PeterLegend
Member
Am I crazy or does Forza 6 in 3rd person view looks sort of bad?....
And I'm just saying that DC also takes short cuts in this department.Well he just asked if the trees were missing.
Never implied DC did it better
Don't you know this is the DC vs. Forza thread now! Haha......Well he just asked if the trees were missing.
Never implied DC did it better
60fps is a part of the visuals but not an important part to what makes a game looks objectively best. Like there is no way in hell anyone can say Phantom Pain 60fps looks better than Uncharted 4 30fps. That is why I threw it in there with AI and Physics when we are discussing Graphics.
60fps doesn't make any racer look better than DC so it is a pointless argument to bring into the thread. You may use it as an excuse why a certain game might not look better graphically tho but that's a pointless argument. Post a 60fps video of any racer and the conclusion will still be DC looks better.
Is 60fps objectively better than 30fps for smoother motion perception and responsive control? Yes. If given the option between Driveclub as it is at 30fps or the visuals downgraded to get 60fps, I will choose Driveclub as it is at 30fps. But if I can have DC visuals as it is and at 60fps, I will definitely prefer that. That is why AAA developers for the most part go with 30fps over 60fps on consoles.
Something has to give for 60fps and as the saying goes, frame rate is sacrificed for visuals. Which is kind of a silly statement since frame rate is part of the visual presentation of a game. But we all understand what it means.
Okay well what about animation quality and physics? How the environment moves around you, tree's, flags, the cars themselves (do they shift realistically as you take hard turns, do they react to the environment when you hit bumps, etc.).
All of that is not "invisible" and would effect your visual enjoyment of the game. Maybe not as drastically as 60fps but you can no doubt enjoy the visuals of a game running at 10FPS. You likely can't enjoy the GAME or playing the game but this thread is about visuals only.
Driveclub no contest. For a more fair comparison to Forza 6 graphics can we have some locked 60 fps racers......
As an owner of both games, this a definitely a more accurate comparison. You could honestly make some really unflattering/flattering versions of both games, even given similar conditions. Just for an example, the first time I did a 360 spin-out in Forza 6 with the rain pooled up, my jaw dropped.
Oof.
Can't believe someone actually used a comparison video from a YouTuber who limited the FM6 part of the clip to 30fps on purpose.
What does 30fps have to do with graphics? 60fps would look smoother but the same graphically.
Because to people who don't know better, that video implies that Forza 6 is 30fps.
Once again what does that have to do with graphics? Are you implying the graphics would be better at 60fps?
Don't you know this is the DC vs. Forza thread now! Haha......
And because of that its obvious Mario Karts Rainbow Road is the most accurate depictionWith a little extrapolation, the street and your car are "all that matters" really.
No, what I'm saying is that it puts Forza in a bad light to those who are misinformed.
Someone who sees that Driveclub looks better might think "wow, Forza looks that much worse and doesn't even run better?" just as an example. It's misleading because the game looks worse for a reason, and the video isn't conveying said reason at 30fps.
It's not really clear in that gif, but maybe this is better:I'm trying to see what's he's seeing but I don't see it....
There are these so far:I'd like to see that too, love to see what the upgrades are in visual form, don't think that has been done tbh...
Here's a small, comparison between two track on Forza 5 and Forza 6.
The tracks are the same, but the cars are different. I couldn't find any track/car combination in the Forza 6 demo that matched with anything possible in Forza 5. This was the closest I could do.
Forza 5 top, Forza 6 bottom.
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The Forza 6 demo is very crisp, clean and readable, which is exactly what I was hoping for. I wouldn't want more detail if it would add jaggies or additional noise to the image, especially when it comes to situations where you're scouting way ahead to hit your markers at high speed. Every bit of IQ helps, and doubly so when it comes to inclement weather, night, or a grid packed with 24 cars making things more difficult to discern at a distance.OT: Should Turn 10 perhaps gone for a lower resolution to maintain 60fps as well as an improvement in details? Seems what most devs have done when they can't reach the graphical quality they are after...
