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

ShamePain

Banned
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.

Forza offers higher car detail AND higher car count than both DC/PC, while also being on a shorter dev cycle. T10/PG have released 4 full titles since Evo's last major project which is MS: Apocalypse.
 
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:

autovista mode is about as irrelevant as it gets. what does the rear view mirror feed being less detailed have to do with the car model? both driveclub and pcars use several times as many polys per car than forza.
 

adelante

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.
It wasn't cheap for GT5/6 to feature those advanced particle effects either. You'd hope that going into a new generation you don't lose features that was available in the one prior.
 
Framerate is graphics.

Absolutely! You can have the most detailed and cleanest graphics of all time and judge them based on a stand still picture. Once they start moving on your display though that ain't worth shit if the framerate is not high enough to retain the quality in motion. Every comparison that is only based on pictures is flawed!
 

ShamePain

Banned
autovista mode is about as irrelevant as it gets. what does the rear view mirror feed being less detailed have to do with the car model? both driveclub and pcars use several times as many polys per car than forza.

Any proof of that? The rear view mirror is part of the model, and if it has visible edges that means not enough polygons were used to model it. If the model is smooth then it has more polygons, it's simple logic.
 

fresquito

Member
Forza offers higher car detail AND higher car count than both DC/PC, while also being on a shorter dev cycle. T10/PG have released 4 full titles since Evo's last major project which is MS: Apocalypse.
1. Can you show proof?
2. Again, the output speed is out of discussion here. This is about graphics as a whole, not best graphics in less time.
 

adelante

Member
autovista mode is about as irrelevant as it gets. what does the rear view mirror feed being less detailed have to do with the car model? both driveclub and pcars use several times as many polys per car than forza.
Several times?? Are you referring to the player car? In any case, do you have a link or article that indicates this?
 

ShamePain

Banned
1. Can you show proof?
2. Again, the output speed is out of discussion here. This is about graphics as a whole, not best graphics in less time.

Forzavista with fully featured cockpits and engine compartments with great detail vs car models that don't have modelled engines. The first one wins. Neither DC nor PCars has modelled engines as far as I know.
 

Synth

Member
It looks like in your fh2 pic the edges are blurred and the hands are lower in polygons and details.

By blurred , do you mean "not jagged as fuck"? Because that's the main difference I'm seeing between the edges of the two.

autovista mode is about as irrelevant as it gets. what does the rear view mirror feed being less detailed have to do with the car model? both driveclub and pcars use several times as many polys per car than forza.

I don't think autovista is irrelevant when referring to the car models. It doesn't say a whole lot about the game's graphics overall, but in terms of the modelling, it's the baseline for what the in-game models will be derived of.

It's pretty much ensuring we don't end up with a Gran Turismo "classic cars" situation as time goes on. You remarked about how it's not impressive that Turn 10 are equalling Polyphony from last-gen... the autovista models show that they're way past equalling them.
 

fresquito

Member
Forzavista with fully featured cockpits and engine compartments with great detail vs car models that don't have modelled engines. The first one wins. Neither DC nor PCars has modelled engines as far as I know.
PC has modelled engines. But you can only see them once you crash and the bonet flies :-D Which leads me to damage modelling (no contest here, Wreckfest wins by a country mile lol).

Anyway, tell me if I'm wrong, you're comparing race models with garage models here, aren't you?
 

ShamePain

Banned
PC has modelled engines. But you can only see them once you crash and the bonet flies :-D Which leads me to damage modelling (no contest here, Wreckfest wins by a country mile lol).

Anyway, tell me if I'm wrong, you're comparing race models with garage models here, aren't you?

We're are comparing general car models, the best that games have on offer. For gameplay all games scale down their models, including PCars and DC.
 
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.

Lol this guy, you might want to step back into reality.
 

ShamePain

Banned
Just for fun comparing F40 in GT5, FM4/5.
proxy.phpimagehttp3a2ohu9l.jpg

getphotoxnqmy.jpg

proxy.phpimagehttp3a2aqk46.jpg
 

fresquito

Member
We're are comparing general car models, the best that games have on offer. For gameplay all games scale down their models, including PCars and DC.
Okay, then explain why you compare garage model against race model instead of garage vs. garage. pCARS has around 300K polys for the garage model.

