Cars in GT6 that has PS4-Ready graphics.

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I don't even dare to imagine what PS4-ready entails given Yamauchi's idea of having standard cars in GT7. Maybe we'll just have to live with that, but 1080p, 30 fps, more visual effects, and improved textures where required would definitely help. All the premium cars would most certainly blend right into such an enhanced environment.
I'm sorry, are you saying you want GT7 to run at 30 fps?

I'm curious about where in the game I can find the 82 tyre choices the article talked about
 
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Not sure how much you can see they evolved in a 240p video though:indiff:

Evolved in terms of time , 2007 wasn't that much time after GT4 , seems like they knew what direction to take from GT4 to GT5.

And looking at that video i came across this :

gthd-2-lg.jpg


We could've been discussing PS4 ready bikes too , i personaly enjoyed Tourist Trophy.
 
At the beggining there's a premium Evo and RX-7 , this video is from '07 . Shows how far premium cars have evolved.


1. Is PD just upscale the GT4 model for premiums?
2. The Lancer interior when its not blacked out (before the interior modeled). I guess this applies to the all standards (GTPSP?)
3. The car count is similiar if not more to the current gen.
4. Lol Vision Gran Turismo.
 
1. Is PD just upscale the GT4 model for premiums?
2. The Lancer interior when its not blacked out (before the interior modeled). I guess this applies to the all standards (GTPSP?)
3. The car count is similiar if not more to the current gen.
4. Lol Vision Gran Turismo.
How do you upscale a model for premium
 
As much as it hurts to say, because they'd lose the majority of the car list, they need to get rid of all standard cars for GT7 (and also, a personal wish; only include tracks that are able to have weather/time cycles). As much I expect them to leave standard cars in for GT7, I would still be in absolute awe/disappointment if they do it. It's next gen (or current gen by now) and there isn't really any excuse for a top developer to settle for things like this.

I don't have any worry at all for current Premium vehicles to make it on PS4. I'm sure they'll look acceptable. The real question is, if they do away with standards, what will they do to make up for the amount of cars lost in the transition; if anything.
 
The PS3 premiums are definitely good enough for PS4, and they are probably modelled in much greater detail already, just downscaled for use on PS3. I'm not worried about that stuff.

Better lighting/shadows, reflections and weather effects will make the same models as are used in GT5/6 look way better even without upping the poly count. The only thing I think needs to be done on some of them is some texture work for parts that have a lot of texture details, such as small stickers with complex shapes on.

I really don't think complete 24 hour cycles are necessary for all tracks, but early morning to late afternoon should definitely be implemented on most tracks. Weather shouldn't be hard to extend to all tracks either. The main reason I'm not too bothered about leaving out night-time is that this would require them to replicate the night sky of every location exactly as it looks there. I'm not sure how time consuming this would be, but at least on fictional tracks, they can just make the night sky look like whatever, as it doesn't have to match a real location's night sky anyway.
 
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The PS3 premiums are definitely good enough for PS4, and they are probably modelled in much greater detail already, just downscaled for use on PS3. I'm not worried about that stuff.

Better lighting/shadows, reflections and weather effects will make the same models as are used in GT5/6 look way better even without upping the poly count. The only thing I think needs to be done on some of them is some texture work for parts that have a lot of texture details, such as small stickers with complex shapes on.

I really don't think complete 24 hour cycles are necessary for all tracks, but early morning to late afternoon should definitely be implemented on most tracks. Weather shouldn't be hard to extend to all tracks either. The main reason I'm not too bothered about leaving out night-time is that this would require them to replicate the night sky of every location exactly as it looks there. I'm not sure how time consuming this would be, but at least on fictional tracks, they can just make the night sky look like whatever, as it doesn't have to match a real location's night sky anyway.

I'd be fine with morning/afternoon transitions, but obviously day/night would be preferred. Just no tracks that have no form of weather/time effects. They just feel too bland, and they'll feel even more bland on technology that should be taking more advantage of it.

As for weather, I just can't help but feel that it needs to be a priority. Seeing as how the bigger PC titles like iRacing and Assetto Corsa aren't taking advantage of weather effects (or at least to the point that it should be), I think PD could really make GT7 stand out more if they have highly detailed weather effects.

But back more onto the topic, can we pretty much conclude that it's mainly just the lighting/smaller details that need polishing as opposed to things such as the poly count?

Upwards of 600 cars isn't enough?

Well no I'm not saying that isn't an acceptable amount, but the fact that there'd be so many cars lost it would seem lackluster to most players, especially the more casual types that really boost the sales of the game, seeing as how the 1000+ cars was such a selling point.
 
I'd be fine with morning/afternoon transitions, but obviously day/night would be preferred. Just no tracks that have no form of weather/time effects. They just feel too bland, and they'll feel even more bland on technology that should be taking more advantage of it.

