Foren Aktuelles Erstellen Mitglieder Anmelden

PS4 DriveClub

Benutzer, welche sich diesen Thread anschauen:

auf das Lighting bin ich sehr gespannt. ich kann mir schon vorstellen, dass es einen echten Unterschied macht. eine Strecke wird so nicht mehr immer gleich aussehen. Schatten bieten keinen Anhaltspunkt mehr, wann ich bremsen muss :D
 
.hack//Haseo schrieb:
DriveClub and PS4: setting the look and feel of next-gen driving games
http://www.theguardian.com/technology/gamesblog/2013/aug/07/ps4-driveclub-future-game-visuals

Liest sicher sehr interessant und vielversprechend. Klingt aber irgendwie genau danach, was man auch bereits von Ready at Dawn zu The Order gehört hat: Einsatz von Film Techniken und starker Fokus auf Lighting.


Ein paar interessante standalone Passagen...

The mountain we're driving up is two kilometres high. In the distance, a patchy landscape of tea plantations and scrublands stretches out toward the horizon. Above us, bulbous clouds crawl by, scattering vast grey blankets of shadow.

The Audi R8 V10 weaves its way through snaking roads, the sun occasionally glinting across the windscreen, the crumbling surface almost palpable beneath the tyres. This is India, accurately and rather epically modelled into a racing game. At this height, at the very tip of the mountain range, the artists have had to think about the curvature of the Earth, and how this will affect sunlight and cloud patterns at the furthest reaches. This is where game visuals are going.

This transference to cinematic technique – the sort of things that would have been impossible to render in real-time on current machines – may well become a theme in console games moving forward. "The first time you saw a truly composited CG element used directly in a film, such as the T1000 walking through the fire in Terminator 2, that's where we are in games right now," says Perkins. "You have to think about ensuring consistency in real-world lighting in that way. But in film, its graded to match the lighting conditions on a scripted shot-by-shot basis, which obviously we can't do; for us, everything has to be dynamic to interpret the camera position and the lighting conditions in real-time."

It's at the point where you can see things like dynamic lens flare when you look at the sun and you can see a bit of chromatic aberration because we're mimicking slightly cheaper film lenses to capture deliberate imperfections that will make the game
more lifelike.

But there is more to it than simply making nice effects. It's about using environmental lighting to build atmosphere on a macro level. "One of the big things we're trying to do with the game, is to keep things as dynamic and changeable as possible," says Perkins. "The whole look and feel of the game changes dramatically based on the cloud covering – there's massive variation every time you play. And the light scatters properly, so when the clouds are injected into the scene, we get a real sense of scale."

DriveClub models are hitting 250,000, with interiors alone requiring around 60,000. Everything is authentic, from the fully functional speed and rev dials on the dashboard to the materials on the seats. Principle vehicle artist Neil Massam tells me that manufacturers are now having to rethink their approval procedures for racing games because the level of detail is so high.

What's interesting is the increasingly close interplay between audio visual fidelity and car handling. In the first-person view, the head movement of the driver is designed to convey the feeling of what the car is doing beneath you. The team has apparently spent a long time working on tyre feel, the tactile input from skidding along tarmac, the imperfections of which are procedurally generated.

There are also intricate audio cues on what the tyres are doing, leading to demands for more memory from the audio designers. As game director Col Rodgers explains, "The tyres of hundreds of different states, we know exactly what they're doing at any one time, and obviously the audio guys want to replicate that as much as possible, which means upping the amount of samples. Audio feedback is a massive part of the handling experience, a lot of people forget that."

As for the handling model itself, the game director overseeing handling, Paul Rustchynsky, says his team includes ex-staff from the Gran Turismo, Project Gotham and Grid 2 all working on the feel of the drive. From our demo session, the aim seems to be upper-end arcade; cars are mostly sturdy and corner well, but they can slide out enthusiastically if the line is missed. For me, the effect is somewhere between Forza Horizon and, say, Need For Speed: Most Wanted.

The aim then, is authenticity but not simulation. "It sits in the middle between simulation and arcade," clarifies Rustchynsky. "It's grounded in realism, so the cars have a sense of weight, a tactile feel with the road, but we want to make sure it's easy to throw them around the corners, it's all about having fun with the cars. But there is a lot of depth – you want to shave milliseconds of your lap times, you can do that. But players can pick up the pad and hammer the throttle, the intricacies can be picked up later."


und...

I ask, not entirely seriously, if we're heading into a possible future of shared servers – could Evolution get together with Guerrilla and build an online landscape that will house both racing and FPS games; so you'll have supercars jetting it along highways as infantry battle all around. "It's technically possible," says one of the game directors. "I like that idea."

:D


Bin echt schon auf das erste high-res Material einer technisch nahezu fertigen Version gespannt.
 
Hoffendlich gibs auf der GamesCom ordentliches Gameplay Material (kein abgefilmter Quatsch) vom aktuellen Build.
 
Allgemein hoff ich auf einen Gameplay-Blowout, der aus gescheit gecapturetem Material besteht...
Nicht nur bei Driveclub.

ging mir bei der E³ tierisch auf den Sack, dass da nicht viel qualitativ gutes Material von den Publishern kam...
 
Wieder ein neues Briefmarkenbild vom SLS. :D

preorder-big.jpg
 
Zurück
Oben