I don't really understand the need of some people to use every trick to make their game of choice prevail.

Can we talk about car count? That's graphics too. Project CARS supports 64 cars per race. How many cars support other games?
 
By blurred , do you mean "not jagged as fuck"? Because that's the main difference I'm seeing between the edges of the two.



I don't think autovista is irrelevant when referring to the car models. It doesn't say a whole lot about the game's graphics overall, but in terms of the modelling, it's the baseline for what the in-game models will be derived of.

It's pretty much ensuring we don't end up with a Gran Turismo "classic cars" situation as time goes on. You remarked about how it's not impressive that Turn 10 are equalling Polyphony from last-gen... the autovista models show that they're way past equalling them.

autovista uses a million polys per car. yeah its pretty irrelevant. i thought you meant the track being rendered in the rearview mirror.
 

p3tran

Banned
so, a friend stopped by and left me his copy of driveclub....

striking first impression: game is nowhere as clear and clean as horizon2 is.
seems pretty ...cloudy in comparison, nowhere as crisp. and its not just the color palete. nope.
 

Synth

Member
Can we talk about car count? That's graphics too. Project CARS supports 64 cars per race. How many cars support other games?

We certainly should be able to talk about car count. Anyone claiming that 64 cars vs something like 16 isn't having a graphical effect, is being extremely selective imo.. I said earlier, that if something like Dead Rising was pushing 5 zombies on average, the graphics would be considered very differently from how they are today.
 

ShamePain

Banned
so, a friend stopped by and left me his copy of driveclub....

striking first impression: game is nowhere as clear and clean as horizon2 is.
seems pretty ...cloudy in comparison, nowhere as crisp. and its not just the color palete. nope.

Direct captures from last page confirmed that FH2 has better IQ and AA solution than DC.
 

fresquito

Member
I don't own a PS4 and PCars, so maybe those who do can provide it. And just above I've compared garage models.
Then don't say it's better. Show what you've got and wait for others to add to the conversation instead of saying it's the best because Autovista vs. gameplay.

Still, I don't see how it is relevant how Forzavista models look. That's like using Mario's face from Super Mario 64 startup to talk about the quality of face models in that game. If you can't see it's apples to oranges, then I guess there's nothing to discuss here.
 

ShamePain

Banned
We certainly should be able to talk about car count. Anyone claiming that 64 cars vs something like 16 isn't having a graphical effect, is being extremely selective imo.. I said earlier, that if something like Dead Rising was pushing 5 zombies on average, the graphics would be considered very differently from how they are today.

The problem is that 64 AIs is more CPU intensive than GPU, from what I've read 64 AIs in race bring even the most powerful PCs to their knees. And seeing how both Xbone/PS4 have an incredibly weak CPU I just can't see 64 AI's happening on consoles. Online might be possible.
 

ShamePain

Banned
Then don't say it's better. Show what you've got and wait for others to add to the conversation instead of saying it's the best because Autovista vs. gameplay.

Still, I don't see how it is relevant how Forzavista models look. That's like using Mario's face from Super Mario 64 startup to talk about the quality of face models in that game. If you can't see it's apples to oranges, then I guess there's nothing to discuss here.

Screens from page 2 of this thread.
Forza 5:
recording_2014-04-05_yakh6.jpg

DC:
ScreenShot2014-05-16at114904.jpg~original

PCars:
maxresdefault.jpg

Still no seeing a huge difference between all three. They're all using max LOD during gameplay for cockpit view.
 

CLEEK

Member
Had Driveclub for a few days, and it's weird.

Playing in cockpit view, and the visuals vary from looking like early PS3 game, to fleeting moments of genuine photorealism. The geometry and textures in general look poor with flat lighting (which might last half a race), but when the sun comes out, or is low and stark, the game looks incredible.
 

