

The disappointing factors here come in the form of a low level of anisotropic filtering, which results in ground textures appearing blurry from a few metres away, and a massive reduction in environment detail visible in the rear view mirror when driving via the cockpit view - spectators, trees and geometry details are all ruthlessly culled, although these have no impact on the mirror's practical use. While foliage and shadow pop-in are still visible, transitions between detail levels now appear much smoother than in previous builds and LOD streaming isn't too pronounced. The complexity here continues once racing begins, where it's possible to appreciate the high quality models and textures on offer, along with additional effects such as leaves, dust, and confetti that sporadically litter the track while driving. The rocky hillsides and off-road terrain display cracks and bulges that can be seen from the sky and only get more intricate as the camera moves down to the ground level. Mountains and valleys are filled with trees, while buildings, walls, fences, and other man-man structures are seen scattered across the landscape far into the distance. The opening pre-race sequences demonstrate this perfectly with the camera panning across locations that are large in scale and intense in detail. If you can't hit a sustained 60fps in a racing game, a locked 30 is a decent alternative and ensures consistency in response. Performance in DriveClub remains at a rock-solid 30fps regardless of how many cars or effects are on-screen. This more conventional approach hasn't limited Evolution Studios' flair for visual exposition, instead allowing for the developer to deliver a level of graphical complexity above that of most other new-generation console racing games - only Forza Horizon 2 provides ample competition.

The emphasis here is firmly on re-creating the feeling of working within a collaborative racing team, mastering new courses and cars, sending and participating in challenges online, while unlocking content as you go.
#DRIVECLUB GAMEPLAY PART 1 PS4#
However, beyond these artefacts the results are generally excellent and a cut above most PS4 and Xbox One releases.ĭriveClub avoids the open-world spectacle of Forza Horizon 2 in favour of a more traditional set-up where courses are selected via menus and online interaction is directed to specific areas.

Most edges appear clean and smooth giving the title a distinctly super-sampled appearance across many objects, although this level of quality doesn't quite extend across the entire scene.Īs impressive as this sounds, unfortunately there are still some noticeable jaggies around the bodywork of the cars, on fences and some of the walls surrounding the track, where the post-process anti-aliasing algorithm appears to miss quite a few edges at certain angles. Evolution Studios uses a variety of anti-aliasing passes, including a post-process FXAA, temporal and pixel-based passes, along with further algorithms that work directly on materials themselves.
#DRIVECLUB GAMEPLAY PART 1 1080P#
The result is a game that is beautiful to behold, and considerably more impressive than the shaky builds of 2013.Īs expected, the experience is delivered in native 1080p with some impressive image quality gains courtesy of a complex anti-aliasing system that covers several bases. During this extended development period, Evolution Studios' original goal of 60fps racing gave way to a more realistic 30fps target, using the extra rendering time per frame to create state-of-the-art effects work worthy of the generational leap represented by the PlayStation hardware.

It's been a long road for DriveClub, initially slated for release alongside the launch of the PlayStation 4, delayed until early 2014, then pushed back again to Q4 - a decision-making process that yielded genuine dividends based on our experience with the game at E3 and Gamescom.
