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#1 |
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Donated
Join Date: Jul 2008
Location: Higgs Boson
Age: 45
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#2 |
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Join Date: Jun 2008
Location: Coventry
Age: 22
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Before I was okay with rFactor 2 being behind the curve graphically, I accepted that. But having played so much of pCARS, especially the Lotus 49, then going to this...well all I can say is that the modders better be on their toes...
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#3 |
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Donated
Join Date: Jul 2008
Location: Higgs Boson
Age: 45
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Did you watch the hi-res? I think it's looks pretty good.
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#4 |
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Join Date: Feb 2010
Age: 23
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I think it looks amazing. Honestly that's how I imagine a sim should look.
No absurd colors and effects, make it look like a sharp photo. |
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#5 |
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Join Date: Jun 2008
Location: Coventry
Age: 22
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Yeah I 1080'd it.
I dunno, as improved as the engine is, it still seems a little...flat. And I'm not talking about the HDR, more the shadows. The art assets are brilliant, the track from an artistic point of view is incredible. But it lacks a little depth to me. I don't know if the engine supports some form of ambient occulsion now, but that would help I think. And I'm guessing more complex self shadowing in the cockpit is to be inplemented, because I sure didn't see that much. I'm in no doubt that the physics of the sim will be bulletproof, but am I the only one who noticed that the white walls with the pillars in them...they're all 2D? I'm all for sims looking as realistic as possible, and even though some of you may discount it because it's on the Madness engine, pCARS sure as hell can fool me with photorealism sometimes. |
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#6 |
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Join Date: Jul 2006
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I'm still seeing an awful lot of texture swapping, it's time they improved that as it's a real immersion killer.
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#7 |
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Join Date: Feb 2010
Location: Levis, Quebec, Canada
Age: 19
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C.A.R.S. doesn't look realistic, there's too much going on, too much "Wow" factor... rFactor 2 is much closer to "real life" graphics...
That said, I think I need to change, it's just mind-blowing... |
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#8 |
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Join Date: Jun 2008
Location: Coventry
Age: 22
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Not necessarily. I run with bloom, lense flares and occasionally motion blur disabled, and with the constant lighting updates it's looking more and more realistic every day. Plus when it comes down to pure grunt, the engine runs more advanced shaders, higher poly counts, and actually records physics data at higher frequencies than were really appreciable in the Shift titles.
I'm not just jumping in to bash rF2 and praise pCARS, but that's just what struck me about this video. You can be sure I'll be picking up rF2 on release. |
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#9 | |
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Donated
Join Date: Jul 2008
Location: Higgs Boson
Age: 45
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Quote:
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#10 |
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Join Date: Feb 2010
Age: 23
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Looking forward to that.
Does anybody know if there will be more track variables? You'll have to take more care about tyres right but what about track temperature and variable grip on racing line? And wind speed (matters in hillclimb especially) It's a shame in nearly all current sims it doesn't matter whether surfaces in Finland or Equator.. |
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#11 | |
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Donated
Join Date: Jul 2008
Location: Higgs Boson
Age: 45
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Quote:
The track will "evolve" during a race due to conditions (weather and temps what happens on the track) and even the racing line will change. |
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#12 |
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Join Date: Feb 2010
Age: 23
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That's epic then, I can see myself stuck in some formula vee for first weeks because I really dislike crashing!
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#13 | |
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Join Date: Mar 2011
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Quote:
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#14 |
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Uploader
Join Date: Jul 2006
Location: Vermont, USA
Age: 47
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looks okay, and the "hand over the top" when steering, nice touch... but what about shifting?
Still no animated shifting. Watching the suspension react is nice, too. |
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#15 | |
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Hobo strikes again!
Join Date: Dec 2006
Location: Western Sydney, Australia
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Quote:
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#16 |
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Join Date: Jan 2011
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There is me GPL2
Why not just split it up like Simbin. Drop everything else and finish the 1966-1969 and period tracks first. Forget all the rest .............you can do that in expansion packs.
