Yup, DC IQ has been patched since release.
Also Forza 5 has no AA dude.
Pod demo versions are ancient! Add the lack of Weather in said demo and bingo...we have a winner!
Yup, DC IQ has been patched since release.
Also Forza 5 has no AA dude.
You said Driveclub graphics. Last I checked, fps is an important part of graphics. Driveclub is 30fps, which is not at all suited for simulation and good physics (but sometimes ok for sci-fi arcade racers, like Driveclub), so no thanks to that as well. It does have good weather effects, I give it that, but let's be honest here, for "the perfect car racing game" everything else is quite a few steps back.
Yup, DC IQ has been patched since release.
then im rly not sure what else to say
Try doing it in this view then.
Is it actually noticeably better (do you have any pics detailing the difference)? I've been playing it both pre and post patch, and can't say I've noticed any real improvements.
I am really unhappy with the IQ overall. Not only is it jaggy, but also blurry. The worst of both worlds. If you can't get rid of all the aliasing, at least make it crisp. Use SMAA! FXAA should really be a thing of the past. Game would look so much better.
I guess it must be unpatched versions, in store setting and uncalibrated TV's.
Kinda of sucks how when trying a game in store is not representative of the true game , like u would play at home.
Even if you play at home people have different tvs and settings that can make games look bad.
Temporal AA is extremely kind to screenshots, if it's implemented correctly.No, it is quite hard to prove as temporal AA is not kind to screenshots.
My point? Nitpicking quality doesn't really get you anywhere. With a game like PCars, I'd imagine a higher graphical setting means better looking filtered shadows, hence the disparity in asset, lighting quality in every shot of PCars we've seen (something inherent to PC games in general). I would rather compare actual visual features or tricks, like DriveClub's screenspace reflections that's implemented in ways you don't see in PCars or any other racers at all. Or bounced/indirect lighting from headlights in DriveClub. Or how the game has water droplets behave on your windshield in a convincing manner, moreso than other racers.
Or, on the flipside, how the headlights on opponent cars in PCars actually casts shadows instead of just the player's like in DriveClub (I could've sworn I saw a video showing off this effect in PCars but I can't find it right now).
Which Forza 5 shot?
Temporal AA is extremely kind to screenshots, if it's implemented correctly.
Temporal AA works by reusing pixels from previous frame(s) as samples in new ones, generally with subpixel shifts in the pixel grid between frames to ensure that those old pixels aren't redundant with pixels in the current frame. Reprojecting said previous-frame pixels into their correct locations in the current frame is hard to do when things are moving quickly and/or in complex ways.
Some implementations which use accumulation buffers (i.e. KZSF) have "less aliasing" in motion, but that's because they're being liberal with reprojection accuracy, smearing high-frequency details (whereas in still imagery, KZSF shifts between just 2 "correct" sample locations between frames, resulting in an image that's sharper but has some residual aliasing).
But in non-accumulation implementations, it's usually clearly evident that the TAA breaks down in motion. The most obvious example I've experienced is Halo Reach; the TAA doesn't use any sort of sophisticated reprojection, so Bungie had it just turn off for anywhere in the frame where significant movement is detected. But you can also see it in games like Infamous Second Son, where going from slow to medium-speed rotation can cause the size of some stairsteps (i.e. in specular aliasing) to double.
The only way the TAA would "work" in motion and not in still would be if you were using an accumulation implementation, but not actually shift sample locations between frames. In that case, the TAA processing would be totally wasted for still images, and would operate vaguely like a crappy small-scale motion blur for moving stuff.
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tl;dr The notion that TAA is ideal in motion and doesn't work in still imagery is more or less backwards.
Yes. As I mentioned, for instance, some methods use accumulation buffers, and others reproject directly from the last N frames.Thanks for the explanation, but aren't there also different kinds of TAA?
Tons of gamers claim that temporal AA is a technique intended to clean up moving content. I think this is simply a misinterpretation; temporal AA with high-quality reprojection can sometimes clean moving things up relative to having no reprojection at all (particularly for shader aliasing in the middle of surfaces), but it's generally more accurate for static imagery (especially on geometry boundaries). The blurring effect that accumulation implementations sometimes has perhaps contributes to the confusion, since an image can look "less aliased" in motion in those cases (and this can arguably be aesthetically preferable in some cases, even if it's not very accurate).Possible that I am off the mark here, but I recall hearing this multiple times.
While TXAA may offer the best results in motion, don't forget its biggest drawback. It blurs the hell out of textures!Ubis recent tsmaa implementations do only function when moving. I wonder if they just turn off all temporal aspects when standing still. Nvidias txaa is more interesting. It functions when standing still but movement improves it further.
sorry, the one in the original post.
