Yeah, Speedest 3 isn't so nice now. But when it was released, around the time of the DB9 and F430, the tracks and cars felt 'together' in details.
Right now I see huge poly count cars with no feel to them, as if throwing polygons at a problem is a solution, on relatively bare tracks. That is just silly.
I agree, poly edges are good now and I'm planning on using them, and can be done cheaply. However, I feel many details can still be normal map decals, or normal maps can be used more on grilles to soften poly edges etc, but instead we see tiny details done with polygons, and they DO appear to cost right now. Even a slight shadow on the diffuse map, or ambient occlusion map, can hint at the details enough.
Also, general surface poly density need not be too high either... the LOD0 models from FM3 for example. They are overkill for realtime use imo. No matter how fast the system, if the details are not appreciable vs a lower quality asset, then it's wasted performance that could be used to improve details that WILL be visible
Racer engine no doubt does need optimising
I'm just going on my old M3, my new Z4, Endo's GTR, or Cams F458.
FPS with the former 3 is over 100fps on my test track. Load up the F458 which ultimately doesn't look any better 95%+ of the time, and the FPS are down at 50fps... That is a BIG hit simply down to polygon count, because there are no significant textures on it.
Just my 2p, but that isn't good on tracks that are empty. If we bring the LOD of the tracks up to the levels we are in these mega poly cars, we'll be looking at 5fps with 6 cars on track hehe
Simply removing the cars dof files is a good way to do a before/after check of impact on performance
OK, it's a bit of a weird way to test things, but it works. High poly cars ARE hogging rendering performance a huge amount vs lower poly ones (not LOW poly ones, just lower poly ones that still look fine)! Not sure why!?
NFS meshes are a good target, the ones in Shift were only around 40k with all details iirc (wheels, brakes, interiors seen from outside etc)
Hmmmm
I feel it's nice that FM3 are using mega detailed cars for photomode, but their LOD1 models show what the technical guys and artists are really thinking is right for a realtime game use still. And it's not that much further on from what PGR3/4 were using, about 40k or so all up.
Lastly, a little side note. Poly lines are nice for panels, BUT, right now in Racer the envmap is projected with the high intensity sun spot on it, and that is visible even in occluded areas of a car. So you can end up with highlights of the sun in the envmap, in shaded areas. That isn't really very nice.
I discussed using a second envmap (render every other envmap render without the sun spot), and then use the sunny one on the lit side, and the non sunny one on the occluded pass. Not sure how hard this is, but it'd add some realism. The Lambo's huge side vents are a perfect example of this issue.
Texture panel lines on the other hand, don't suffer from this and so generally in a replay it looks more real, more solid, and is less resource hogging (possibly meaning you can run some DOF and stuff instead)
Dave