Day-Night racing and weather confirm !!!

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Is Toscana Day/Night transition, GT3's version of SSR5 wet track? & will the Day/Night transition be so abrupt in the final game (hope not).
I would love to see this on other tracks such a Tokyo R246, but think it will be limited to a few select tracks only.:)
 
I was dreaming about a GT5 without Citta di Aria. It's a pain in the arse.

Oh no, never that.

Its filled with subtleties amongst its brute features of altitude and claustrophobia, you have to know it in and out to drive there flat out(drive, not race, add another car and its garbage) you have to know every kink and door and braking point and you will see its one of the most adrenaline pumping tracks to drive.

Picture it as a tarmac rally and treat it as such and theres much fun to be had!

10 fold at night!

On the subject of eating dust, PD cant seriously expect us to go through another 2 dozen+ "special conditions events" with a CPU car kicking up all that dust and snow and expect us to beat them?

I miss the GT2 rally format, beat the ghost. IT even had point to point!

In GT4 some of the tracks are designed for one single line, the second you try to deviate fromt he line and try to overtake CPU cars, your messing up the entrance to the next 2 turns and getting all out of shape so to speak.
 
GRRRR streaming video is blocked at work. Can't see...

Has anyone seen any yellow headlights on "GT" cars at all?

I wouldn't be let down at all really if there aren't. Just curious. What's there already is absolutely fantastic.
 
GRRRR streaming video is blocked at work. Can't see...

Has anyone seen any yellow headlights on "GT" cars at all?

I wouldn't be let down at all really if there aren't. Just curious. What's there already is absolutely fantastic.

I haven't check yet but I think the sls in the night circuit has its yellow lights on,I could be wrong but check those pictures and maybe you get an answer
 
Is Toscana Day/Night transition, GT3's version of SSR5 wet track? & will the Day/Night transition be so abrupt in the final game (hope not).
I would love to see this on other tracks such a Tokyo R246, but think it will be limited to a few select tracks only.:)

If by abrupt you mean quick, Kaz has stated that the Day/Night transition was sped up for demonstrational purposes :)
 
Honestly, the lights don't come off too well for me. They do not illuminate the way real lights do. The come off as pointed down. Real lights cover a much broader area then what was shown in the GT5 video.

All premium cars will have high beams. We just didn't see them in the E3 demo.
 
I don't see myself driving at night in this game all that much. Simply cause it looks hard. Visibility is very poor and unless I know the track very well, I see it being tremendously frustrating.
 
I don't see myself driving at night in this game all that much. Simply cause it looks hard. Visibility is very poor and unless I know the track very well, I see it being tremendously frustrating.

That's why I'm so exited about it. Imagine rain + night :drool:
 
Citta di Aria is a beautiful track, but a terrible nightmare to race. I still remember the old GT4 Prologue video of the BMW McLaren F1 racing around that track. Always hated racing there with a passion (except in Tourist Trophy). Having this track at night would just be failure waiting to happen. I think EVERY track should have these day/night samples. I'm saying this because I'm nowadays reading something like "Premium" tracks and "Standard" tracks, let alone premium and standard cars. I think for some of the races, I always want to imagine realistic time cycles. I often imagine racing Special Stage Route 5 or SSR11 with evening becoming night. Or maybe (and this is one of my own visions) a TRUE all-night race- from sunset of the first day to sunrise of the next day. Only "rFactor" and "Le Mans 24 Hours" offer great time cycles for any realistic time cycles besides a true 24-hour simulation. These are the only two games I highly regard in time cycles.

Even I've been disappointed with night racing in Gran Turismo titles, mostly since it isn't realistic nighttime. Some illegal street racing games even have better night effects. This is a step in the right direction for GT5. Now if you're talking rain and night, that's just another nightmare waiting to happen. Maybe I take such a negative approach to things like this because of my past history with games. I've ALWAYS been terrible at racing in the rain. If I've been terrible in past games with rain, what makes me think I'm going to be a champion in Gran Turismo 5 in wet races?

All of this is still an evolution for Gran Turismo in general. Whether you all will think of GT5 as GT4.5 or even GT3.75, this won't be just any plain jane GT title.
 
Citta di Aria is a beautiful track, but a terrible nightmare to race. I still remember the old GT4 Prologue video of the BMW McLaren F1 racing around that track. Always hated racing there with a passion (except in Tourist Trophy). Having this track at night would just be failure waiting to happen.

