Imagine someone telling you this time last year that a gran turismo game would sound better than forza Motorsport, they would have you sectioned.
.....
https://youtu.be/6mo2q35i_so
From the little snippets of F7 trailer the Ring track didnt look that much different from F6. I wonder if PCars2 made any updates to theirs.
Does GT Sport leave tire marks on burnouts or oversteer? I haven't noticed it in any of the gifs I've seen.
The easiest way to find out would be to do donuts.Does GT Sport leave tire marks on burnouts or oversteer? I haven't noticed it in any of the gifs I've seen.
Direct feed gameplay capture from the E3 build of GT:S...
http://gamersyde.com/news_e3_gran_turismo_sport_gameplay-19289_en.html
I'm sorry, but it just looks bad compared to Forza 7. Use all the tricks you want in the menus, replays, and your built in photo editors... but when you're playing and driving around the track, it's obvious the game has glaring issues. Those trees are just laughable.
If you think this looks like real life you need to go outside more often.
https://youtu.be/dsNNTNWwkDU
From the little snippets of F7 trailer the Ring track didnt look that much different from F6. I wonder if PCars2 made any updates to theirs.
Imagine someone telling you this time last year that a gran turismo game would sound better than forza Motorsport, they would have you sectioned.
.....
https://youtu.be/6mo2q35i_so
Especially compared to FM7, which sounds incredible.Yeah, it really still doesn't.
Imagine someone telling you this time last year that a gran turismo game would sound better than forza Motorsport, they would have you sectioned.
.....
https://youtu.be/6mo2q35i_so
Massive update: Now it is laser scanned. Other than that, wide spread updates: better crowds, improved grass colored after the texture and with varying height, 3D trees and 3D bushes and seasons/snow variants.From the little snippets of F7 trailer the Ring track didnt look that much different from F6. I wonder if PCars2 made any updates to theirs.
Yeah, it really still doesn't.
Whether they are 2D or 3D trees in the 60fps racing games are all for the most part a horror to watch .. especially as we are stopped ..
Massive update: Now it is laser scanned. Other than that, wide spread updates: better crowds, improved grass colored after the texture and with varying height, 3D trees and 3D bushes and seasons/snow variants.
Whether they are 2D or 3D trees in the 60fps racing games are all for the most part a horror to watch .. especially as we are stopped ..
very fresh GIF![]()
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I'm afraid that sony will not hear us even with a petition .. we must wait for the next game of evo ..KOHIPEET
Totally agreeRisk Breaker
Dan said that about 5.. Laser scanned, all the different surfaces correct, the graffiti correct.. blah blah typical promotional B.S. I believe this years fun word is photogrammetry
Oh yeah When you see what they could do at the beginning of the normal ps4 (photo mode)
fresh shoot ^^
Imagine someone telling you this time last year that a gran turismo game would sound better than forza Motorsport, they would have you sectioned.
.....
https://youtu.be/6mo2q35i_so
Damn, Sony please make a pro patch for DC!
Can't we start a petition or something?
Would you not reasonably expect a game developed on PC, also for the most powerful console later this year, to have at the very least a full compliment of last-generation features that directly affect gameplay? Or are PC's and the XBOX ONE X not capable enough?No dude, your post was a poorly constructed mess. remember when you said,
Yeah. Not sure what you thought you were saying, but it sure wasn't "implying" it should be "feature rich"
My citation implies Turn 10 should be capable of achieving anything from a resource perspective yet here we are and the lighting engine, although improved over previous Turn 10 games (thanks PlayGround Games), is still not at the level I would expect. My comment about Gran Turismo relates to the studios phenomenal lighting engine producing images Turn 10 seem unable to match. Gran Turismo has always had an organic natural look. That's just the way it is.You cite being build from 'the ground up for PC' as being the reason for the perceived weakness of the lighting solution ('organic and warm sense of place').
I still haven't got a clue what this has to do with the discussion. My TV has nothing to do with Turn 10's development of a videogame. For reference though, I've never needed to change my TV settings so my considerations are always out-of-the-box consistent. So, please, put he brakes on this one.No dude, no one is shifting the discussion. The TV quip was in response the "warm, organic" business. You can have a subjective preference for how something looks, but trying to pin it as some intangible capability that one dev has and another does not contributes nothing to your argument or to the discussion. Lighting is either accurate, or it is not. I give no shits about how 'organically warm' it feels. edit - Really, statements like this remind me of wine tasters, extolling the "earthy tones" and "unique bouquet" of whatever they've just stuck their nose into, without any actual useful quantitative input or actual evidence. If you like something more because of they way it looks, that's fine, and you're entitled to it, but don't act like your opinion must be accepted as fact.
Yeah...which clearly indicates the game does not have full dynamics. The Verge details dynamic weather and Eurogamer originally stated dynamic time of day but they now consider it is not, more of a pre-baked switching method, which is not dynamic."Do tell?" sure thing.
"The weather and night modes that were added in Forza 6 are no longer just modes: theres a fully dynamic weather system that changes with every race, sometimes even during the race. You can see the horizon shimmer in the distance on hot tracks. The puddles now change in real time when it pours, and on some tracks you can see the rain approaching off in the distance."
Eurogamer cited this as well: http://www.eurogamer.net/articles/digitalfoundry-2017-forza-motorsport-7-xbox-one-x-true-4k-showcase, "But just as impressive is the implementation of full dynamic lighting, allowing for gradual time of day transitions as well as a full-on weather system - all real-time now, as opposed to FM6's baked, static equivalents"
There may be more going on under the hood here. indeed, F7 may be using realtime transitions between baked solutions, which would be akin to Horizon: ZD. A nice way of achieving a high-quality implementation if that is the case.
