Can we have skid marks on GT5? ;-;

I'd rather that the processing power required for that would be better-spent elsewhere. Like on more cars or circuits.
 
What does more courses and circuits have to do with processing power? Oh yeah, nothing.
Hey, hey, hey, spare a thought for those of us under the influence alcohol (I've only had a few, I swear). My point is that skid marks and different tyre sounds are a minor detail. All the coding - I think that's what I originally intended so say - that would be taken up by that could be better spent elsewhere, like on extra cars or circuits. It might not be much, like, say, one or two cars, but we'd still get more cars.
 
Hey, hey, hey, spare a thought for those of us under the influence alcohol (I've only had a few, I swear). My point is that skid marks and different tyre sounds are a minor detail. All the coding - I think that's what I originally intended so say - that would be taken up by that could be better spent elsewhere, like on extra cars or circuits. It might not be much, like, say, one or two cars, but we'd still get more cars.
quality > quantity
 
quality > quantity



Agreed! I don't care if GT5 comes out with 10 thousand cars and 200 tracks, if the gameplay isn't fun or immersive then I would not be wasting my time on it. When I say fun or immersive gameplay, I'm talking about the little things like tire marks/smokes and realistic engine/turbo/supercharger/exhaust/tire screech/crash sounds. The little things are what separate a good game from a great game! I want GT5 to be a great game, not just a good game. I already have a good racing game and that is Forza 2.
 
Agreed! I don't care if GT5 comes out with 10 thousand cars and 200 tracks, if the gameplay isn't fun or immersive then I would not be wasting my time on it. When I say fun or immersive gameplay, I'm talking about the little things like tire marks/smokes and realistic engine/turbo/supercharger/exhaust/tire screech/crash sounds. The little things are what separate a good game from a great game! I want GT5 to be a great game, not just a good game. I already have a good racing game and that is Forza 2.

I have never played Forza Motorsports 2, in your opinion, does it beat GT5 on the graphics from what you have seen?
 
Agreed! I don't care if GT5 comes out with 10 thousand cars and 200 tracks, if the gameplay isn't fun or immersive then I would not be wasting my time on it. When I say fun or immersive gameplay, I'm talking about the little things like tire marks/smokes and realistic engine/turbo/supercharger/exhaust/tire screech/crash sounds. The little things are what separate a good game from a great game! I want GT5 to be a great game, not just a good game. I already have a good racing game and that is Forza 2.
Agreed, its a great game and you can really apply real life skills and techniques and see them work how they do in real life. Theres a couple of things I've tried in forza before going out and doing it in real life, and the results and very accurate.

Edit: It doesn't beat gt5, but it definantly beats gt4, in all aspects.
 
I have never played Forza Motorsports 2, in your opinion, does it beat GT5 on the graphics from what you have seen?




Forza 2 got a lot of things right but the one area that they're definitely lacking in is how the game looks. The graphics are not up to par with other 360 racing games at all. PGR3 has better graphics than Forza 2 does so there's really no comparison at all to GT5. Forza 2's car modeling is very bad and their car animation is also just as bad, in my opinion. If you watch the cars in GT5, the car's body rolls through corners just like how a car in real life would. Also how the car reacts when accelerating or under hard braking is also very realistic.

The cars in Forza 2 just seems very stiff and flat even with stock suspension. This is due to the lack of proper car animation, not physics. Physics wise, Forza 2 is a very good console simulation racing game. I'm very impressed with how the game plays and sounds but am very disappointed with the graphics, car modeling and animation. Hope that answered your question. :)
 
^^^If they're going to do that. Give me the Porsche Carrera GT along with the "Green Hell" and I'll buy the game.:lol: Ferrari F355 Challenge only had one car with 6 tracks and I had so much fun playing it back in the day. Still play it from time to time.:)
 
Hey, hey, hey, spare a thought for those of us under the influence alcohol (I've only had a few, I swear). My point is that skid marks and different tyre sounds are a minor detail. All the coding - I think that's what I originally intended so say - that would be taken up by that could be better spent elsewhere, like on extra cars or circuits. It might not be much, like, say, one or two cars, but we'd still get more cars.

Drop two of the too many Skylines in the game and add skid marks
 
Or we could just not purposefully drop anything, because all cars have fans and having a lot of different options isn't a bad thing.
 
Back on track....
I think its more than time to include skid marks on the track.Even if they only build up over that race and are reset when you race that track again.

Also look at the volumetric smoke in upcoming games like Pro Street and Burnout.If they can do it looking ok then PD can do it better.
 
Back on track....
I think its more than time to include skid marks on the track.Even if they only build up over that race and are reset when you race that track again.

Also look at the volumetric smoke in upcoming games like Pro Street and Burnout.If they can do it looking ok then PD can do it better.





