GTR 2 from 2006 still provides an immensely more accurate and realistic representation of physics if compared to GT5, and with all the mods available on the net you can easily surpass the amount of tracks/cars contained in GT5, for free.
Given PD's extreme attention to detail and realism on their modelling, I *strongly* doubt the above shot is going to be the final product. Weren't Polyphony one of the first companies to actually use 3D models for the crowd, rather than 2D sprites?
I guess they haven't heard of SpeedTree
They are already using selective detail for screenshot mode and driving, so no reason why not have some tree models for screenshot mode. This just looks horrible, the cardboard trees are the only thing I can look at at this pic. :\
Aye, it's one of those "once you've seen it, you can't un-see it" things I really hope they do use some proper tree modelling for the retail game.
Expect some more inconsistencies. We had a huge argument here with Ispep which we removed. So basically, out of the 1000 cars, about ~200 will have very detailed models with cockpits, the rest will be "upscaled" models from GT4, no cockpits. Screenshots are of course, surprise surprise from "premium" cars only.
So you'll be hopping from good to meh to good to meh all around.
I'm only BARELY interested in the game any way. I sure as shit wouldn't buy it, I got bored of GT a long time ago... the only reason my interest is slightly piqued now is because of the Jailbreak *grin* Rent the game, dump it to my internal 750GB, return it. Profit!
I'm only BARELY interested in the game any way. I sure as shit wouldn't buy it, I got bored of GT a long time ago... the only reason my interest is slightly piqued now is because of the Jailbreak *grin* Rent the game, dump it to my internal 750GB, return it. Profit!
yep,this jailbreak might be even better then the 360 Jtag,at least until Sony will find a way to patch it.. but Sony can't force anyone to do so
Well theoretically it should be possible to run a homebrew software that should be able to bypass any future software upgrades Sony might introduce and still run the games.
They're photomode shots, and aside from the anti-aliasing they are pretty much the same as in-game, particularly replays (which can also use depth of field effects, motion blur, etc). You can see this with GT5p;
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Even when you're driving the game still uses those same models.
...and consider this is running on a PS3, in 1080p at 60fps, with 16 cars on track, optional 3D mode, head-tracking, weather, day/night with dynamic lighting et al... and the the complaints about a couple of 2D trees *you're not going to notice more than once or twice when you actually play the game* are suddenly put into perspective.
If you want some videos showing GT5 in particular then there's plenty of footage on youtube and other places like Gamersyde. Here's a few (slightly crappy) links from youtube;
a
the and
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Quote:
the rest will be "upscaled" models from GT4
Actually, from what I've read they aren't even upscaled. They are just the photomode models taken from GT4. The only difference is that they are now rendered in the new GT engine with damage (dirt, scratches and dents). I personally wouldn't trade the 200+ premium models for more cars of a lesser quality - but that's me.
And they couldn't implement that on the non-premium vehicles?
And look at the fanboys on the comments of the videos. "They didn't make the damage great because they don't expect you to crash." Ahahah can you be more retarded than that?
Well if nothing else looking forward to some of the premium models showing up in pc sims like the stuff from forza 3
Seems to me that gt5 and forza are are more about collecting cars than actually racing them,
im assuming its sony version of p2p with only 16 cars on track.
And look at the fanboys on the comments of the videos. "They didn't make the damage great because they don't expect you to crash." Ahahah can you be more retarded than that?
I agree with this fanboi #77890, the driving model is so permissive that one doesn't even notice the usefulness of a proper damage model
The kiosk demos are not using final code, in fact if you actually looked at the videos properly you'll notice none of the skidmarks or tyre smoke that was recently revealed is present. More so if you look at previous damage footage none of the dents, or paint scratches are present. It's outdated and presumably a work in progress before locking it down for release. Whether it looks the same by then is anyone's guess but it's better to wait and see rather than jump to conclusions.
That aside, the damage is actually fairly realistic looking for the most part. Anyone expecting different material properties between cars is obviously an idiot (since I know of no other game that does it), but iRacing looks pretty much the same for reference. Considering I was ready to accept GT5 without visual damage this is a welcome development and since it's procedural, not pre-baked it's definitely a trump card.
At the end of the day visual damage isn't important all that's really important is mechanical damage and collision physics. We've seen gradual improvements on the latter (not enough to my liking, but again we haven't played final code) whilst Kaz has said mechanical damage itself is still being tweaked as far as severity is concerned.
Last edited by Ispep on Tue, 7th Sep 2010 21:24; edited 1 time in total
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