Scaff
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To be fair we have only seen GTS under one set of conditions at present and using the past two titles as a reference they were far better lighting wise in clear weather than they were in the wet in my view, almost the opposite of what you find in DC.After yesterday's discussion on graphics/lighting, I thought I'd play PCars and DC to refresh my memory, in terms of a GTS comparison... (sorry if this is a bit TL;DR!)
DC:
PCars:
- Bizarrely, almost unbelievably good in rainy conditions.
- Daytime conditions, not so great - has that 'driving through a collection of assets' feel (still good though)
- Sometimes when a low, 3D cloud catches the light in AM/PM, turns into this horrific dayglo marshmallow
So, overall, PCars on PC is probably stunning. On PS4, not so much. BUT, the sound is fantastic. The incidental stuff - the little pops and bangs, the rattles as the chassis moves about, the rumble strips. If GTS can get anywhere near this (lol, as if), I'd be happy. DC is optimised for the PS4 by an (ex) 1st party dev, so naturally looks a lot better.
- Pretty rubbish in all conditions
- At night, the full starfield is visible at all times, very odd this
- Weather effects are rubbish (spoiled by DC)
- God rays at sunset are just not good at all
- Daytime, very pronounced 'driving through assets' feel
- EDIT: The UI is also fugly
So, to cut a long and boring story short, if anything, my thoughts yesterday on GTS's lighting model being superior are only more pronounced now.
I would agree on PCars, its lighting model is not as good as either GT or DC, however while the god rays are not pretty the one thing the light does provide well is the challenge produced by driving into a setting sun in terms of the effect it has on your vision.
In regard to the star-field being visible at all times,the past two GT's have suffered from this exact same issue as well, the best I've seen it done on console is in Dirt Rally. The headlights and night driving lights reduce the visible star-field a lot, but if you break those lights it becomes more visible. Local lighting at night under these conditions is also well done, with clear changes in the lighting level as you move under tree cover in comparison to the open (Wales in the forests is far more of a challenge that open country in Sweden with broken lights as an example).
I personally get the 'driving through' assets feel in GT more than just about anything, but that's more down to the over sterile nature of the environments than anything else, its the one thing that in part breaks the immersion provided by the lighting for me.