A list of tools does mean that you simply drop them in place and your work is done, as such proving a list of tools alone doesn't actually support the claims you have made.
Not sure why you insist in a point that I have never made.
Again:
"Even the laziest developers are obliged
to use more powerfull tools to bring by default much better graphics than they could obtain in the old PS3."
"
My point is not that any developer can achieve the top graphics of DC
with a "click" or a "pre-backed" tool."
Using a tool means to work with it, not pushing a magic button, but is much easier to create better things with better and more powerful tools than with primitive and more limited tools (PS4 SDK vs PS3 SDK). Agree or disagree? because that's the only "claim" that I want to make.
No, because until we see a PD developed car running on a PS4 we can't understand how well they will do. We can guess and make assumptions, but nothing more.
Use your logic imagination
, at least you agree that the cars will look better in GT7, but how much better given the BIG hardware differences between PS3 and PS4?
For the record, what happened graphically from PS2 to PS3:
-640x448(480p, no AA) to 1440x1080(1080p, with AA) => Increase factor of x5.42
-5k polys/car (no cockpit) to 500k polys (modeled cockpit) => Increase factor of x100 (or beyond with the use of GT6 tessellation)
-6 cars on track to 16 cars on track => Increase factor of x2.6
-No weather and fixed time change to weather and 24h real-time time change with a dynamic rain effect in the interior view.
-No night racing to night racing with real time light headlamps, light-up cockpit and sky accurate stars
-No visual damage effects to real time damage effects
-Pre-backed static shadows to real-time self shadows over the car geometry and tracks
-Pre-backed static lighting to HDRI real time environment lighting
-2D plain textures to 3D looking textures
-Basic particle effects with no physics iteration to 3D volumetric particles affected by shadows, light and wind
-Basic car reflections to realistic real-time environment reflections
-Etc: tyremarks, interactive grass animation, better animated pits, use of very high resolution textures in selected tracks, more interactive objects on track, exotic new realistic paint materials (matte, chamaleon, etc), etc.
Vs the bads:
-Locked 60fps to not locked 60fps with some slowdowns and tearing in the more taxing 2D gameplay conditions.
Now think if a hardware many times more poweful and with x16 more ram will be enought to fill the small gaps they have in PS3 (many of them related to the lack of ram, 512MB in PS3 vs 8GB in PS4) and in what they would use the tons of free resources they will still have.
Oh and on balance I would have to disagree that GT6 looks more realistic than DC.
More realistic
at times, please don't eat words that will end in misleadding acusations in the future. No problem. The fact that both games are being compared face to face, even running in such hardware disadvantage, said all to me. This post sums my view:
I wish to make a comment and complement on GT6's graphics…I've been racing more on DriveClub recently…And yes, the graphics are incredible; in particular the oft mentioned rain effects. No question graphically it's top notch…Though I do find the overall brightness, even at midday settings, a bit dull. Anyway, tonight decided to go back to GT6 for a bit of daily bonus boosting back to 200%, in case 1.16 drops soon, and was relieved (nay down right joyful) as to how good GT6 still looks…On its own and in comparison. I'm a PS4 owner since launch day and have become very used to PS4 graphics, so was slightly worried that returning to PS3 would be a major shock…Not at all. Did the London and Autumn Ring seasonals from a couple of weeks ago and the environmental lighting is vibrant and sharp and demonstrates again what a graphical tour-de-force GT6 is, on an old system. We all know 6's weaknesses but graphically is not far short of miraculous. We're really in for a treat if GT7 gets anywhere near close to exploiting the graphics potential of PS4. This time they'll have DriveClub and Project Cars as benchmarks, so there'll be no excuse for falling short. Here's hoping. I have certainly had my motivation renewed to keep driving and tuning on GT6 until GT7 finally appears.
Your the one that opened up the discussion in regard to graphics and compromises that have to be made in genres, don't moan about the direction an answer to a question you asked take.
I moan because I see that you often insist in going off-topic with the framerate when the discussion belongs to other graphic specs but your benchmark is a 30fps game... so it's a little odd.
Would you be more happy with the GT5 and GT6 graphics if they were 30 fps locked games?
In regard to a source, are you really being serious?
Yes I'm serious! the last time was 30fps, now you used 20fps and I have never seen a graphic proof of that, but I see that this time you have used the lowest of the lowest to justify it, that is GT5 at their launch with no updates and in 3D mode running in the most taxing conditions. 3D was an experimental resource-hungry mode that not even exists in GT6, the running internal resolution and framerate of that mode was more taxing than the GT5 1080p mode. I bet you never played the game in those conditions.
Let me link to the conversation in which
you inferred that GT5/6 runs at a solid 60fps in the rain and sources were provide to show that was not the case? Sources for this have been provided to you numerous times times.
About rain / wet asphalt
About rain / wet asphalt
About rain / wet asphalt
And here's another source just for you:
http://www.eurogamer.net/articles/digitalfoundry-gran-turismo-5-tech-analysis?page=3
That's an absolutely false asumption in your part. I have never said anything about a locked or solid GT5 60fps framerate in the rain. Not sure why you insist in that, GT6 not even did exist at the time! and you only need to read your own links and search for any "solid" or "locked" word in between any quote with the "60fps" word from me. If to you "60fps" only can mean a locked framerate, don't mistake your opinion with others opinions. To me it means a mode that can draw 60 frames per second, even if the framerate is reduced depending of the graphical charge or can't always sustain a locked 60fps. I even posted a vid showing those little variances and the point of my reply was to show that the game could be played in the rain with a better framerate than you stated, as I said in my post: "the framerate was not as bad as that".
The non rain video in the same link was related to the previously said: "GT5 progress", to showcase the advances in framerate during the game updates because you always pointed and used as an absolute fact the same single old GT5 vid and the results were more than likely outdated at that time or at least not absolute and does vary depending of a lot of factors as is seen in the other performance test I posted with significant better result.
PD have produced nothing for the PS4 to date and while you may be happy top ignore the compromises made by them when they moved from the PS2 to the PS3 many are not.
compromises = the framerate again?
I'm more than aware of them and was full of confidence in an improvement all the way from GT right through to GT5P; that confidence was undone with GT5 and further more with GT6.
Don't infer that I don't know and understand the GT series or the development that have occurred across it.
So, what was you expecting technically and graphically in the future PS3 at the GT4 time? because the differences are night and day between generations, there is no other [racing] game that have evolved [graphically] as much as GT during these years between console generations, or is again the framerate?