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Basically tracks like Laguna Seca and Trial Mountain that was ported from GT4 I think?I'm a bit confused, what do you mean by last generation tracks? PS3 tracks?
Basically tracks like Laguna Seca and Trial Mountain that was ported from GT4 I think?I'm a bit confused, what do you mean by last generation tracks? PS3 tracks?
I respect that, but... GAH!You can never have enough tracks.
and I'm perfectly fine with the graphics of Trial mountain and Laguna seca.
PS3 premium cars are already PS4 ready. Photomode shows you what they can look like on the PS4 on track, assuming they make that a priority. Premium tracks will have the same details if they aren't updated, but better resolution, hopefully no flickering lines, shadows should work properly etc.That’s what is being asked, are you willing to commit to your stance on standard, old, assets all around? We don't know what a "PS4 Premium" is. For all we know is a cleaned up PS3 model.
I don't get the question here. Do the OP mean having the tracks with last gen assets included for the PS4, or the old tracks are updated to current gen standards on the PS4?
PS3 premium cars are already PS4 ready. Photomode shows you what they can look like on the PS4 on track, assuming they make that a priority. Premium tracks will have the same details if they aren't updated, but better resolution, hopefully no flickering lines, shadows should work properly etc.
Hard to believe the directly ported Rainbow Road directly from Mario Kart 7. I guess porting old assets is more common than I thought.I say no. The tracks have been apart GT for ages and getting rid of them is like getting rid of Rainbow Road in Mario Kart. I don't see the issue of the tracks looking old and rusty, the driving of the tracks a still great.
I believe it will, yes. Everything that's next gen will look much better, everything last gen will look basically the same as it does now.I sure hope so. Especially on Mount Panorama. It defiantly catches my eye. Though, some of the tracks grassy and dirt areas look like they were smudged with a wet sponge. There’s no depth or detail like the grass at Eiger Nordwand’s Short Track. Watching the grass react to the car buzzing past is neat. It’s the little things I guess. Won’t the better resolution make the less detailed stuff stand out more if they are not touched up?
Most definitely there is more detail available for rendering on the PS4 that the PS3 can't handle, other than in photo mode.I’m not a huge photographer, nor really explored photo travel. I went back to a few of the photo travel locations, and I kinda see what you’re talking about. To me, the cars look vibrant and shiny compared to when they are on the track. The front fender and rear quarter panel arches and windshield area for example look quite similar in both a replay photo and travel mode photo, smooth and clean.
I do have to laugh though, “Standards suck!!!”, and I see the Chaparral 2J as the go car for this weeks “Race Car Super Lap”, or Suzuki GSX-R from a few weeks ago. Standards can’t be too bad then. I know not everyone on the leaderboards are from GTPlanet, but still shows it’s not that big a deal. (Sorry for getting off topic, but I'm trying to stay out of the Standard Car War Thread(s)......
I know I'm late to the party again, but this week has been a struggle, plus we had our little celebration to work towards. Along with some other extracurriculars.You don't half like making things up out of what was said. I didn't say anything about "struggling with poor sales", I referred to the other first part Sony developers that make games with lower budgets than PD and sell less games but have more staff. Less, as in 4 million is less than 10 million. Not "struggling with low budget".
Naughty Dog - ~250
SCE Santa Monica Studio - 220+
Guerrilla Games - 270+
None of those developers have sold games in excess of 10 million each. So again, please tell me how it's Sony restricting staffing at PD? Are you going to suggest they're unique in being restricted by Sony whilst they allow their other studios to grow?
I have been thinking about the economics of creating cars and tracks recently. How has SMS managed to create this track list and this car list and partner up with both LeMans and the Indy 500, and create an entire game, for less than 1/10th GT's game budget, assuming all published or rumoured figures are accurate? Admittedly most of the tracks are not laser scanned and a few are unlicensed, but still, 1/10th the cost?I know I'm late to the party again, but this week has been a struggle, plus we had our little celebration to work towards. Along with some other extracurriculars.
