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http://www.eurogamer.net/articles/digitalfoundry-2014-vs-driveclub
DriveClub PS4 Frame-Rate Test - VIDEO
http://www.eurogamer.net/articles/digitalfoundry-2014-vs-driveclub
DriveClub PS4 Frame-Rate Test - VIDEO
As expected, the experience is delivered in native 1080p with some impressive image quality gains courtesy of a complex anti-aliasing system that covers several bases. Evolution Studios uses a variety of anti-aliasing passes, including a post-process FXAA, temporal and pixel-based passes, along with further algorithms that work directly on materials themselves. Most edges appear clean and smooth giving the title a distinctly super-sampled appearance across many objects, although this level of quality doesn't quite extend across the entire scene.
As impressive as this sounds, unfortunately there are still some noticeable jaggies around the bodywork of the cars, on fences and some of the walls surrounding the track, where the post-process anti-aliasing algorithm appears to miss quite a few edges at certain angles. However, beyond these artefacts the results are generally excellent and a cut above most PS4 and Xbox One releases.
While foliage and shadow pop-in are still visible, transitions between detail levels now appear much smoother than in previous builds and LOD streaming isn't too pronounced. The disappointing factors here come in the form of a low level of anisotropic filtering, which results in ground textures appearing blurry from a few metres away, and a massive reduction in environment detail visible in the rear view mirror when driving via the cockpit view - spectators, trees and geometry details are all ruthlessly culled, although these have no impact on the mirror's practical use.
Controller response feels zippy and consistent throughout, carefully avoiding the heavy feel present on some 30fps racing games. Indeed, performance is rock solid with DriveClub delivering a locked 30fps with no frame drops or frame-time anomalies whatsoever - a huge upgrade from the variable frame-rates seen in the work-in-progress 2013 builds. Instead, differences in handling come down to the properties of individual cars, with some feeling weightier to drive than others. The use of camera and object blur also helps to keep panning movements smooth, which is usually an area where 30fps titles tend to feel lacklustre. The effect works in tandem with depth of field, adding an extra layer of intensity when racing, simulating the distress felt by the driver during hard hitting collisions, or the sensation of speed when flying past locations at over 150mph.
DriveClub - the Digital Foundry verdict
There was a lot pressure on Evolution Studios to deliver a state-of-the-art flagship title that defined the PS4's next-generation credentials - a racing game that blurs the line between arcade and simulation while boasting the latest graphical features only possible on higher-end hardware. Despite some teething problems earlier in development, this is a feat that DriveClub manages to accomplish. Indeed, the game has benefitted from a remarkable makeover: from scrappy contender to visually polished technological showcase for PlayStation 4 hardware. The attention to detail and complex effects work is undeniably superb, while the handling model delivers an experience to suit both casual players and the more hardcore driving fans looking for something different from the likes of Gran Turismo or Forza Motorsport.
For all its rendering accomplishments, DriveClub is actually best viewed more as an evolution of an old-school arcade racing game, as opposed to a state-of-the-art simulation. In gameplay terms, the lack of open world exploration and use of fixed tracks may seem a little behind the times, but the use of carefully designed point-to-point routes and traditional tracks suit the social aspect of the game, which revolves around challenging other players while winning events to increase status for yourself and your club.
In that sense, DriveClub comes across as an updated take on the classic arcade racer, played out at a global level, with both competitive and collaborative gameplay at the very heart of the experience. The handling model makes the game easy to pick up and play, while the relentless AI on higher difficulty settings keeps single-player races interesting as you constantly battle to stay in first place.
Of course, while the game is finally on retail shelves this week, development of DriveClub is an on-going process, and we are promised a range of features in the coming months via post-launch updates. The first of these adds dynamic weather to the game, adding another layer of uncertainty to driving conditions while no doubt showcasing even more of Evolution's tech - something we'll take a look at in the near future. Photo and replay modes are also on their way.
It's fair to say that we had more fun with the game than Mike did in the Eurogamer review, but there are areas where we agree that the game falls a little short: the penalties and driving restrictions can sap the fun out of the most intense moments, and perhaps there is a lack of soul and charisma at the heart of the game. But for us, the combination of the arcade-style handling and the often beautiful visuals delivers an experience well worth checking out.