TheAdmiester
Member
The image quality is better than pcars on xbone. Higher resolution, better AA and AF it seems.
There are plenty of reasons/excuses as to why pCARS looks a tad worse, though.
The image quality is better than pcars on xbone. Higher resolution, better AA and AF it seems.
There are plenty of reasons/excuses as to why pCARS looks a tad worse, though.
The image quality is better than pcars on xbone. Higher resolution, better AA and AF it seems.
Not considering the hardware is a generation apart, and a longer than normal generation at that.
I'd imagine that the support for 55 cars on track, higher resolution textures, dynamic headlight shadows, day cycle + weather on every track, and multiplatform (+multi-gen) nature ate up that hardware difference pretty quickly. pCARS does a shitload more at once than GT, which is why I don't mind it not being a huge improvement over GT's graphics.
Supersampling + motion blur is what makes it look great, but the assets are pretty much the same.The attractiveness of GT definitely relies on downsampled images. These shots look much closer to what I see on my screen and it's nowhere near as pretty as the average Joe might think.
Gameplay:
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Photomode:
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(those are from GT5 btw)
Was going to say that lol. Best looking BMW I've ever seenThat BMW looks WAY nicer in photo-mode, lol
That BMW looks WAY nicer in photo-mode, lol
On consoles or PC only?
Supersampling + motion blur is what makes it look great, but the assets are pretty much the same.
Track assets typically don't change much in Photomodes though. Cars tend to have multiple models that get swapped in and out so they are much more likely to be changed in photomode.Right?!!
I was talking about the track. lol
The attractiveness of GT definitely relies on downsampled images. These shots look much closer to what I see on my screen and it's nowhere near as pretty as the average Joe might think.
Never realised the Huayra's interior could vary.
Forza's seems to be based on this version:
They absolutely nailed the material around the Pagani logo on the steering wheel, that weird grany plastic kind. Amazing to think it has all of those fantastic material properties and is still permanent 60fps.
This goes for almost every console game including current-gen. Even in those direct feed 1080p shots GT6 somehow still ends up looking better than PS4 pCars in many areas.
gt6
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ps4 pcars
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Those are photomode pCars as well. Maybe nibs can get some replay captures of Willow Springs?
Do the mirrors and reflections in PCars update at 60fps on the consoles?Certainly seems comparable in places…
Track assets typically don't change much in Photomodes though. Cars tend to have multiple models that get swapped in and out so they are much more likely to be changed in photomode.
Never realised the Huayra's interior could vary.
Forza's seems to be based on this version:
They absolutely nailed the material around the Pagani logo on the steering wheel, that weird grany plastic kind. Amazing to think it has all of those fantastic material properties and is still permanent 60fps.
Tracks don't seem to have PBR properties honestly, other than curbs and the road nothing seems to react to light. It's really static. AI cars are very simple too.
Tracks don't seem to have PBR properties honestly, other than curbs and the road nothing seems to react to light. It's really static. AI cars are very simple too.
Here's GT's version
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Both as far as I'm aware, but I think I've heard that the console version is "only" 45 cars per race.
That's super impressive. I expect GT7 to have 20 to 30 cars races.
Kaz said they want to match the number of cars that real events have like 200-300 cars on nurburgring.
Tracks don't seem to have PBR properties honestly, other than curbs and the road nothing seems to react to light. It's really static. AI cars are very simple too.
I was talking about the cars mainly. Although the tracks aren't doing anything special, they're also not doing anything worse, they're basically the same as any other game.
That's not the ingame model for GT, or there was some sort of weird change before release at least. Compare the properly textured and clearly labelled dials on the version in your picture to this one from above.
For some reason the dials in this one look like a normal/bump map with no textures. The one you posted is nice, but that's a photomode/full detail version, which isn't a fair comparison to the Forza and pCARS shots.