So how is FPS conveyed in Screenshots?
(2) Specify if it's from a photo mode or real-time.
Well, this is a graphics face-off thread, so when somebody brings a point that is on topic (FM6 lacking some scenery in mirrors), it feels natural for me to compare it with some of the other games I know.Feeling the need to justify something that was never even implied.
And it will maintain that position for a long time. The game just looks fucking ridiculous (in a good way) sometimes.DC remains in its position as the best looking racer.
And because of that its obvious Mario Karts Rainbow Road is the most accurate depiction
I'd argue about the gravity but I wouldn't be sure exactly which part of space they are so could look like a prat...
OT: Should Turn 10 perhaps gone for a lower resolution to maintain 60fps as well as an improvement in details? Seems what most devs have done when they can't reach the graphical quality they are after. I can imagine 1080 dynamic resolution to maintain that frame rate could have worked well - I guess its min vertical could change a lot dependent on the race/environment settings
ps3ud0 8)
They aren't... which is why a screenshot isn't all you get when you load the game up...
This thread isn't limited to screenshots, neither are the games... so why are you trying to make what they can convey the sole measure?
Why would this rule exist? What difference does it make to a screenshot? Why are gif and videos even allowed in here?
Think you are right with GT, tbh regards my suggestion it was just the standard method of dynamic resolution we've seen this gen. Hadn't really considered much more beyond fixing a single axis over allowing upscaling over both.Didn't GT scale the horizontal? I think vertical is more important to be higher since you move up down in the game quickly, but slower side to side.
He said the video didn't convey Fps, and I said neither do Screenshots. So what is the difference?
But my times are much faster if I race ruthlessly and aggressively with no contact. If I race cleanly like a sim racer, I do worse. The game is far from sim, it might be simcade at a HUGE stretch, but the physics are totally unrealistic.
If it was 60fps the graphics would be still "fine" (since you are happy with just fine) but it would play and feel even better.
(this would include possibly Forza and GT), I just dont feel as passionate about the 60fps mantra.
It's not simcade at a huge stretch, it's closer to sim than pretty much all the other simcade racers out there. Compared to GRID, PGR etc, it has a greater sense of weight and more traction penalty. The other games in comparison are even more unrealistically planted, but at the same time more drift savvy, whilst making it easier to control traction loss. Race around in an Ariel Atom in Forza Horizon 2 and GRID, and then do the same in Driveclub and tell me the latter is close to being arcade lol. Driveclub's version is not only a lot twitchier and harder to control, but in terms of accuracy of weight and weight transfer, it's also better realised, privy to being pushed around a hell of a lot easier due to it's light weight nature, than in the other simcade racers where it seems to be more artificially grounded.
In terms of most realistic to least realistic, I'd probably place it somewhere like this, but a lot of this is going from memory.
Sim:
rFactor / iRacing
Assetto Corsa
ProjectCars / Forza / Gran Turismo
Simcade:
Driveclub / SHIFT
GRID / Forza Horizon / F1
Project Gotham Racing / DIRT
Arcade:
The Crew
Need for Speed
Ridge Racer / Burnout
To me there's absolutely no feeling of weight in Driveclub. I can observe the body roll and that's about it, the car feels too grippy to feel like it's fighting me around corners. It all feels very numb and overly responsive. My biggest problem with the game is the disconnect between the stunning graphics and the gameplay, it's like it doesn't know what to be.
But either way, even if we were to agree and rank it as simcade, I would definitely put it far behind Horizon, I can actually feel grip loss in that game.
To me there's absolutely no feeling of weight in Driveclub. I can observe the body roll and that's about it, the car feels too grippy to feel like it's fighting me around corners. It all feels very numb and overly responsive. My biggest problem with the game is the disconnect between the stunning graphics and the gameplay, it's like it doesn't know what to be.
But either way, even if we were to agree and rank it as simcade, I would definitely put it far behind Horizon, I can actually feel grip loss in that game.
