Realistic Damage

ROYALEFATALE

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ROYALEFATALE
Is that something PD is saving for GT6 or...
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that's what i thought when it happened, the whole nose was longer, notice in the 3rd pic how the bulbs stay in the original position, now protruding through the hood lol
 
The Rally premiums have the best damage, i.e. doors can eventuaaaaaaaaly fall off.
Maybe PD were strapped for time, and had to come up with this distortion-based damage model quickly.
Hopefully we'll get a much more advanced one for the next game.
 
The Rally premiums have the best damage, i.e. doors can eventuaaaaaaaaly fall off.
Maybe PD were strapped for time, and had to come up with this distortion-based damage model quickly.
Hopefully we'll get a much more advanced one for the next game.


It was even stranger and more dramatic looking before in a demo version of the game. It's been toned back for the full version of GT5 BIG TIME.

August-September 2010
https://www.gtplanet.net/new-gran-turismo-5-damage-model-in-best-buy-demo/
 
The standard cars "warp". The premiums have better, not perfect, damage models.

this is the premium M3 coupe, it was caused with a wall collision in an online race, my car and another in front of me were stuck together on the wall smashing into each other for maybe 5 seconds before i reversed out of it.
 
I think it's pretty good considering there are like 1000+cars it's actually great they gave any damage model at all. Even "somewhat" dmg for each car is already enormous amount of data. If you want amount polygons GT5 has AND dmg model like in gta,burnout or something with this amount of tracks,weather effect and content - game has to have atleast under 100 cars, not 1000.
 
I think it's pretty good considering there are like 1000+cars it's actually great they gave any damage model at all. Even "somewhat" dmg for each car is already enormous amount of data. If you want amount polygons GT5 has AND dmg model like in gta,burnout or something with this amount of tracks,weather effect and content - game has to have atleast under 100 cars, not 1000.

Methinks your greatly over-estimating the amount of work Pd put into this!

They didn't create a unique damage model for 1000+ cars. They created maybe 3 (Premium, Standard, Rally - I think) dynamic morphological models, that distort each of the 3 car types, in similar ways, in real time.
That's what it looks like to me anyways.
It's a lot better than nothing, but It can look ridiculous at times.
 
Methinks your greatly over-estimating the amount of work Pd put into this!

They didn't create a unique damage model for 1000+ cars. They created maybe 3 (Premium, Standard, Rally - I think) dynamic morphological models, that distort each of the 3 car types, in similar ways, in real time.
That's what it looks like to me anyways.
It's a lot better than nothing, but It can look ridiculous at times.

I'd rather have no damage at all then. Nothing is worse to me than trying to get some realistic action shots and having this damage modeling messing up the realism of the shot.
 
Methinks your greatly over-estimating the amount of work Pd put into this!

They didn't create a unique damage model for 1000+ cars. They created maybe 3 (Premium, Standard, Rally - I think) dynamic morphological models, that distort each of the 3 car types, in similar ways, in real time.
That's what it looks like to me anyways.
It's a lot better than nothing, but It can look ridiculous at times.


http://www.lensoftruth.com/head2head-gran-turismo-5-vs-forza-3-analysis/
In general, vehicle models across platforms looked incredible and photo realistic. However, the major differences between the two versions was how each platform handled vehicle damage. It’s was clear that Gran Turismo 5 had implemented a rarely used feature called Decal Tessellation. Without going into too much detail, the idea behind this technique is to take a displacement map texture, project it onto geometry - just like a decal – and tessellate the geometry in real time so that the displaced geometry looks like physical damage to the vehicle. Plain and simple, mimicking realistic damage on the fly.



PD needs to higher the sensitivity and simply do more work on most of the Premium cars though. If only certain tuner cars and rally cars have the damage that allows for doors to fall off, higher the sensitivity of the visual damage for those specific cars would be awesome. I set the visual damage to off in Arcade Mode, mainly for specific/certain types of replays and for when I want to take photos due to the damage not looking severe enough to like the way most of the cars look when they're damaged. It isn't severe enough.
 
I gotta say,

VISUAL DAMAGE IS USELESS!!!!!!!

it's a bonus, nothing more. I really hate the fact that people mostly focus on the visual aspect of damage, it's really no at all important. This is a sim, what matters is physical damage.

They need to do away with the ability to shut damage off or put it on light in public lobbies. When damage is set to heavy, it forces even clean drivers to behave more realistically. The reason iracing is so acclaimed, is because the community is forced to race as if they were in real cars. I can't tell you how much more fun it is that way.

They're forced to drive realistically, because of realistic damage (or harshly exaggerated damage), and every driver has a safety rating, that is very important.

The smallest crashes will often force you to stop at the pit. Sometimes, if you crash bad enough, you can spend up to 10 minutes in the pit getting repairs.

People shouldn't need consequences to race realistically, but we all do.

Heavy damage in GT5 is ok, it definitely is a big consequence, but could use some improvements.

VISUAL DAMAGE IS AN AFTERTHOUGHT!!!! It would be cool to have, but physical damage is so much more important that I find it strange people even care about visual damage. Personally, I turn visual damage off, and set mechanical damage to heavy.
 
I gotta say,

VISUAL DAMAGE IS USELESS!!!!!!!

it's a bonus, nothing more. I really hate the fact that people mostly focus on the visual aspect of damage, it's really no at all important. This is a sim, what matters is physical damage.

They need to do away with the ability to shut damage off or put it on light in public lobbies. When damage is set to heavy, it forces even clean drivers to behave more realistically. The reason iracing is so acclaimed, is because the community is forced to race as if they were in real cars. I can't tell you how much more fun it is that way.

They're forced to drive realistically, because of realistic damage (or harshly exaggerated damage), and every driver has a safety rating, that is very important.

The smallest crashes will often force you to stop at the pit. Sometimes, if you crash bad enough, you can spend up to 10 minutes in the pit getting repairs.

People shouldn't need consequences to race realistically, but we all do.

Heavy damage in GT5 is ok, it definitely is a big consequence, but could use some improvements.

VISUAL DAMAGE IS AN AFTERTHOUGHT!!!! It would be cool to have, but physical damage is so much more important that I find it strange people even care about visual damage. Personally, I turn visual damage off, and set mechanical damage to heavy.
Damn this is good stuff! 👍 I still leave visuals on though.
 
If you have physical damage you need visual damage to keep the illusion up. What's the point of implementing physical damage such as for example suspension/wheels buckling when you can't see it? It'd be pretty silly limping around because your front end is wrecked but it looks fine visually.
 
I'd rather have no damage at all then. Nothing is worse to me than trying to get some realistic action shots and having this damage modeling messing up the realism of the shot.

Off-topic, but I live in the Kansas city area too. I don't ever find myself wanting damage as my entire reason for playing is to get a good lap. I can understand the frustration, though, if you're trying to photograph damage.
 
this is the premium M3 coupe, it was caused with a wall collision in an online race, my car and another in front of me were stuck together on the wall smashing into each other for maybe 5 seconds before i reversed out of it.

Wow, I've never seen that on a premium before. I'm going to try to replicate it! :crazy:
 
One or probably the only reason visual damage can be helpful is during online race.
If I see someone infront of me with a totally distorted rear I will usually keep my distance from him.
But yet they could enhance the display or variety of damages quite easely by adding smoke when you bust you engine or a wheel hanging from an open wheel car. Stuff that can be helpfull for racing experience instead of wandering; "Did he crash or penalty" or "Is he letting me pass or he broke something". When you race against 15 other drivers any visual clue helps alot to react the right way.
 
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