Maybe the quality(resolution) of texture?What are the last 5%?
Better lighting? Can you explain what do you mean by that? If you refer to having better reflections and such with the environment, then ok, I get it, but I don't know what you mean by better lighting.
The cars itself already have awesome textures
The tread looks 2D to me.Still. The cars need to be redone and completely beefed up to look modern era on the PS4. Here's an F1LM in Driveclub, shot while on track.
PD can not bring the textures and lighting from GT6 on PS3 to PS4. They need to be reworked entirely.
the lack of bump mapping makes it appear that way, if it did have a bump map it would appear to clip through the ground.The tread looks 2D to me.
please tell me youre kidding.
Gt are games which come out in their times, you can not really make the comparison since there are no GT's on next gen. If you look back when the premium cars first appeared in GT5Prologue for instance, this game was praised for the absolute crazy realistic looking cars. It still looks amazing today, despite being 7 years old. It was also for me that I saw the incredible leap of the new gen offered by the PS3.He's not saying the modeling isn't bad, the modeling is good for PS3, not quite PS4 ready, but the textures. The blurred and pixelated text, the weird looking tire sidewall, matte rim finish and lug nut.
GT has never really had amazing textures. Sure it may be the PS3's fault, but that quality won't be acceptable in PS4.
Gt are games which come out in their times, you can not really make the comparison since there are no GT's on next gen. If you look back when the premium cars first appeared in GT5Prologue for instance, this game was praised for the absolute crazy realistic looking cars. It still looks amazing today, despite being 7 years old. It was also for me that I saw the incredible leap of the new gen offered by the PS3.
That doesn't really follow logically, no. The lighting engine will automatically improve with a better rendering engine because it would be part of the better rendering engine. As such, the car lighting isn't really that relevant to this discussion in the first place, because it is independent of the actual asset quality.It's pretty much a no brainer that textures and lighting will improve with the game engine itself, probably even surpassing this arbitrary bar that's apparently already set according to some.
That would only happen with something like displacement mapping, and you'd displace into the tyre to avoid the problem of "clipping" anyway.the lack of bump mapping makes it appear that way, if it did have a bump map it would appear to clip through the ground.
Unless, in the spirit of "future proofing", the textures used in the PS3 games are downscaled from those actually authored for the Premium cars....
But there's no more guarantee that Premium cars will automatically improve to PS4 asset quality than there was with the Standard cars automatically improving to PS3 asset quality.
I have no idea what you just said, but I completely agree.That would only happen with something like displacement mapping, and you'd displace into the tyre to avoid the problem of "clipping" anyway.
"Bump mapping" allows for per-pixel lighting to give the effect of surface variation on what is in fact a large (many pixels) plane surface in hardware, without moving that surface (polygon); that picture epitomises bump mapping, certainly on the sidewall.
PD can use "tessellation" to good effect and brute force a displacement effect, no need for a screen-space method. (assuming PD get scene complexity metering and scaling properly sorted)
Parallax occlusion mapping could work, too, but its uglier than screen-space displacement and keeps the same "flat" geometry like bump mapping does (it's basically bump mapping with screen-space parallax-inferred pixel displacement and occlusion).
Each method has its application.
Unless, in the spirit of "future proofing", the textures used in the PS3 games are downscaled from those actually authored for the Premium cars.
More tool engineers needed, eh? Interesting. That implies new content production methods, new types of content outright, streamlining of existing production methods, some kind of automation or all of the above.I have no idea what you just said, but I completely agree.
Is your resume up to date?
http://www.polyphony.co.jp/
At which point we can only hope they did a better job of future proofing this time than when the same thing was claimed for the Standard cars in the run up to GT5. Kaz has been a lot more vocal about it this time around, so fingers crossed.Unless, in the spirit of "future proofing", the textures used in the PS3 games are downscaled from those actually authored for the Premium cars.
I remember the "future proof" claim in respect of the Standards only in the context of GT4's launch blurb / interviews. I have not been able to find evidence of it after the effect, in any context, however. I am glad you remember it, too, though.At which point we can only hope they did a better job of future proofing this time than when the same thing was claimed for the Standard cars in the run up to GT5. Kaz has been a lot more vocal about it this time around, so fingers crossed.