For everyone who wants to see Forza ahead of DC, here's a thought:
Thread: Next-gen Racing Physics Simulation Face-off | (Next-gen means current-gen)
So this one here can stay on track
Well, i guess we agree to disagree then. Personally, after experiencing so many 60fps racing games during the 6th generation on PS2/XBOX/GC, its too hard for me to take the step back and play at 30fps again, like i had to with my N64/PS1 (which is ridiculous considering the power of consoles today). I can notice the stutter no matter how much motion blur they add and it bothers me. In fact, with TV screens being bigger than they used to 15 years ago, the stutter is even more noticeable.Maybe, we will never know. Game plays great as is and looks even better. In this case, I think the trade-off for 30fps was well worth it as honestly the game feels as good as any other sim-cade/arcade car racer at 60fps to me.
This is something that we don't exactly have a clue about.I disagree with this. The bentley, an average car and the ariel feel vastly different because of their size and weight. I am not sure how I would rank them necessarily (I have not played a lot of Horizon, mostly played off road for fun), but to me DC is slightly better than PGR.
PCARS vs Forza vs GT would be a great discussion.
racing line and rewind suck
DC's handling is ass
re-review, patches
graphics!
graphics?
graphics.
that career mode though
And it will maintain that position for a long time. The game just looks fucking ridiculous (in a good way) sometimes.
But I still suck at it... shiiit.
This is something that we don't exactly have a clue about.
What if Evolution Studios simply adjusted the grip and power rates of the cars to imply that one weighs more? I haven't bothered digging around for this, but has Evolution ever brought up the driving physics in their game, or is it just assumed that they bothered with them?
As one has said in this thread, developers do whatever it take to cut corners as long as it feels authentic.
I doubt it's that. It would make better sense to just have some sort of weight metric in place that affects physics. Unlike Horizon 2, the weight doesn't need to compensate for more aggressive environmental changes like jumps, off road racing, smashing through obstacles etc, which is why they can afford to be a bit more realistic with it. The easiest way to test this is with collisions. Vehicles like the Ariel Atom and BAC Mono get bullied around the track like no tomorrow in DC. It takes lighter collisions and less contact (especially from heavier cars) to send them veering off or spinning out, but at the same time they have a lot more traction and brake stopping power due to their light weight nature. With heavier cars it's the complete opposite.
This is something that we don't exactly have a clue about.
What if Evolution Studios simply adjusted the grip and power rates of the cars to imply that one weighs more? I haven't bothered digging around for this, but has Evolution ever brought up the driving physics in their game, or is it just assumed that they bothered with them?
As one has said in this thread, developers do whatever it take to cut corners as long as it feels authentic.
You would think so, but nope. Someone actually said the gif above looks more realistic and better than the gif below.At this point I think everyone has come to accept that Driveclub has notably better graphics than FM6.
I doubt it's that. It would make better sense to just have some sort of weight metric in place that affects physics. Unlike Horizon 2, the weight doesn't need to compensate for more aggressive environmental changes like jumps, off road racing, smashing through obstacles etc, which is why they can afford to be a bit more realistic with it. The easiest way to test this is with collisions. Vehicles like the Ariel Atom and BAC Mono get bullied around the track like no tomorrow in DC. It takes lighter collisions and less contact (especially from heavier cars) to send them veering off or spinning out, but at the same time they have a lot more traction in corners (at higher speeds due to added downforce) and brake stopping power, as a result of their light weight nature. With heavier cars it's the complete opposite.
I doubt it's that. It would make better sense to just have some sort of weight metric in place that affects physics. Unlike Horizon 2, the weight doesn't need to compensate for more aggressive environmental changes like jumps, off road racing, smashing through obstacles etc, which is why they can afford to be a bit more realistic with it. The easiest way to test this is with collisions. Vehicles like the Ariel Atom and BAC Mono get bullied around the track like no tomorrow in DC. It takes lighter collisions and less contact (especially from heavier cars) to send them veering off or spinning out, but at the same time they have a lot more traction in corners (at higher speeds due to added downforce) and brake stopping power, as a result of their light weight nature. With heavier cars it's the complete opposite.
