Exclusive photos from the studio Polyphony Digital from Japan

  • Thread starter Dionisiy
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the X2014 is confirmed in this article from italian site multiplayer.it

some info
150 employees at the Tokyo Studio
Red Bull X2014 for GT6
2 "Top Secret" Australian Tracks / Location (Mount Panorama:sly:)
you can transfer part of the contents of the GT5 save in GT6, not the ones modified by users with hacks
"Un paio di piste" means a pair of tracks, no doubt about it, good catch. If the information is correct, we can expect two Australian tracks in GT6, most likely Bathurst and one other. 👍

Please be Bathurst and Sydney or Gold Coast (Surfer's Paradise) or Adelaide or Hidden Valley, please. :)

Edit: Though if I were to make a guess, I would bet on the potential second track being one of the famous street circuits (Albert Park, Gold Coast or Adelaide) or an original street circuit, based on how PD have operated in the past. Something much more obscure like Townsville or Hidden Valley would be out of left field for PD.
 
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Dionisiy, was it you that went there?

I'm asking myself the same, Amar.

Nevertheless, congratz OP!!! :gtpflag:. I love seeing this kind of photos because it reminds me of the kind of artistry and car-geekery that rules among the PD workforce. And, obviously, because the place looks liike CarHalla.

If you can, please tell them most of our criticism is out of sheer love for their work and can be, sometimes, pretty constructive. We definitely appreciate them even though sometimes we're a bit too harsh with their work.
 
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the X2014 is confirmed in this article from italian site multiplayer.it

some info
150 employees at the Tokyo Studio
Red Bull X2014 for GT6
2 "Top Secret" Australian Tracks / Location (Mount Panorama:sly:)
you can transfer part of the contents of the GT5 save in GT6, not the ones modified by users with hacks

I knew my italian language studies would pay off sooner or later :D

Edit: Correct me if I'm wrong, but does the article say that Kaz is a wine collector? If so, that would explain the driver names seen in some promotional pictures...

And they took 130 000 photos of Goodwood for reference when modelling the track!

3-6 months to finish a car (depending on the experience of the programmer?).

And it says that Australia gets 2 tracks / environments, so I'm guessing one of them could be a course maker scenery.
 
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(Sorry for double post, my computer is broken and I can't write any longer messages on my PS3...)

From the article:

The problem with the sounds are not because of the recordings, but because of the programming. To resolve this, the programming has to be started over from scratch, and this is why it might not be finished in time for the release.

(Obviously, all of this is a translation of a translation of a translation (Japanese - English - Italian - English). And I'm not even fluent in Italian, so apply a grain of salt.)
 
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maybe the other track is Phillip Island as it's MOTO GP circuit as well as V8SC. I like that course maker bit too :)
 
From the article:

The problem with the sounds are not because of the recordings, but because of the programming. To resolve this, the programming has to be started over from scratch, and this is why it might not be finished in time for the release.

I thought that the general consensus from the sound thread (which contains some fairly knowledgeable people) was almost entirely the opposite; that the sound "engine" or whatever was actually pretty advanced, but handicapped by poor samples.

It would be horrible if PD spend all their time reworking a part of the game which was already pretty good, while ignoring the underlying issue.
 
Well, we now know when to expect the Bathurst announcement

Polyphony Digital president Kazunori Yamauchi still won't confirm the inclusion of Australia's most famous race car track in the next Gran Turismo release, but has signalled an announcement around the time of this year's Bathurst race.

Despite sightings of engineers mapping the track last year, Yamauchi still won't officially confirm the track's inclusion in Gran Turismo 6 – which is scheduled to be released for the PlayStation 3 in Australia on December 6.

"I've heard the rumours," he joked, "We haven't announced that yet."

"Australia is still coming out of the winter, we are hoping that we might be able to make some kind of announcement around the time it becomes racing season."

http://www.theage.com.au/digital-li...an-turismo-6-announcement-20130918-2txy0.html
 
I thought that the general consensus from the sound thread (which contains some fairly knowledgeable people) was almost entirely the opposite; that the sound "engine" or whatever was actually pretty advanced, but handicapped by poor samples.

