The crowds release balloons throughout the race.Ghost cars (and opponent cars) are all fully realised in the rear-view mirrors, but there’s currently a small glitch that makes them render incorrectly when the sun goes down.The reflector lights (cats eyes/snake eyes) on the safety barriers surrounding the track reflect light authentically too.Hopefully this will draw your eye away from the glitch with the car’s tyre smoke (which is missing) and excessive anti-aliasing on the Audi’s bevelled rear window frame… which we are of course still developing. Similarly, you’ll notice that the brake light illuminates the car’s active spoiler in the first two laps. The dashboard fully illuminates, so you can see the glow of the buttons in the control panel above the rear-view mirror and you can see the reflections in the windscreen and the driver’s window. All lights illuminate the environment authentically. ![]() The way that we have captured each car’s distinctive audio is evident here because we’ve disabled the in-game soundtrack music, but we’ve actually just made further improvements to the quality of the audio in the game today (and fixed the backfire so that you can hear it properly on the Audi R8 V10 Plus), so it’s still getting better.Check out the observatory tower at 1:47 and 2:37! Not only do we model every car in staggering detail inside and out, we go to great lengths with the environments too.We noticed that when we did this, the game still plays the sound effects for Overdrives, so we’re fixing this. We decided to show this time trial event with on-screen display disabled, because lots of people wanted to see this and it’s something you can choose to configure in the game.Optimisations to the visual quality of the game are made every day, so while there are lots of impressive details on show you may also spot some things we’re still working on – like improving the anti-aliasing for certain assets and making sure that nothing pops in to view. The video was captured in one take from a version of the game still in development.He’s using a Thrustmaster “T80 DRIVECLUB Edition” wheel, which explains why his last lap (in first person racing view) is the fastest. Design Director Paul Rustchynksy is the driver.Accelerating the speed of time is something you can choose to adjust before you race and it’s also why the sunlight disappears so quickly at 1:58. The time of day is accelerated by 圆0, which is why the video covers from 6pm – 9pm in Chile in just three laps.If you’d like to see a version of the video with significantly higher image quality than shown on YouTube (and a closer representation of how the game looks on PS4), you’ll be able to download the 1080p video online soon.This time, we showcase the dynamic shift in the time of day, set against the stunning Salar de Surire in Chile between 18:00 and 21:00.ġ3 things we’d like you to know about this video: Hopefully this will be as good as Bizarre Creation's work which it is inspired by:Ĭheck out the latest in the series of our #DRIVECLUB direct feed videos. A free PlayStation Plus Edition will be available to all PlayStation Plus subscribers. We wanted to give ourselves some flexibility with that in mind, so we’ve got the option potentially.”ĭriveClub is due to launch alongside PlayStation 4 on November 29. We didn’t want to lock ourselves down early on. He continued: “We’ve built the physics systems and all the light systems so that they can cope with potentially any frame rate. “So the build that you’ll be seeing on the show floor at Gamescom is locked at 30, added design director Paul Rustchynsky. When asked for an update on the frame rate at Gamescom, game director Col Rodgers told us that DriveClub is still “targeted 60 frames”. ![]() ![]() ![]() DriveClub isn’t running at 60 frames per second yet, but Evolution is still hoping to hit the frame rate in time for launch, the studio told today.
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