About rain / wet asphalt

  • Thread starter syntex123
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I will categorically state that GT7 will not be 30 fps when driving - I'm that confident.

GT1 had a 60 fps mode, so it was clearly a goal from the start - and with good reason, even if some people can't actually tell the difference. If you want to literally feel involved in a fast-paced game, you need to minimise latency any way you can.
 
I'm not trying to be a smart aleck like I was to the other poster
I mean when driving around a racetrack in the wet, you would deter from the normal driving line in the dry because that is where all of the rubber, oil and other debris has been laid down by previous cars; thus making it slick. You would normally take the outside line of a corner to obtain the most grip possible.
 
I mean when driving around a racetrack in the wet, you would deter from the normal driving line in the dry because that is where all of the rubber, oil and other debris has been laid down by previous cars; thus making it slick. You would normally take the outside line of a corner to obtain the most grip possible.
That would mean that they'd have to do the "drying of the driving line over time" thing before they can even more on to doing what you're thinking of. Basically, start with the basics and taking into account that GT5 doesn't even have this feature. I'm not sure a PS4 version of a future-gen GT can do it. I wouldn't want to surmise if it's possible, because my knowledge on this subject stopped wit these last two sentences.

I wouldn't go as far as saying that it'll be impossible on the PS4, but it might be something we'll be waiting for until GT8 comes along (if the PS4 gets a New GT7 as the first GT for the console). I'll stop while I'm...ahead.
 
I will categorically state that GT7 will not be 30 fps when driving - I'm that confident.

GT1 had a 60 fps mode, so it was clearly a goal from the start - and with good reason, even if some people can't actually tell the difference. If you want to literally feel involved in a fast-paced game, you need to minimise latency any way you can.

Saying that GT7 won't be 30 fps is pretty safe. How do you feel about the statement that GT7 will be a locked 60 fps?

There's a pretty big difference between the two. GT5 isn't 30 fps, but neither is it a locked 60. Certainly, PD wouldn't target 30 for the game, but whether they can achieve a consistent 60 is by no means a given, even with the additional power of the PS4. As I mentioned, the expectations will be higher for next gen, so it's not like they'll just be doing GT5/6 on more powerful hardware.
 
Saying that GT7 won't be 30 fps is pretty safe. How do you feel about the statement that GT7 will be a locked 60 fps?

There's a pretty big difference between the two. GT5 isn't 30 fps, but neither is it a locked 60. Certainly, PD wouldn't target 30 for the game, but whether they can achieve a consistent 60 is by no means a given, even with the additional power of the PS4. As I mentioned, the expectations will be higher for next gen, so it's not like they'll just be doing GT5/6 on more powerful hardware.

It shouldn't be locked to any framerate, when such things are always variable. There are always unexpected issues that could cause a frame to be late. Doing that, no matter how tiny the delay, with a "locked" framerate will always result in a single frame of latency (which leads to stuttering as the framerate pings between 60, 30 and 15 etc. fps). Let the frame be late, let the frame buffer develop a tear, and pull it out again using performance scaling tricks.

I was only really addressing the idea that PD might go to 30 fps for PS4. But it's quite possible that GT6 will be more stable than GT5, because it's going to be pixel limited (which is much easier to scale) rather than polygon limited (discrete LoD switching will always cause spikes under certain conditions - tessellation can be used to always keep the vertex setup roughly constant, which is a good indicator of the polygon load on the GPU).

Just don't use v-sync unless the frame is done before that 16 ms window is up!
 

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