Home
News
rFactor 2
rFactor 1
Forums
Contact
Company
Technology
Image Space Inc. YouTube rFactor 2 Twitter Image Space Inc. Google Plus rFactor 2 Facebook
Tracks
Try or Buy rFactor 2
$43.99/84.99 Windows Only PCDL
Download rFactor 2 Demo Now!

NOTICE Notice: This is an old thread and information may be out of date. The last post was 1110 days ago. Please consider making a new thread.
Page 3 of 4 FirstFirst 1234 LastLast
Results 41 to 60 of 71

  Click here to go to the first staff post in this thread.   Thread: "HDR" Screens at RaceDepartment

  1.   Click here to go to the next staff post in this thread.   #41
    Tim Wheatley's Avatar ISI Staff

     rFactor 2 Validated PC Specification @timwheatley1979 YouTube Channel Twitch/Streaming Channel Photo/Screenshot sharing profile 

    Location
    USA (Central)
    Quote Originally Posted by racechicken View Post
    New here and hi to all.
    I`m reading here sometimes the discussions about hdr, bloom...and wondering rfactor2 isn`t released yet but rf1 can be looking so great with the right shaders and plugins. maybe a hin to the staff of isi.

    That'll be why waiting on the post fx (or even them being finished, which they are still WIP) before passing total judgement is probably so valid. The base art in rF2 is WAY better, the basic engine is WAY better, so the post FX can do quite a bit, as evident in rF1.

  2.   Click here to go to the next staff post in this thread.   #42
    Tim Wheatley's Avatar ISI Staff

     rFactor 2 Validated PC Specification @timwheatley1979 YouTube Channel Twitch/Streaming Channel Photo/Screenshot sharing profile 

    Location
    USA (Central)
    Quote Originally Posted by GTFREAK View Post
    Poly count isn't everything. I've seen some really kick ass models that were less than 15K triangles. The real artwork is in the texture and material usage. There's no need to add extra polygons when it has no beneficial visual affect. Adding extra polygons where they aren't needed is a waste of power.
    I've known a dev to add polygons before so they can meet their 'production standard' quota of polygons that they can use for marketing. Adding useless polys doesn't benefit anybody except the marketing department being able to impress people who are impressed by poly counts. I think there is some misunderstanding here: Skillful modelling is about building the model with the LEAST polys and getting the same look, not the most.

  3. #43
    THUNDERbreaks's Avatar

     PC Specification 

    Registered
    Jun 2011
    Quote Originally Posted by Tim Wheatley View Post
    Skillful modelling is about building the model with the LEAST polys and getting the same look, not the most.
    Sure you are right but it always depends on what the designer mean mean with "useless" and "doesn't benefit anybody". I own GT5 and I can say Poliphony Digital premium models are very detailed in the final product ( high poly, great interiors, great textures, superb lighting and post processing) just a shame they are stricted to low-spec ps3s so they reduced dynamic shadows (quite a lot) and anti aliasing to keep the game on 60 fps. They used modern PC's for marketing videos, running the game at higher resolutions, with anti aliasing, aniosotripic filters all to max settings and much more memory for shadows. If someone is able to create the SAME quality with the same smoothness, reflections, interiors, post processing, ecc ecc.. using less resources then he is a VERY Skillful designer. If someone achieve a good result but not AAA+ level, it's a good respectable work but in the end a compromise toward performances. Which may be good for gameplay but still a compromise, so not the "same". I mean, without disrispecting anyone.
    Last edited by THUNDERbreaks; 10-07-11 at 05:52 PM.

  4.   Click here to go to the next staff post in this thread.   #44
    Tim Wheatley's Avatar ISI Staff

     rFactor 2 Validated PC Specification @timwheatley1979 YouTube Channel Twitch/Streaming Channel Photo/Screenshot sharing profile 

    Location
    USA (Central)
    Quote Originally Posted by THUNDERbreaks View Post
    Sure you are right but it always depends on what the designer mean mean with "useless" and "doesn't benefit anybody". I own GT5 and I can say Poliphony Digital premium models are very detailed in the final product ( high poly, great interiors, great textures, superb lighting and post processing) just a shame they are stricted to low-spec ps3s so they reduced dynamic shadows (quite a lot) and anti aliasing to keep the game on 60 fps. They used modern PC's for marketing videos, running the game at higher resolutions, with anti aliasing, aniosotripic filters all to max settings and much more memory for shadows. If someone is able to create the SAME quality with the same smoothness, reflections, interiors, post processing, ecc ecc.. using less resources then he is a VERY Skillful designer. If someone achieve a good result but not AAA+ level, it's a good respectable work but in the end a compromise toward performances. Which may be good for gameplay but still a compromise, so not the "same". I mean, without disrispecting anyone.
    You're missing my context.