Synth

Member
The problem is that 64 AIs is more CPU intensive than GPU, from what I've read 64 AIs in race bring even the most powerful PCs to their knees. And seeing how both Xbone/PS4 have an incredibly weak CPU I just can't see 64 AI's happening on consoles. Online might be possible.

I didn't say anything about AI. 64 cars still need to be drawn. Forza Motorsport already used higher detail cars for time trials than for online races, so it's obviously a graphical factor.
 

fresquito

Member
The problem is that 64 AIs is more CPU intensive than GPU, from what I've read 64 AIs in race bring even the most powerful PCs to their knees. And seeing how both Xbone/PS4 have an incredibly weak CPU I just can't see 64 AI's happening on consoles. Online might be possible.
They are both intensive on CPU and GPU. The CPU needs to handle their physics (usually simplified physics, I think Asetto Corsa has the same physics for AI and the player, but I'm not sure). But they also add polys, textures , particles and what not to the mix. For reference, in PC, when you set particle density to Ultra, every car leaves water trails, not only the 8 closets to you, like other settings do.

Check the trail particles here: https://www.youtube.com/watch?v=CJvC_ipfKfw

Keep in mind they're still working on them and fixing some issues. But you get the general idea of how they look.

Screens from page 2 of this thread.
Forza 5: Still no seeing a huge difference between all three. They're all using max LOD during gameplay for cockpit view.
Leaving aside that PC shot looks quite old, I see a clear difference in the texture quality there. DC and FH look quite less defined.
 

ShamePain

Banned
I didn't say anything about AI. 64 cars still need to be drawn. Forza Motorsport already used higher detail cars for time trials than for online races, so it's obviously a graphical factor.

I agree, it will be interesting to see how many cars on track PC manages to squeeze on consoles and how the framerate will behave. In gran turismo 5/6 in many cases the game slowed down when you moved closer to AI cars and high detail assets loaded in. In Forza however framerate is king and the game is tuned in such a way that it never drops frames during normal gameplay, so I imagine they use somewhat less detailed CPU cars than most other racers in order to achieve absolutely rock solid framerate. Again, it will be interesting how optimized PCars turns out on consoles.
 

Krisprolls

Banned
Direct captures from last page confirmed that FH2 has better IQ and AA solution than DC.

As it should since DC does a lot more things and looks a lot more realistic. DC IQ looks fine to me when in motion by the way. What is sure is it's the best looking racer by a mile.
 
As far as detail goes, most current-gen racers are pretty much on par now.

I think the big difference this gen will be lighting engines.

I really hope Forza Motorsport 6 has an all new lighting engine. I feel that the series' great detail has always been let down by poor, flat lighting. If they get it right next time, I think they would have the best looking racer. Especially as far as consistency goes.
 

Caayn

Member
Screens from page 2 of this thread.
Forza 5:
DC:
PCars:
Still no seeing a huge difference between all three. They're all using max LOD during gameplay for cockpit view.
Not to be that person but I don't think that those DC and PC shots are representative of the games in their current state.
gt6
FH5
lool
Comparing a moving shot to a still shot is not a great way to compare ;) Also the GT shot suffers from screen tearing.

Edit: Here's a high quality capture of the F40 in Forza 5 and Forza Horizon 2
forza5caaynscreenshotjgk7l.png

forzahorizon2caayn3ujeh.png
 

ShamePain

Banned
gt6


FH5


lool

It's long story with F40 model and Forza franchise dating back to the first one. The model has been wildly inaccurate in the past, for Forza 5 they remade the front and cockpit, but for some reason left out the back end. I really don't like how it looks, hopefully they fix it for FM6.
 
Had Driveclub for a few days, and it's weird.

Playing in cockpit view, and the visuals vary from looking like early PS3 game, to fleeting moments of genuine photorealism. The geometry and textures in general look poor with flat lighting (which might last half a race), but when the sun comes out, or is low and stark, the game looks incredible.

its amazing that people like you even exist
 

ShamePain

Banned
As it should since DC does a lot more things and looks a lot more realistic. DC IQ looks fine to me when in motion by the way. What is sure is it's the best looking racer by a mile.

