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What myth about damage in games did they debunk? That is takes up GPU/CPU or something etc?
Oh no, there was this "myth" for quite some time, that for example, Mercedez Benz or BMW, didn't want to see their cars damaged in the game.
What myth about damage in games did they debunk? That is takes up GPU/CPU or something etc?
The myth that manufacturers put limitations on game devs about how much damage their cars can show. I've seen it used dozens of times to explain why GT doesn't have extensive damage modeling. Stefano Casillo said in an interview that it was an "urban myth" and that the only restrictions imposed on him for Assetto Corsa involved not displaying blood and guts and nothing to do with car damage. I can find the interview if you like, I've posted it several times.What myth about damage in games did they debunk? That is takes up GPU/CPU or something etc?
Do you have two levels of damage? Two cars collide, one loses it's rear bumper and the boot, and the other one gets a scratch and drives on? How will that look on Youtube? How will it play out in the game?
Nuh-uh, games is srs!.......................Actually that would be quite funny to watch, frankly speaking.....
The myth that manufacturers put limitations on game devs about how much damage their cars can show. I've seen it used dozens of times to explain why GT doesn't have extensive damage modeling. Stefano Casillo said in an interview that it was an "urban myth" and that the only restrictions imposed on him for Assetto Corsa involved not displaying blood and guts and nothing to do with car damage. I can find the interview if you like, I've posted it several times.
GT's big elephant in the room when it comes to damage is standard cars IMO. They are essentially a big shell with painted on body panel separations, not individual pieces like a premium car. So what do you do with standards if you want damage in the game, that's the dilemma. Do you have two levels of damage? Two cars collide, one loses it's rear bumper and the boot, and the other one gets a scratch and drives on? How will that look on Youtube? How will it play out in the game?
This all requires modeling and rigging effort from PD, which is effort they're not going to put into Standards. That said, it may be what the semi Premiums are about, if only in part.With current graphics and know-how, there is nothing to hold PD back from making the standard car damage look like damage from ToCA 1(bonnet off or shaking, exposing the engine, bumper off exposing bumper bar, wobbling wheels, missing tyres). As mentioned in earlier posts, it comes down to PD.
Extra mechanical consequences are duly welcome. The AI may yet get improvements in GT6, the BSpec update will give clues at the very least.The GT6 scratches and grime build-up from wet races are fine. We're just missing consequences from too much curb, contact with AI, shifting to early and over revving and drafting too much. Overheating/worn tyres is fine as well. We need more blow outs and tyre debris on the track.
And another thing: damage and AI go hand in hand. There is no more worrying feeling, having to nurse damaged steering and a damaged gearbox, along with a missing drivers door, defending your 1st Place position at Brands Hatch and hearing over the radio, "Eight laps to go!", with 15 hungry AI drivers.
Oh I see. It still serves as a useful directional reminder for the "tyre temperature" guages that the wear gauges remain as, even with everything turned off. No point fiddling about with too many special case UI elements, either.Just edited.
Seeing as how the Heavy Damage is non-existant for offline players (I don't know if it's used online), and no tyre wear in Single Player, it should be left out.
Damage I feel is the least well done aspect of GT. Behind AI, behind sound, behind all that is damage.
And for those who think damage isnt important and adds little to nothing, please watch this video. If :57 doesnt make your heart skip a beat not much will
Maybe PD should add fire and smoke into the crash physics in GT7
Not many games have that
Might have sent this twice?
Its a slow internet connection + processing lag, happens on my PC, not my phone. Because my phones connection is 20 times faster and my phones processor is 70% as fast.I dont blame you if you're using a phone, it sends double messages sometiems.
Its a slow internet connection + processing lag, happens on my PC, not my phone. Because my phones connection is 20 times faster and my phones processor is 70% as fast.
Procedural damage with door/body panel removal from pre-release GT5 will probably make its comeback in full glory. They already have the tech and modelling individual body parts.
They probably removed it in GT6 because the final version in GT5 ended up looking weird a lot of time and probably wasn't to Kaz's standard. There was a bunch of clipping issues.
I actually believe that this type of damage was removed from GT6 because of hardware limitations. It correlates with how the rain effects were downgraded, and the fact that the lighting engine is a little less consistent than it was in GT5.Procedural damage with door/body panel removal from pre-release GT5 will probably make its comeback in full glory. They already have the tech and modelling individual body parts.
They probably removed it in GT6 because the final version in GT5 ended up looking weird a lot of time and probably wasn't to Kaz's standard. There was a bunch of clipping issues.
I'm pretty sure that they scanned and modelled all those parts for every premium, including the engines. Polyphony has said several times that the premiums are future proofed, and they were actually the first to state the (now standard) 6 months per car timeframe.On top of that, door panels and opening bonnets on cars will be highly unlikely across all cars unless they are re-scanned under the bonnet (which will be time consuming), as those WRC cars are one offs. I'm pretty sure those cars are the only ones to support that level of damage. Other premium cars are less so.
Damage doesn't really make or break the game for me.
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I'm pretty sure that they scanned and modelled all those parts for every premium, including the engines. Polyphony has said several times that the premiums are future proofed, and they were actually the first to state the (now standard) 6 months per car timeframe.
In a video interview, Stefano Casillo of Assetto Corsa called damage restrictions in video games an "urban myth" and said that AC had been given no damage restrictions from any manufacturer outside of showing injuries to the driver. Their car list is quite limited compared to GT, but it does include manufacturers like Ferrari, Lotus, Mercedes, BMW and McLaren.So, based on what Kaz has said recently, there will be better damage in GT7. From what I gather, car manufacturers will allow extensive damage to some parts of their cars and not others.
Is it true that damage can be extensive as long as it doesnt intrude into the cockpit/cabin in such a way that occupents would likely die in a crash where damage like that is to occur? Thats how I understand it.
I would honestly like damage in Gt7 to atleast be a "next gen" version of damage in Forza 2. Bonnets crumpling up etc. I actually dont remember damage being better in any other Forza since then so Im hoping we get similar, but better. (parts falling of roadcars etc)
I'd call that photography, not scanning.There's also this little-known Staple Design article from 2008 that shows PD scanning the engine bay and boot of a Maserati Spyder (I think?). The car isn't in the game though.
What I mean is that the quality of the visual damage doesn't sway my opinion of the game, while the option of having mechanical damage when you want is a good choice. I would like it to be more in depth, but making games is gradual, so it's just one-step-at-a-time right now.GT can still be a great game without damages, but... Damage does really make or break a race IRL, so I do want them in GT. Makes more sense to me.