I was banking on Project Cars to be the game to make me upgrade my extremely modest GPU (AMD 6950 Unlocked) but in it's current state, at least, thats simply not happening.
I'm a graphics and image quality whore but as it stands....no amount of 4k and other bells and whistles can save Project Cars compared to DRIVECLUB right now. Its not even close.
Can anyone show me better graphics in any other racing game than this?:
https://www.youtube.com/watch?v=duUU0CcAl1E
When Project Cars got delayed in November last year, I was actually quite happy and excited because I thought the extra development time could at least make them catch up somewhat to DRIVECLUB and that still remains to be seen......even though I feel it's a tall order.
Forza Horizon 2 looks nice sometimes but I dont think it's in the running imho.
Driveclub wouldn't have these graphics if it was 60fps+ and wasn't a closed circuit arcade racer, that was my point. I'm sorry for mentioning Driveclub when it wasn't to go down on my knees and praise it. Now, continue circle-jerking and have a happy new year.
[snip]
Gat damn, love videos like these with mellow songs seemingly not fit for the type of game, reminds of this Motorstorm video https://www.youtube.com/watch?v=D-Mx9f2f52M (infamous gif at 3:30)
This thread, man.
Gat damn, love videos like these with mellow songs seemingly not fit for the type of game, reminds of this Motorstorm video https://www.youtube.com/watch?v=D-Mx9f2f52M (infamous gif at 3:30)
Get out, a sim is not a sim if it's not 60 fps. You've got Horizon to see what 30 fps gives. 500 Gflops difference between Xbone and PS4 is not going away no matter the framerate. The gulf between PS3 and X360 was very small yet the difference in graphics between Forza and Gran Turismo is massive for example. In fact GT5/6 push some tech that even Forza 5/Horizon 2 don't.I hope Forza 6 is 30fps
One of the most-respected sims, Grand Prix Legends, was designed to run at 36fps. Framerate is not the defining aspect of a sim.Get out, a sim is not a sim if it's not 60 fps.
So Forza 5 has better anti-aliasing and better lighting than Driveclub.
This thread, man.
I'm so grateful that the Driveclub community is so tolerant and level-minded. You really used restraint in your post and showed me examples of proper behaviour. As I wrote; I'm so sorry for writing something not perfect about Driveclub instead of going down on my knees before it. I've seen the global illumination light through the raindrops. So I'll just go burn my opinions in a big fire now, because Driveclub is god, nothing else matters, let it be heard. Happy new year to you too sunshine.
One of the most-respected sims, Grand Prix Legends, was designed to run at 36fps. Framerate is not the defining aspect of a sim.
Are you seriously bringing up a 1998 game?
Are you seriously implying that matters?
Sure, the simulations in 1998 were definitely on par with modern sims, what am I thinking.
I hope Forza 6 is 30fps, so we can have a proper comparison between DC and F6. As it stands now, seems pretty fruitless to compare a 60fps title to a 30fps one.
They all pale in comparison to Trackmania anyway,
http://webm.land/media/13hc.webm
Sure, the simulations in 1998 were definitely on par with modern sims, what am I thinking.
PC sims in 1998 definitely were at least on par with modern console sims.
PC sims in 1998 definitely were at least on par with modern console sims.
I think its time you stop posting your bullshit.Get out, a sim is not a sim if it's not 60 fps. You've got Horizon to see what 30 fps gives. 500 Gflops difference between Xbone and PS4 is not going away no matter the framerate. The gulf between PS3 and X360 was very small yet the difference in graphics between Forza and Gran Turismo is massive for example. In fact GT5/6 push some tech that even Forza 5/Horizon 2 don't.
Lol...
You don't have to write something "perfect", you just have to not shitpost. Like what you're doing now. Not sure why you're finding that so hard to understand.
Anyway, what the next big thing coming up in racing games in 2015 except Project Cars?
A new NFS game? Not been one of those for a while.
Thank you sir, I'll be forever grateful for showing me the right path. You're a true role-model for forum posters everywhere. May I kiss your feet now?
Anyway, what the next big thing coming up in racing games in 2015 except Project Cars? GT7 is listed as 2015/2016, so definitely 2016 or beyond then, right?
I'm looking forward to that 90's Arcade Racer.
That open world race everything game from EA? They show some early footage at E3.
Forza 6 should hit in 2015. AKA this year...
Oh yeah, heard a lot about this when it was announced, then it kinda vanished.
I read an article on Nintendolife saying the publisher rarely publishes outside the US. So I for one will be disappointed if this doesn't come to Europe.