• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Next-gen Racing Graphics Face-off | (Next-gen means current-gen)

im looking at the screenshots in its entirety and i just can't see how you believe DC cars is a generation ahead of pcars in any aspect. project cars environments are for the most part modeled after its real life counterpart. maybe i should set up an appointment for you and ill pay the fees.

ive personally never seen trees that look like cardboard, mind linking me to the cardboard trees in r/l pcars is simulating?
 

ShamePain

Banned
In the DC pics it's just a portion of the storm cloud, similar to below where the cloud is a bit soft and lacks definition for half of the screen, until you look further back. It's still not incredibly defined as in real life but it's not like the whole sky looks like that one part of the cloud in the pics.

norway-2524.jpg


While it's not perfect in DC by any means and it could definitely use more definition, it's still a bit more convincing than clouds other racers imo.

vnqeet.gif

You rarely see clouds like that in real life though. The tech isn't there yet to simulate complex cloud formations that can occur in real life. DC seems to have this uniform single color blob floating in the air. Certainly nothing like this is ever present in DC.
sunset-clouds_00373573.jpg

Also in FH2 clouds while not volumetric are also dynamic and cast shadows on the terrain. Until tech can run a sophisticated clue simulation dynamic skyboxes will remain a viable solution to represent sky and clouds.
 

ShamePain

Banned
I've noticed that the rear view mirror is visibly angular in DC while FH2 model is more smooth, so I would argue that Forza pushes a bit more polygons at least for car models.
forzahorizon2wheel0uofh.png

driveclubwheel2fqyoqcpab.png
 

Cuyejo

Member
You rarely see clouds like that in real life though. The tech isn't there yet to simulate complex cloud formations that can occur in real life. DC seems to have this uniform single color blob floating in the air. Certainly nothing like this is ever present in DC.
sunset-clouds_00373573.jpg

Also in FH2 clouds while not volumetric are also dynamic and cast shadows on the terrain. Until tech can run a sophisticated clue simulation dynamic skyboxes will remain a viable solution to represent sky and clouds.

Have you ever seen rain clouds?

Rain_clouds_near_the_Front_Range.jpg
 
But then we're talking about 2 consoles with at least ''samey'' specs.

I'm curious to see how the consoleversions of CARS will look. :)

A lot of people seem to think otherwise. And this thread is about every "current gen" platform. That potentially includes a PC with SLId 980s.
 

fresquito

Member
the modeling of every part of the tracks is very poor
I'm guessing you have the game and can say so. Could you please tell me your WMD name?

Judging games by screenshots is rather ridiculous. And making fundamental judgements such as this quote is even worse.

Am I wrong in saying those pCARS shots are old? Those night shots seem to have the old spray and they don't look like they have the new cloud blend tweaks either (some of them are not implemented yet).

BTW, ITT people crazy looking for clouds that look like DCs. Get over it, the tech used is very nice, but the final result is not very realistic in most situations.

But DC doesn't have rain yet.
What? I' ve seen those rain gifs so many times it's not even funny.
 

adelante

Member
While we're talking particle effects, I've yet to see smoke trails left by cars in FH2, DC or PCars having the ability to interact with environment shadows like in GT5/GT6:

gt6-smoke-1cws4g.gif


gt6-smoke-2dislt.gif


gt6-smoke-3utsa2.jpg


The only other games where I've seen a similar effect is MGS4, some parts of Uncharted 3 and Tom Clancy's The Division.
 

Nyx

Member
A lot of people seem to think otherwise. And this thread is about every "current gen" platform. That potentially includes a PC with SLId 980s.

I see!

Oh well, I’ll let everybody be then, will have another look in here when CARS is released on consoles. :)
 

fog

Member
I always wondered where all the meteorological experts hung out.

Every game shown has graphical strengths and weaknesses, but, and it seems I'm alone here, I think they all look fantastic. *shrugs*
 
Guys, guys, guys. If there is one thing the last year should have taught all of us, it's that:

RESOLUTION DOES NOT MATTER. No one cares a outer higher resolutions.

IQ DOES NOT MATTER. AA and AF? What's that?

Only this particular lighting model which leaves things looking dull most of time matters. Just like how vibrant colours don't exist in real life!

Oh And 3D foliage that's aliased and rough looking. Luckily as we've already established, IQ isn't even a thing anymore.
 

Raist

Banned
You rarely see clouds like that in real life though. The tech isn't there yet to simulate complex cloud formations that can occur in real life. DC seems to have this uniform single color blob floating in the air. Certainly nothing like this is ever present in DC.
sunset-clouds_00373573.jpg

Also in FH2 clouds while not volumetric are also dynamic and cast shadows on the terrain. Until tech can run a sophisticated clue simulation dynamic skyboxes will remain a viable solution to represent sky and clouds.