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#17 |
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Uploader
Join Date: Nov 2006
Location: Cheshire, UK
Age: 44
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Does look nice, but the sounds are at best poor if not grating.
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#18 |
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Join Date: Feb 2010
Age: 23
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Yes that's true. They're terrible. Default sounds in rf1 were no better honestly. I wonder why, anyway we already have good sounds for most of these cars in rf1 so it's only a matter of few weeks before they will be "fixed"
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#19 | |
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Join Date: Jun 2008
Location: Coventry
Age: 22
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Quote:
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#20 | |
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Join Date: Nov 2009
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Quote:
). I guess in the end the Aliens will still be Aliens, but they often have the reputation of optimizing the hell out of every aspect of their setups (and yeah driving the hell out of them too). If no setup can ever be optimal in a dynamic environment like rF2 seems to be, however, it might bring them back to the field a bit.
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#21 | ||
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Join Date: Aug 2007
Location: The Shire
Age: 26
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Quote:
CARS for me does not look realistic. It has absolutely amazing graphics but they are not very life like really. You say you can be fooled by CARS photorealism................I would say it is blinding you with all the fancy effects and lighting. Anyway I will be driving both and Im sure they will be more than satisfactory in all aspects. Quote:
Or what he said!!
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#22 | |
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Donated
Join Date: Jul 2008
Location: Higgs Boson
Age: 45
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Quote:
http://isiforums.net/f/showthread.ph...Monaco-onboard |
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#23 |
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Baddie
Join Date: May 2003
Location: St. Petersburg, Russia
Age: 25
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What scares me - is the shadows.
They are still pixelated and they're still casting only from few selected objects - so I suppose they will be the same technology as in rFactor 1. Which means, they would look bad and eat a lot of FPS. Sort of disappointed about this, after seeing how shadows work on latest games like GT5 or Skyrim... there is more complex shadow casting, and so intense, that it isn't shadow which has some little cast on the ground/road/etc; but it is a little part of sunlight which casts through the complex shadow. And all of that doesn't affect on FPS that much, how, for example, few 1024x1024 shadow casters affect on FPS in rF1. I so much hope I'm wrong. I so much hope the shadows are at least faster here, than in rF1. |
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#24 |
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Join Date: Jul 2006
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Gt5 has the best midday lightning, al other games need a pretty evening sky to make you go ohhhhh.....
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#25 |
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Join Date: Jul 2006
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#26 | ||
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Join Date: Jan 2008
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Quote:
Quote:
while ISI needs to work on materials. or leave everything moddable so modders can add own shaders, tonemapping and so on ![]() cars is pre-alpha, rFactor 2?? |
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#27 |
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Join Date: Aug 2010
Location: Chicago USA
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IMO, rF2 falls short while pCARS overshoots the graphical "realism" target. Both still have work to do. Ian admits pCARS is pre-alpha, how does ISI categorize rF2 at this point? (I did see the WIP in the video but that needs more definition)
Regardless, we are gonna have some pretty good games in 2012. |
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#28 |
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Join Date: Jun 2008
Location: Coventry
Age: 22
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well it must be well into beta by now, with the public one coming sometime soon. I don't think many parts of the game are in alpha anymore. But that's just my opinion
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#29 | |
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Join Date: Jun 2008
Location: Coventry
Age: 22
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Quote:
Looking back at what I said, I think people including myself are overusing the term 'photorealism'. In reality there are many different effects photographers use to achieve the best results, and not all of them reflect reality as we see it. So when I say photorealism in relation to pCARS, what I mean is that a still, well composed image from the game can be mistaken for a photograph from a real motorsports event. Not necessarily the actual driving of the cars, irl. Like I pointed out to Brock in my last post, I think pCARS pulls off 'eye' realism very well; the way it looks in stills is very, very convincing. But it seems like a common consensus that it's less adept at 'video' realism, such as the sim in motion. rF2 does this well, like I pointed out, with it's nice camera shaking effect at speed. |
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#30 |
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Join Date: Oct 2006
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I never liked any of screenshots from RF2
but now after seeing the video it looks fantastic exceeded all expectations anyone know if that was running with all settings on full? also wouldn't hurt to see some modern car video |
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#31 |
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Join Date: Aug 2007
Location: The Shire
Age: 26
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#32 |
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Join Date: Feb 2010
Location: Levis, Quebec, Canada
Age: 19
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60's F1/F2/F3 for the win !
