New DRIVECLUB video shows day/night transition

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New DRIVECLUB video shows day/night transition

Check out the latest in the series of our #DRIVECLUB direct feed videos. This time, we showcase the dynamic shift in the time of day, set against the stunning Salar de Surire in Chile between 18:00 and 21:00.

13 things we’d like you to know about this video:

  1. If you’d like to see a version of the video with significantly higher image quality than shown on YouTube (and a closer representation of how the game looks on PS4), you’ll be able to download the 1080p video online soon.
  2. The time of day is accelerated by x60, which is why the video covers from 6pm – 9pm in Chile in just three laps. Accelerating the speed of time is something you can choose to adjust before you race and it’s also why the sunlight disappears so quickly at 1:58. :-)
  3. Design Director Paul Rustchynksy is the driver. He’s using a Thrustmaster “T80 DRIVECLUB Edition” wheel, which explains why his last lap (in first person racing view) is the fastest.
  4. The video was captured in one take from a version of the game still in development. Optimisations to the visual quality of the game are made every day, so while there are lots of impressive details on show you may also spot some things we’re still working on – like improving the anti-aliasing for certain assets and making sure that nothing pops in to view.
  5. We decided to show this time trial event with on-screen display disabled, because lots of people wanted to see this and it’s something you can choose to configure in the game. We noticed that when we did this, the game still plays the sound effects for Overdrives, so we’re fixing this.
  6. Not only do we model every car in staggering detail inside and out, we go to great lengths with the environments too. Check out the observatory tower at 1:47 and 2:37!
  7. The way that we have captured each car’s distinctive audio is evident here because we’ve disabled the in-game soundtrack music, but we’ve actually just made further improvements to the quality of the audio in the game today (and fixed the backfire so that you can hear it properly on the Audi R8 V10 Plus), so it’s still getting better.
  8. All lights illuminate the environment authentically. The dashboard fully illuminates, so you can see the glow of the buttons in the control panel above the rear-view mirror and you can see the reflections in the windscreen and the driver’s window. Similarly, you’ll notice that the brake light illuminates the car’s active spoiler in the first two laps. Hopefully this will draw your eye away from the glitch with the car’s tyre smoke (which is missing) and excessive anti-aliasing on the Audi’s bevelled rear window frame… which we are of course still developing.
  9. The reflector lights (cats eyes/snake eyes) on the safety barriers surrounding the track reflect light authentically too. You can see this most clearly at 02:30.
  10. Ghost cars (and opponent cars) are all fully realised in the rear-view mirrors, but there’s currently a small glitch that makes them render incorrectly when the sun goes down. This will be improved by launch.
  11. The crowds release balloons throughout the race. The balloons should react authentically to the wind and light up correctly at night – and appear less frequently too – but the game is still in development after all.
  12. There’s a tiny portal to another dimension (aka a glitch in the world) at 0:32. We’ve fixed it in the game already.
  13. The sky is clear of clouds so that you can see the stars twinkling up above. This won’t always be the case; you can choose how clear or cloudy the sky is when you set-up a race and it will be uniquely generated every time. On the occasions when the fog rolls in and you can only see the tips of those mountains in the distance… and the cars in front are casting long shadows towards you as the sun rises or sets on the horizon… and you’re breezing through it all 150mph… it’s utterly sensational!

Keep up to date on future direct feed videos via the #DRIVECLUB Facebook and Twitter

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  • 13 things. Where’s number 13? :)

  • Looks so good. I will be happy to try this on PS4 launch..!

  • Becoming better and better each time I see it.

    • It will continue to get better and better until you get your hands on it and we’re excited to keep showing you more of the game during development too. :-)

  • When will we hear about the new “Warzone” sale? :)

  • So does the interior have all the details as the real life version of AUDI R8 V10 PLUS has? It has small extra details on the interior and of course few more HP than normal version if I remember correctly.

    • Of course, the cars in DRIVECLUB are modelled with incredible detail, inside and out, right down to the stitching on the steering wheel and the illuminated buttons on the control panel above the rear-view mirror!

  • Simply amazing! I am really happy about point 12 about the clouds and fog

    YESSS!! I am will buy this game for sure

  • Stunning already Day i just can’t decided Digital or Physical

  • Looks really nice, although I feel it doesn’t have that visual punch from the original gameplay video shown during the PS4’s reveal. Everything looked a lot softer and deeper visually, the details was insane. Can we expect the visuals to be as top notch as that?

