Seriously, look at that list. LOOK AT IT. Just imagining all those computations is making me dizzy. And every map loads in 15 seconds! I've included a few highlights below.

6. Clouds react dynamically to different wind speeds. This is then converted into a ground wind speed which accurately interacts with all vegetation, overhead cables and other environmental features, based on their height from the ground.

10. Road tarmac textures are hand-modelled rather than tiled or tessellated. Stones and bitumen are all placed and then rendered procedurally to give realistic surface detail with huge visual variety and no repeating detail on any road surface.

11. Each location has a draw distance of up to 200km to the horizon and even simulates the curvature of the earth in both skies and terrain. Distant landscapes are built out and fully modelled, instead of "painted on," to ensure that they support the dynamic, volumetric nature of the skies and lighting.

13. Some tracks boast more than 1.2 million road-side trees โ€” and this number keeps going up as the artists try to out-do each other as development progresses.

17. The Indian track Chungara Lake boasts a 19,000-strong flock of pink flamingos, all behaving independently of each other.

21. A typical Driveclub car is made up of 260,000 polygons. The staggeringly detailed cars you see in promo videos are the same models you drive in the game โ€” they're not pre-rendered CG versions.

27. The cars have realistic layered paint materials โ€” base metal or carbon layer, primer coat, base color coat, two metallic paint coats, clear top coat, etc. โ€” which can all be stripped away individually as part of the damage system.

29. As you race, dirt and dust gradually builds up on the car, subtly altering its appearance.

36. Conversion of kinetic energy to heat is physically modelled to accurately render the temperature and glow color of brake discs.

51. Despite all of the above, once selected a track will take no more than 15 seconds to load.