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Next-gen Racing Graphics Face-off | (Next-gen means current-gen)

Sebmugi

Member
NFS by night is the best light, by day it is rather FH3 and rain is DC ;)

threatening sky ^^

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I knew Forza had global illumination, there were plenty of points where I saw something like a white car being lit in green because of bright grass, or rocks nearby making a road look orange, and knew it was either faked really well with textures or it was real GI.

Honestly the only real rendering tech Forza is "missing" now is either SSR, or using those real-time cubemaps it uses on bonnet camera for the whole car (which is probably better than SSR).
 

Spidy

Neo Member
Driveclub while playing looks more photorealistic IMO, but FH3 still looks fantastic, especially as an open world game. FH3 is also a lot of fun!
 

LostDonkey

Member
I knew Forza had global illumination, there were plenty of points where I saw something like a white car being lit in green because of bright grass, or rocks nearby making a road look orange, and knew it was either faked really well with textures or it was real GI.

Honestly the only real rendering tech Forza is "missing" now is either SSR, or using those real-time cubemaps it uses on bonnet camera for the whole car (which is probably better than SSR).

It's most certainly does have light bounce. Drive through the desert sections in a white car, the red from the ground is illuminated on the body of the car.
 
It's most certainly does have light bounce. Drive through the desert sections in a white car, the red from the ground is illuminated on the body of the car.

Yeah, that's the kind of stuff I meant. I was certain it was some kind of GI and now it turns out it actually was. It's a great touch for extra believeable lighting.
 
Need for speeds night is absolutely fantastic. Probably the best representation of night time lighting I've ever seen in a game.

Amazing pics of ALL the games though, honestly. They've all gotten so fucking good at this point it's getting hard to differentiate.
 
The main thing NFS nails is the look of a light polluted city. It isn't just black or dark blue but rather brownish orangeish because of the light bleeding from the streetlights. It's an amazing look, it doesn't look quite as good in the sunrise/pseudo-daylight situations but the night time is pretty much unrivalled. Forza is the only thing that really comes close with all the brownish streetlights in Surfer's Paradise.

It's crazy to think how versatile Frostbite is overall.
 
Today I played NFS: Rivals (PS4) for the first time and think its graphics are really great even after 3 years. Not comparable with DC and FH, but really nice for an open world launch title. I wish there was a photo mode for this game.
 
I know this is the graphics thread, but listen to this wastegate effect in NFS16. Thing sounds MEAN. I get a really good one at 0:20. Crazy. Need for Speed games are so underrated in the sound department.

https://youtu.be/wxSIU7P1MQ0

I love NFS16's sound and look. BTW that noise is not wastegate flutter, it is turbo flutter caused by compression surge. Wastegate flutter occurs during throttle while the latter occurs when you let off throttle.

Here's my favorite real world example:

https://www.youtube.com/watch?v=D3djVW3dSGA
 

dr guildo

Member

For those having a Plasma Panasonic 50ST60, please, just try these calibrated setting for D65, unbelivable how it makes DC looks like a window opened on reality :

Mode : Vrai Cinema
Contraste : 70 (pour atteindre la luminosité adéquate, ni trop fort, ni trop sombre, selon les normes ISF : entre 100 et 130 cd/m², ici nous sommes à peu près à 125 cd/m²)
Luminosité : -2 (pour des noirs denses, mais pas bouchés, relevés à 0.005 cd/m²)
Couleur : 50 (parfait par défaut pour des couleurs naturelles, donc parfait pour le Blu-ray, mais peut-être un peu juste pour la TNT)
Teinte : 0 (la teinte se corrige plus précisément avec les réglages avancés, donc on laisse à 0)
Netteté : 50 (le mode par défaut, c’est très bien avec le Blu-ray, peut être pas assez avec la TNT, sur 50 ça n’engendre aucun ringing ou fourmillement)
Temp : Chaud (pour se rapprocher le plus de la température de couleur de référence en ISF : 6504K)
Couleur Vive : Off (engendre des couleurs plus vives, pas mal avec la TNT, mais des couleurs pas assez naturelles, donc Off)
Sonde de temp.Ambiante : Off (efficace avec la TNT, mais ajuste le contraste en fonction de la luminosité de la pièce et dérègle le gamma et donc la colorimétrie, donc Off))
Réduction Bruit : Off (efficace, mais réduit le piqué de l’image, donc Off)
24p Smooth Film : Off ou Moyen (au choix, sur off la fluidité est plus cinéma, mais il y a des saccades sur les travelling et du scintillement, sur Moyen l’image est fluide, sans saccade ni scintillement, mais il y a de très légers artefacts de mouvements et un léger effet caméscope).
Paramètres avancés :
Reg luminosité écran : Bas
Commande Adapt Gamm : 0
Extension Noir : 0
Gamme couleur : Normal (pour un gamut proche de la référence REC.709, sur Natif les triangle CIE est trop large, les couleurs trop saturées).
Balance des blancs (pour ajuster l’équilibre RVB et l’échelle de gris, et donc la température de couleur)
G.Rouge : -9
G.Vert : 9
G.Bleu : 1
L.Rouge : 2
L.vert : -2
L.Bleu : -2
Ajustement détaillé (en allant de 10 à 100 IRE):
G. Rouge : -50 / -37 / -37 / -36 / -35 / -22 / -1 / 33 / 24 / -3
G.Vert : -7 / -25 / -36 / -35 / -35 / -23 / 0 / 37 / 28 / 0
G.Bleu : 0 / -19 / -34 / -36 / -38 / -24 / -4 / 38 / 26 / 1
Gestion des Couleurs (pour ajuster le gamut)
T.Rouge : 4
Sat.Rouge : -17
Lum.Rouge : -3
T.Verte : 5
Sat.Vert : -5
Lum.Vert : 17
T.Bleu : 0
Sat.Bleu : -4
Lum.Bleu : -1
Gamma : 2.4 (pour une courbe de luminance parfaite, des scènes contrastées, mais détaillées, pas de noirs bouchés ou de blancs brûlés et donc une échelle de gris parfaitement homogène)
Ajustement détaillé (de 10 à 100 IRE) : -37 / -38 / -25 / -16 / -8 / -4 / -2 / 3 / 0 / 0
Pixel Direct 1080p : Off
Sur balayage 16:9 : off
Déplacement pixel : Auto
 

