- 70
- dubinaintez
I believe they had to recreate the game engine, etc. (?)
yes, we already talked about all that, especially the etc. part haha...
I believe they had to recreate the game engine, etc. (?)
It's sad to read some of the comments in this thread that are obviously from a bunch of children who haven't the slightest clue what is involved in software design.
First, you need to negotiate with all the car manufactures to license the vehicles and get the rights. Then you need to negotiate with all the race circuits and acquire the rights. Then you need to get people like Jeff Gordon on-board and acquire the NASCAR license. Then you need to negotiate with Top Gear, Red Bull and all the different 3rd parties whose products make up the game. Then you need to license all the music from all the different artists.
Then you need to make highly detailed 3D models of interiors and exteriors of over 200 cars. These models are probably more detailed then anything seen on a console before. That means photographers dispatched around the world to take thousands of photos and then these need to translated into 3D models, textures, height maps etc.
Then you need to model all the tracks, measure them, aquire GPS data, drive them in real life, consult with real-life race drivers about how they "feel" etc.
Then you need to develop a propriety 3D engine capable of running at 1080p at 60 FPS with up to 16 high-polygon cars in it and with dynamic lighting and weather effects. And do this all within the very limited memory of the PS3.
Then you need to develop a complex physics engine and squeeze that into the limited PS3 memory.
Then you need to develop net-code from scratch, which is massively difficult.
Then you need to develop the UI.
Then you need to add support for multiple control devices.
Then you need to test it, re-test it and test it again. Then fix any bugs. And every bug and change you make needs to go through change-control and be thoroughly tested to ensure no regressions creep in.
And that's just scratching the surface of what is involved...
I skipped a few posts near the end, so if I'm repeating something already said, I apologize.
Something people really need to understand is that 3D modeling is nothing. Well, for professionals at least. In any simulation, be it cars or planes, the amount of time spent on the external 3D model is tiny.
This is why you guys are so confused about the time scale. As someone showed, they could whip up a detailed 3D external model by themselves in a few weeks.
But now add interiors. Interiors are an order of magnitude more complicated to model than exteriors. So that's a good chunk of time.
Maybe about 1/3 of total dev time on total 3D modeling, or thereabouts.
The rest of the time is split between research, physics parametars and damage modeling. That is grueling exhaustive work which takes countless hours of testing and tweaking.
Most sims will use a universal physics engine which then works from parameters plugged in for each vehicle (car/plane/whatever). And the more accurate the sim, the more variables, and the more complex it is and time it takes. Particularly as tweaking one value can screw up other result down the line and you need to find the balance to get it within a few % of the numbers of the real thing.
It's nowhere near as easy as most people think.
And that's just for making a car look and drive right. Now add in damage modeling, and online play, and tracks, and 3D, and...... it goes on and on.
Couple other things I'd like to mention - at the time, we all thought GT1 was "pushing the PS1", but then 2 came out and looked better and was much larger in scope. Then we thought that GT3 was hitting the limits of the PS2, then 4 came out and revealed that so much more was clearly left. I see no reason to beleive it is any different here. Especially now that Sony can update the units online, OS and driver tweaks can free up more power for games (like putting on a more efficient filter or muffler), and code tweaks and cleanup can lead to more efficient execution of the game engine, as well as more PS3 dev experience can allow them to tune things even more.
That doesn't mean we will see GT6 on PS3. But.... there's really nothing to say we won't see major improvements over time. Certainly more content to keep us going at least. (content which will impinge unpon GT6 development, but that's the way it is - I'd rather the extra content now, personally)
Also, what is all this "GT OS" talk? Is it just a mistranslation? The PS3 is basically a computer. It runs the OS in the background. It's what tells it how to run applications (games), and allows them to interact with the hardware. It's also why we can hit the menu button at any time. There is a game engine for GT5, but not it's own OS (if it were, it would reboot the unit, boot to the BD, and not allow the PS3 button on the DS3 to bring up the live PS3 menu like it does).
Each Premium car takes about 6 months to model by one persion onb the PD team. People are mistaking these car models to be similar to other games car models. They are much more in detail and also recreate the back seats, floor and the underfloor of the car as well a bit of the engine bay. The exterior is also modelled at much higher detail than any game out. Zoom in and look at the lights for example. These models are more or less future proof unlike other games.
http://www.gtpla.net/wp-content/uploads/2010/08/FERRARI_330P4-67-_01.jpg
http://www.gtpla.net/wp-content/uploads/2010/08/FORD_Ford_GT40markIVRaceCar_011.jpg
Didn't they also work on Tourist Trophy and GT PSP during that five year time span?
And isn't working on the PS3 more complicated than the Xbox?
People think that PD are some magical wizards that can make the PS3 do anything they want.
So far only Naughty Dog can do that.
Its because PD went through legal troubles with car licensing. That's why they had to import cars straight from GT4, they didn't have the licenses renewed to remodel the cars from scratch.
Is there any evidence for this?Its because PD went through legal troubles with car licensing. That's why they had to import cars straight from GT4, they didn't have the licenses renewed to remodel the cars from scratch.
Is there any evidence for this?
Is there any evidence for this?
It's sad to read some of the comments in this thread that are obviously from a bunch of children who haven't the slightest clue what is involved in software design.
First, you need to negotiate with all the car manufactures to license the vehicles and get the rights. Then you need to negotiate with all the race circuits and acquire the rights. Then you need to get people like Jeff Gordon on-board and acquire the NASCAR license. Then you need to negotiate with Top Gear, Red Bull and all the different 3rd parties whose products make up the game. Then you need to license all the music from all the different artists.
Then you need to make highly detailed 3D models of interiors and exteriors of over 200 cars. These models are probably more detailed then anything seen on a console before. That means photographers dispatched around the world to take thousands of photos and then these need to translated into 3D models, textures, height maps etc.
Then you need to model all the tracks, measure them, aquire GPS data, drive them in real life, consult with real-life race drivers about how they "feel" etc.
Then you need to develop a propriety 3D engine capable of running at 1080p at 60 FPS with up to 16 high-polygon cars in it and with dynamic lighting and weather effects. And do this all within the very limited memory of the PS3.
Then you need to develop a complex physics engine and squeeze that into the limited PS3 memory.
Then you need to develop net-code from scratch, which is massively difficult.
Then you need to develop the UI.
Then you need to add support for multiple control devices.
Then you need to test it, re-test it and test it again. Then fix any bugs. And every bug and change you make needs to go through change-control and be thoroughly tested to ensure no regressions creep in.
And that's just scratching the surface of what is involved...