirrors and RT on car bodies
- RT also used in some limited track side objects in Quality mode.
- Cut-scenes use higher quality RT reflections, as do the garage segments.
- Real time cube-maps update at 30 FPS and details can be duplicated on all cars
- Reveal trailer showed higher quality RT that isn't seen in all aspects of the final game
Modes:
- Performance, Performance RT, Visuals.
- Performance RT mode is DF's preferred way.
- General visuals broadly similar outside of RT. Performance does not have any RT
- RTAO makes a big impact on visuals and is included in both RT modes
- Visuals mode adds track-side RT on some track side areas over Performance RT.
- Cube map distance is also pushed further out in Visuals mode.
Resolution:
- Performance mode: Typically 2160p.
- Performance RT: Typically 1518p.
- Visuals: Typically 2160p
- All modes use DRS to lock frame rate
- FM7 looked sharper because of 4XMSAA but Motorsport image is more stable because of TAA
- Series S:
- 2 modes. Performance and Visuals. Neither has RT. Resembles the Performance mode on SX
- Performance mode has lower foliage density and cube maps draw closer
- Performance: 1080p, Visuals: 1440p.
- Performance looks soft.
Performance:
- DF were not able to see a single dip in any of the modes even in stress conditions
- 30 FPS mode locks at 30, 60 FPS modes lock at 60 100% of the time
- Replays, menus, garage mode run at 30 FPS and don't drop a single frame there either.
- Conclusion:
- DF recommends Performance RT on SX and Performance on SS
- DF encountered some glitches in their testing and a few crashes
- The final game has fixed some of the problems seen in the preview videos