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#driveclub (PS4) -- PS+ demo live NOW (6/25/2015)

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Old 05-09-14, 03:11 PM
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re: #driveclub (PS4) -- PS+ demo live NOW (6/25/2015)

so EA has announced no new Need for Speed game this year. Maybe that will help Drive Club
Old 05-09-14, 03:25 PM
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re: #driveclub (PS4) -- PS+ demo live NOW (6/25/2015)


New DRIVECLUB Videos Show How Clubs, Face-offs and Challenges Work

+ Posted by Paul Rustchynsky on May 09, 2014 // Game Director, #DRIVECLUB

In DRIVECLUB you’re never alone. It brings people together. From the hardest of the hardcore, to the occasional player, it’s you and your five mates against the world. Driving together to win together.

In the first of today’s two DRIVECLUB explained videos, find out how Clubs work and why you should be in one.


<object width="853" height="480"><param name="movie" value="//www.youtube.com/v/YkF_cxh44gc?hl=en_US&version=3&rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="//www.youtube.com/v/YkF_cxh44gc?hl=en_US&version=3&rel=0" type="application/x-shockwave-flash" width="853" height="480" allowscriptaccess="always" allowfullscreen="true"></embed></object>

Completing Face-offs and Challenges in DRIVECLUB represent more than just a way to score FAME. They give you another reason to race aside from just coming in first.

Check out the second video below for an overview of how they work, and how they’ll benefit you and your Club.

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Old 05-10-14, 08:04 AM
  #28  
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re: #driveclub (PS4) -- PS+ demo live NOW (6/25/2015)

New trailer...Racing From Dusk To Night....not for the faint of heart...wow!

<iframe width="853" height="480" src="//www.youtube.com/embed/KoB8y71lgr0" frameborder="0" allowfullscreen></iframe>
Old 05-10-14, 10:54 AM
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re: #driveclub (PS4) -- PS+ demo live NOW (6/25/2015)

That was cool. Love the lighting effects. As much as I enjoyed that "other" racing Next Gen exclusive, the lack of dynamic lighting was a huge drawback. And Rivals bothered me with their 30 FPS. I hope this game is able to pull off 1080p and 60 FPS with those lighting and weather effects. If so, I'll be very happy.
Old 05-10-14, 10:59 AM
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re: #driveclub (PS4) -- PS+ demo live NOW (6/25/2015)

Originally Posted by Decker
I hope this game is able to pull off 1080p and 60 FPS with those lighting and weather effects.
It won't.

Speaking with VG247 as part of our new Driveclub interview, Rustchynsky said, “[Striving for 60FPS] was something that we stated as an early target to ourselves.

“As we’ve got more familiar with the hardware, and also, looking at what we wanted from the game, we decided that 1080p, 30 frames per second is absolutely the best thing, because what that allows us to do is to deliver the most detailed cars in-race that you will ever have seen.

“It’s allowed us to create some of the biggest tracks you will ever see in a racing game, with the most visually-dense environments, as well as a full global illumination system which allows us to make time of day, where shadows are cast, full-on reflections. It’s allowed us to push all those various areas.
Old 05-10-14, 05:14 PM
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re: #driveclub (PS4) -- PS+ demo live NOW (6/25/2015)

Booooooooo!!!


( but thanks for the info)
Old 05-10-14, 06:13 PM
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re: #driveclub (PS4) -- PS+ demo live NOW (6/25/2015)

They should have went for 720p (or even 900p) and 60 FPS
Old 05-10-14, 07:11 PM
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re: #driveclub (PS4) -- PS+ demo live NOW (6/25/2015)

Look on the bright side...if this were on the XO they would probably be getting 720p at 30fps tops.
Old 05-10-14, 09:31 PM
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re: #driveclub (PS4) -- PS+ demo live NOW (6/25/2015)

Originally Posted by K&AJones
Look on the bright side...if this were on the XO they would probably be getting 720p at 30fps tops.
Originally Posted by chuckd21
Old 05-15-14, 02:50 PM
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re: #driveclub (PS4) -- PS+ demo live NOW (6/25/2015)

1080p links to the earlier videos:

Maserati

Pagani

I'm usually fine with 30 FPS locked, but this looks a little bit framey to me.

It's a shame these guys didn't just do a next generation Motorstorm instead of yet another licensed car game.
Old 05-15-14, 04:35 PM
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re: #driveclub (PS4) -- PS+ demo live NOW (6/25/2015)

Well actualy, I'm more intrigued by the social aspects of this game more than just another racer.