    I’m hoping the video just isn’t doing it enough justice and you really need to be playing it directly from a PS4. Will be buying anyways as I love your games and the Motorstorm trilogy was awesome! :)

    • The image quality on youtube is very compressed and trailers will always look slightly better than the game when it’s running, but you can get a closer sense of how it will look on your PS4 if you download this video –>

  • 13 things and Friday the 13th hmmm

  • Will this game have sparks? when two cars make contact with each other, what happens?

  • Absolutely stunning. The detail is amazing and the sound… sublime. I didn’t even notice the small glitches and issues until you pointed it out. The handling looks very good too, a emphasis on simulation with some arcadey stuff thrown in (that steering correction was very arcadey). Will definitely look at this come November.

    Keep up the good work guys, Motorstorm was awesome and this looks great!

    • Thank you, the team at Evolution Studios is working very hard to make this game as good as it can possibly be. You’ll see the fruits of the hard work more and more in the coming weeks up until you get your hands on the PS4.

  • Also, could you confirm if the final build will be aiming for 1080p/6FPS?

    • We haven’t confirmed fps yet except to say that we’re currently running 1080p@30fps. While the PS4 is the most powerful games console the world has ever seen it doesn’t make 60fps achievable by default. The tracks in #DRIVECLUB are vast with fully dynamic illumination. The interiors and exteriors of every car in every race are rendered in staggering detail and the underlying physics system is incredibly fluid so that driving feels authentic and responsive. On top of that there’s a lot of live connectivity happening in and around the races too, to serve up challenges, reward you and your club for everything you do and make sure you always have something to play for.

      We’re pushing the PS4 HARD to achieve all of this (and more!) and we will continue to optimise it all before we confirm the frame rate.

  • I forgot it’s Friday the 13th today :D
    Anyway PLEASE make this game 1080p with 60FPS only because if Forza(Xbox ONE) is 1080p/60FPS then us PS Fans will not hear the last of it :-/ & you know what 99% of the gaming internet sites are like :-(

  • Driveclub is becoming even more beautiful with every new showing.

    It is absolutely breathtaking and credit goes to the extremely talented guys over at Evolution.

    This video has convinced me to buy the full version of Driveclub at launch! :)

  • Now I’m interested, first footage I’ve seen that gives me a proper impression of the game as I would play it.

    I think it’s been mentioned that you take atmospherics into account with the lighting system. I think that shows during the sun setting transition.
    I don’t know if what I’m describing is correct,but once the sun is blocked by the mountain it looks like the environment is being lit by the the light bouncing of the atmosphere. It changes the feel of lighting and looks great.

    • The illumination is completely dynamic, very well spotted. On a cloudier evening than the one we’ve shown (which can be controlled when you set-up each race), the clouds will also cast appropriate parts of the track in shadow. The shade will move subtly as the clouds roll by, too – and may occasionally burn through the clouds to show ‘God rays’.

      We will certainly be showing you more of this in the coming weeks up to the release of PS4. :-)

  • I will add it looks a touch slow in the vid, but I expect the the super cars will rattle around at a fair pace.

  • Audi R8 FTW :p I hope the plus edition isn’t too basic, otherwise I’ll probably get this later on pricecut.

  • Do you think you can put out some wireframe images of some of the cars? I’m a modeller student and i’d like to see the topology to better help me.

  • That 1080p video is much [DELETED]! Haha! I hate to be “that guy” who had to ask the above, but I’m already looking forward to this. Will try out the PS+ version then give it a buy :D

    I take it the first person stuff is mainly linked to a career mode in the game? The first person stuff you showed was amazing! Gave the game a different/better feel of immersion :)

    Hurry up November!! XP

  • Looks sooo good! That vista :o

  • @Phenom_Evolution

    Good stuff. Is that all done on the compute side of things then? I don’t know anything about GPU tech, but I get a feeling it would be good at calculating the physics behind stuff like that.

  • Cant wait to play this. Looks beautiful! Would much rather get this than GT6

  • Looking very nice and detailed!

    One question though (and kind of a bit OCD) but during the night scene you can see the reflection of the dials on the left window but no needle…will in the full release reflect the needle moving or is it just a texture?

    Looking forward to this very much though.

  • looks nice, great looking real time, as for that Time Trial it looks to me that the ghost cars record your fastest lap and last lap eh! that’s only reason i can think why you see 2 ghost cars… but nice idea. can’t wait to get my hands on this, thanks for sharing the video Jamie..

