Paul Jeffrey
Premium
The Live for Speed Development Team remain busy - previewing some further developments on the graphical side of the title at the South City circuit.
Live for Speed has been around for well, well, well over a decade now, but like any fine wine, the title continues to improve with age - especially now that the small development team have upped the ante in recent months as they look to bring a fresh lease of life to the ageing graphics within the simulation.
Reviewing the whole graphical aspect of the game, from the addition to day-to-night transition to significantly improved visuals, the latest preview from the ongoing development once again look rather tasty indeed..
From the latest LfS Development blog:
In our July progress report we talked about the realtime sky that allows day to night transitions and showed screenshots of the Kyoto track area. Since then, Eric has been working on South City and Scawen has continued with the lighting. More roads have been opened up and you can drive into the multistorey car parks. Road surfaces, fences, barriers, objects and various buildings have been updated. There is still a way to go but we would like to show you some of the changes so far.
With realistic brightness values, the difference between night and day is very extreme. For example a shot taken in street lighting may need around 4000 times the exposure of a daylight shot. To compare LFS with real photos we have a manual exposure mode with the same settings as a digital camera. In normal use, exposure and white balance are automatically controlled.
A bloom effect has been added for the High Dynamic Range (HDR) mode. This spreads the light out from the brightest points in the image, to simulate the similar effect that happens in a camera or your eyes. In game this helps bright lights or the sun to look a lot brighter.
Some recent updates: The sky is now generated on the graphics card, saving CPU time. The sky is updated more than twice per minute around sunset and sunrise. Sun brightness and colour is more accurate. Our shaders have been updated to allow better sky reflections on surfaces that are not perfectly smooth. Headlights now illuminate nearly all objects including other cars.
For further images from the latest blog posting, check out the original feature on the LFS website, HERE.
Live for Speed is available now on PC.
Got something to say about the title? Jump into the RaceDepartment Live for Speed sub forum and get the conversation started by posting a new thread today!
Live for Speed has been around for well, well, well over a decade now, but like any fine wine, the title continues to improve with age - especially now that the small development team have upped the ante in recent months as they look to bring a fresh lease of life to the ageing graphics within the simulation.
Reviewing the whole graphical aspect of the game, from the addition to day-to-night transition to significantly improved visuals, the latest preview from the ongoing development once again look rather tasty indeed..
From the latest LfS Development blog:
In our July progress report we talked about the realtime sky that allows day to night transitions and showed screenshots of the Kyoto track area. Since then, Eric has been working on South City and Scawen has continued with the lighting. More roads have been opened up and you can drive into the multistorey car parks. Road surfaces, fences, barriers, objects and various buildings have been updated. There is still a way to go but we would like to show you some of the changes so far.
With realistic brightness values, the difference between night and day is very extreme. For example a shot taken in street lighting may need around 4000 times the exposure of a daylight shot. To compare LFS with real photos we have a manual exposure mode with the same settings as a digital camera. In normal use, exposure and white balance are automatically controlled.
A bloom effect has been added for the High Dynamic Range (HDR) mode. This spreads the light out from the brightest points in the image, to simulate the similar effect that happens in a camera or your eyes. In game this helps bright lights or the sun to look a lot brighter.
Some recent updates: The sky is now generated on the graphics card, saving CPU time. The sky is updated more than twice per minute around sunset and sunrise. Sun brightness and colour is more accurate. Our shaders have been updated to allow better sky reflections on surfaces that are not perfectly smooth. Headlights now illuminate nearly all objects including other cars.
For further images from the latest blog posting, check out the original feature on the LFS website, HERE.
Live for Speed is available now on PC.
Got something to say about the title? Jump into the RaceDepartment Live for Speed sub forum and get the conversation started by posting a new thread today!
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