Whenever Sony makes another Motorstorm game, they sure as hell better make it 60 FPS. And bring back the "freeze and gawk at the gorgeous damage" feature
Old 05-16-14, 08:21 AM
  #37  
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re: #driveclub (PS4) -- PS+ demo live NOW (6/25/2015)

Originally Posted by Decker
Well actualy, I'm more intrigued by the social aspects of this game more than just another racer.

Whenever Sony makes another Motorstorm game, they sure as hell better make it 60 FPS. And bring back the "freeze and gawk at the gorgeous damage" feature
I feel so guilty for not buying Motorstorm Apocalypse. Everything about that game looks awesome...like Spit Second on acid.

I think the social features on The Crew actually look a little bit more interesting than Driveclub. They're calling it (preemtive eyeroll) an "MMO CarPG", and they have some interesting ideas about how that plays out.

Have to see about the driving mechanics on both games though, and for now, I'm more than happy to tear around in NFS Rivals, which I adore.
Old 05-16-14, 08:47 AM
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re: #driveclub (PS4) -- PS+ demo live NOW (6/25/2015)

Originally Posted by chess
1080p links to the earlier videos:

Maserati

Pagani

I'm usually fine with 30 FPS locked, but this looks a little bit framey to me.

It's a shame these guys didn't just do a next generation Motorstorm instead of yet another licensed car game.


I watched the full screen of the Maserati last night...pretty good but I'm not sure I could stand one hour of dash-board cam night driving. They better have some roadside bars in the game or I'll go bonkers....
Old 05-16-14, 08:56 AM
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re: #driveclub (PS4) -- PS+ demo live NOW (6/25/2015)

Originally Posted by K&AJones
I watched the full screen of the Maserati last night...pretty good but I'm not sure I could stand one hour of dash-board cam night driving. They better have some roadside bars in the game or I'll go bonkers....
You reportedly have full control over time of day and time lapse.

If you look at the beginning of those videos, you'll see the settings for starting time of day and how fast the clock moves.

After watching them again, I think it's not the framerate that's bothering me. Rather, it's the shakey cam, which feels a little out of place to me in with the camera outside of the car.
Old 05-16-14, 09:04 AM
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re: #driveclub (PS4) -- PS+ demo live NOW (6/25/2015)

Originally Posted by chess
You reportedly have full control over time of day and time lapse.

If you look at the beginning of those videos, you'll see the settings for starting time of day and how fast the clock moves.

After watching them again, I think it's not the framerate that's bothering me. Rather, it's the shakey cam, which feels a little out of place to me in with the camera outside of the car.

I've tried the front air dam cam and it's too much for me. Even the hood dam is a bit much but for more realism it's inside driver seat. Behind third person is normally the view I have and with some of the outstanding landscapes in Driveclub probably that route...just hope I won't get distracted.
Old 05-16-14, 09:07 AM
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re: #driveclub (PS4) -- PS+ demo live NOW (6/25/2015)

<iframe width="853" height="480" src="//www.youtube.com/embed/2DKb5i9gXf8" frameborder="0" allowfullscreen></iframe>
Old 05-16-14, 09:24 AM
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re: #driveclub (PS4) -- PS+ demo live NOW (6/25/2015)

I will have fun playing this game, despite the lack of delicious lighting.
Old 05-16-14, 10:28 AM
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re: #driveclub (PS4) -- PS+ demo live NOW (6/25/2015)

In terms of visuals, appaerntly the Devs are still work so what we're seeing is still not the final product...

Driveclub’s Canada Track Has Over One Million Trees; Evolution Working “Flat Out” to Polish Visuals

Global Product Manager Chris Brown shared that the map’s forest comes packed with a whole lot of trees:



I see people on Gaf trying to count the no. trees in the Canadian Direct Feed. Good luck – there are over 1 million !

On the other hand Game Director Paul Rustchynsky mentioned that he was the one at the wheel, and also promised that the team will still polish every aspect of the game, including the visuals (since apparently some complained about the Anti-aliasing solution shown in the gameplay videos on NeoGAF and other discussion environments):


We’re going to be working flat out to polish everything we can up until it ships, and that definitely includes the visuals.

http://www.dualshockers.com/2014/05/...olish-visuals/
Old 05-16-14, 10:39 AM
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re: #driveclub (PS4) -- PS+ demo live NOW (6/25/2015)

If I ever get to the point where my enjoyment of video games comes down to me counting trees, a bullet to my brain will be my next step.
Old 05-16-14, 10:58 AM
  #45  
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re: #driveclub (PS4) -- PS+ demo live NOW (6/25/2015)

Unrealistic.
Up here in Canada, we all drive dogsleds. I don't see that as an option in #driveclub
Old 05-16-14, 01:10 PM
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re: #driveclub (PS4) -- PS+ demo live NOW (6/25/2015)

That camera really bothers me. Some kind of judder effect that makes it hard to look at.