As for weather, I just can't help but feel that it needs to be a priority. Seeing as how the bigger PC titles like iRacing and Assetto Corsa aren't taking advantage of weather effects (or at least to the point that it should be), I think PD could really make GT7 stand out more if they have highly detailed weather effects.
More and more, iRacing and AC and their lack of weather are becoming the exception rather than the rule. Rumour is that even Forza 6 is going to have weather effects, so that would make Forza, GT, DriveClub and ProjectCars with weather. iRacing may never have it mainly because they want to keep the game accessible to as many players as possible and you can still run iRacing on a very basic PC. It's going to be near impossible to release a major next-gen racing game without weather now and not make it look like a second tier game. Being able to claim weather and day/night on all tracks is quickly becoming the console standard.
 
Well no I'm not saying that isn't an acceptable amount, but the fact that there'd be so many cars lost it would seem lackluster to most players, especially the more casual types that really boost the sales of the game, seeing as how the 1000+ cars was such a selling point.

Sony/Polyphony made it into a selling point, but that doesn't mean that it needs to be one.

Gran Turismos 1 and 3 sold very well indeed while having relatively small car lists, Gran Turismo 3 particularly in contrast to the preceeding GT2.

Gran Turismo 6 hasn't sold very well at all, despite having more than 1200 cars.

I don't think that car count is the only thing that matters to sales, or is even that important in the long run. I think that the overall quality of the game will override any fluffing of numbers. A bad game with 2000 cars is still bad. A good game with 50 cars is still good.

600 cars is a lot, and I doubt that little Timmy Casual would not buy a good game simply because it had less than 1200 cars.

If you want a contemporary example, FM5 is still in the top ten games sold on XB1, if you believe VGChartz.
 
More and more, iRacing and AC and their lack of weather are becoming the exception rather than the rule. Rumour is that even Forza 6 is going to have weather effects, so that would make Forza, GT, DriveClub and ProjectCars with weather. iRacing may never have it mainly because they want to keep the game accessible to as many players as possible and you can still run iRacing on a very basic PC. It's going to be near impossible to release a major next-gen racing game without weather now and not make it look like a second tier game. Being able to claim weather and day/night on all tracks is quickly becoming the console standard.

You make a good point, and if that is the case, then that would make detailed weather effects even more important, seeing as how it's becoming a standard. GT has a lot of good endurance race cars, so I'd figure things like time change/weather effects would be a top priority.

Sony/Polyphony made it into a selling point, but that doesn't mean that it needs to be one.

Gran Turismos 1 and 3 sold very well indeed while having relatively small car lists, Gran Turismo 3 particularly in contrast to the preceeding GT2.

Gran Turismo 6 hasn't sold very well at all, despite having more than 1200 cars.

I don't think that car count is the only thing that matters to sales, or is even that important in the long run. I think that the overall quality of the game will override any fluffing of numbers. A bad game with 2000 cars is still bad. A good game with 50 cars is still good.

600 cars is a lot, and I doubt that little Timmy Casual would not buy a good game simply because it had less than 1200 cars.

If you want a contemporary example, FM5 is still in the top ten games sold on XB1, if you believe VGChartz.

I suppose it doesn't, but compared to most sim racers, regardless of the platform, GT definitely stands out because of it's amount of cars imo, even though there's a good number of duplicate cars. People love having reasons to buy one game over the other, and I can betcha a good amount of players chose GT because of the sheer number of vehicles.

Like you said, for GT7, the amount of vehicles doesn't have to be a selling point, but assuming they do slash standards out (which, hopefully they will), they should at least make up for it by making the models the do include to be pristine quality. I just don't see how they couldn't go without making up for it somehow. Maybe some of us don't care about the numbers, but a lot of people do.

Why are we comparing GT6 to Driveclub which is not a direct competitor in the first place?

Nobody is comparing the games directly, just certain aspects of them. Assuming GT7 will have weather effects, I don't really see why not to compare them. It was more of a GT7-centered post.
 
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I just don't see how they couldn't go without making up for it somehow. Maybe some of us don't care about the numbers, but a lot of people do.

They couldn't go without making up for it somehow, because sheer volume of cars and tracks is the only part of Gran Turismo that is class leading at the moment. If they ditch that without improving some other aspect, then it's an entirely unspectacular game.

Every game needs something to point to and say "Look, we do this better than anyone else. You're going to love it."

For the PS3 generation, that has been volume of content for Gran Turismo. And while it's kind of worked, the way in which they've approached it is not sustainable.

Having the best quality is always sustainable, and it tends to generate goodwill with customers. People are willing to pay more for quality, especially for luxuries (which is what video games are).

Going for quantity is always going to be a race for the lowest common denominator. It promotes including assets of the minimum quality just to make up numbers, and abusive tactics like the endless duplicates to further pad the list. Some people won't notice, but others will and it will destroy goodwill. People will forgo luxuries that do not meet their standards of how a product should be made or marketed.

