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Digital Foundry vs DriveClub

mocoworm

Member
Click link for full analysis

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.
 

Loudninja

Member
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.
http://www.eurogamer.net/articles/d...er&utm_medium=social&utm_campaign=socialoomph
 

MavFan619

Banned
Seems like only a portion of the quoted paragraphs is about the tech aspect and a whole lot of opinion on gameplay and it being behind the time for not being open world. Solid 30fps at least to go with them lovely lights. ;_;
 
I like how these guys noted at the end that they enjoyed the game more than the reviewer did haha. Good write up and looking forward to playing on Friday!
 
DF:

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.
 
This line here...

In gameplay terms, the lack of open world exploration and use of fixed tracks may seem a little behind the times

...is just total bullshit. This pervading mentality that open world automatically means better. No, it doesn't. Especially not in a racing game.
 
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.

Those penalties aren't enforced online right? I watched a pretty dirty race online and there was no warnings or anything.
 

bombshell

Member
It looks spectacular and the rock-solid 30 fps feels very smooth when playing the game.

I agree with DF that the controller response is actually surprisingly good considering racing games are best at 60 fps.
 

mocoworm

Member
Right combine time. :)

RPMUltrazord01.PNG
 

bombshell

Member
This line here...



...is just total bullshit. This pervading mentality that open world automatically means better. No, it doesn't. Especially not in a racing game.

Yes, total bullshit. There's room for both kinds of racers and I know which type I prefer by far.
 

Busty

Banned
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

acgGkLcK.gif
 

TheChaos0

Member
This line here...



...is just total bullshit. This pervading mentality that open world automatically means better. No, it doesn't. Especially not in a racing game.

I don't quire understand the fascination with open world racing. For me the racing games were always about fixed tracks, because, well, that's how the races are setup usually in the real world.

Maybe I'm behind the times as well.
 
This line here...



...is just total bullshit. This pervading mentality that open world automatically means better. No, it doesn't. Especially not in a racing game.
THIS!

What the hell?
Should every racing game be open-world now, just to get better review scores by certain gaming sites?
I don't want an open-world in my racing games.

What's next?
Bad Gran Turismo 7 reviews, because it isn't open-world?

Fuck that!
 

Guymelef

Member
After FIFA article with that
It's not a deal-breaker of course. To the Xbox One version's credit, it receives 14 exclusive Legends players for FIFA's Ultimate Team mode, joining an existing roster of 41 Microsoft-exclusive players from last year. From a content perspective this is a boon, but in the face of the PS4 version's technical advantage perhaps a trivial one - give or take your commitment to this mode
And now the open worl shit here...

It's me or DF smells...
 

Seanspeed

Banned
I don't quire understand the fascination with open world racing. For me the racing games were always about fixed tracks, because, well, that's how the races are setup usually in the real world.

Maybe I'm behind the times as well.
DriveClub is not exactly trying to replicate real world racing, though.

And by the way, the *actual* article has plenty of talk about graphics for those interested.....
 

Radec

Member
I wonder if there will be a Digital Foundry vs DriveClub round 2 when the weather arrives.

This line here...
...is just total bullshit. This pervading mentality that open world automatically means better. No, it doesn't. Especially not in a racing game.

Can't wait for reviewers to have it as a con in the next Gran Turismo.
 
I don't quire understand the fascination with open world racing. For me the racing games were always about fixed tracks, because, well, that's how the races are setup usually in the real world.

Maybe I'm behind the times as well.

We are all becoming relics of the past :(. Everything has to be open world, because apparently Fed ex quests/missions add value and content.
 

Tak3n

Banned
You know what, it is about time we all move past these silliness over how good it looks

So you can sit there and go 'wow' but the game is not very good! I would of much rather they spent more resources on making the game play better

Wouldn't you?

Gameplay should always be king, it is a shame we seem to moving further and further from that!

Sensi Soccer anyone!
 

benny_a

extra source of jiggaflops
After FIFA article with that

And now the open worl shit here...

It's me or DF smells...
They've commented on the content of the various packages and trying to give their take on what is worth what for a long time.

Read the technical stuff, because that is the best we're getting and ignore the editorial.
 

jimi_dini

Member
...is just total bullshit. This pervading mentality that open world automatically means better. No, it doesn't. Especially not in a racing game.

I don't get it anyway.

Instead of being conveniently warped to the next mission/racing track, you have to drive there. Manually. Wasting minutes of your time each time. What's so great about that? Nothing. Silly fetish.
 

Seanspeed

Banned
I don't get it anyway.