  5. #45
    THUNDERbreaks's Avatar

     PC Specification 

    Registered
    Jun 2011
    I'm not missing anything. Let's make a simple example from 1 to 10 let's say PD models (textures, shaders, everything concerned) are 10. If you use less resources than them and your cars really looks the same (10/10) than congratulations. But if your cars looks 8/10 or 9/10 is still a good result, I will like it, but imho wont be fair claiming the achievement of the "same" result. Or, let's say, companies nowdays are claiming whatever they want but in the end is the user who will rate their work.

  6. #46
    Lazza's Avatar

     PC Specification Where I race 

    Registered
    Oct 2010
    Location
    Australia
    Quote Originally Posted by THUNDERbreaks View Post
    I'm not missing anything.
    I think you're missing this:

    Quote Originally Posted by Tim Wheatley View Post
    Skillful modelling is about building the model with the LEAST polys and getting the same look, not the most.
    Same look... not almost as good.

    This here:

    Quote Originally Posted by THUNDERbreaks View Post
    If someone is able to create the SAME quality with the same smoothness, reflections, interiors, post processing, ecc ecc.. using less resources then he is a VERY Skillful designer.
    Is the only thing you said within the same context. Everything else was talking about things that don't look as good, which is a different issue...

  7.   Click here to go to the next staff post in this thread.   #47
    Tim Wheatley's Avatar ISI Staff

     rFactor 2 Validated PC Specification @timwheatley1979 YouTube Channel Twitch/Streaming Channel Photo/Screenshot sharing profile 

    Location
    USA (Central)
    Tada. Also worth noting my point about building UP to a polycount when you don't need to, because people are impressed by polycounts, even if you didn't need the polycount to build the model. And yes, that HAS been done with a non-PC racing game...

  8. #48
    THUNDERbreaks's Avatar

     PC Specification 

    Registered
    Jun 2011
    Quote Originally Posted by Tim Wheatley View Post
    Tada. Also worth noting my point about building UP to a polycount when you don't need to, because people are impressed by polycounts, even if you didn't need the polycount to build the model. And yes, that HAS been done with a non-PC racing game...
    Ok thanks for clarification. But please name them, it's too easy say somebody has done this and that, and don't reveal the name. I'm sure PD didn't use a ps3 for their videos, but I'm not sure about about the fake 3d models. And even if the did, the quaility of their premium cars is still very high, I'm not only talking about poly count, I'm talking about dynamic reflections, something never seen in modern rF1 honestly, if you'll match those stuff in rF2 that would be an outstanding job. Time for videos, hint hint
    About Turn10, I know they weren't using full details in Fm3 because of low spec consoles but the 3D models on the disc were good, good enough to make modders mad about convertions ^^

    EDIT: this is what I mean about dynamic reflections on the car.
    Gmotor 2.0 engine can do this:


    PD dynamic reflections:


    another video http://www.youtube.com/watch?v=Pf0TfOCrdxw As you see their reflections aren't horizontal, they come frome the enviroment in a dynamic way. If rF2 have a similar feature will be GREAT. After those promising screenshots I got some hopes.

    PS awesome sounds by StockCar developers.

    EDIT2:This is Shift2 by SMS, their source code come from Gmotor so technically dynamic reflections are possible.
    Last edited by THUNDERbreaks; 10-09-11 at 04:02 PM.

  9. #49
    Uff's Avatar

     rFactor 2 Validated PC Specification rF2 Rank Laptimes 

    Registered
    Oct 2010
    Location
    Bologna, Italy
    Quote Originally Posted by THUNDERbreaks View Post
    This is Shift2 by SMS, their source code come from Gmotor so technically dynamic reflections are possible.
    No: their graphic engine has nothing to share with gMotor 2.