As much as I love the smoke effect in Pro Street and would like it implemented in GT5 like you do, it does build up way too quickly. It needs to build up slower like in real life when the tires are heated up. I don't know of any street cars that can create a crap load of smoke from just spinning the tires for not even a second.:lol:

I also think that Pro Street and Burnout doesn't have to do half the physics calculations as GT5 has to. Those games are also only running at 30fps and 720P so they don't have to worry about framerates as much. I think Pro Street smoke effect in GT5 will create a lot of framerate drop since it's running at 60fps and 1080P. Maybe a PS4 will be able to handle that kind of processing power but I highly doubt the Cell in the PS3 can. Just my opinion. :)
 
Don't be so quick to underestimate cell,no developer yet has said they've hit a celling in development.The spe's (synergistic processing elements) are said to be tricky to harness power from but each one (7 of them) has as yet untapped potential.

And I think PD are just the developers to get closer to the mark than many others having full Sony backing.
 
Yes tire skid marks add so much to the realism , I'm guessing if it's included it'll be in the final gt5 and not prologue, but of course we'll see..
 
As much as I love the smoke effect in Pro Street and would like it implemented in GT5 like you do, it does build up way too quickly. It needs to build up slower like in real life when the tires are heated up. I don't know of any street cars that can create a crap load of smoke from just spinning the tires for not even a second.:lol:

I also think that Pro Street and Burnout doesn't have to do half the physics calculations as GT5 has to. Those games are also only running at 30fps and 720P so they don't have to worry about framerates as much. I think Pro Street smoke effect in GT5 will create a lot of framerate drop since it's running at 60fps and 1080P. Maybe a PS4 will be able to handle that kind of processing power but I highly doubt the Cell in the PS3 can. Just my opinion. :)


Smoke effects have little to do with the Cell here. This is all fillrate from the graphics card, which is allready being pushed waaay too hard for 1080p.

See, the RSX is capable of some really nice rendering effects via shaders. These need lots of bandwidth.
The fact that PD chose to do 1080p puzzles me, i personally belive it's due to sony's pressure to have the "1080p console".
While i'm impressed with what they've achived at 1080p, (very impressed, if you compare the RSX to today's best graphics cards.) i still think it was a mistake to do 1080p.
The ammount of rendering effects that PD could've gotten at 720p highly outweighs having more pixels to look at. (Think Quake 3 at 1080p vs doom 3 at 720p, Doom 3 will ALWAYS look better.)

Basicly, GT5 looks very impressive mainly due to the fact that PD has gotten the Cell to do more than any other company at the moment, it seems very obvious when you look at 16 cars at the track each with about 200,000 polygons. VERY impressive indeed.
The problem however, is the following:
Because they pushed for 1080p, there's not enough fillrate left for effects such as nice weather effects, realistic lightning, (such as the sunlight you see in crysis for example.) smoke effects, antialias, (This BTW would've been very nice to have at least in the cars, since they have so many curves cause of the high poly count that the pixelation is very obvious.)
the list goes on and on. Such as the low resolution shadows (while they are "real shadows" they are very low res, and you can tell by looking at them, they look very "pixelated")

Basicly PD should've really just asked themselves:
"near photorealisim at 720p, or 1080p with about half the visual impact but hey, at least you can get closer to the screen!"

720p would've yieled even far more impressive results.

Well, in summary. Lets not mistake the Cell for the RSX here, effects such as smoke and more realistic rendering won't come from the Cell at all.
From the Cell you can expect stuff like AI, Physics, and a huge ammount of polygons, Etc. (i mean HUGE, if GT5 is any indication.)
 
Really all it comes down to is we,the public don't really know how far PD are pushing RSX/Cell.

Only PD know whats possible and whats not.
 
Really all it comes down to is we,the public don't really know how far PD are pushing RSX/Cell.

Only PD know whats possible and whats not.

As far as the Cell goes, PD is giving us a very good example of what a good developer can do with it.
At least when it comes to polygons, physics is another story. Since they seem based on physics formulas rather than just trying to overwhelm the Cell so it can pretty much MAKE the physics on the fly, google for "Rigs of Rods" for an example of on the fly physics, as oposed to formula based physics.
So who knows what the potential for the Cell is for stuff other than an amazing ammount of polygons yet.

As far as the RSX goes, a lot more could've been done with less resolution, there is no "who knows" about it.

The fact is, the RSX is capable of some very impressive rendering effects, which need lots of bandwidth that it just doesn't have enough of at 1080p.
at 720p however, it should have enough bandiwdth to make graphic effects comparable to those you see in the game Crysis easily. It would of course have even more bandwidth at 480p.
At 480p they could probably really come up with some really, really impressive photorealistic looking stuff.
At that res however, the image will seem overly soft on a lot of bigscreen sets and who knows just how much diminishing returns there are at such res.

I think 720p, or res a bit lower than that would be the sweetspot for getting evrything out of the RSX that is supposed to be capable of doing, at 1080p people have no idea just how much "could've been".
 

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