It really depends on why they see it as more realistic. Did the person explain as to why they thought that? I could see one reason as to why it may look more realistic. Driveclub's environment has a-lot more going on, as if it is an interesting play on Motorstorm. There's that visceral feeling that Driveclub has over the FM series, and that's mainly due to it's environmental effects, it's motion blur, and camera shake. I, and some, would say that it is exaggerated, leading to say that FM is a bit more realistic, but I think what FM needs to work on is the sense of speed. I've gone flat out in cars on tracks and it is a bit more scarier than what FM is portraying. (I haven't tracked in rain.) The Driveclub GIF looks like the person is on some kind of psychedelic drug.You would think so, but nope. Someone actually said the gif above looks more realistic and better than the gif below.
Yeah, it's not even close.At this point I think everyone has come to accept that Driveclub has notably better graphics than FM6.
Go and give the Ariel Atom a go in both games now. If you don't find it more twitchy and harder to control in a race in Driveclub than in Forza Horizon 2, I'll be utterly perplexed.
What really throws me with this one, and the other F6 gif is the weird white "mist cloud" right next to the bumper/wheels of cars in front but nowhere else (no rooster tails). It makes the cars appear disconnected from the road and ruins the image the most to me. It almost looks like shadowing by the car is not applied to the mist in that spot.
Different vehicles give off different sprays in FM6. The Audi R18 E-tron and open wheeled cars have quite large sprays that obscure much more of the vehicle.What really throws me with this one, and the other F6 gif is the weird white "mist cloud" right next to the bumper/wheels of cars in front but nowhere else (no rooster tails). It makes the cars appear disconnected from the road and ruins the image the most to me. It almost looks like shadowing by the car is not applied to the mist in that spot.
Because the video COULD if the creator gave a shit about showing what each game actually looks like. Instead a game with a perfectly, never faltering 60fps is somehow portrayed as a stuttering nightmare.
In a graphics comparison it's safe to say people are looking at GRAPHICS not framerate. The forza gif at 60fps or 30fps would look the same graphically. This isn't a Game a looks better because Thread. It's a pretty straight forward graphics thread.
DidI see.
Considering the majority of the time I've played Driveclub, I was playing time-trials against my cousins. I can see why people would complain about the physics feeling a bit weightless and less varying. When you are comparing it to Forza Horizon 2, are you saying that Driveclub has better representation of weight? If so, I can agree, to an extent.
In Forza Horizon 2, every car that I drove had familiar weight, and though you could see that the cars have weight through contact with objects or other cars, the physics just don't get it right.
I'm having a hard time describing it, but hopefully some of you will understand. I feel like Playground Games dumbed down the physics a bit too much.
Only to wrap up my feelings about these two games, Driveclub has the graphics locked down, and the tracks and time trials feel like a homage to Project Gotham games (which I appreciate very much.). Considering that both studios have Bizarre transplants, you can see it in both games, but you can definitely see it in Driveclub's game-play.
The main thing I give to Forza Horizon 2 is the feeling of earning and building up your garage/cars. The open world part is great, but with the experience that I've had with its physics, I think it would benefit from a bit more realistic approach. Forza Horizon 2 is a very large game, so I think it takes a major part of the cake, but that isn't to say that variety is always the best.
A man could only dream of Driveclub's graphics mixed with Forza Horizon's physics and gameplay.
It really depends on why they see it as more realistic. Did the person explain as to why they thought that? I could see one reason as to why it may look more realistic. Driveclub's environment has a-lot more going on, as if it is an interesting play on Motorstorm. There's that visceral feeling that Driveclub has over the FM series, and that's mainly due to it's environmental effects, it's motion blur, and camera shake. I, and some, would say that it is exaggerated, leading to say that FM is a bit more realistic, but I think what FM needs to work on is the sense of speed. I've gone flat out in cars on tracks and it is a bit more scarier than what FM is portraying. (I haven't tracked in rain.) The Driveclub GIF looks like the person is on some kind of psychedelic drug.