Nope nothing really known about it, I notice this little bit of info which I thought was a nice touch from Codemasters in keeping the name
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Today, Turn 10 are developing on PC as a primary format yet they seem to be unable to deliver the fully dynamic experience we got on a lower-power console in 2010. I expect full dynamics as standard in this generation consoles. That's why I've said before both Turn 10 and Polyphony Digital have failed with these releases.
Yeah...which clearly indicates the game does not have full dynamics. The Verge details dynamic weather and Eurogamer originally stated dynamic time of day but they now consider it is not, more of a pre-baked switching method, which is not dynamic.
Just a brief correction - the 2010 one (GT5) was 1280x1080. GT6 was 1440x1080 and as a result ran even worse at times. I always think of this as the epitome of PD's missteps.The "fully dynamic experience we got on a lower-power console in 2010" struggled to maintain 60fps and at times dropped to as low as ~30fps in rain, and didn't run at full 1080p(it was 1440 x 1080).
I wouldn't recommend getting so hyped on the next project by the guys who made Driveclub. I love Codemasters, they're my favorite studio, but lets face it: they already have their own engine (which Evo might use), they don't have the resources of a 1st party studio, and they make multiplatform games designed to run at 60 FPS.
I wouldn't recommend getting so hyped on the next project by the guys who made Driveclub. I love Codemasters, they're my favorite studio, but lets face it: they already have their own engine (which Evo might use), they don't have the resources of a 1st party studio, and they make multiplatform games designed to run at 60 FPS.
Please be an open world motorstorm spiritual sequel! (please!)
Oh yeah When you see what they could do at the beginning of the normal ps4 (photo mode)
fresh shoot ^^
Anytime you guys are ready, let me know...I can even contribute some money if needs be...Damn, Sony please make a pro patch for DC!
Can't we start a petition or something?
I was more surprised still seeing reflections update at 30fps. Is this more of a CPU limitation?Jesus.
I'm still surprised to see 6TF won't fix the absolutely terrible motion blur or the lack of details like those floating track parts by the curbs :/
I always wished that PGR4 kept object motion blur ingame. The intro had it and looked so goodThis might sound like bullshit, but I'm still yet to see motion blur as good as the method implemented in PGR4. All others just look artificial in some way :/
What's the point in 'judging' a several months old build from an unreleased game? I would wait until the game has been released before I would judge it - Wildlands has thought me this the hard way after I was total upset 'bout the "beta".Every game has it's problems if you judge it from some screenshots.
Reflections at 30fps, mirrors at lower refresh, suspended sand over asphalt. Then we move to environmental lighting...When you get to the tunnel in Dubai, there are some air pockets where the rays of the sun should protrude and hit the pavement inside the tunnel...It would also be a nice time to show some volumetrics and shadows from the light source, there's basically nothing or very weak light protruding, yet it's beaming on the outside...I was more surprised still seeing reflections update at 30fps. Is this more of a CPU limitation?
I always wished that PGR4 kept object motion blur ingame. The intro had it and looked so good
When you get to the tunnel in Dubai, there are some air pockets where the rays of the sun should protrude and hit the pavement inside the tunnel...It would also be a nice time to show some volumetrics and shadows from the light source, there's basically nothing or very weak light protruding, yet it's beaming on the outside...
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I cannot get a good real-time shot, but if you look at time of day for the track, it's the equivalent of twelve noon. Even at that angle with the sun and another internal light source, the reflected light to the left part of the track is much much too weak...This is especially so around the sun shaft opening in the tunnel, the intensity is much too weak and the lighting intensity extremely subdued...Sun rays can not hit the pavement because of the angle. Lighting is pretty accurate here.
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I would say the lighting here hitting opaque geometry is pretty accurate for a 60hz title on console, but the "volumetrics" (they look to just be faked hand placed geometry bits here to fake volumetric lighting) are a bit off. If it were realistic and participating media were scattered here in a uniform pattern, the directly lit volume portion of tunnel would reflect the most light,, and then secondary scattering (the overemphasized hand placed shafts here) would be much less bright. Currently, the faked volumetrics are too bright given their location... and the real ones are not lit at all (they probably have no global volumetric lighting system). Once again...60hz on console.Sun rays can not hit the pavement because of the angle. Lighting is pretty accurate here.
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Or is that just supposed to be sand leaking in from the roofs?
I was more surprised still seeing reflections update at 30fps. Is this more of a CPU limitation?
I cannot get a good real-time shot, but if you look at time of day for the track, it's the equivalent of twelve noon. Even at that angle with the sun and another internal light source, the reflected light to the left part of the track is much much too weak...This is especially so around the sun shaft opening in the tunnel, the intensity is much too weak and the lighting intensity extremely subdued...
The best I could find...
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Lol, I disagree with you, but I'll leave it there....The best you can find is a terrible example. Exposure in your picture is so high that you can't see the exterior of the tunnel, it's an overexposed white, and only indirect light pass through the ceiling while in the Forza screenshot you can see the blue sky. Sorry, you are wrong.
Dictator93, I think those simulated "particles" are sand. I wanted to point to the tunnel surface with indirect lighting, not the "particles". Modifying the contrast is more evident the not regular shape of those particles, are not lighting shafts.
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