Official Driveclub Thread

Fatboi1

Veteran
Supporter
Joined
May 6, 2012
Messages
60,378
Reputation
7,928
Daps
110,548
Driveclub%20banner.jpg












General INFO(shamelessly stolen from Wikipedia)
Driveclub

Developer(s)Evolution Studios
Publisher(s)Sony Computer Entertainment
Director(s)Paul Rustchynsky
Composer(s)Hybrid
EngineIn-house engine[1]
Platform(s)PlayStation 4
Release date(s)
Genre(s)Racing
Mode(s)Single-player, online multiplayer
DistributionBlu-ray Disc, download


Car List
Hot-Hatches

  • Audi A1 quattro
  • Mini John Cooper Works GP
  • Renault Clio RS
  • Volkswagen Golf GTI
  • Volkswagen Beetle GSR
Sports

  • Audi RS5
  • Audi TT RS Plus
  • Bentley Continental GT V8
  • BMW M135i
  • BMW M235i
  • Lotus Evora Sports Racer
  • Mercedes-Benz CLA 45 AMG
  • Mercedes-Benz A45 AMG
Performance

  • Alfa Romeo 4C
  • Aston Martin Vanquish
  • Aston Martin V12 Zagato
  • Audi RS6 Avant
  • Bentley Continental GT Speed
  • BMW M3 GTS
  • BMW M5
  • Ferrari California
  • Ferrari FF
  • Lotus Exige S
  • Maserati Gran Turismo MC Stradale
  • Mercedes-Benz C63 AMG Coupe Black Series
  • Mercedes-Benz SL65 AMG 45th Anniversary Edition
  • RUF RGT 8
  • Spyker C8 Aileron
Super

  • Aston Martin V12 Vantage S
  • Aston Martin One 77
  • Ariel Atom 500 V8
  • Audi R8 V10 Plus
  • BAC Mono
  • Ferrari 458 Italia
  • Ferrari F12berlinetta
  • Ferrari 599 GTO
  • Ferrari 430 Scuderia
  • Marussia B2
  • McLaren 12C
  • Mercedes-Benz SLS AMG Coupe Black Series
  • RUF RT12 R
  • Savage Rivale GTR-S
  • Spania GTA GTA Spano
Hyper

  • Gumpert Apollo Enraged
  • Hennesey Venom GT
  • Koenigsegg Agera R
  • McLaren P1
  • Pagani Huayra
  • Pagani Zonda R
  • RUF CTR3 Clubsport
PlayStation Plus Edition Car List

Hot-Hatches

  • Mini John Cooper Works GP
  • Volkswagen Golf GTI
Sports

  • Bentley Continental GT Speed
  • Mercedes-Benz A45 AMG
Performance

  • BMW M3 GTS
  • Maserati Gran Turismo MC Stradale
Super

  • Audi R8 V10 Plus
  • BAC Mono
Hyper

  • Pagani Zonda R
  • RUF CTR3 Clubsport

driveclubdlcreleaseschedule-555x312.jpg

Evolution Studios has big plans for DriveClub after it launches on October 7in North America and October 8 in Europe for the PlayStation 4, with free and paid DLC scheduled to release for many months.

You can check out the overview of the content in the above image, or see below for more details:

Free DLC

  • While DriveClub may be launching with “55 routes over 25 tracks,” Evolution confirmed that there will be more tracks coming post-launch “and all of them will be free.”
  • Between October 2014 and June 2015, Evolution will give you one free car every month.
Paid DLC

  • With a slate of content that will “run deep into 2015,” the paidDriveClub DLC will add new cars and new campaign tour expansions beginning in November.
  • Every pack will offer new challenges and new Trophies.
  • There will be a Season Pass for $24.99/€24.99, which ends up saving you more than 60% over buying all the packs separately (they estimate the total value of the packs is $75.84/€75.84).
Saying how “new content, improvements, and updates will all be shaped by you and everyone you play with,” Evolution re-confirmed that the weather update and Photo Mode will be coming to DriveClub after launch.