There are good reasons why emphasising quality over quantity is good for business. It would be nice if Gran Turismo started to pay attention to them.

I'd far rather that Gran Turismo was Apple instead of Huawei. Small product line, best quality, big profits. Satisfied customers.
 
Why are we comparing GT6 to Driveclub which is not a direct competitor in the first place?
As a target for PS4 car models it is, and that's the topic of this thread.

More generally for the casual player, a racing game is a racing game, a good percentage of racing game buyers don't always care if a game is a SIM, simcade or arcade.
 
1. Is PD just upscale the GT4 model for premiums?
2. The Lancer interior when its not blacked out (before the interior modeled). I guess this applies to the all standards (GTPSP?)
3. The car count is similiar if not more to the current gen.
4. Lol Vision Gran Turismo.

You can't just "upscale" the models and make them into premiums otherwise all cars would be premiums.

Yeah , it was supposed to be called that instead of GT5 IIRC.
 
You can't make advanced leaps in graphics and keep old content (pretty much unchanged) in game at the same time. Progress prevents that, the gap will be too wide. So PD has two options and they are mutually exclusive:

1. Make another leap in graphical quality and ditch all content that can't be upgraded.
2. Keep all old content, but no major leap in graphical quality for new content.

Combine the two and you end up with a half-baked, inconsistent mess, even more so than GT6. With the competition already present and underway, it will not be acceptable for the general community as well as reviewers.
 
The visuals and weather are pretty ready for next gen but it is basically the standard now. Look at FM5, i'm not one for visuals but I can see a lot of detail in their cars both out and interior. Just getting PS3 GT6 models into PS4 will start to make it behind but they'll do it anyway from what they are doing. They'll try to get to 1500 Cars ASAP. With some being interesting, others being clones or very much like other cars. Personally, that is one of my problems with the car list of GT6, with the exception of a few cars, the 1200 car list is pretty outdated.

Another issue I have with the future of GT in its PS4 list, is how much of a grind fest 1P is and just relise on racing with online, there are many problems with GT6 single player which makes single players withdraw from the game as the racing is lacking and tries to do its rolling starts for cheap difficulty. I have a feeling GT7 going to expand online greatly which is great but, how they'll treat the single player is my biggest issue which'll be a huge contrast to GT3 and GT4 where some people started. and not to mention you'll have to pay to even enjoy the Online thanks to the new requirement.

I just see GT7s vision being in a huge contrast to GT4, where it becomes more about community and car count instead of a game and car quality (though GT4 did have its fair dhare of clones).

As for the Standard v Premium. I think PD is in a no win situation. Keeping Standards will alienate purists while throwing them out will alienate people whose favourite cars are standard and don't mind PS2 visuals (like myself).
 
You can't make advanced leaps in graphics and keep old content (pretty much unchanged) in game at the same time. Progress prevents that, the gap will be too wide. So PD has two options and they are mutually exclusive:

1. Make another leap in graphical quality and ditch all content that can't be upgraded.
2. Keep all old content, but no major leap in graphical quality for new content.

Combine the two and you end up with a half-baked, inconsistent mess, even more so than GT6. With the competition already present and underway, it will not be acceptable for the general community as well as reviewers.

agree , GT won't be able to compete with it's next-gens rivals that way , something needs to be done.
 
Maybe not that one, but take a look on this:


Early GT3 graphics but GT2 style everywhere.


I have this demo and the cars have been clearly re-modelled but they are not on as high a level as they were in GT3, they are very glossy and blocky in this version which is more reminiscent of GT2. I don't know what PD were doing here but its a good thing they scrapped this kind of car modelling as the final GT3 car models looked much better. On another note PD forgot to build part of the track and this can happen. Seattle's black hole :lol:

ba8127a7fb.jpg
 
really ? how do you use it on your computer?

The game is optimized for PS2 hardware , it would probably run faster.

I believe you aren't allowed to discuss it here but its through the method you mentioned before. You can run physical CD copies through it.

It doesn't run too well if I'm honest, even with the appropriate plugins it can be rather choppy in terms of its visuals which makes getting an accurate representation difficult. It is, as you said, largely unoptimised. The physics are also not too great, the cars seem to rock around a lot similar to that of GT2.
 
I believe you aren't allowed to discuss it here but its through the method you mentioned before. You can run physical CD copies through it.

It doesn't run too well if I'm honest, even with the appropriate plugins it can be rather choppy in terms of its visuals which makes getting an accurate representation difficult. It is, as you said, largely unoptimised. The physics are also not too great, the cars seem to rock around a lot similar to that of GT2.

Well i'd recommend finding a PS2 at a friend's house or something to run that demo , it would be much better probably.
 

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