  10. #50
    Lazza's Avatar

     PC Specification Where I race 

    Registered
    Oct 2010
    Location
    Australia
    Quote Originally Posted by THUNDERbreaks View Post
    I'm not only talking about poly count, I'm talking about dynamic reflections, something never seen in modern rF1 honestly, if you'll match those stuff in rF2 that would be an outstanding job. Time for videos, hint hint

    ...

    As you see their reflections aren't horizontal, they come frome the enviroment in a dynamic way. If rF2 have a similar feature will be GREAT. After those promising screenshots I got some hopes.
    Forgive me, I might be interpreting this wrong, but we've already seen live reflections in 2 rF2 videos (tyre deformation, flatspot). Albeit the reflection on the sidepod in the first vid is a bit weird (distant trees are visible, when the car body itself should have been in the way).

    On a totally unrelated topic: I hate hate haaaaaaate the Shift2 blurry cockpit thing at speed. Let me look where I want, don't blur things because I probably wouldn't be looking at them in real life

  11. #51
    THUNDERbreaks's Avatar

     PC Specification 

    Registered
    Jun 2011
    Quote Originally Posted by Lazza View Post
    Forgive me, I might be interpreting this wrong, but we've already seen live reflections in 2 rF2 videos (tyre deformation, flatspot). Albeit the reflection on the sidepod in the first vid is a bit weird (distant trees are visible, when the car body itself should have been in the way).
    You are right there are some, when I saw the video I didn't noticed that, I was just lookin at the tyres lol. That's a good step in the right direction

    PS @ people new to rF2: the video was still without post processing and high frame rate, so lot of room for improvements. Tyre wear model has ben increased by 100x in this WIP video.

    Quote Originally Posted by Lazza View Post
    On a totally unrelated topic: I hate hate haaaaaaate the Shift2 blurry cockpit thing at speed. Let me look where I want, don't blur things because I probably wouldn't be looking at them in real life
    Yeah it doesn't look great, there should be mods to remove it in a "lack of grip" forum.

  12.   This is the last staff post in this thread.   #52
    Tim Wheatley's Avatar ISI Staff

     rFactor 2 Validated PC Specification @timwheatley1979 YouTube Channel Twitch/Streaming Channel Photo/Screenshot sharing profile 

    Location
    USA (Central)
    Quote Originally Posted by THUNDERbreaks View Post
    Ok thanks for clarification. But please name them, it's too easy say somebody has done this and that, and don't reveal the name. I'm sure PD didn't use a ps3 for their videos, but I'm not sure about about the fake 3d models. And even if the did, the quaility of their premium cars is still very high, I'm not only talking about poly count, I'm talking about dynamic reflections, something never seen in modern rF1 honestly, if you'll match those stuff in rF2 that would be an outstanding job. Time for videos, hint hint
    About Turn10, I know they weren't using full details in Fm3 because of low spec consoles but the 3D models on the disc were good, good enough to make modders mad about convertions ^^

    EDIT: this is what I mean about dynamic reflections on the car.
    Gmotor 2.0 engine can do this:


    PD dynamic reflections:


    another video http://www.youtube.com/watch?v=Pf0TfOCrdxw As you see their reflections aren't horizontal, they come frome the enviroment in a dynamic way. If rF2 have a similar feature will be GREAT. After those promising screenshots I got some hopes.

    PS awesome sounds by StockCar developers.

    EDIT2:This is Shift2 by SMS, their source code come from Gmotor so technically dynamic reflections are possible.
    Huh? Realtime reflections have been told about in text, shown in WIP screenshots and shown in action in videos of rFactor 2. Am I missing something, or did you miss something? I can understand you missing one of those but we've mentioned it more than once and shown it more than once, so why am I being shown videos? Color me confused...

    edit - I see someone else mentioned this.