Screens
iSQLXa3JsFXiO.png

icq0uXwFmq9Z4.png

ibq093joiMYs78.png

driveclubguy1.jpg



GIFS



AwRNGn.gif

















ibyJiMKFb0ZH7p.gif


DriveClub--5-claves.gif


SarcasticFreeFlycatcher.gif

ibuA5mHnjeZv0l.gif

2532697-5757596279-qqlcy.gif

ColorlessAffectionateCaecilian.gif

Weather GIFS

2628024-5502706042-Recen.gif

imPEvbd7nK5U6.gif

2628023-3872545369-25902.gif

2670750-4269673729-Excel.gif

2659958-2510638763-ihrln.gif


dc2f6sk3.gif




Previewz and handz on impressionz (E3 2014 impressions)

http://www.craveonline.com/gaming/p...b-hands-on-preview-cruisin-the-globe#/slide/1

If there's one thing to be said about Driveclub, it's that it isn't trying to emulate what other racing games are doing. It has circuits, but many of its tracks are open-world and point-to-point. Its graphics are arguably going to be the best of any racer in 2014—although Project Cars looks mighty good. And, well, it doesn't feel like other racing games. If you love cars, and want to cruise around and enjoy them while passing opponents, Driveclub will offer a unique option.

Driveclub will release on October 7th exclusively for the PS4.

http://www.vg247.com/2014/05/22/dri...tter-since-the-delay-and-why-you-should-care/

First impressions
Driveclub is a game with lofty ambitions. Creating a game with such a strong social focus and trying to balance that with an enjoyable and rewarding driving experience is no easy feat. EA managed to pull it off with its Autolog feature in the most recent Need for Speed games but Evolution Studios is aiming to take the concept to the next level.

What I can say that it plays well and looks gorgeous with the attention to detail in places unprecedented for a driving game. The success of Driveclub truly lies with the success of online play, creating the right kind of team camaraderie for people to regularly invest time and keep races feeling fresh. The free DriveClub Playstation Plus edition that offers all the modes, a selection of cars and one course will go some way to helping that community to grow.

All the ingredients are there to make it the PS4’s first great driving game and well worth the extra wait to play it.
http://www.trustedreviews.com/driveclub-review


Polygon said:
It is fun, in the way of racing games that are neither too simmy nor too arcadey. As I zoomed through the curvy lanes of an Indian rural mountainside, past the lusty green fields, my car gave up slides and turns without complaint or penalty. Oh sure, on my first try I came in last. But on my second I was mixing it up with the winners. I wanted to play some more.

Gameinformer said:
First of all, the game looks great. It's fast and the couple of cars I drove felt good – somewhere in between being casual and being sim. The lighting effects make the world pop out, and you can even change the time elapse of day into night. On the track, the A.I. cars exhibited some different lines. I didn't win the two races I participated in, which I take as a good sign!
For our hands-on session, the game felt as tight as we could hope; a racer that joins the ranks of the industry's best running at this target frame-rate. The jump from the studio's arcade-style MotorStorm series to a more realistic racer has been a smooth one too - but did the developer need any outside help? With Polyphony Digital and its Gran Turismo series, some pointers from the Far East could have been insightful?
http://www.eurogamer.net/articles/digitalfoundry-2014-hands-on-with-driveclub








Random Beta tester impressions
- Image quality and AA is not an issue. This is playing the beta on a 50" Panasonic Plasma that has been calibrated (though I have sharpness up to 15). Aliasing is definitely visable, but it's not distracting and is barely noticeable while racing.

- Gameplay really is fantastic. I've played a lot of racing games. From Burnout, PGR, Need For Speed series, Motorstorm, Gran Turismo, Forza (though not the Horizon series) and more. The car handling feels semi realistic, so a mix or realism and PGR style arcade, though I think it leans more towards realism.

- Plenty of content/events/challenges. I'm not going into details on these, you'll have to wait until release.

- Graphically it is the best racing game I've played (haven't played PC racing games). At first I didn't think it looked that great, but then you keep racing and it just hits you. It's stunning, and just feels so rich. The environments just feel like they've had so much attention and it really brings the races to life. I haven't really experienced this before, it's just very dense. Motion blur is really well implemented, it doesn't feel distracting at all.

- Sound quality is obviously amazing.


- There is no rubber banding. Though the AI does remind me of Motorstorm in how aggressive the other drivers can be. No mercy here.

I played a Norway track over the weekend and as a result I can safely say I have no qualms with this being a day one purchase. All those comparisons to PGR are totally justified. The game is easy to pick up and play but with enough scope to hone your skills, shave time off your laps and keep competition high. Pulling off a powerslide won't give anyone too much trouble, but push it too far and you'll ne punished by spinning off, particularly when you stray to the icy parts of the track.

