Cars look awful in rear mirror!

  • Thread starter DTM
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I had more of a look at it today while racing online, and actually I retract my original statement.

It actually not that bad, really its like looking at something from around GT3ish era.
So passable really, the points put forward in regards to FPS and polygon counts are certainly good, I wouldnt want to see framerates take a hit for the miniscule amount of time we spend looking in the mirrors. :)

Cheers
 
Dont spend that much time looking in the mirrors... :lol: maybe a split second at a time... so its not that big of a worry to me... they have plenty of other stuff they need to get right... 👍

your right in one way but still
 
It's the graphics infront of me I care about. I've never been bothered that the graphics arn't the same standard in the mirrors or that they don't reflect tyre smoke and dust clouds. Reflecting objects in a virtual mirror takes a lot of power from the GPU. GT5:P already stutters a little when a decent number of the grid is on screen at once especially if a couple kick up a dust cloud, I don't want it to stutter more just so I can admire the cars in my mirrors. the mirors show me where the cars behind are, that's good enough.
 
I just take a glance up at the mirror to see where my opponents are. So to me it doesn't bother me too much
 
I don't ever notice it, only if I look really hard for a few seconds, I see flat textures and that's all, and the cars are flat too, but who cares it's only a mirror. It's not as bad as the whole game being like that.
 
well its not just the car, really. I mean the rear mirrors don't draw any real distances, no background or complex textures. And that's all good with me.
 
The only thing I dislike about the mirror is feature popping (like when a building pops into/out of view), as I'll catch this in my peripheral vision and think that there's motion behind me.

Other than this, low resolution textures and models don't bother me, as there's no way the PS3 would be able to render another 2-3 game scenes per frame without a noticeable frame rate drop.
 
The only thing I dislike about the mirror is feature popping (like when a building pops into/out of view), as I'll catch this in my peripheral vision and think that there's motion behind me.

Other than this, low resolution textures and models don't bother me, as there's no way the PS3 would be able to render another 2-3 game scenes per frame without a noticeable frame rate drop.

What track does the buildings popping in and out happen on?
 
What track does the buildings popping in and out happen on?

I've noticed feature popping at Suzuka and Eiger, just because I've been running those lately. I don't think it's generally buildings, but may be track shadowing, or some other feature just off the track.
 
The rear view mirrors use LoD (level of detail) rendering to reduce the strain on the PS3, so it's highly unlikely they can keep the current graphical detail while you're looking forward and try to increase the detail in the rear view mirror significantly. I'm ashamed to say this, but I honestly don't use the mirrors much anyway, I usually end up looking back, as it gives a much wider field of view and the mirrors are way too clean for me.
 
Can you explain to me why PD can't make this possible easily while Fallout 3 can render the WHOLE MAP in amazing quality on your screen at once?

I don't know how PD handles the mirrors in GT5 if it uses real reflections or if it "fakes" it, but being that the quality is dropped alot I'm going to guess its using real reflection tools in there animator, and if thats the case the reason it looks bad where is fallout can look good is fallout doesn't handle near as many reflections, and frankly real time reflections are near one of the hardest things for any computing system to display. Think of it like this...

To display reflections you need light, now again this is a computer system so its going to display light the best way it can the light source basically shoots out ..an uncountable amount of transparent lines from it that shine on everything, what these "lines" do is they alter the colours of everything to give an illusion of light. This can be hard enough on alot of computer systems. now lets take these lines, rather then just..existing they start bouncing off objects.

Now there are some objects where its important this is done well, like off the cars to show environment reflections, or on the track to light up a shaded area, if the reflections on these things are wrong it will be pointed out fast and will frankly look awful.

The mirrors themselves are fairly minor in the game...and when you consider all the reflections this game does..and does very well, while maintaining the framerate the game has, you have to start cutting corners in order to maintain peek performance of the actual game.

In short, reflections are very demanding on computer systems, and some reflection techniques still are not able to be produced in real time by a single computing system (the closest I know of is i think the most demanding reflection technique known as Raytrace lighting it was never possible to display it in realtime until a company linked 3 PS3s together to multiply the computing ability and only then they managed to do it, but thats still FAR off from being an ability of the ave gaming system.) Anyways, thats the best I can explain hopefully it was understood, though i can understand if it wasn't, but hope it helps you grasp why Fallout can do what it does but GT5 most likely wont be able to make mirror reflection better unless new reflection techniques are made between now and the release, but i wouldn't hold your breath.
 
GT5p is still using fake reflections like GT1 had. When there may be 16 cars on the screen and there's something similar to GeForce 7900 rendering the scene in 1280x1080, then it's absolutely necessary. There's even perceptible reduced framerate of car reflections to release some graphics power for more important things. And I bet the reflections are already in 30FPS, not 60FPS like the rest of the scene.
 
It's fake. That's why the level of detail is so low... because GT5P treats the mirror as a different screen. Otherwise, as another poster pointed out, you'd see the inside of your car in the mirror.

I don't really mind it, actually... all the mirror is there for is to tell you if someone is trying to pass. And all you need to know is what car he's driving (even with the low graphics level, you can tell), how fast he's coming in (check) and which side he's coming in on.
 
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