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Digital Foundry vs DriveClub

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  • Digital Foundry vs DriveClub

    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. 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. The result is a game that is beautiful to behold, and considerably more impressive than the shaky builds of 2013.
    As 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. 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. 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.
    As 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. However, beyond these artefacts the results are generally excellent and a cut above most PS4 and Xbox One releases.
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