As long as the structure is there to back up the visuals and the handling, this is gonna be immense. Can't wait.
http://www.neogaf.com/forum/showpost.php?p=132292139&postcount=2403
 
Last edited:

Fatboi1

Veteran
Supporter
Joined
May 6, 2012
Messages
60,378
Reputation
7,928
Daps
110,548
Weather
1. NASA data was used to accurately map out the night sky — so wherever you are in the world you’ll see the correct star constellations for your location.

2. If you’re lucky, you’ll get to see the northern lights — it’s possible to see the aurora borealis from the northern tracks in Norway, Scotland, and Canada.

3. All clouds are full 3D models to ensure accurate light diffusion from the sun. They’re calculated at massive distances in a fully volumetric form, so thin clouds cast lighter shadows than dense storm clouds, and their color impacts the feel of the landscapes and cars.

4. Skies are uniquely generated every time you play, so just like in real life you’ll never see the same sky twice. Unless you’re replaying somebody’s challenge, in which case it’ll replicate exactly to ensure a level playing field.

5. You can play with settings to speed up or slow down the day/night cycle. With some circuits taking over a couple of minutes per lap, at 60x accelerated speed with a judicious choice of start time, it’s possible to experience two sunrises and sunsets in one race. Both of which will be completely different to each other.

6. Clouds react dynamically to different wind speeds. This is then converted into a ground wind speed which accurately interacts with all vegetation, overhead cables and other environmental features, based on their height from the ground.



7. Waves and rippling on the surface of lakes is dynamically linked to wind speed, which affects how clear reflections are in the water.

The Environment
8. High resolution NASA data was used to accurately map landscapes and mountain formations — which were then tweaked to ‘improve’ on their natural beauty and make them perfect for high-speed racing.

9. The team spent weeks out on location and covered a minimum of 200km every day to get a feel for each country’s roads and atmosphere. They captured thousands of photos and recordings along the way, in all weather conditions and different times of day.

10. Road tarmac textures are hand-modelled rather than tiled or tessellated. Stones and bitumen are all placed and then rendered procedurally to give realistic surface detail with huge visual variety and no repeating detail on any road surface.

11. Each location has a draw distance of up to 200km to the horizon and even simulates the curvature of the earth in both skies and terrain. Distant landscapes are built out and fully modelled, instead of “painted on,” to ensure that they support the dynamic, volumetric nature of the skies and lighting.

12. All environmental light sources are independently generated with different properties. The team sampled the color and intensity of individual streetlights, house lights, and even camera flash bulbs, which you’ll see best in any of the Indian tracks at night.

Flora and Fauna
13. Some tracks boast more than 1.2 million road-side trees — and this number keeps going up as the artists try to out-do each other as development progresses.

14. There are more than 100 different varieties of trees, bushes, mosses, and flowers. The team consulted botanists at Kew Gardens to learn which plants would naturally grow in each location.



15. Wildlife is realistically tied into the day/night cycle. You’ll see flies and butterflies only during the day, and moths and bats only at night.

16. One of the India tracks features a tea plantation with a sprinkler system that turns off and on at set times during the day.

17. The Indian track Chungara Lake boasts a 19,000-strong flock of pink flamingos, all behaving independently of each other.

18. …and look out for the seagulls in Scotland, roosting crows in Norway, Canadian geese, and vultures in Chile!

19. Spectators are placed in realistic spots where they would feasibly enjoy a good view of the race. This is done by hand, by Neil Sproston, a senior track designer who’s a real life race enthusiast. Neil regularly clambers over walls and fences in pursuit of a good viewing spot for a real life race. Duly, Evo leveraged his expertise!

20. Spectators dress for the weather — if it’s a cold night, expect them to be sporting hats and gloves.

The Cars
21. A typical Driveclub car is made up of 260,000 polygons. The staggeringly detailed cars you see in promo videos are the same models you drive in the game — they’re not pre-rendered CG versions.

22. Each car takes approximately seven months to create — from initial licensing, reference collation, CAD data processing, asset production, physics modelling, through to the final car in-game.

23. Evolution snapped in excess of 1,000 photos of the interior and exterior of every car as part of the reference gathering.

24. Pagani employ seamstresses to accurately match up the symmetrical carbon weave on the cars bodywork, and even add the “Pagani” name to their small screw heads. These nuances are accurately reproduced in-game.

25. The same 3D CAD (Computer Aided Design) engineering data that the manufacturer uses to factory produce each vehicle has been used by the development team to create each car.

26. More than 500 different material types are available to designers to apply to the vehicles.

27. The cars have realistic layered paint materials — base metal or carbon layer, primer coat, base color coat, two metallic paint coats, clear top coat, etc. — which can all be stripped away individually as part of the damage system.



