Driveclub

  • Thread starter Waheed
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I think they don't want to give the idea that it's a new IP, event if it can be played as a stand alone. It's still Driveclub, still the same maps, still the same engine, the same online infrastructure and so on.
Also, search "Driveclub" on PSN. You will get all pieces of DLC the released including Driveclub Ride so store visibility is a plus.
 
I'm genuinly staggered that they got DC to run at 60 FPS (expected a lot more sacrifices)and all of that is with just 3 month work. Man VR looks like it might just work.
 
So still no news abount cars etc? I want a new season pass crap crapper de crap. Dont want VR or Bikes (bought it;) ) i want CARS!!!!!
 
Paul Rustchynsky ‏@Rushy33 16 mins16 minutes ago
#DRIVECLUB is in here, wonder what we could be showing off ;)

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Hopefully plenty of city tracks and an update to 60fps. Those two things would get me back playing the game.
 
Hi. Been a while since my last post and last time I played DC. Gotta say thou, the Bike Expansion is so nice.

I don't have much experience with motorbikes games or even their real life counterpart, but still this expansion is so nice.

It makes the game fresh again. You gotta learn the tracks one more time, forget the braking zones, how you hit the apexes, curbs you could attack... You have to learn the tracks again with the bikes.

Since DC is Simcade, that's not too difficult. The bike tour seems ok with the difficult level, if you have little disposition to get used to the bikes you can complete the tour with no problem. Of course, there will always be the hardcore players that will lead the time trials tabs but there's plenty of fun there for the casual players (those like me with no biking background it all).

Also someone mentioned the speed. The sense of speed is just fantastic when on cockpit or helmet view. And I guess that's how the game should be played. Jesus, sometimes it is even kinda scary.

Off topic: it has been wonderful days for PS owners. DC Bikes, Uncharted 4 multiplayer trailer revealed and coming around the corner, Detroit Become Human (by quantic dreams looks great), and GT Sport. What a nice time to have a PS4. :)
 
After reading all your feedback on the bikes, I feel so left out because I haven't even been able to turn my PS4 on because I'm so busy with finals, which doesn't finish for another week. You guys are making me sad. :(
 
After reading all your feedback on the bikes, I feel so left out because I haven't even been able to turn my PS4 on because I'm so busy with finals, which doesn't finish for another week. You guys are making me sad. :(

I know that exam feel bruv... 3.5 weeks left for me..

In other news, I may get DCBikes but when I've got money lying around.

Also, 60FPS, I CALLED IT AND FINISHED ITS MINUTES!!! :sly: but wait it's only for VR right?

I wonder what else has been planned for this month.
I can only hope for one thing..... *** [Muffled Boxer Rumble in the distance of Nakasendo]*** please @Rushy33 :dopey::dopey:
 
Also, 60FPS, I CALLED IT AND FINISHED ITS MINUTES!!! :sly: but wait it's only for VR right?
It's been said for ages that PS VR games would all be 60FPS for the natural look. Unfortunately it 99% most likely won't carry to the regular game.
 
I'm guessing that they can't even hit 60 fps in time trials without some fairly noticeable dialing back on the visuals. The Eurogamer VR article didn't mention much about how big the hit to visuals was, but I'm guessing it would be very obvious in a side by side comparison.

Personally I don't really care about 60 fps in most games and will usually prefer better visuals as long as the 30 fps framerate is as close to rock solid as possible (or in reflex based games like racing and shooters, completely rock solid).

I haven't tried VR yet (I'm a very likely Project Morpheus - what's the new name again? - buyer though), but I'm sure 30 fps won't be enough there for comfort, even with the 120 fps reprojection system.
 
How do you customise the biker? I mean color coordinate with bike, not helmets and different leather models (that I found out easily).
 
How do you customise the biker? I mean color coordinate with bike, not helmets and different leather models (that I found out easily).

The rider outfit colors seem to be chosen automatically to match the bike color scheme you choose. Or at least that appears to happen reasonably well with the two or three paintjobs I use.
 
I did. Not a good idea. It does work, but there is zero force feedback and you need to (re-)assign a second button for braking (front and rear brakes). I tried it with the controller and aside from forgetting to use the rear brake all the time, I got used to it pretty quickly. For the moment, I like driving cars more.
I guess it is a bad idea for me to buy the expansion pack.
 
The rider outfit colors seem to be chosen automatically to match the bike color scheme you choose. Or at least that appears to happen reasonably well with the two or three paintjobs I use.

Yeah, that seems to be it. Kind of stupid considering that there are persons (me included) that prefer to use the default paintjob of cars and now bikes. In this mode, I only get a plain black on grey leather and helmet.
 
... but I'm sure 30 fps won't be enough there for comfort, even with the 120 fps reprojection system.
It certainly won't; it'd look like a dog's dinner because of excessive and unnatural distortion from the reprojection morph / warp, covering up to 25 ms [worth of motion] instead of 8. That alone will likely undo all that hard work these VR developers have put into anti-spew measures, despite the latency not increasing by much.

60 fps is probably already the practical limit at this point, hence all the effort to that end, I'd say.

There's a reason Oculus are targeting 90 new frames every second, instead of just interpolating from 60 Hz to 120 Hz; of course, they could interpolate to 180 Hz, on the right display.
 
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It certainly won't; it'd look like a dog's dinner because of excessive and unnatural distortion from the reprojection morph / warp, covering up to 25 ms instead of 8. That alone will likely undo all that hard work these VR developers have put into anti-spew measures, despite the latency not increasing by much.

60 fps is probably already the practical limit at this point, hence all the effort to that end, I'd say.

There's a reason Oculus are targeting 90 new frames every second, instead of just interpolating from 60 Hz to 120 Hz; of course, they could interpolate to 180 Hz, on the right display.
You'll be pleased then...

Confirmed
 
The increased frame rate is a selling point by itself. I do agree, 60 should be the cap, developers, no matter how good they are, should walk before they run.

I know that exam feel bruv... 3.5 weeks left for me..

What's the worst part is that, I attend a private institution, which isn't affiliated with the government in any way, so instead of me going "Everyone's protesting about the fee hikes, and I'm just sitting here playing video games." The exam schedule is going ahead as planned.
 
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