Posted a screenshot above. Also others have ahead proven there were no IQ improvements in the latest patch
Either way...that shot you posted is egregious?
Egregious- outstandingly bad; shocking
Posted a screenshot above. Also others have ahead proven there were no IQ improvements in the latest patch
Posted a screenshot above. Also others have ahead proven there were no IQ improvements in the latest patch
It looks a whole lot better than during the launch tho. Less aliasing.Posted a screenshot above. Also others have ahead proven there were no IQ improvements in the latest patch
Wow these drive club images are beautiful. Is it worth spending the money on this game or should I wait for the PS+ version ?
Either way...that shot you posted is egregious?
Egregious- outstandingly bad; shocking
the AA in DC is at its worst in still screens FYI
Anything with a high bit rate and no scaling.
Check Gamersyde as they probably have high quality videos available.
edit: here, found the main shot I remembered
Compared to the photo mode shots totally yeah. It stood out very starkly to me.
Any idea what kind of AA they're using?
Anything with a high bit rate and no scaling.
Check Gamersyde as they probably have high quality videos available.
edit: here, found the main shot I remembered
Compared to the photo mode shots totally yeah. It stood out very starkly to me.
Any idea what kind of AA they're using?
Posted a screenshot above. Also others have ahead proven there were no IQ improvements in the latest patch
So you haven't actually seen the gamersyde vids? Which other vids did you watch where the aliasing was really bad though? I've seen the gamersyde vids and they look pretty great to me, I don't see copious amounts of aliasing.
That pic doesn't represent the AA solution for the whole game though. Objects rendering really thin lines in DC like the grass, bridge lines in the distance, or lighting highlights on car body panels will show aliasing. Besides the aliasing on the cars, it's otherwise unnoticeable when you play. The game is extremely clean for me.
Even Digital Foundry commented on this:
We've heard rumblings of improved in-game anti-aliasing for a while now as well but based on comparison shots we've generated compared to the launch version, it's difficult to conclude if there has really been any improvement. What's important to note is that DriveClub's AA is at its best in motion - stopping your car actually accentuates the game's aliasing issues.
http://www.eurogamer.net/articles/d...er&utm_medium=social&utm_campaign=socialoomph
evo never specified but theres temporal aspects to it
I can't say for sure, but I suspect it's similar to what was seen on Killzone Shadow Fall, a mixture of FXAA and a new AA tech developed by the Sony Tech guys called TMAA, which it is akin to temporal supersampling anti aliasing, it provides excellent AA in motion but in static scenes coverage gets negatively afffected, something Ubisoft guys tried to fix with their HRAA solution.
What track is that? I drove all the Mexico tracks and couldn't find one with over-track red banners over them but maybe I missed it.
Either way, that image seems cherry picked for poor quality - but if I can locate that track position I'll post one. In most of the game time both stationary and driving, you don't see frames like that.
Not really. TAA relies on coherency across frames, which typically causes problems in motion.is true, that it does use some temporal AA then that definitely explains the lesser aliasing in motion.
Isn't photo mode for drive club basically bullshot mode?
All gameplay videos I've seen have way more egregious aliasing.
It seems the track is different at that point now.
And despite the shot showing nothing much of the lighting abilities of the DC, it looks better too.
same time of day. Same clouds.
Better colours, less harsh contrast. Less car jaggies.
This is a jpg though, can't say whether a PNG would be worse or better.
Not really. TAA relies on coherency across frames, which typically causes problems in motion.
Most implementations only jitter between 2 offset sample grids, which gives them at most 2xAA when nothing is moving (in theory, this could be resolved by using a greater number of sample location offsets). In implementations that use accumulation, motion can "boost" the sampling beyond those points if the game is very liberal with coherency... but this is pretty sketchy and tends to result in strange blurring, in addition to a weird slow "unblurring" effect when the camera stops moving. This is part of why I liked ISS's IQ more than KZSF's, despite KZSF usually having less noticeable aliasing; ISS is more conservative and only uses the last frame, so even if it's not quite as smooth, it looks cleaner. But areas of the image with significant motion in ISS essentially have their TAA turned off.