Yes, for RACING it IS terrible, its too narrow and the severe elevation changes make hell for trying to catch up\speed away from opponents, because its base and inspiration is not a race its a rally, a solitary test of man machine and environment, so its better suited to Driving or Time Trials, thats where the track shines, and of course bringing yor Mclaren BMW with 40mm clearance isnt the best choice!
 
I noticed something in the videos from the Toscana track, the lights iluminate the smoke and light is cast onto the fences, but not onto the opponents car. Maybe its the same reason, why the oponents cars are not being reflected an your ow car, while the landscape appears to be reflected in real time, though it might be prerendered.
 
Day & Night transition on Top Gear test track????

1-2.jpg
 
I wouldn't really call that 'night', though. The headlights were set to the on position at Le Mans, even though their circuit was clearly run in the middle of the day.
 
I wouldn't really call that 'night', though. The headlights were set to the on position at Le Mans, even though their circuit was clearly run in the middle of the day.

Does that pic really look like it's during the day? :)
 
Imagine rain + night + AI :scared:

No Imagine rain + night + damage + online + 24h race! Imagine.. your tired and driving your second 3 hour stint in a 24h team endurance race. It's night and has begun to rain, your behind the leaders by x amount of time. Do you try and push it knowing that the other car will have trouble in the rain or do you play it safe and try to keep the car in good shape for the day shift when hopefully things will dry out? That would be intense.
 
Guys, this is getting too intensed! I'd rather play Forza 3, it doesn't have any of those pressures... I can just have fun... with none of that realism thing, at least it's easier to handle...
 
No Imagine rain + night + damage + online + 24h race! Imagine.. your tired and driving your second 3 hour stint in a 24h team endurance race. It's night and has begun to rain, your behind the leaders by x amount of time. Do you try and push it knowing that the other car will have trouble in the rain or do you play it safe and try to keep the car in good shape for the day shift when hopefully things will dry out? That would be intense.

:drool:ing at this situation. This is a reason why GT5 will be the best racing game on any console.
 
Have you not bothered watching any of he videos around?

Not only does plenty of dust get kicked up, but its also excellently done.

Day_Night_Transition_Twilight_Toscana_Subaru_IMPREZA_WRC_08-640x360.jpg


Your point on "solid" plastic barriers is a valid one, but not exactly un-heard of in racing games, but we more certainly will be getting some very, very pretty dust.


Scaff

The dust in the videos I saw seemed to be very localized and died down quickly... sort of like if you were 50 feet behind the car ahead there would be no dust left in the air as you passed... Particle effects and lighting are good but it seems like it should be bigger and more billowy...
 
The dust in the videos I saw seemed to be very localized and died down quickly... sort of like if you were 50 feet behind the car ahead there would be no dust left in the air as you passed... Particle effects and lighting are good but it seems like it should be bigger and more billowy...

I've seen a lot more and a lot less dust be kicked up on rally stages and at rally cross events over the years (and I've been going since I was four). It's weird stuff, sometimes not much gets kicked up but it hangs around for ages, other times loads gets kicked up yet it settles quickly.

I do however suspect this is a mixture of system resource issues (dust and smoke effects being notoriously processor heavy); and practicality - anyone behind the car in front would simply give up if it was too heavy.


Scaff
 
I've seen a lot more and a lot less dust be kicked up on rally stages and at rally cross events over the years (and I've been going since I was four). It's weird stuff, sometimes not much gets kicked up but it hangs around for ages, other times loads gets kicked up yet it settles quickly.

I do however suspect this is a mixture of system resource issues (dust and smoke effects being notoriously processor heavy); and practicality - anyone behind the car in front would simply give up if it was too heavy.


Scaff

Besides the dust clouds depend mostly of the location and environmental conditions,if you see rally dakar you will notice that in gravel stages the dust became more thin and the air is dry so the dust don't get heavier and the dirt clouds stays more time in the air,I believe that they make some dusting index in the rallying stages,toscana seems a bit exaggerated, I believe is more to show the graphical stuff,not the technical stuff,still all rallying games follows different index for dirt clouds depending on both environmental and weather conditions,but I don't think PD has working that hard into that aspect.
 
I agree with the last two posts:

Just like for snow, there are different types of dust...
dry or wet, heavy or light, thick or thin, etc etc... for the way the dust fly would depend on the condition of the surrounding. In GT5, Kaz and PD probably have choose one type of dust as a trade-off/ compromise... this isn't the real dust simulator yet... so please refrain yourself the same way with 3-d trees ;)
 

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