28. A full shader-driven procedural system is used to simulate car damage. Multiple layers of scratches appear in the most exposed areas and edges, revealing undercoat and bare metal or carbon. A parallax mapped dent layer provides minor crumpling, and a physics driven vertex deformation system is used for severe damage.

29. As you race, dirt and dust gradually builds up on the car, subtly altering its appearance.

30. Screen space reflections (SSR) are being used together with real time dynamic light probes to render vehicle lighting and reflections more accurately, as opposed to using outdated pre-baked cubes.

31. The car dashboard reflects onto the windscreen in bright light; and the car exterior reflects onto carbon interior panels.

32. Anisotropic lighting is used to simulate the effect of each individual thread in carbon fibre weave. The pattern of the carbon alters realistically with the lighting angle and surface curvature.

33. Headlights are modelled using multiple layers of reflectors and lenses that realistically reflect and refract the bulbs shining beneath.

34. Rainbow specular highlight effects can be seen in headlight lenses because thin film interference is utilized.

35. Animated active aero flaps are rigged up accurately and coupled with the physics system to operate exactly as they would in real life. The Pagani Huayra is one of the best examples of this.

36. Conversion of kinetic energy to heat is physically modelled to accurately render the temperature and glow color of brake discs.

37. The speedometer displays have been accurately reproduced for every car in terms of visuals, technical display output, and behavior (again, all hooked up to the in-game physics).

Audio
38. Each reference car was fitted with at least 16 separate microphones to authentically capture the sounds of the engine from 360 degrees, inside and outside of the car. Some had four mics on the exhaust alone.

39. In-game, the engine sound reacts to your perspective. Pan around a stationary car gunning its engine and the sound shifts with the camera position (relative to where the engine is).



40. When you race, the engine sounds are different based on which of the six camera views you choose — inside or outside of the car. You’re not hearing the same engine audio with a filter — it’s all recorded separately.

41. The recordings were so accurate that BMW and Mercedes-Benz AMG requested copies to replace their existing library.

42. In many cases, Evolution’s audio captures are the most high definition recordings of these cars in existence.

43. Bespoke sound effects were recorded for every action in the game. You won’t hear a single stock sample.

Handling and Physics
44. Although not a sim, Driveclub’s handling model is based on real world physics, using technical data about performance provided directly by the manufacturers.

45. To fine-tune the performance of every vehicle, a virtual “rolling road” test is used to check acceleration, top speed, weight distribution, and braking performance.

46. Aerodynamics are physically modelled. For example, activating DRS on the McLaren P1 affects the levels of downforce to increase top speed and acceleration.

47. Evolution worked closely with Thrustmaster to get the best possible feel on all their wheels. When using a supported wheel you get 1:1 movement between the steering wheel in your hands and the steering wheel in-game.



Artificial Intelligence
48. The AI drivers adapt their racing tactics and braking strategy based on pressure from players or other drivers. When alongside them, they will try to brake deeper into the corner.

49. AI drivers always try to predict overtaking opportunities based on the track, the performance of their car relative to opponents, and also how opponents are driving at any given moment.

50. When an AI driver has a car with KERS (Kinetic Energy Recovery System) fitted, they will use the energy strategically at opportune moments to pass or block opponents on the track.

Load times
51. Despite all of the above, once selected a track will take no more than 15 seconds to load.
http://blog.us.playstation.com/2014/06/05/51-details-about-driveclub-on-ps4/
 

Rekkapryde

GT, LWO, 49ERS, BRAVES, HAWKS, N4O...yeah UMAD!
Supporter
Joined
May 1, 2012
Messages
148,004
Reputation
26,429
Daps
497,025
Reppin
TYRONE GA!
definitely looks better than the Forzas, not even a contest there.

If the PS Plus version is piff, I'll cop retail.
 

Fatboi1

Veteran
Supporter
Joined
May 6, 2012
Messages
60,378
Reputation
7,928
Daps
110,548
definitely looks better than the Forzas, not even a contest there.

If the PS Plus version is piff, I'll cop retail.
Please edit that post. I don't want to bring that here. They'll start crying and saying this thread is a troll bait thraed.
 

Mike Tyson

Banned
Joined
Sep 16, 2014
Messages
351
Reputation
-40
Daps
490
Hey, this game comes out in two weeks. Can I price match the PSN price at Best Buy? It's 49.99 on PSN.
 
Top