Instead of being conveniently warped to the next mission/racing track, you have to drive there. Manually. Wasting minutes of your time.
I know. Its almost as if they think that I enjoy driving in my racing games!

So only Sim-racers are allowed to have fixed tracks?
I'm saying that expectations for sim racers and arcade racers might be different for some people.
 

Caayn

Member
And another 30fps locked game, nice :)
Plus Forza 5 is not openworld, they didn't say anything last year.
Forza 5 is a sim just like GT both will never go open world due to their genre.
I don't quire understand the fascination with open world racing. For me the racing games were always about fixed tracks, because, well, that's how the races are setup usually in the real world.

Maybe I'm behind the times as well.
DC isn't replicating real world driving, so I don't really understand the argument you're using. However I do agree that not ever (racing) game should be open world
 

bombshell

Member
You know what, it is about time we all move past these silliness over how good it looks

So you can sit there and go 'wow' but the game is not very good! I would of much rather they spent more resources on making the game play better

Wouldn't you?

Gameplay should always be king, it is a shame we seem to moving further and further from that!

Sensi Soccer anyone!

You know you can have both, right? Because the handling of the cars in DriveClub is great and the sense of speed is unparalleled.
 

nib95

Banned
This line here...

...is just total bullshit. This pervading mentality that open world automatically means better. No, it doesn't. Especially not in a racing game.

Absolutely agree. Absolute and utter nonsense. Though overall the tech side of things was very well analysed. EVO should be proud of what they accomplished here. Lots of things that really stand out and are above and beyond the norm.

I'm saying that expectations for sim racers and arcade racers might be different for some people.

Maybe some journalists need to start judging games for what they are instead of what they aren't.
 

Loudninja

Member
You know what, it is about time we all move past these silliness over how good it looks

So you can sit there and go 'wow' but the game is not very good! I would of much rather they spent more resources on making the game play better

Wouldn't you?

Gameplay should always be king, it is a shame we seem to moving further and further from that!

Sensi Soccer anyone!
You are in a DF topic.
 
open world doesnt have to mean off road ever since that Tokyo highway battle game on ps2 i thought it would be nice to stay in my car and roam the freeways at night looking for races.
It is cool and more immersive and provides a stronger sense that you own a car or cars.

If Driveclub had an option to decorate your garage and customise the cars a little more it would gain some of that open world benefit. Since it is global it cant really be open world but at least some people understand what is mesnt by open world. It means less user interfaces and more immersion.
 
You know what, it is about time we all move past these silliness over how good it looks

So you can sit there and go 'wow' but the game is not very good! I would of much rather they spent more resources on making the game play better

Wouldn't you?

Gameplay should always be king, it is a shame we seem to moving further and further from that!

Sensi Soccer anyone!

But what about the reviewers who scored the game well, and the people who are loving the game here on GAF who say the racing itself feels great? You can't just say the game isn't very good, that's 100% subjective.

On topic: I'm glad they managed to lock the framerate. Sub 30fps sucks donkey dick.
 

jimi_dini

Member
I know. Its almost as if they think that I enjoy driving in my racing games!

I enjoy platforming in mario platformers. BUT I don't want to walk around for 5 minutes until I reached the actual stage, because that's wasting my time.

You want to race a certain track. Instead of just driving that certain track, you are effectively forced to drive around for 5 minutes until you actually found that certain track because lol open world. Sounds silly, doesn't it?

Let's put that into the next Gran Turismo. Instead of actually driving in a race, you are forced to get there first. By flying a plane, driving a regular car. Maybe even changing clothes. Because that's not totally silly.
 
Yeah, AA discrepancies are pronounced particularly because of the quality of the assets. Pristine IQ would do this game wonders, because near everything else is stellar.

The Open World fascination is absolutely bizarre to me. I have never fantasised about driving super cars through golden corn fields. Freedom of movement is good, but it is not something I am fussed about in the slightest in car games unless they are rally or Mario Kart-esque. It is a passing strange trend.
 
DC isn't replicating real world driving, so I don't really understand the argument you're using. However I do agree that not ever (racing) game should be open world
It doesn't matter if it's a sim are an arcade racer.

It doesn't have to be open-world to be a good game. Using it as a con is ridiculous.
 

Majmun

Member
Burnout 3 is probably the best arcade racer out there. And the game isn't open world.

F-zero and Wipeout would be total shit if they would be open world as well.

Linearity in arcade racers can't be called old-fashioned. Skill-based racing and memorizing the map is what makes an aracde racer fun for me.

If I want to play an open world racing game, I'll boot up GTA V.
 

benzy

Member
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.

For those who were worried about the image quality when you actually play the game (NinjaBlade).
 
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