Well yeah, you can probably find many pictures of clouds that DC won't have, but at the same time it's really not just "uniform single color blob". There's many pictures online showing completely different cloud types.
 

Shaneus

Member
First game to do somewhat realistic clouds and not just a skybox:
"But it doesn't have *every type* of cloud! So unrealistic."
 
While we're talking particle effects, I've yet to see smoke trails left by cars in FH2, DC or PCars having the ability to interact with environment shadows like in GT5/GT6:

gt6-smoke-1cws4g.gif


gt6-smoke-2dislt.gif


gt6-smoke-3utsa2.jpg


The only other games where I've seen a similar effect is MGS4, some parts of Uncharted 3 and Tom Clancy's The Division.

ive also yet to see such incredibly poor and low poly track modeling those gifs showcase in DC. obviously the ps4 has a limited rendering budget.
 

adelante

Member
First game to do somewhat realistic clouds and not just a skybox:
"But it doesn't have *every type* of cloud! So unrealistic."

We're here to scrutinize, aren't we not? So we're just gonna turn a blind eye to an obvious limitation of the engine and start scutinizing *people* instead? And while the particle system may not be as advanced in PCars, isn't it dynamic and CERTAINLY not "just a skybox" too in that game?

ive also yet to see such incredibly poor and low poly track modeling those gifs showcase in DC

Your point being?....
 
While we're talking particle effects, I've yet to see smoke trails left by cars in FH2, DC or PCars having the ability to interact with environment shadows like in GT5/GT6:



The only other games where I've seen a similar effect is MGS4, some parts of Uncharted 3 and Tom Clancy's The Division.

freaking love the smoke in GT5 and as you say no racing game has done it as good. I've seen people smoke the entire Cape ring, its crazy awesome.
 
While we're talking particle effects, I've yet to see smoke trails left by cars in FH2, DC or PCars having the ability to interact with environment shadows like in GT5/GT6:

gt6-smoke-1cws4g.gif


gt6-smoke-2dislt.gif


gt6-smoke-3utsa2.jpg


The only other games where I've seen a similar effect is MGS4, some parts of Uncharted 3 and Tom Clancy's The Division.

Yeah, proper particle shadowing is still missing from ALL THESE GAMES.
 

fresquito

Member
Yeah, proper particle shadowing is still missing from ALL THESE GAMES.
As a matter of fact, they were implemented in Project CARS. I think they turned the effect off because it was creating graphical artifacts (also seen on the GT games).

I don't really know if this efect will be implemented in the final game, as I think they're working on an updated smoke as we speak.
 
As a matter of fact, they were implemented in Project CARS. I think they turned the effect off because it was creating graphical artifacts (also seen on the GT games).

I don't really know if this efect will be implemented in the final game, as I think they're working on an updated smoke as we speak.

Well I can only hope they do consider it! The artifacts in the GT games are due to the resolution of the effect and the alpha particles they project on. Other games like the newest Dirt game with those intel vendor specific particle shadowing looks and works perfectly.
 
I just find it funny that a current-gen title needed an "excuse" to explain the lack an effect that was available in a previous-gen title.

Then again, PD are Gods.

driveclub is spending a lot of its rendering budget on the lighting and shading. its not cheap to have such convincing material properties with such a high level of track detail. if gt7 on ps4 is 60 fps it will not look better than driveclub.
 

fresquito

Member
driveclub is spending a lot of its rendering budget on the lighting and shading. its not cheap to have such convincing material properties with such a high level of track detail. if gt7 on ps4 is 60 fps it will not look better than driveclub.
Defence Force members never cease to amaze me.
 

ShamePain

Banned
driveclub is spending a lot of its rendering budget on the lighting and shading. its not cheap to have such convincing material properties with such a high level of track detail. if gt7 on ps4 is 60 fps it will not look better than driveclub.

GT5/6 looked better than Motorstorm series to me while running at almost double the res and double the framerate. PD has superior artists and tech people than pretty much every other racing dev.
 
GT5/6 looked better than Motorstorm series to me while running at almost double the res and double the framerate. PD has superior artists and tech people than pretty much every other racing dev.

gt5/6 only looked so good because everything else was so bad by comparison. the premium cars looked great and they did a good job on the color grading, but the tracks were abysmal. its hard to compare motorstorm sequels to gt5/6 but the motorstorm sequels were doing a lot more than gt. pc had nothing but the multiplatform nfs games and the absolutely horrendous gtr games. xbox had forza, and we all know turn 10 couldnt produce a good looking racing game if their life depended on it.
 

JJD

Member
Both DC and FH2 look amazing.

If someone had have told me back in 1991 that racing games would look like DC and FH2, I'd have called them liars. I mean, this was what I was playing then.

