I'm also hyped for Kyoto (as all the other tracks actually lol) but I can't wait for the pièce de résistance: South City. I think it will be the last one as it should be the most complex.
But I'm also wondering: is it just me or every new track so far starts to look a bit similar? I don't see the same level of track identity as before, a bit more sterile. I guess its a time constraints. Eric, I would love to hear your thoughts
Btw Scawen, I don't see indirect specular lighting on the environment (except on glass). Do you have a reflection probe system in place ?
At least one for the whole track with the skybox and precomputed convolution would help differentiate materials even in shadow.
Here is a resource on that if you don't see what I'm talking about: https://wiki.jmonkeyengine.org/jme3/advanced/pbr_part3.html#indirect-lighting-for-pbr-with-image-based-lighting
I think Photoshop would have a nice Depth of Field effect if you managed to get the depth buffer when taking your screenshot. But without it, it would be hard to get a realistic result.
Yeah indeed, I implemented new features in the shaders like height aware exponential fog (Crytek's implementation of it), and some post processing (vignette, tweak to the S-curve). The rendering is also in linear color space (gamma correct rendering, which Scawen is *properly* adding to LFS's next update btw) thanks to Keiichi_Tsuchiya. After that it's mostly stock reshade effects (depth of field and bloom for example).
Having more money won't make the game progress magically faster. Devs don't want to have a bigger team and already work full time on it (except for Victor, the web developer). And having ads on a website where you already sell a product is unprofessional.
He didn't talked about the shading though. He just asked to have every object drawn in the reflection. Basically an option to use a dual parabloid map instead of only one, or even a cubemap maybe.
Still, I don't think it's unreasonable to think that there will be options to reduce and/or turn off shadow and specular effects. Lighting will still be dynamic, but without specular effects, it won't be that much of an increase in compute power required.
Don't hype yourself and others. I don't want to see people hyped by non official stuff and make devs looks like they over-promised and under-delivered. I think this update will just be a small upgrade to current tracks, and put the bases for other graphics or track upgrades
Basically, a metallic workflow is when an arstist has a control over roughness (or smoothness) and metalness. A specular workflow is when the artist has control over smoothness/roughness and specular color directly.
In a metallic workflow, specular color is defined by base color when metallic is enabled, and diffuse is killed. A dielectric material uses the sun color for specular lighting, and has diffuse lighting. Something along thoses lines:
// Attenuate diffuse when the pixel is metallic diffuse *= (1.0 - metallic);
// 0.035 default specular value for dielectric float3 specularColor = lerp(0.035, baseColor.rgb, metallic);
In a specular workflow (like you did right now), if an artist wants to do a similar effect, he needs the control over the specular color per pixel, or have control of metalness per material.
Okay nice, that means that the specular is normalized.
Cook-Torrance ? That's nice ! I was pretty sure that you would have stayed with blinn-phong for this
It's fully dynamic now. We lost global illumination but we've progressed towards night/day cycle. Btw you can combine baked lighting with dynamic headlights, since light is additive.
Really impressed with the revamped Autocross (and all improvements on other tracks btw, but Autocross really needed a fresh batch of triangles ), I'm really looking forward to see Fern Bay and South City !
So Scawen, your technical description is still a bit vague for me.. you used a specular workflow right ? I can't see any metallic surface on theses screenshots, does Eric has a control on the specular color per pixel ?
And looking at the road, I don't really know if your specular factor is normalized depending on the specular power, or if it's up to Eric to tweak it. I suggest you check this out if you haven't seen it already: https://seblagarde.wordpress.com/2011/08/17/hello-world/
In all cases, I know I have to look at your BRDF once the update is released
Oh and I remember you talked about exponential fog one day, is implemented or still on your backlog ?
Thanks mate, well I really invested myself on the project, even on thing that were not my job (car physics mostly)
Well, it's a bit of both I'd say. I didn't have the opportunity to work on PS4/Xbox One on a real project like that, but I think for my domain (graphics programming), it's more interesting because you can do much more shiny stuff and still optimise to try and cram as much effects as possible. For gameplay and physics too, as Game Designer gets really frustrated when constrained by "low" technical ressources. But for artists, even if they have more freedom, there is also much more work because of the players expectation.
Working on the Switch or mobile is also interesting, because you feel prouder when you see what you're pushing on such limited device. I have to say I'm pretty satisfied on how the game look, especially when playing in portable mode.
Doing a racing game on PS4/Xbox One as we are right now would be a real challenge, because the competition is way stiffer.
I agree with you, but Flotch resumed it pretty well. People want fast cliché cars, not iconic hatchbacks and sportives.
If it was my choice, we would already have Skyline R32 and R34, Supra RX-7, BMW E30, Lancia Delta Integrale, Golf Mk II, Honda Civic EK9, S2000 MX-5 NA/NB and all that good stuff just to name a few. Who knows, maybe one day
I work at Eden Games.
I really don't know what's the plan for the TDU franchise, but I personally don't think they'll do anything other than sell it when they become short on cash. Maybe we could buy it back, it would be cool
But hey, it's not because we don't have the licence that we can't do games with the same prestige.
BTW, I want to precise that I speak for myself, I'm in no way representing the studio when I talk.
Well, the trailer makes it really blurry (motion blur + youtube compression), but personally, this environnement is in my top 2, wait for some gameplay footage and you'll see
Well, let's say it's way less arcade than the first one imo, car can oversteer (and do massive drift with some cars) and understeer, you can do scandinavian flick or other weight transfer related stuff, and I personnally find it pretty enjoyable.
Thanks, I really put effort on the cars shading, in collaboration with car artists. Sadly its the marketing team that messed up this part, there is only 300km. :/
But I can confirm there is still a lot of road to enjoy
Today we announced Gear.Club Unlimited 2, the game I've been working on almost exclusively since I started working. I feel proud and wanted to share it, so here is the trailer:
As you might have guested for those who know me here, I'm working as a graphics programmer.
As much as I agree with you on the LFS side, for AC, it's a complete change of engine, and a new focus for this game. But let's not get off topic.
Creating a racing simulator takes time, lots of it. Especially if you create everything by yourself (full engine with graphics, physics, inputs, network, and cars plus track).
Did you go to Options > View ? You can create your own custom camera per car, and customise every other camera.
Graphics are the focus of the next update (mainly lighting and shadows, with some fixes on some tracks), wait for it.
Some track were already remade in higher quality (Westhill and Blackwood), and Rockingham is also in high quality, and the idea is to update progressively every track.
It's not a matter of hard to do or not (even if yes, it's hard to make high definition models and textures), it's mainly a matter of time. It takes time for a single artist to upgrade all the existing tracks while also creating new ones.