Not optimistic.
Old 05-16-14, 02:03 PM
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re: #driveclub (PS4) -- PS+ demo live NOW (6/25/2015)

Direct 1080p feed of youtube K&A posted:

http://e1.dl.playstation.net/e1/camp...eOrder8OCT.mp4
Old 05-22-14, 05:48 PM
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re: #driveclub (PS4) -- PS+ demo live NOW (6/25/2015)


Behind the Wheel of Driveclub on PS4

+ Posted by Justin Massongill on May 22, 2014 // SCEA Social Media Specialist

Driveclub is a game PlayStation fans are likely already pretty familiar with. Originally slated as a PS4 launch title, the socially connected racer has shifted to an October 7th, 2014 release date. But aspiring drivers needn’t fear: the developers at Evolution Studios are making good use of this extra time.

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The team at Evolution have been busy ensuring the connected aspects of Driveclub and its interface — dubbed the “dynamic menu” by game director Paul Rustchynsky — are seamlessly integrated into the game. These, in tandem with a companion app launching alongside the game in October, are what will allow Driveclub to realize Evolution’s vision of a truly social racing title.



Having played an earlier incarnation of Driveclub as well as its newest build, I’m in a unique position to be able to see what other differences a few months can make firsthand.

The most immediately apparent upgrade I noticed is in the graphical department. Driveclub has been a stunner since the day it was unveiled, but it’s hard to convey just how much love Evolution have poured into each of Driveclub’s 50 car models and its environments. Vehicles are immaculately crafted in full, native 1080p — right down to the screw heads on the chassis — and that level of detail permeates the rest of the game, too. At the start of each race, your driver enters his chariot (from either the left or right side, depending on the model) and the game drops you into an impressively accurate realization of the car’s cockpit. Gauges light up and the engine roars, whines, or purrs appropriately before the race begins.

Driveclub on PS4

Quick audio aside: when recording sound for Driveclub, Evolution used multiple microphones to capture various aural aspects of the interior and exterior of each ride. Headphones highly recommended.

While driving, vistas seem to stretch on into infinity — especially impressive on mountain courses, where distant peaks draw ever nearer as you zoom along the track. Leaves fall off trees during the race, then get kicked up by passing cars. The technical prowess of PS4 combined with the artistic details added by Evolution breathe life into this racer; more than once I had to resist the urge to stop driving and just admire the scenery.





Click here to see the full gallery



The time of day system in Driveclub is a game-changer: Before a race begins, you’re able to choose not only the time of day, but the rate at which time passes. Speeding the passage of time to 15x, 30x, or even 60x means that you can start the race in the dark, watch the sun rise on lap two, and finish in broad daylight. One standout moment: whipping around a hairpin on a mountain track at dawn, watching the reflection of the rising sun in puddles left by melting snow. Gorgeous.

As a bit of a short attention span gamer, I’m pleased to report that Driveclub finds various ways to foster a continuous sense of progression: not only will you be rewarded for winning races, but throughout the course of each event you’ll be faced with challenges: executing an extra-long drift, maintaining a high average speed, or reaching a specified velocity are a few examples. Each completed goal brings you one step closer to unlocking new cars, events, decals, and more.





Driveclub’s controls are straightforward enough: R2 is your gas pedal and L2 hits the brakes, while the left stick steers and the right stick looks around. One thing I didn’t expect, though, was a motion control scheme that I ended up preferring over the more traditional approach. A quick trip to the options menu lets you enable motion controls, driven by DualShock 4′s built-in accelerometer and gyroscope, and — again, I say this as a classically trained, button-based gamer — it ends up correlating perfectly with the game’s in-car cockpit view. Tilting DualShock 4 left or right and watching your hands on the steering wheel move instantaneously feels perfectly natural, and makes long, soft turns much more graceful (rather than trying to find just the right angle to hold the analog stick at). Of course, traditional controls still feel great, but I think I might end up defaulting to motion controls for this one!