Lotus_Turbo_Challenge_2_-_screenshot_%28Amiga%29.jpg


We've come a long-ass way.

Is that Top Gear?

Damn I loved that game when I was a kid...dat opening theme....
 

ShamePain

Banned
gt5/6 only looked so good because everything else was so bad by comparison. the premium cars looked great and they did a good job on the color grading, but the tracks were abysmal. its hard to compare motorstorm sequels to gt5/6 but the motorstorm sequels were doing a lot more than gt. pc had nothing but the multiplatform nfs games and the absolutely horrendous gtr games. xbox had forza, and we all know turn 10 couldnt produce a good looking racing game if their life depended on it.

Forza 4/Horizon and onwards are very good looking. The models on X360 were a bit less detailed than Gt's premiums, but then again FM4 ended up with 670 cars which is almost double GT's premium car count. On Xbone T10's models have caught up with PD's in terms of interior details and even go an extra mile by modelling engines. In general they're about equal now in terms of detail and car count, though T10 has FM4 models as a great basis for converting them into nextgen quality and is generally faster at adding cars because they have more workforce.
 
turn 10s xbone title matching what was achieved on ps3 isnt an accomplishment, its an embarrassment. driveclub and pcars have much better car models than forza 5. the FH games are decent enough, but just like the FM games, the lighting/color and shading of everything is very off and gives it a bad cartoonish look. the fact that no other title had decent colors/lighting is why gt5/6 seemed so good. what evo has done with DC however is amazing. so polyphony no longer has a lack of competition.
 

fresquito

Member
You seem like a stealth member of a Defence Force!
I like Project CARS, but that doesn't cloud my judgement. Saying a first generation title is maxing the hardware is running on is ignorant. I'm pretty sure Evolution could make shadows on particles work and get a better overall look for DC2.

If you asked me what wet tarmac looks better, DC vs. pCARS, I'd say DC any day.*

* Based on the fooatge shown by the Evolution, which could well be not representative of how it will look once it's implemented and put against the latest build of Project CARS (a game, let's remember, isn't out yet).

this is a graphics thread
Framerate is graphics.
 

ShamePain

Banned
turn 10s xbone title matching what was achieved on ps3 isnt an accomplishment, its an embarrassment. driveclub and pcars have much better car models than forza 5. the FH games are decent enough, but just like the FM games, the lighting/color and shading of everything is very off and gives it a bad cartoonish look. the fact that no other title had decent colors/lighting is why gt5/6 seemed so good. what evo has done with DC however is amazing. so polyphony no longer has a lack of competition.

Uhm, PD has stated multiple times that Premium models are better suited for PS4 rather than PS3, so I don't imagine that the models themselves will be reworked in any way for GT7. And no, DC/PCars certainly don't have better models than Forza. I've shown the screen grabs comparison where the 458 has a low poly rear view mirror in DC while it's well detailed in FH2. Also, don't forget that the majority of FM models now have full Forzavista treatment which that even engine compartments are fully detailed. I haven't seen any other racer with that amount of detail. Also, don't forget that FM's car list is 7 times larger than DC, and several times larger than PCars as well.
Examples of Forzavista detail level:
mobile.177n7qjm.jpg

mobile.178f4zzc.jpg

iMDkV0yvJNUBq.jpg
 

fresquito

Member
Uhm, PD has stated multiple times that Premium models are better suited for PS4 rather than PS3, so I don't imagine that the models themselves will be reworked in any way for GT7. And no, DC/PCars certainly don't have better models than Forza. I've shown the screen grabs comparison where the 458 has a low poly rear view mirror in DC while it's well detailed in FH2. Also, don't forget that the majority of FM models now have full Forzavista treatment which that even engine compartments are fully detailed. I haven't seen any other racer with that amount of detail. Also, don't forget that FM's car list is 7 times larger than DC, and several times larger than PCars as well.
Can't see how car count has anything to do with car detail. This is beyond any graphical discusion and more in line with money and staff count.

BTW, I think the graphical fidelity of Project CARS cars is unmatched. Not only the modelling is top of the line, the texture work, specially the interiors, is beyond competition. high AF and high AA help big time here.

BTW, I'll add that we should stabish about what modelling we're taking about. Garage modelling, race modelling, LODs modelling, or number of cars in game are also graphics and should therefor be taken into account.
 
I've noticed that the rear view mirror is visibly angular in DC while FH2 model is more smooth, so I would argue that Forza pushes a bit more polygons at least for car models.
forzahorizon2wheel0uofh.png

driveclubwheel2fqyoqcpab.png
It looks like in your fh2 pic the edges are blurred and the hands are lower in polygons and details, also the lower left corner of the front windshield you can see the corners in fh2 while DC is smoother.
 
Top Bottom