Xbox One is the only console with AAA title 1080P 60FPS Updated 4K 60FPS

Fatboi1

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Nope. Not at all.

Only thing DC did better than FH was weather effects.

Now Forza 6 does that better. With sim physics, more cars on screen, more detailed cars, no invisible walls, and double the framerate.
Nope. DC had better tracks too. It was way more detailed. Nikka u not telling me about DC.
 

Fatboi1

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Nope they're actually rendered, nice try.
driveclub-2p4xm4.png

driveclub_20150419035exsph.jpg


driveclub_201504190311xsvh.jpg

driveclub_201504191444ason.jpg


8NKgx8u.jpg
 

Fatboi1

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No, they are non-interactive pictures.
Pictures?

Having the entire rendering engine built around dynamic, real-time effects also allows for the player to customise their own driving experience: the day/night cycle can be sped up or slowed down, while the weather conditions can be changed - the default options allow for sunny, cloudy, overcast, and stormy conditions, but a post-launch patch will integrate snow and rain into the mix, along with the ability to experience all of these elements during a single event. Atmospherics also help to shape the look and feel of the key locations in DriveClub. Simulated particles in the upper atmosphere lead to chromatic aberrations appearing on the edges of lens flare, meanwhile clouds, mist, and smoke are all volumetric, and are affected by an underlying wind simulation causing these elements to move across the environment. Clouds in the air and plumes of smoke created by heated tyres sliding across tarmac are coloured by the surrounding light sources and appear to have a decent degree of depth.

At the heart of Evolution Studios' push for graphical authenticity is the use of physically correct materials across all surfaces in the game, which react differently according to various lighting conditions or effects. This means that rocks display a different type of sheen to tarmac, plants, or plastics in wet conditions, while the textured surfaces of carbon fibre and rubber appear to diffuse light more strongly than smooth surfaces.

Elsewhere, environments take on a distinctly different appearance as the sun moves across the sky and the surrounding lighting conditions change. The rocks in the Chilean desert locations take on an arid dryness in the late-afternoon sun, while the ice packs spread across the Norwegian landscape, losing their midday sheen as indirect light comes into contact with the surface. This gives way to some almost photorealistic scenes where trackside details pop with clarity and crispness, although under certain conditions rocks and other dry scenery can appear a little rubber
http://www.eurogamer.net/articles/digitalfoundry-2014-vs-driveclub


. Just for kicks, we booted up Forza Horizon 2 to see how it stacks up against DriveClub's new weather conditions. Playground Games' offering included weather right from the start, with some lovely effects work - but the open world gameplay means that the Xbox One title has very different priorities in how it handles its rendering budget, meaning that the overhead isn't there for the extreme precision Evolution chose to embrace instead. For example, DriveClub utilises dynamic globules for its droplets as opposed to the thin, alpha textures in Horizon 2. They do receive light but seemingly only from light posts rather than the cars' headlamps, which reduces the realism of the effect at night.

Gallery: View related image gallery

More dramatically, the appearance of water on the car is simplified and less dynamic, with the utilisation of a nice water shader effect that creates attractive, but relatively static droplets. The beads of water are not impacted by speed or direction and do not streak realistically. The windshield wipers simply eliminate these droplets with each pass before more are formed, but the effect is a simple texture that gives the impression of wiping away the rain. In comparison, it really seems as if water is being pushed around dynamically in DriveClub. It should also be noted that, unlike DriveClub, Horizon 2's wipers appear to function in just two modes; on or off.

Additionally, surface properties don't receive the same attention either with leaves and other objects appearing identical regardless of weather conditions. Reflections are handled differently too - they're not screen-space in Horizon 2 but they show less detail, it seems, and are clipped somewhat near the camera. That said, at least in photo mode reflections of trees can appear in the shot even when the trees themselves aren't present in the specific angle. Lastly, Horizon 2 lacks the dynamic volumetric cloud system of DriveClub and its time of day transitions (particularly its shadows) aren't handled as smoothly. That's not to knock the game, of course, as Horizon 2 is still an absolutely beautiful racer with excellent image quality and a wide open approach to gameplay not found in the PS4 title, but it's an interesting juxtaposition of developer priorities.
http://www.eurogamer.net/articles/d...b-revisited-is-dynamic-weather-a-game-changer
You're full of shyt. You don't know a thing.
 
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Kang Deezy

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The stoop with dat dope fanny padding
Dynamic vs Baked is a huge difference in processing. And I'm quite sure that the poly count in the car models are less than DC (another way to tax the hardware less to hit 1080p).

All 1080ps are not created equal and again if these games can do 1080p60 on the Xbox One, it can EASILY do it on the PS4. Not so much in reverse.

Enjoy :wink:

If they can easily, why aren't they?

You didn't seem to mind shytting on the Xbox when some of their launch titles weren't 1080 now you're changing your argument to defend your system, stanley

Pretty pathetic
 

MeachTheMonster

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Dynamic lighting doesn't change the fact that the environments are fixed distance and non-interactive.

The game doesn't have to render each tree at a multitude of different angles/distances. You the player can't effect their appearance/behavior during gameplay.

They are pretty pictures. Not nearly as demanding on the hardware as the environments in a game in which you can explore, touch, effect them.
 
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