And not a single one of them work at Polyphony Digital or have access to programming code. Not arguing, just pointing out the obvious.

EDIT: Imari. I didn't realize that was you I was replying to, please don't think I'm hunting you.

Peace
 
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the X2014 is confirmed in this article from italian site multiplayer.it

some info
150 employees at the Tokyo Studio
Red Bull X2014 for GT6
2 "Top Secret" Australian Tracks / Location (Mount Panorama:sly:)
you can transfer part of the contents of the GT5 save in GT6, not the ones modified by users with hacks

Translation on one portion:

On an adjacent wall we loved the sketches illustrating the prototype developed with Red Bull X2011, up to the brand new weblog 2014 which will see the light right in Gran Turismo 6.

Not sure how that confirms a "X2014" for GT6.

Also:

Kazunori also confirmed to EuroGamer that game save data from GT5 would not transfer over to GT6, citing that GT5‘s data has already been “cracked” and could lead to further compromises in GT6.

So the portion about GT5 data being transfer is highly doubtful.


Edit: Decided to translate that portion as well:

From here December 6, there will be further announcements in terms of additional tracks and cars, and support after the release will be huge, in the form of both free and paid content. Australia will dawn with a couple of tracks / locations top secret for now while you can transfer part of the contents of bailouts GT GT 5 to 6.

I suspect they are talking not about GT5 data, but about credits (something you were able to do in the past with GT games).
 
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And not a single one of them work at Polyphony Digital or have access to programming code. Not arguing, just pointing out the obvious.

Of course not, but these are people that know sound and are impressed by how GT handles it's sound in space and the like. And are unimpressed by the quality of the samples, and have the technical knowledge and experience to be able to differentiate between those two things.

You don't need to be sitting in the studio with the recording artists and access to every audio track to be able to listen to a piece and tell that while the production qualities are high, the musicians are rubbish.
 
I thought that the general consensus from the sound thread (which contains some fairly knowledgeable people) was almost entirely the opposite; that the sound "engine" or whatever was actually pretty advanced, but handicapped by poor samples.

It would be horrible if PD spend all their time reworking a part of the game which was already pretty good, while ignoring the underlying issue.

There are several components to it. The basic part of any engine sound synthesis is the part that actually produces the right sound for the engine speed, throttle position, boost etc. Since most games use sample-based synthesis, this involves reading samples from buffers at variable rates (Doppler and engine-speed based pitch shifting), sometimes using different techniques (how the sample data is actually read out of the buffers), and blending different samples according to the "operating conditions".

The spatial stuff is a separate process, usually, that the down-mixed sample-blended "stream" is passed to for panning, filtering etc. Primarily because it's more efficient to do this with one stream rather than several straight off the samplers.

What that Italian article states confirms my suspicion that it is not making the sounds that is the issue, it's getting them running on the PS3 with everything else GT6 needs to do. It implies that it's the synthesis step that is "fundamentally different", which means the part that needs re-coding is the part that feeds the spatial / localising part. That makes me very excited indeed.


I'm in two minds as to whether I think PD should show off the new sounds at TGS regardless, in some fashion.
As for patching, it's different when it's planned. They can put any "raw data" that is fed into the synthesis step (whatever that entails in the new system) on the disc with the samples already used for GT5. Then, given the right kind of "priming" in the code they ship, it should be a case of "switching" the code over with a patch and replacing the "module" containing a dummy / non-working version of the new synthesis method they ship with their updated / working version at some later date. Assuming they can make the "breakthrough".

Dave's comment still stands, though.
 
Thanks to The Stig Farmer link above :

http://instagram.com/p/eZQpVwlZDm/

After some observation ...

:eek:Model kits galore...

BMW E46 M3 / M3 GTR '94 Nurb Race Car :crazy: ..