It comes down to personal preference really. To me all racers apart from GT look somewhat stylized with their graphic style, even though many people say that DC looks realistic, but I'm not convinced, I can always tell it's a game, for some GT5/6 shots I had to actually double take whether it's a game or reality. Hasn't happened with any other game including DC/PC/FM/FH and so on.
 
Screens from page 2 of this thread.
Forza 5:
recording_2014-04-05_yakh6.jpg

DC:
ScreenShot2014-05-16at114904.jpg~original

PCars:
maxresdefault.jpg

Still no seeing a huge difference between all three. They're all using max LOD during gameplay for cockpit view.

There's a huge difference OUTSIDE the cockpit with DC and the rest.

But actual car detail is on a similar level.
 

ShamePain

Banned
As it should since DC does a lot more things and looks a lot more realistic. DC IQ looks fine to me when in motion by the way. What is sure is it's the best looking racer by a mile.

I'm not so convinced that DC does much more that FH2, both have dynamic ToD, Forza has to handle the ability to go anywhere in the world and constantly stream assets, while DC is set within very confined tracks. Also don't forget that FH2 runs much more sophisticated physics engine than DC, features same 12 cars on track but also has traffic, I'm also not sure if Drivatar AI required more CPU resources than normal AI, also the car liveries take a chunk of RAM, as well as rewind feature which I guess requires the game to basically record the last few minutes of gameplay and have the state of the world and all entities stored somewhere in the memory. Draw distances are remarkable in both games but again Forza has to handle much wider drivable areas. There are many nuances when it comes to games programming.
 

ShamePain

Banned
There's a huge difference OUTSIDE the cockpit with DC and the rest.

But actual car detail is on a similar level.

It's not an entirely fair comparison as both FM5 and PCars run at double the framerate, and FM5 was a launch title. There is really no direct competitor for DC, I don't recall having any 30 fps fictional track racers on currentgen.
 

le-seb

Member
I'm not so convinced that DC does much more that FH2, both have dynamic ToD, Forza has to handle the ability to go anywhere in the world and constantly stream assets, while DC is set within very confined tracks.
About the part in bold, you should really watch some of the videos Gamersysde did about DC, because the point-to-point tracks really have huge environments modelled.
At least as big as what you can see in FH2.

And DC is also streaming assets.
How could it load all of them in 10-15 seconds?
 

bj00rn_

Banned
As it should since DC does a lot more things and looks a lot more realistic. DC IQ looks fine to me when in motion by the way. What is sure is it's the best looking racer by a mile.

I agree that from the promo-pack material it looked like the best racer ever. But when actually played out of developer hands it reveals a surprising amount of flaws, almost off-putting in places, in comparison to the bar that the pr department set. Not blaming the developer that much for that though, they did a great job with the visuals in the big picture (especially their lighting and volumetric implementation is fine work).
 

strata8

Member
I'm not so convinced that DC does much more that FH2, both have dynamic ToD, Forza has to handle the ability to go anywhere in the world and constantly stream assets, while DC is set within very confined tracks. Also don't forget that FH2 runs much more sophisticated physics engine than DC, features same 12 cars on track but also has traffic, I'm also not sure if Drivatar AI required more CPU resources than normal AI, also the car liveries take a chunk of RAM, as well as rewind feature which I guess requires the game to basically record the last few minutes of gameplay and have the state of the world and all entities stored somewhere in the memory. Draw distances are remarkable in both games but again Forza has to handle much wider drivable areas. There are many nuances when it comes to games programming.

Driveclub's engine is more advanced. I'm not saying that as a mark against FH2, but it's just the reality of Playground using Forza 5's engine as a base, which suffered a bit due to being a 1080p/60fps launch title.

It's a few things like:

- Vegetation system
- Lighting/shader quality. FH2 is a big step above F5 but I suspect DC is a bit more modern in this regard.
- Ambient occlusion (under trees, for example. Reason why FH2 looks odd during bright overcast conditions)
- Global illumination
- Screen space reflection (FH2's wet roads have to use dynamic cubemaps which are expensive and limited)

I'm not convinced DC's models are any better than anyone else's though.
 
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