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speaking of forza 3 what i found ironic is the dashboard of the Nissan gtr is designed by PD turn 10 biggest rival
There won't be new GTR in FM3.
speaking of forza 3 what i found ironic is the dashboard of the Nissan gtr is designed by PD turn 10 biggest rival
Same, now please look at the track textures in the G37 pics, and no, thats not motion blur.Most people just focus on the cars when looking at graphics, but personally I look at:
maybe not the production car we all know, with the popular dashboard and telemetry, but there will be the YellowHat YMS TOMICA GT-R, Calsonic IMPUL GT-R and XANAVI NISMO GT-RThere won't be new GTR in FM3.
I feel the flame war is gonna start again...
Before I say anything, overall there is absolutely no doubt that the shaders/lighting etc on the cars in GT5 is where PD put a huge effort, and it shows, they know what to concentrate on, and what not to..
FM3 from what I've seen so far doesn't seem to be investing in the 'detail' of the cars to the degree PD are (obviously), but just a few of minor points...
2. The bump mapping of headlamp washer jets
This seems not too bad to me. The E60 M5 has 'flush' washer jets, unlike the 135i that is supposed to have them slightly raised, you'd really have to look at the same car in FM3 to see if they would model them above the surface or not. Bumpmapping 'flush' features seems a pretty valid way of doing it considering they probably aren't going for the quite 'insane' zoomed in levels of the 135i and afford a higer 'resolution' as such of the bump map detail.
3. The PDC sensors
You didn't show these on the FM3 model, but again bump mapping allows a pretty good approximation of the concentric circled flush sensors in FM3 which is one area that actually is nice to see they've put a little detail in.
The 135i has just a single circular flat surface which PD have modelled, but they've certainly skimped on the polys with the very octagonal shape, it works well enough at a distance, but with their zoomed in pause mode view, I am surprised they didn't throw in a higher LOD on that 1 aspect.
I agree that even if PD's models are slightly less poly, they do more with the 'lighting' and detail to make it look better.. Not forgetting some of T10's extra poly's will be spent on the undercarraiges for roll-overs..
I quite like analysing some of the 'details'.. it's interesting to see where they spend their 'resource' budgets, and clearly they spend them differently!
I feel the flame war is gonna start again...
sadly
Should we get a mod to close it? I mean this thread has become Flame War 1 with the advent of Flame War 2 around the corner.
400k polygons per car no problem for 360.You are confused.You say how this can be?Ati Polygon tessellation explains everything.You draw 40k model and give to gpu and enable poly tesellation.Tessellation is a technique where you can subdivide a large polygon into a few smaller ones and this makes objects look more realistic without having to spend too many polygons. More polygons always means more calculations.Gpu handles all processing.No need to wait for cpu.This is why forza 3 cars look more realistic and detailed.
I find the surface textures worse than some floating here and there.
Reminds me of the replays from F1:CE, this kills the entire feeling.
EDIT: Sorry but i noticed something funny:
Yeah I knew they couldn't be THAT off lol. Just couldn't find any e60 bmw headlight image that looked different than the ones i posted. And the ones you posted, as you said.. still aren't accurate, but at least some of the basic model is closer. The lights in f3 are sunken into the headlight.. which is odd.. and the surfacing is off. As the 300c.
My point is that graphic/detail wise, GT5/GT5p is ages beyond forza3. Which is clearly illustrated on the smallest insignificant scale, the headlights. Its not as if PD perfected the headlights and moved on.
I am not sure if you would agree that bump-mapping is actually more resource intensive and I think T10 in this one case have made possibly a good technical decision. In the M5 Pic, the bonnet is seperately modelled, but it does look like the wing/bumper interface is indeed bump-mapped, but this is actually closer to real life where BMW panel fit is extremely good and bump mapping allows you to 'close' the gaps up to look 'flush', as per real life. It also allows the PDC sensors to look quite detailed etc..You can even see the bevels under the hood/different parts aren't drawn by bumpmaps/displacement for the pannels. Like the Forza3 image vs the M5 image you posted of the side bumper, you can see a huge gap there.
On the cars, PD are king, totally respect/love them for it.. they put their heart and soul into the cars, they could half the poly's and still make it look as detailed. It's only when zoomed out, if you are honest, a lot of the detail is sometimes lost, and I would like a little more 'detail' in terms of textures and scenery to really hammer the realisim thing home.. But PD are clever, real life tracks are quite boring and bland at times, and they make them look cleaner/nicer then real life. T10 are struggling to make their real life tracks look as 'clean' IMO, but when you see Camino Viejo, and the level of detail on the track/scenery etc, as I person who appreciates the technicalities of these things, it's equally as impressive as anything else I've seen.Saying that well.. gt5p has higher detail.. but the small details are low polygon doesn't negate the fact that Gt5p has higher detail. Remember this is not only zoomed in, but zoomed in with a camera at the TV. No one is going to be seeing these vehicles at this level. Just like zooming in on any feature CGI film will produce mistakes/problems.