In any case, the one studio that sticks out is Santa Monica, another first party developer. I think the thing that counts is the budget, because I'm not sure any SONY partner has sold as many Playstation games as Polyphony. You also have to consider what that budget is for. I doubt that Naughty Dog has been licensing and laser scanning several hundred vehicles and aircraft for the Uncharted series, or Guerrilla Games making field trips to other planets. And this is most likely where a good chunk of the $80 million-plus budget for GT5 went, to car companies, owners of race courses, racing teams, racing leagues, and a whole slew of companies associated with motorsports. And most likely funded by SONY checks.
Things are as things are. Kaz isn't as rich as any Microsoft executive, so PD clearly aren't sitting on a Pike's Peak scale money pile like MS. Plus I have to ask, has this bothered you enough to make posts and cast a vote in the "will Polyphony get more staff?" questions in the Kaz Q&A forum?
I say no. The tracks have been apart GT for ages and getting rid of them is like getting rid of Rainbow Road in Mario Kart. I don't see the issue of the tracks looking old and rusty, the driving of the tracks a still great.
When it comes to being fast, racers will use whatever is fastest, even if it looks like crap.
I have been thinking about the economics of creating cars and tracks recently. How has SMS managed to create this car list and this track list and partner up with both LeMans and the Indy 500, and create an entire game, for less than 1/10th GT's game budget, assuming all published or rumoured figures are accurate? Admittedly most of the tracks are not laser scanned and a few are unlicensed, but still, 1/10th the cost?
I don't believe anything was carried over from Shift, it's all new from the ground up.I’m thinking Slightly Mad Studios feels they have a lot more to prove their competition. So they are doing the very best they can to make a great first impression, even if it means a lighter wallet and sacrificing extra hours in the office to get all this squared away and on time. Spend money to make money.
If I’m correct, nothing about Project Cars was carried over from their Need for Speed Shift days? You have to give that team credit for a heck of showing thus far, considering what their up against.
*By the way, and it’s not a big deal, but your Track list and Car list links are mixed up. Figured I say something before someone gets on your case for it.
The original tracks of Gran Turismo 1 and 2 are the best of any game I've played, bar none. I would like to see them remain in the series as I don't think track designs created fresh would be of the same standard. However for me, if they're not re-done to PS4 quality then they have to go.
When you say, "Just make them look good somehow" , do you realize you could be talking about hundreds or thousands of man-hours modeling time, depending on how many tracks are touched up and how much they are improved? As with standard cars, this all takes time away from modeling new premium content.I say keep the old cars and tracks. Assuming disc space isn't an issue (I doubt it), might as well keep them. But they should get some kind of graphical update to make them look like they belong on PS4, not just lazily ported from a PS2 game or something like that. That is, assuming they don't already look okay. I'm not sure. Just make them look good somehow.
While the track list is admirable, we just don't see eye to eye on the car list. I'm hoping those one-make racing videos are in the minority. But it also looks like street cars are in the minority too, and the game is heavily slanted towards supercars and racing machines, which is fine. I'd be up for racing in machines that offer more than LMP and Formula 1 road rockets.I have been thinking about the economics of creating cars and tracks recently. How has SMS managed to create this track list and this car list and partner up with both LeMans and the Indy 500, and create an entire game, for less than 1/10th GT's game budget, assuming all published or rumoured figures are accurate? Admittedly most of the tracks are not laser scanned and a few are unlicensed, but still, 1/10th the cost?
Not bad Mr. D, not bad. I quite agree, the PCars car list is relatively small and for anyone that's mainly played Forza and/or GT for most of their sim racing it's probably off putting. I think it's their one major weakness to be honest but at the same time, small developer, small budget, first time out of the gate and all that. It's not an issue for me mind you, I'm more concerned about racing, feel, FFB, sounds, liveries, unique tracks, the feel of a real career etc.While the track list is admirable, we just don't see eye to eye on the car list. I'm hoping those one-make racing videos are in the minority. But it also looks like street cars are in the minority too, and the game is heavily slanted towards supercars and racing machines, which is fine. I'd be up for racing in machines that offer more than LMP and Formula 1 road rockets.
But this is why I'm addicted to Gran Turismo - and the dreaded Standard car list, because I like a game with car depth which allows me to dig into it for more than a few months, and find something unique to experience over the course of more than a year. GRID Autosport was a mere speedbump for me. Forza 5, besides coming out on a system I'll buy when I have several hundred to just blow, is made with some very poor decisions from Turn 10, and possibly Microsoft too, who knows. Drive Club looks like PGR, so meh on that. Which leaves P CARS and Gran Turismo for my racing fix, and I'm not sure what my reaction will be - Career Mode, what is it? And if it has 10 cars I love and the rest are okay, I'll be spending a lot of time in GT6 too, especially if they give us some of those goodies we've been asking for. Much more than sounds.
I know you're the P CARS evangelist here, but court hasn't even convened on it yet, so we have yet to see if it's more than 1/10th the game for millions of gamers.
You can't go backwards with graphics, especially when moving up to a new console. Grid works for me because it has the atmosphere of a race weekend and extremely fast and competitive AI, the best on the PS3 IMO. It's because of this I'm willing to put up with lesser graphics. If the AI in grid resembled anything like GT's AI, I would have turned it off first night and never put it back in.Maybe racing venues isn't the licensing bear for a racing game, though I'm thinking it isn't cheap, and why racing games have fantasy tracks. The cars are certainly a factor, as SMS had to deal with 25-ish car companies including racing guys, while Polyphony has to negotiate with something like 80. 175 some odd models for P CARS versus several hundred in Gran Turismo. And cars are the marketable commodity in motorsports, so the margins might be wider.
But since this is the legacy track thread, I'm thinking that the old GT tracks like Midfield and Red Rock Valley would fit well into some of those racing leagues I want to see in GT7. Both asphalt, city and offroad, I love 'em all and think they should all be brought over to PS4, as well as whatever we can get in GT6.
But here's another question. After racing for a couple of weekends in GRID, I've noticed that the tracks and cars both aren't all that wonderfully detailed. The cars in particular seem down towards the Standard side of the scale. And I don't mind. Having new tracks to learn or re-learn is part of the fun of a racing game. Now I know that incredible detail is what we'd love to see in a PS4 Gran Turismo, but would lesser detail be okay so we could get a few more tracks in? Those racing leagues require some iconic venues to race on, and aren't in Gran Turismo yet like Donnington and Hockenheim. And Kaz wants to squeeze in as many racing groups as possible in upcoming games, according to the latest Eurogamer interview. I'm thinking some generic detail and shortcuts would be okay in order to get in as many locations as possible.
I respect that, but... GAH!
Indeed. PD needs to add more life into GT7. When I play GRID: Autosport, the tracks all have life in them. When I mean by "life", I mean the tracks are "alive", not a ghost town seen in many of GT6's tracks, like RBR. GT7 will also need balloons and helicopters in the air, so the sky gets love like the tracks as well.I didn't know Trial Mountain was ported from GT4 that's just turrible.
Anyways looking at that car and looking at the scenery you can tell something doesn't match up. I'm just saying if you're making a game on PS4 make it next-gen not a mix of past/current/next-gen
I still classify PS4 as next-gen seeing as I don't have one .
Anyways there shouldn't be tracks that don't have some kind of Day/Night Cycle and Weather System. Honestly I wouldn't even say much about the tracks in general if PD made them more dynamic to begin with. I say that because driving around certain tracks is a bore like watching paint dry. Trial Mountain was one of them.
Adding onto that if 75% of the tracks had dynamic elements and more life into them then one track not having it wouldn't be a problem for me it's the fact that virtually every track feels barren.
"It's technically possible"
Oh good Lord... those bots have managed to be worse than the bots in Forza. You must really like coming up on a car careening back and forth for no reason.Grid works for me because it has the atmosphere of a race weekend and extremely fast and competitive AI, the best on the PS3 IMO.
The only time I've seen a car weave is when it comes out of the corner after taking an agressive inside line and gets a little too much oversteer and wheelspin on exit...you know, kind of like what happens in real life sometimes. If that's the only flaw you can point out...well what can I say. For those that aren't familiar with the game, here is a race against the AI in the endurance class. Judge for yourself. It's not perfect, but it's a damn sight better than GT by a country mile.Oh good Lord... those bots have managed to be worse than the bots in Forza. You must really like coming up on a car careening back and forth for no reason.
As for how SMS managed to produce P CARS on an $8 million budget, that is pretty impresive. Assuming the game doesn't come out like Live For Speed with curious issues that a bigger budget would fix. But so far the early builds have impressed people, so I'm hopeful about the release on PS4 this fall.