  • If the PS4 is the most powerful console to date, why is Forza 5 looking better AND running at 60fps?

    You can see clearly that the framerate is making the game struggle. Sure it can be some of the compression Youtube is doing but still. It do not look smooth at all.

    There are articles that the PS4 is 50% more powerful then the XBO. But why is it not showing? Why is #Driveclub not running at 60fps and why is it not looking better then any other car game coming this fall?

  • Looks really amazing! For 400$ with amazing quality games, can’t wait for PS4!

  • @LarZen Forza 5 looking better? Sorry but played both on GamesCom and Forza 5 looks like a Forza 4 with higher Resolution. Not Special, all stuff very static no dynamic thinks like dynamic Day/Night stuff.
    It´s like you buying a new COD it´s a good update more not.

    Personaly i find the Alpha from DC looked better than Forza ingame.

  • LazZen.

    #1) Launch. As time goes on the differences will be more apparent. Devs barely have had any time with finalized PS4/XB1 hardware.

    #2) DriveClub’s dynamic lighting is very power-consuming. There is only one confirmed 60fps racer coming out this fall (AFAIK), which is Forza 5, and it took the easy/lazy way out with pre-baked lighting, which was very disappointing, which actually makes DriveClub more impressive to me.

    #3) Evolution works differently from other devs. They typically show off what they’ve accomplished in the full game when showing gameplay demonstrations. Whereas other devs usually take a small section and polish it up to what they think they’ll be able to achieve in the full game by launch. Due to this, you constantly see Evolution Studio’s games look better and better with each successive new demonstration whereas other devs remain pretty much the same or even get worse. Evolution gets a lot of optimization done near the end of the dev cycle, so I have no doubt in my mind that any framerate hiccups that exist, will be fixed by launch time, and we’ll get a smooth racer.

  • same graphics as gtaV dont argue with me people you know im right

  • Does Evolution have two teams?
    Can’t wait for a new Motorstorm, hope that is your next title, I much rather knocking cars off the track than straight driving.

  • Looks really good! I will definitely be picking this one up at launch.

  • Compared to Motorstorm, it is really difficult controlling the cars in corners.

  • i honestly thought this game was something like need for speed or burnout paradise. not gran turismo style :( im stll more than willing to try this, but im hoping it isnt hard to steer the cars and what not. im also hoping the trophies arent as mad as GT5. 600 hours to platinum it is madness.

  • Holy Crap, this is looking absolutely stunning! Can’t wait to see what you do it next! Just a few questions if anyone could answer it.

    Say I like driving at exactly 9PM can I set it to that indefinitely rather than just real time?

    I think the Max car limit in a race was 12 players but I thought you could only have 12 in a club so if I were to race against another club would people have to be left behind?

    Lastly say I were to buy the disk version what extra content could I expect as opposed to the PS+ edition?

  • EternalChaos72, have you ever played the Project Gotham Racing series? Most people that have played this game describe it as that.

    It is a sim-arcade hybrid. They’re focusing on making cars fun to drive, so they won’t handle entirely realistically, but it also won’t get arcadey to the point of something like Ridge Racer. I think it falls in the middle being closer to NFS. So a visual depiction of a scale, it goes:

    NFS (Arcade) —- Drive Club (sim-arcade) ——– GT (sim)

    RytGear, disc (and full digital) version comes with more cars and tracks. And also, NA gets 3 months of PS+ with it, EU gets a 50% off code for 12 months of PS+. Not to mention the preorder bonus packs at certain retailers.

  • Looks nice. Im hoping for 60fps and at least 4xAA but you don’t have long left..

    What’s the average polygon count on the cars?

    Also rear light seem to illuminate the road too much. with brakes on it would illuminate the road a little but just tail lights alone should barely let any light on road at all. given rear lights are rarely very focused and even when they are, like these LED’s, they are aiming straight back. not down at all. so only light bleeding out of the lens should be illuminated the floor. EG really dim on the floor with brakes on even in the black of night. tbh numberplate lights should be giving the floor a slight glow instead :p

  • How many time left for you to finish the game?

  • >>Thrustmaster T80 DRIVECLUB Edition wheel
    Please can you tell us what else driving wheels are supported at launch or do plan on patching later more wheels? Logitech GT Driving Force wheel, G25/G27 wheel support?

    Do DriveClub uses own imaginary countryside, city and open roads? Is there any real-life racing tracks?


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