  13. #53
    shum94's Avatar

     PC Specification 

    Registered
    Oct 2010
    Location
    Paris, France
    Make a new video is the only thing i think it could get him to see how well rF2 is doing it lol

  14. #54
    MaXyM's Avatar

     rFactor 2 Validated PC Specification Facebook profile @@MaXyM_SRPL 

    Registered
    Oct 2010
    Location
    Prague / CR
    Just check screens from C.A.R.S
    No comments.

  15. #55
    THUNDERbreaks's Avatar

     PC Specification 

    Registered
    Jun 2011
    Quote Originally Posted by Tim Wheatley View Post
    Huh? Realtime reflections have been told about in text, shown in WIP screenshots and shown in action in videos of rFactor 2. Am I missing something, or did you miss something? I can understand you missing one of those but we've mentioned it more than once and shown it more than once, so why am I being shown videos? Color me confused...

    edit - I see someone else mentioned this.
    A static screenshot won't give a good rapresentation of it because it's static. And words, words are ok but facts are better. Before your post I saw that video of the WIP tyre wear system mentioned above so I noticed the existence of this feature and I don't need more "proofs" about it. But, when the development team is ready you can make 2 or 3 HD videos, you know for marketing. To make other people know about the new graphics, and features. The forum is good, but lot of potential buyers are not in this forum. When the stuff is ready go at inside simracing and make some noise, talk about your stuff like Turn10 and Fanatech. Promote, release videos, interviews, sure you know better than me what to do. I come from GT5 and every GT / FM user is a potential rFactor 2 user too, because when people get tired from console GAMES with good but simplified physics they'll look for some more, so with rFactor2 don't let the iRacing PR bla bla bla brainwash them too much.

  16. #56
    shum94's Avatar

     PC Specification 

    Registered
    Oct 2010
    Location
    Paris, France


    Details on full
    1080p
    Full Filters

    Now show me rFactor 2 in the same conditions Tim please.

  17. #57
    THUNDERbreaks's Avatar

     PC Specification 

    Registered
    Jun 2011
    Quote Originally Posted by shum94 View Post
    Now show me rFactor 2 in the same conditions Tim please.
    It's DX11 so you need an HIGH end pc to move that stuff at decent frames, and to be honest that video even considered the youtube loss, looks so 30/ 25fps-ish, and I hate such low frame rates. ISI opted for DX9, which is not a resource hog and is still capable of good performances. I think when you reach or exceed the actual consoles racing games details (FM4, GT5, F2011), you have a rock solid frame rate, than it's all about gameplay features. I like SMS team but what's the point of DX11 when you don't have at least 60 fps?

  18. #58
    shum94's Avatar

     PC Specification 

    Registered
    Oct 2010
    Location
    Paris, France
    Same conditions, i mean i wanna see rF 2 moving in 1080p full details & shadows with the filters on full.
    As for Dx 11 it's another debate. We wont have it, no need to discuss it.

    But i'm not affraid to try to get something like c.a.r.s running on my pc. rFactor 2 should be here a long time.
    I dont see why it couldnt shake a good pc from nowadays. And be ok with next year graphic cards.

    PS : if you can run Crysis on full, there's no need to be affraid of rFactor 2.


    Update : I run C.A.R.S at 50 FPS in 1920x1080 everything maxed out.
    Intel E8400 3.0Ghz @ 3.78 Ghz, ATI 5870, 8 Gb Ram.
    Last edited by shum94; 10-11-11 at 10:04 PM.

  19. #59
    tyrrel's Avatar
     

    Newer Member
    Oct 2010
    How do you assess CARS?

  20. #60
    Johannes Rojola's Avatar

     rFactor 2 Validated PC Specification Facebook profile Modding Group: Finns on track 

    Registered
    Sep 2011
    Location
    Finland
    Sure it looks good (CARS) just with players car and nothing else. But try 50-60 multiclass racers with headlights and track lights at Le Mans. With such quality like in that video, we will have serious performance issues.

    One thing why console racing games usually look better, is that they have only a few cars on track at the time. It is unacceptable having only 10 cars in racing series like NASCAR or GT/endurance if talking about simulation.

    This is the real challenge I believe that ISI is trying to cope with, to be able to build good performance engine with enough eye candy.

    CryEngine3 license is available to anyone who wants to try building next generation car sim.

Page 3 of 4 FirstFirst 1234 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •