* * +60000 polygon building with high definition textures, Mental Ray generated light maps; rendering, lighting and special effects based on vertex and pixel shaders, obtaining a realism yet to be seen on any platform.
* 4 main characters the player will be working with at the factory, will have about 8000 polygons each, character skinning based on a very complex skeleton, motion captured movement, facial animations and lypsinc.
* About 4 or 5 other characters will also be working in the factory
* In total there will over 250 motion-captured animations
* More than 12 cars each with up to 10000 polygons, 1Mb of compressed textures and cube environment mapping will present simultaneously in the factory
Tracks (each):
* Up to 500000 static polygons
* Up to 50000 polygons based on bezier patches
* Up to 15 Mb of compressed textures
* Up to 2 Mb of procedural textures
* 3D volumetric textures for light effects and particle effects
* Texture animations
* Mental Ray generated light maps using up to 5 Mb of compressed textures to obtain realistic static shadows and light effects
* Rendering, lighting and special effects based on vertex shaders and pixel shaders
* An impressive 3 Km line of sight
* High polygon count 3D trees and bushes
* Extremely detailed buildings and other tracks objects; buildings made up mainly of just cubes at last are a thing of the past
* Static cube environment mapping on buildings
* A texture detail method, so that you can see the blades of grass, the stones in the asphalt and the grains of sand
* Persistent skid marks left by the cars
* Physics moveable objects such as bales of straw, tires, traffic cones, etc.
* Very realistic water effects, using pixel shaders and particle vapour effects
* Variable environmental sounds
Cars (each) & Handling:
* Up to 30000 tristripped polygons and 2 pop-free LODs
* Open and closed cars with a high level of detail.
* Up to 1Mb of compressed textures
* User choose-able car colours
* Dynamic shadows using shadow buffers
* Realistic procedural car deformations based on physics
* Procedural tires with deformation based on the car physics and blur effect
* Breakable parts such as glass and plastic
* Custom illumination model using pixel and vertex shaders
* Driver with +1000 polygons, well defined textures and over 20 motion captured animations
* Dynamic car engine sound effects
Playability - Game experience:
* Extremely realistic rigid body simulation implementing realistic suspensions (real spring and damper behaviour)
* Accurate collision detection
* Gaming experience greatly improved by a tire/ground contact force determination
* Slipstream physics, will make the battling on high-speed tracks a breathtaking experience
* Road surface information; oil slicks, manholes, broken road, etc
* Human-like, learning AI; the more they drive the better they get, so they will always be an exciting challenge for the player
* Advanced AI behaviour
* Soft driving learning curve
* Various types of driving aids; gear-changing, steering, counter-steering, acceleration, brakes, etc.
AUDIO:
The capabilities of the Xbox audio chip let us to implement very realistic engines sounds, with real crowds and life environment.
In the 3D user interface, each room will have its own ambiance ( music, activity of people machines… ) , and using lipsync, will deliver a very immersive experience when interacting with the player's team.
Support of the Dolby Digital 5.1-channel of the Xbox; the driving experience will be greatly enhanced through the use of it.
General Points :
* FSAA ( antialiasing )to get rid of those annoying "jaggies"
* Quick access times and possibility to save tons of replays, thanks to the hard disk availability
* The game at a smooth 60 fps
Más de 12 coches cada uno con hasta 10000 polígonos, 1Mb de texturas comprimidas