Something similar to this :

mc225_M3GTR.jpg


or

$T2eC16FHJH8E9qSEUdCSBP-wYfVd7!~~60_35.JPG



Triumph TR7 Rally Car
2567892146_96674a6410.jpg



Renault 8 Gordini :drool:
Renault-8-Gordini-1300.jpg



Koenig Special Lamborghini Diablo ( shown - RS 46 Fujimi )
10001051.jpg


koenig10.jpg


OMG, I want these in GT6 :dopey: I would pay, pay :D

PD did model the bottom of some premium cars as model cars in GT5, these model kits pictures was taken at PD HQ, I do hope they will be in GT some time in the future :)
 
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That's more clear in my head now. I'm glad there are people who understand and can explain this better than I can.

Personally, I don't think they should show it off if it's not ready. I don't think they should even have mentioned it in the first place, because while it makes people initially think "Oh good, they're working on it" it starts the clock running on how long till people think "how is it not done yet?" Long term, they're not generating good will for themselves.

Show it off once it's all complete and is just waiting to be implemented.
 
PD did model the bottom of some premium cars as model cars in GT5, these model kits pictures was taken at PD HQ, I do hope they will be in GT some time in the future :)

I guess that explains why GT5 standard cars look like plastic models...
 
"Un paio di piste" means a pair of tracks, no doubt about it, good catch. If the information is correct, we can expect two Australian tracks in GT6, most likely Bathurst and one other. 👍

Please be Bathurst and Sydney or Gold Coast (Surfer's Paradise) or Adelaide or Hidden Valley, please. :)

Edit: Though if I were to make a guess, I would bet on the potential second track being one of the famous street circuits (Albert Park, Gold Coast or Adelaide) or an original street circuit, based on how PD have operated in the past. Something much more obscure like Townsville or Hidden Valley would be out of left field for PD.

Bathurst reverse ?
 
And not a single one of them work at Polyphony Digital or have access to programming code. Not arguing, just pointing out the obvious.
True, but many people here on the site work in software as well, and do have an understanding of how an audio or synthesis engine should work (or in my case: wrote them). When it comes to optimal efficiency, there are usually not a whole lot of ways to do it right (e.g. many ways lead to Rome, but only one is fastest), so it's safe to make assumptions about it.

The spatial stuff is a separate process, usually, that the down-mixed sample-blended "stream" is passed to for panning, filtering etc. Primarily because it's more efficient to do this with one stream rather than several straight off the samplers.
Not only that, much of the filtering, leveling and panning can be done on the audio rendering buffer as a whole, rather than individual samples. Which means you can leverage an extended instruction set (if present) to perform vector-based operations on the whole buffer rather than using the primary instruction set to do scalar operations on individual samples (e.g. SSE on Intel based processors). Not sure if this also applies to the Cell processor BTW, but most definitely for Intel and ARM based CPUs, where vectorized operations easily can be an order of magnitude faster.
 
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I thought that the general consensus from the sound thread (which contains some fairly knowledgeable people) was almost entirely the opposite; that the sound "engine" or whatever was actually pretty advanced, but handicapped by poor samples.

It would be horrible if PD spend all their time reworking a part of the game which was already pretty good, while ignoring the underlying issue.

No offense to the sound thread guys, but have they actually been to the PD studios and studied how they work with sounds? If not, they can call themselves experts as much as they like, but in the end it's just fallacies and their consensus isn't worth a great deal.

In this case, we have the producer himself talking about the problem, and although his position might make him biased, what would be his reasons for providing false information in this particular case?
 
No offense to the sound thread guys, but have they actually been to the PD studios and studied how they work with sounds? If not, they can call themselves experts as much as they like, but in the end it's just fallacies and their consensus isn't worth a great deal.

In this case, we have the producer himself talking about the problem, and although his position might make him biased, what would be his reasons for providing false information in this particular case?

You might want to read above where some of the people who know more about sounds than me have described what may be going on. As usual, I don't understand enough and was misrepresenting it.
 
eran0004
No offense to the sound thread guys, but have they actually been to the PD studios and studied how they work with sounds?

I don't work for pd but I do work in audio. I also run and author for a website that talks exclusively about car sounds, linked in my sig. While I don't have insider knowledge to how pd does what they do, I am perhaps more educated and more informed than most.
 
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