It could be that DC uses an accumulation buffer for AA, although my first guess would be that it's simply taking advantage of motion blur. I'll take a look later.
edit:
DriveClub has raised paint
Stereoscopic proof:
snip
Raised, yes. Hovering above the roadway, not so much.But, road paint is raised in real life.
Benzy, it took me about 15 minutes for my Chrome window to load this window...
Totally worth it. Great job.
It is amazing how they have done the raindrops on the windscreen in DC.
Reality:
notice each drop reflects an inverted fish-eye view of the scene..
the drops on the DC windshield make a reasonable fist of doing the same thing.
I'm not sure which games have been configured to do so for dynamic objects (the environment certainly reflects itself in many games), but it should be simple in any engine that supports reasonably general-purpose screen-space reflections.Does any other game have objects that can reflect themselves? I don't think there is any.
Yeah not sure why people are posting fake photomode shots in a thread about real time gameplay graphics. They are two different things.
Funnily enough your post just makes Driveclub that more impressive.
Simply because 90% of the pics posted are in-game. And the photo mode shots are barely any different, a little better AA and very minor shadow improvements.
I think the crazy physics of the water on the windshield in DC is mesmerizing, but it isn't all that accurate. It looks like clear jelly, it moves too fast, and obscures too much. It shouldn't really be moving up so quickly from the bottom of the windshield as that is a somewhat stagnant high air pressure area.
Again, it looks impressive. It just doesn't look right.
Real rain at the bottom of a windshield:
https://www.youtube.com/watch?v=Ngg_rafW8_U#t=210
Driveclub:
http://a.pomf.se/mwiuqy.gif
That "heavy" rain video is a bit wimpish. Here's one with more of a jelly effect like Driveclub
http://youtu.be/WNTTf6dIygA?t=2m45s
Except it looks like it is barely raining in the Driveclub GIF:
http://a.pomf.se/mwiuqy.gif
And they still don't look all that similar. The drops of rain just become a puddle when they come together in your video. In Driveclub, they stay separate and goopy.
Again, I appreciate what they did, but it just doesn't look right. It's like the uncanny valley of water simulation. I can't stop staring at it because it's just wrong.
I came across this image in console screenshots thread
Does any other game have objects that can reflect themselves? I don't think there is any.
Car's bodywork is reflecting itself.What am I looking at here? Can someone point it out for me, I'm having a derp moment.
The car's bodywork reflecting itself (look at the triangle shaped thingy's reflection).What am I looking at here? Can someone point it out for me, I'm having a derp moment.
In terms of weather effects there isn't really a comparison, it's clearly DC>PC>FH2
Real rain at the bottom of a windshield:
https://www.youtube.com/watch?v=Ngg_rafW8_U#t=210
Car's bodywork is reflecting itself.
The car's bodywork reflecting itself (look at the triangle shaped thingy's reflection).
I couldn't find any bumpercam gifs of FH2.
Great stuff there.
I will point out that that first Forza gif is right before a storm (sprinkling) and the second one is after a storm has passed (also sprinkling).
How do I know? I made them, lol.
I think the crazy physics of the water on the windshield in DC is mesmerizing, but it isn't all that accurate. It looks like clear jelly, it moves too fast, and obscures too much. It shouldn't really be moving up so quickly from the bottom of the windshield as that is a somewhat stagnant high air pressure area.
Again, it looks impressive. It just doesn't look right.
Real rain at the bottom of a windshield:
https://www.youtube.com/watch?v=Ngg_rafW8_U#t=210
Driveclub:
http://a.pomf.se/mwiuqy.gif
I thought photo-mode made the shadows look worse? I remember seeing a comparison, and the photo-mode shadows looked a lot softer and blurry.
I may be wrong, though...
Also, @Benzy, nice job with that comparison. Those DC GIFs are unreal. The rain droplets on the windshield in the Project Cars GIF just don't cut it after seeing DC's.
its amazing the length some people will go to downplay a superior product. nitpicking about the water simulation on the windows? when regardless of not being 100% perfect compared to real life its still so far ahead of anything any other game is doing.