No, but there are more poly's in their models (evident in a lot of the released shots), they just don't have the experience/talent to get the lighting to look real, or make headlamps/taillamps look real, this is something that they need to improve on, they do need to get it to at least the level of the M5 images, if they leave the 300c head/tail lamps as is, that will be noticed in every photo-mode shot people produce, and be an issue of contention!.All of these things combined provide the level of photoreality that GT nears, and forza has a while to go. As others have said, they haven't fully modeled the bottoms of vehicles as the youtube shows. Its not like theres a 300k polygon undercarrige under all the vehicles. Its just an excuse.
Where as I'd liked the 'bullshots' thing to be true, T10 have clarified exactly how these are created, and what 'differences' there are, people have even directly posed the idea that high res models/textures/skyboxes etc are swapped in for photo-mode, but this has been rebuttled quite vociferously,Turn10's LOD = bullshots and upping the resolution of the vehicles for press captures. Just like Epic has done with the Gears/Unreal Engine titles. It happened with Forza1 & 2 the exact same way. Glorious "in engine" screenshots, then the final product ships with normal jaggies that any game would have, and low detailed vehicles. No LOD system isn't active this close on a framed up vehicle. Re g37 images.
Look at 1:20, the car was floating on an uphill.
Mhmmm... pop-up... reminds me of the old "Tokyo Xtreme" series...
You could go so fast in that game, you'd catch up to the draw-distance as the muddy textures of far-away objects don't have time to switch to the close-up textures before you reach them. Modify your car into a 250 mph monster and you would outrace the polygon-drawing ability of the PS2 altogether (although... to be fair... the old game engine was originally written for the Dreamcast ages ago...) and you would be driving on thin air... felt like it, too... the obstacles that are left undrawn are assumed by the game engine to not exist.
Much more satisfying way of achieving stage breakout than banging your car against a wall 1,000,000 times.
Mhmmm... pop-up... reminds me of the old "Tokyo Xtreme" series...
You could go so fast in that game, you'd catch up to the draw-distance as the muddy textures of far-away objects don't have time to switch to the close-up textures before you reach them. Modify your car into a 250 mph monster and you would outrace the polygon-drawing ability of the PS2 altogether (although... to be fair... the old game engine was originally written for the Dreamcast ages ago...) and you would be driving on thin air... felt like it, too... the obstacles that are left undrawn are assumed by the game engine to not exist.
Much more satisfying way of achieving stage breakout than banging your car against a wall 1,000,000 times.
Some good points there.
One thing i notice too many people focusing on its screens taken within the photo mode on both games, these cant be used to judge either game, things always look better in photo mode.
also on the LOD issue, useing a screen shot of Forza 3 taken in photo mode where camera focus and the like can be adjusted by the player gives no indication of how things will look in game.
I made the mistake of thinking GT5p would play as well as it looked when i saw all those uber photo realistic screen shots just prior to its release, only to discover that in game it just doesnt look as photo realistic as the "jazzed up" screens portayed it.
all bets are off till we get in-game high quality HD video of the gameplay of GT5 & FM3.
While the actual game doesn't quite match the "bullshots", on a properly "calibrated" screen, the cars and the environments in GT5P- well, some the tracks like Fuji and Suzuka is at least as good as some of the recent gameplay videos I've seen of FM3- albeit not as contrasty and with less saturation. Sure, the trees aren't 3D and in replay mode, the shimmering effects in Prologue becomes more apparent (and to some annoying). While all the recent video capture of FM3 present a softer edges to the car, the cars in Prologue even while running on at full HD screen and despite the 2x MSAA, have considerably more jaggies (especially at a distance as the LOD decreases) but at its ideal distance you do get a better sense of detail and definition.
Of course these smaller shots reduce the blemishes considerably but it's not unlike reducing a 24" x 30" landscape print to 8" x 10", the inherent quality to the image should remain intact. And as to the calibration- I have a preset on my Sharp Aquos for the game- one of them is to reduce the saturation (at -5) but I keep the sharpness at the normal setting while finetuning the hues. The colour temperature is at the default setting (neutral).
I find the surface textures worse than some floating here and there.
Reminds me of the replays from F1:CE, this kills the entire feeling.
EDIT: Sorry but i noticed something funny:
I don't think so, clearly seen on the gameplay vids closeups.No, but there are more poly's in their models (evident in a lot of the released shots)
Where as I'd liked the 'bullshots' thing to be true, T10 have clarified exactly how these are created, and what 'differences' there are, people have even directly posed the idea that high res models/textures/skyboxes etc are swapped in for photo-mode, but this has been rebuttled quite vociferously,
All models/textures/detail levels etc, etc are all purely in-game, and it's the same photomode all people will be using in the final game..