Have both of you guys played DC though? I understand it's all personal preference but still... can you honestly look at the comparison below and say Evo's GI lighting solution wasn't worth it compared to FH2? Both games lack good AF, so it's not just a negative point for DC, it should be a complaint for FH2 as well. DC's motion blur isn't bad at all, so I'm not sure what that's about. I agree the DOF in DC is
terrible though. If anyone with FH2 can get better screengrabs showing a similar scene in cockpit as in these pics, with lots of vegetation in the distance and near, feel free to post them. Just look at the lighting, materials and shaders for the dashboard, which in DC isn't even really aliased as some of you think. Then you look at the scenery and it's not even really a comparison. But, that's also a bad FH2 shot, just like you guys basing DC's image quality on bad shots.
I'm not really seeing this terrible image quality and aliasing in DC when actually playing it (even with the car sitting still). Just about everyone who's played DC says the same, though in motion it probably looks a bit less sharp than FH2, it's still definitely not as bad as some of the screens.
I think you guys should play DC first and experience the various weather/time conditions before making such claims about which priorities were taken from each dev to be the better one, or even comment on DC's image quality where the majority of people who've played agree that it looks a lot better in motion than in stills. FH2 definitely has a good advantage in the AA used, but it's not like DC's image quality is total trash. Here you can see FH2's image quality is indeed superior, but DC can still hold its own. FH2 also suffers from aliasing on the foliage edges as with DC. AF is terrible in both.
So overall, is Evo's preference in using deferred rendering with GI solution worth it at the expense of MSAA? IMO, definite yes. Global illumination isn't just another "small detail" like water ripples from simulated wind, it takes lighting to a whole different level, light gets reflected and refracted onto surfaces, and in turn those surfaces reflect the light particles onto other objects and surfaces. The whole lighting for the scenery, trees, road pavement, rocks, buildings, the cars, everything in relation to the lighting and shadows just looks much more uniform and realistic.
Regarding AA, Evo even managed to implement a variety of AA techniques in support of the GI solution. The problem with aliasing in DC pertains to objects that have to render very tiny lines, especially at a distance, so things like post signs, trees that contain really small branches, certain body lines of the cars, little light reflections on the cars, those end up looking like a jaggy mess in screens. Since they're so small and thin though it's really not noticeable in motion. Ex. the tree branches here. Everything looks pretty clean and smooth besides those trees, which you don't notice at all when playing.