Shaneus

Member
For those having a Plasma Panasonic 50ST60, please, just try these calibrated setting for D65, unbelivable how it makes DC looks like a window opened on reality :
Do you find those settings match what you see with photo mode shots on other devices? I have a similar TV but always struggle matching what I see on screen with what comes out when I look at it on my PC.
 

drotahorror

Member
^Great shots :( So many memories that will never be forgotten. Hate to be melodramatic but damn I miss Motorstorm and Evolution Studios.

Just bought a ps3 again. Need my Motorstorm fix.
 

John Wick

Member
I turn on the ps3 to replay some motorstorm has, and I believed review skies FH3 lol ^^
fresh shoot

Evolution would have made a fantastic Motorstorm on PS4. Open world no problem. Any company that could master PS3 would have no problem on PS4.
 

drotahorror

Member
So glad you guys posted up those Motorstorm shots. Been having a blast with my new ps3 and the Motorstorm series again ha. Really hope PR's DLC goes on sale soon.
 

I think this would look awe-inspiring to drive on an HDR OLED TV and hear the vastness of the open space swollow the engine sound from afar. Replay, and just one trackside-cam camera view that captures a big part of the track, car for most of the laps not even visible, just the sound, revving, doppler-effect...

please get the sounds right, PD.
 
The colorimetry seems more advanced than that of driveclub as well as the quality of the sky. Well it will not be viable volumetric clouds but hey we saw in other games that it could well make it anyway.

I think the graphics engine of GTS will become the new reference ;) we'll see

some new screen here http://gematsu.com/gallery/gran-turismo-sport/december-3-2016/page/4/

the skybox in gt pro appears to be a flat skybox texture. im not sure how that is more advanced than what driveclub is doing
 

Sebmugi

Member
Yes for the volumetric clouds and for the reflections of the cars Driveclub is always ahead ;) for the rest.. wait and see ^^

some jpeg shoot

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drotahorror

Member
The bmw and the wrx look like they're placed on real backdrops. What game had that as a feature? Maybe it was GTSport, but I thought it was something else as well.
 

Sebmugi

Member
Yes the light, the lights, the colors, with a real screen 4K HDR they will be almost more photorealistic than the real .. I hope that on PS4 pro we will be entitled to real time weather changes
And I wait to see the rendering in the rain OMG ^^
 
GTS has come along way since it's first reveal.

Any word on dynamic weather or dynamic TOD?

I think it's been confirmed dynamic has been ditched, but the trailer also seems to suggest this with the set TODs switching, day/night/sunset/sunrise.

Admittedly I've not been keeping on top of GTS news.
GTS / Project Cars

Actual geometry doesn't look any different from what I can tell. Clearly IQ/fidelity is better than PCars on these, but this also seems to be PCars shown in its worst light.
 
Actual geometry doesn't look any different from what I can tell. Clearly IQ/fidelity is better than PCars on these, but this also seems to be PCars shown in its worst light.

On first glance, I thought the same - give pCARS better lighting and a track surface that doesn't reflect like drywall and it could look just as good, but then...

pCARS doesn't have the nobs on the druids bend. Also the 2 trees are not in the same position and behind the trees is different. The narrower curb leading into the corner on the inside goes a lot further in pCARS than in GTS before the wider curb begins.

How can that be if the pCARS version is made from laserscanned point-cloud data that also include the surroundings of the track (I know AC's does, the point-cloud pictures are used as menu background images in the PC version and I assume SMS bought the same laserscan data) and the GTS version is FIA sanctioned, which means - if not the trees - at least the curbs should be spot on.
 
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