Well Forza tracks are based off real life tracks, so there's not that much they can do, where as driveclubs tracks at least are made up.It looks great. I'm just personally not into how clean Forza looks. I much prefer the look of Driveclub or a Grid.
So last gen
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And I guess you never played Forza 5.
Come on mate," pretty much locked 60fps" I have this on Ps4 with the latest 1.4 patch and it's nowhere near locked 60fps especially with rain on. I know they are going to make further improvements to the fps with 1.5 patch but even then it' not locked.Post patch PCars on PS4 is pretty much a locked 60fps, even with a 30 grid line up, decent AA, dynamic weather and dynamic time of day. I'm sure post patch it's better on the Xbox One too. It does have some mild tearing though. Having said that, I don't know why that all matters in a Forza 6 thread?
Have DF done a frame analysis of F6? Presumably it's a locked 60fps as per usual?
They better fix the music. I mean wtf if they use that dynamic orchestra music for the entire game. It's honestly so bad I'm debating a purchase.
That Rio track looks absolutely bonkers, can't believe the game is less than 3 months away.
Gears of War Ultimate.
Halo 5.
Forza 6 (with a racing wheel).
I'm set on games for the next 2 years!
Lots of attempts to downplay 1080/60 in this thread..
Wasn't that like the single most important thing in the gaming world for all of 2013/2014? Why is it changing now?
I've pre-ordered all 3.
I can't wait to feel the tram lines and cobble stones through my tx steering wheel as Prague on 5 felt amazing.
Fuck. The ugly trees are back...
It wouldn't if it ran a 60fpsI see Driveclub still have the edge on graphics though
Lots of attempts to downplay 1080/60 in this thread..
Wasn't that like the single most important thing in the gaming world for all of 2013/2014? Why is it changing now?
Turn the music off. It's a sim racer.They better fix the music. I mean wtf if they use that dynamic orchestra music for the entire game. It's honestly so bad I'm debating a purchase.
Heh... On the flip side I used to hear that 1080p doesn't matter that much and that you can't really tell the difference between that and 900/720p.
All depends on what side of the fence people are sitting on I guess.
Heh... On the flip side I used to hear that 1080p doesn't matter that much and that you can't really tell the difference between that and 900/720p.
All depends on what side of the fence people are sitting on I guess.
Gears of War Ultimate.
Halo 5.
Forza 6 (with a racing wheel or elite controller).
I'm set on games for the next 2 years!
Dear lord do you see that puddle
60fps puddle at that.
On a serious note, has anyone seen tires pop out of the padded walls/barricade in any other circuit racing game after a crash?
I can't recall a racing game that does it to the extent that it's done in FM 6, hell.. even do it at all period..
T10 amping up dat realism wit dem details
60fps puddle at that.
On a serious note, has anyone seen tires pop out of the padded walls/barricade in any other circuit racing game after a crash?
I can't recall a racing game that does it to the extent that it's done in FM 6, hell.. even do it at all period..
T10 amping up dat realism wit dem details
Technically, it boils down to a few simple things.Why is that car games always look so good? I mean seriously, why?
2. It's a scenario that is largely static with not that many moving components. It gives a lot of room for baking stuff, for hand-optimization, for easier LOD control etc. For example in the case of F6, majority of the environment lighting is static, the reflections are pre-baked probes/envmaps, the shadows are largely pre-baked onto the terrain. It simply gives a lot of room to optimize since you know a lot about the different scenarios. Technically depending on the situation there aren't that many different objects either and you can minimize draw calls by simply static batching the environments etc.
Don't forget fable, rare collection and tomb raider, xbone is killing it.
Turn the music off. It's a sim racer.
Bonnet camera or other views?Does pre-baked imply reflections only show off static objects? Because you can see flying helicopters on car body reflections in Forza 5.
That Rio track looks absolutely bonkers, can't believe the game is less than 3 months away.
If your Bayonetta avatar is anything to go by you really should know the difference between 60 and 30 fps and what it means for gameplay. Driveclub in 60fps would have to downgrade it's visuals.I see Driveclub still have the edge on graphics though
Wish I had a gif on hand of The Crew for this.60fps puddle at that.
On a serious note, has anyone seen tires pop out of the padded walls/barricade in any other circuit racing game after a crash?
I can't recall a racing game that does it to the extent that it's done in FM 6, hell.. even do it at all period..
T10 amping up dat realism wit dem details
Technically, it boils down to a few simple things.
1. It's about cars and cars are generally easier to render than people/creatures. We know a lot about the material charasteristics of car paint and the material itself stays relatively same meaning that the master paint material itself can be surpisinly high detailed and all the instances (the individual cars and their different paint pieces) are a set and reasonable shader cost. Car animations also take less memory than pre-made humanoid animations even though it all has to physics driven, it can be a more manageable performance cost.
2. It's a scenario that is largely static with not that many moving components. It gives a lot of room for baking stuff, for hand-optimization, for easier LOD control etc. For example in the case of F6, majority of the environment lighting is static, the reflections are pre-baked probes/envmaps, the shadows are largely pre-baked onto the terrain. It simply gives a lot of room to optimize since you know a lot about the different scenarios. Technically depending on the situation there aren't that many different objects either and you can minimize draw calls by simply static batching the environments etc.
There are handful of more reasons too, but you can quickly see the differences in rendering when comparing racing games to other genres. As a scenario it simply lends itself to making the most out of common 3D rendering pipeline and production.
As for the video itself, stunning stuff and filled with many lovely details. Thanks Blim and Helios!
Lots of attempts to downplay 1080/60 in this thread..
Wasn't that like the single most important thing in the gaming world for all of 2013/2014? Why is it changing now?