Driveclub is a love letter to automobiles and the art of racing them, and it’s a letter the masterminds at Evolution are clearly pouring their hearts into. Players worldwide can read it for themselves this October when Driveclub launches on PS4.
Old 05-23-14, 10:11 AM
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re: #driveclub (PS4) -- PS+ demo live NOW (6/25/2015)

IGN Hands-on impression (fow whatever that's worth -- maybe a tiny bit more impartial than the PS Blog):

E3 2014: Driveclub Channels PGR's Racing Spirit

It's not a sim, and it's not an arcade game.


By Ryan McCaffrey

I think Driveclub is going to be worth the wait.

I finally got a chance to play Sony's first-party PS4 racer for myself after a year of interviews, presentations, and delays, and I've been eager to do so because it reminds me of the Xbox's dormant Project Gotham Racing series. What do I mean by that? Basically, Driveclub gives off a similar gameplay vibe in that it seems like it straddles the line between an arcade racing game like Burnout (R.I.P.) and a serious sim like Gran Turismo.
<object width="853" height="480"><param name="movie" value="//www.youtube.com/v/IYLAnWqIjh8?hl=en_US&version=3&rel=0"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="//www.youtube.com/v/IYLAnWqIjh8?hl=en_US&version=3&rel=0" type="application/x-shockwave-flash" width="853" height="480" allowscriptaccess="always" allowfullscreen="true"></embed></object>

I'm very happy to be right about my initial assessment. Playing on the India track (other courses are set in Scotland, Canada, Chile, and Norway, among others), I found that while you don't have to worry about tire pressures, suspension settings, or traction control, you do have to respect each car's unique capabilities, lest you be punished. Not only is it rather easy to slam into guard rails or veer off the track if you drive recklessly, but I quite like how Driveclub punishes you for doing so by subtracting the very DC points (aka Kudos if we stick with the PGR comparison) that you're rewarded with for good maneuvers, such as drifting or clean overtakes.

My initial impression is that Driveclub veers a smidge closer to the sim side of the track than PGR did, but you'll still be able to pull off some sick drifts through a big turn with enough practice. On a similar note, Evolution confirmed to me that car damage is purely cosmetic; you won't be left crippled during a race no matter how badly you mess up.

I raced in both the Ferrari F12berlinetta and the AMG SLS (as a longtime DeLorean owner, I have a soft spot for gull-wing doors). I like how your driver opens the door and gets into each car in the first-person perspective before each race, and the cockpit views are nice should you choose to utilize that camera. Draw distance is impressive, as are the leaves and flower petals that blow around the track. The sprinklers in the fields are a nice touch, too.


Since we have nothing else on PS4 to compare it to yet, I'd say that Driveclub's 1080p, 30 frame-per-second graphics are roughly on par with Forza Motorsport 5's 1080p/60fps looks. I'd give the slight edge to Forza when making a mental comparison, but I'd have to put them side-by-side in order to really make a call. But this isn't a console face-off; PS4 players are certainly not going to be disappointed by Driveclub's looks.

Of course, the social element is Driveclub's biggest push -- and also the primary reason for the yearlong delay, according to the game's director. I didn't get to test much of it out in a real-world setting, but one of the two courses I played was a Challenge he created moments earlier. I simply needed to beat his time on the India course in the same car. I can't wait to try out the Driveclub app, too, where you can watch your friends' live-streamed races.


Meanwhile, up to six friends can race all night together in a party, while the game's Social Hub is a customized screen resting below every menu in the game that gives you a visual timeline of what your friends have been up to. It's not unlike Driveclub's own customized version of Facebook, minus the invasive privacy settings. I like how the game mixes in dynamic mini-objectives during races, too, such as stretches where whomever has the highest average speed gets more DC, or whomever pulls off the longest drift.

Driveclub seems to have polished up nicely, and the good news is that Evolution still has a few more months to throw on another coat of wax or two before the game gets into your hands. As a big-time PGR fan who's been waiting for a new racer to come in and fill the void left by the abandoned Xbox series, I'm more excited for Driveclub's arrival than ever.

_______________________________________________

Honestly, that sounds really good to me. I really enjoyed the PGR balance between Arcade and Sim. If he thinks it looks comparable to Forza 5, that's good news to me. I thought F5 looked amazing, though that is of course mitigated by the fact that it doesn't have dynamic lighting or weather effects (and very few tracks) -- all not factors in this game.
Old 05-23-14, 10:52 AM
  #50  
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re: #driveclub (PS4) -- PS+ demo live NOW (6/25/2015)

How many tracks/locations does this game have?


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