They absolutely are doing something worse. Forza lighting is all prebaked, shadows are incorrect. The only thing that is dynamic is the cars shadow and because the track does not react to light at all you get weird things like this
https://www.youtube.com/watch?v=7yv2zMBX2Pw
That was a known glitch for a specific turn that was patched at (before?) release. Anyone who's played the game knows the hill doesn't look like that. That video was posted a day before the Xbox One even launched.
Just snapped this one for you mate.
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That was a known glitch for a specific turn that was patched at (before?) release. Anyone who's played the game knows the hill doesn't look like that. That video was posted a day before the Xbox One even launched.
Forza's shadows are also from above meaning they cast incorrect shadows that do not match the environment.
Oh shit, lol. I stand corrected, though your pic does show the environment shadow was adjusted since that video. How far off the track would you say you are? I don't see it doing laps normally, even with a sloppy line.
Around the same spot the majority of people not familiar with corkscrew end up at.
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IMO DC is still the king. Especially because of its lighting.
Forza and Horizon can look very clean though.
You have the MSAA overlords to thank for this part.
I've never seen a console game look even remotely as sharp as Horizon 2 and its 4xMSAA. Such a clean image, no FXAA to be seen it seems.
It must've been the TV I was playing on, but there were some jaggies when I played the demo at best buy. It reminded me of DC's IQ.You have the MSAA overlords to thank for this part.
I've never seen a console game look even remotely as sharp as Horizon 2 and its 4xMSAA. Such a clean image, no FXAA to be seen it seems.
Isn't that an Forzavista(or whatever it's called) shot? Where they bump up the model detail? That's not gameplay during a race, right?I was talking about the cars mainly. Although the tracks aren't doing anything special, they're also not doing anything worse, they're basically the same as any other game.
What I was saying WAS special was the proper paint effects on the cars, like the orange peel effect that makes the reflections look bumpy on this P1's paint:
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I haven't seen any proper material effects like that in any other game. I think Driveclub MIGHT have something similar, but that also brings me back to the point from my last post - Forza is doing it at 60fps, and that's a big technical feat to me.
Wait, so Huayra in GT6 has several interior trims? This one is like forza''s. Mind blown.
It must've been the TV I was playing on, but there were some jaggies when I played the demo at best buy. It reminded me of DC's IQ.
Isn't that an Forzavista(or whatever it's called) shot? Where they bump up the model detail? That's not gameplay during a race, right?
It must've been the TV I was playing on, but there were some jaggies when I played the demo at best buy. It reminded me of DC's IQ.
Isn't that an Forzavista(or whatever it's called) shot? Where they bump up the model detail? That's not gameplay during a race, right?
Wait, so Huayra in GT6 has several interior trims? This one is like forza''s. Mind blown.
Isn't that an Forzavista(or whatever it's called) shot? Where they bump up the model detail? That's not gameplay during a race, right?
Wax you gotta specify to the doubters, custom firmware direct-feed captures at 720p?
I'm not sure what you're speaking relative to. Deferred approaches can handle small lights very efficiently, but don't particularly improve the shadow rendering situation.Well, that's one advantage of forward rendering. On the downside you can't have many light sources casting shadows.
It's not just in Forzavista. They're also there for photomode during gameplay and replays in Forza 5 and Horizon 2.
I'm not sure what you're speaking relative to. Deferred approaches can handle small lights very efficiently, but don't particularly improve the shadow rendering situation.
I have to admit I don't think this is true. Horizon 2's cars just seem more flat to me, with the exception of the weird wood/diamond/metals you can paint them in. Normal paint looks a bit cartoony, I wonder if it's less pronounced in order to make the game work better open world? Performance issues or something?
I have to admit I don't think this is true. Horizon 2's cars just seem more flat to me, with the exception of the weird wood/diamond/metals you can paint them in. Normal paint looks a bit cartoony, I wonder if it's less pronounced in order to make the game work better open world? Performance issues or something?
I'd guess that's GT based on the low poly interiors and last gen textures?