Then you can add 70's Le Mans racing and 80's Touring Car... Maybe V8 Supercars, from there good to go ! XD |
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#33 |
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Join Date: Feb 2010
Age: 23
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And what about proper group B rallying! I remember more than a year ago one of first rf2 screenshots was showing some dirt track.. but since then there was not a single mention about rallying if I'm not mistaken.
I know it's focused on circuit racing but it would be wonderful if there was decent rally part as well. In all current sims (except godly RBR..) dirt surfaces are basically just tarmacs with different texture and low grip. |
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#34 |
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Join Date: Jul 2011
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It does look like similar what you get when you record with compact digital camera what comes to how light is showing up, burns way too easily to white, imo.
Still better than rest, but not enough subtle effect when I compare what I see with my own eyes. Trees, when light comes from certain angle, seem to look quite neon to me, when they turn to shadow it is better, maybe same effect is causing this to be too strong effect than with walls and sky etc? Also tires become quite white at times and some mountain at horizont is getting quite white to what I would except to see with my own eyes, with some cheap compact digital camera thus would be excepted. That is what areas I can see that would be good for improvements, sure those trees quite pop up, but is it auto detail level adjustment in work or do they pop up like that with draw distance set to max too? I would guess auto detail level, but there is not knowing. I like how sound changes, maybe other car was bit too loud compared to own car in there? Anyway there seem to be some sound reflections now which is good, also exiting tunnel had nice and quite realistic sound effect, hopefully those were dynamic effects and not canned ones. Looks very promising to me at least. |
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#35 |
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Join Date: Jan 2011
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I don't know this decade we more concerned about visuals.
![]() For mine the F2 looks more alive and on the edge then the C.A.R.S. Lotus Taking into account the difference in GPL formulas the F1 should dance.
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#36 | |
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Join Date: Jul 2011
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Quote:
But for me that burning white of everything looks actually worse than rF1, I consider it being wow factor to get casual players to say wow and boosting sales, but it is not very real world looking. It is good feature but it is quite a overdone, I think which makes it worse than without that feature. It does not help that everyone does it. |
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#37 |
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Join Date: Feb 2010
Location: Levis, Quebec, Canada
Age: 19
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The thing is, it's in the middle of the day and Monaco is a very white city so... It kinda reflects light a lot
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#38 |
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Donated
Join Date: Jul 2008
Location: Higgs Boson
Age: 45
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#39 |
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Uploader
Join Date: Jul 2006
Location: United Kingdom
Age: 34
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lost for words
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#40 | |
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Join Date: Jul 2011
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Quote:
![]() It would be ok even in external cameras, but driver's eye view should show virtual world how eyes show it, imo. |
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#41 | |
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Join Date: May 2010
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Quote:
I have no problem trading RF2's clutch heat wear for pCARS gorgeously realistic DX11 graphics. I wouldn't trade them if it meant no proper tire degradation or NFS: The Run physics, let's say. Have fun with games, yo. |
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#42 | |
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Join Date: Dec 2011
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Quote:
You are right though, eyes are usually more adaptive than cameras. The problem comes in programming it. you'd have to take into account pupils constantly changing dilation based on how much light is reflected on screen and how quick that change takes place. Also sudden changes in lateral and longitudinal g-forces will have an effect on vision, as well as extremely high g-forces. |
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