gameplay physics vs image quality(all premiums and custom liveries)

  • Thread starter Brainhulk
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Brainhulk
Obviously there is only so much PD can do given the limitations of the ps3 hardware. What would you prefer PD refine in gt6 at the cost of the other?
 
There is no "cost" in dualism you propose.

You can have all premium models on track in the same time, up to 16 cars - with the "premium" physics - if you imply that. If you imply about actual creating a premium cars as "modeling the cars", it again has nothing to do with physics or Livery Editor.

Car modeling is done by professional experts in car modeling - 3D experts in Java, Studio 3Max, Illumiroom and similar programs.

Car physics is done by engineers and mathematicians in programs such as C, CLR, LUA or custom-made physics engines.

Livery Editor and similar details would be initially done by illustrators and game-programmers and later implemented by game assets-coders in the game-code engine and various illustrating/program tools.

Nothing of above is done by same people within studio.

Also, having all cars premium and having Livery Editor on top of that does not compromise physics in any way. Livery Editor itself is not a big deal to have in a game - in the end, "liveries" are only pixels plastered on the vehicle as separate layer of graphics on top of existing model - same as color. You can have 30.000 livery parts applied to the vehicle in the editor (as in Forza for example), but once game *renders* the car with the liveries, all of them are *merged* into one illustration that does not compromise either complexity of models or physics.

For execution of the game during play Liveries are absolutely irrelevant from performance side and has nothing to do with either physics development of time to create car-models in "Premium" quality.

In short, what you are putting as an potential *choice* or *dilemma* does not exist as such.
 
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If they fix the AI and physics I don't care if it looks like PS2 graphics. A pretty game will keep me entertained for an hour, and once the wow! factor runs out if it's a crummy game play experience no amount of perfect tree shading or custom car paint will keep me playing.
 
There is no "cost" in dualism you propose.

You can have all premium models on track in the same time, up to 16 cars - with the "premium" physics - if you imply that. If you imply about actual creating a premium cars as "modeling the cars", it again has nothing to do with physics or Livery Editor.

Car modeling is done by professional experts in car modeling - 3D experts in Java, Studio 3Max, Illumiroom and similar programs.

Car physics is done by engineers and mathematicians in programs such as C, CLR, LUA or custom-made physics engines.

Livery Editor and similar details would be initially done by illustrators and game-programmers and later implemented by game assets-coders in the game-code engine and various illustrating/program tools.

Nothing of above is done by same people within studio.

Also, having all cars premium and having Livery Editor on top of that does not compromise physics in any way. Livery Editor itself is not a big deal to have in a game - in the end, "liveries" are only pixels plastered on the vehicle as separate layer of graphics on top of existing model - same as color. You can have 30.000 livery parts applied to the vehicle in the editor (as in Forza for example), but once game *renders* the car with the liveries, all of them are *merged* into one illustration that does not compromise either complexity of models or physics.

For execution of the game during play Liveries are absolutely irrelevant from performance side and has nothing to do with either physics development of time to create car-models in "Premium" quality.

In short, what you are putting as an potential *choice* or *dilemma* does not exist as such.

Problem is, the budget is not unlimited, so there are tradeoffs. You might have 10 things that really need doing in GT6 and to do them right might cost $100 Mill. If the development budget is only $60 Mill you have to prioritize and make choices. You can do 6 completely and ignore the other 4. You might do 3 completely and the other 7 half baked. Whatever the choices are, you can't do everything you want in every game.
 
I know they can't make all cars premium, but cut out the fat man I'd rather have 600 cars each driving in their own unique ways then 1200 cars 80% sound like ****.

It's true once the looks run out then you're left with the rest, and that also needs to be up to standards.
 
Problem is, the budget is not unlimited, so there are tradeoffs. You might have 10 things that really need doing in GT6 and to do them right might cost $100 Mill. If the development budget is only $60 Mill you have to prioritize and make choices. You can do 6 completely and ignore the other 4. You might do 3 completely and the other 7 half baked. Whatever the choices are, you can't do everything you want in every game.

There are also hardware limitations (OP) the PS3 has 256 mbs of RAM... awesome physics template requires 200 mb of ram (graphics team is optimizing graphics) *looks great* ... 400 MB of ram required *game cant run*.
 
For me, I'd rather have them concentrate on physics and gameplay running flawlessly at 60fps.
Graphics are nice but its gameplay that will make or break the game and keep you coming back.

I'd have been more than happy with keeping GT5 graphics and optimising for no/little as possible frame drops and tearing (which has gone in demo)

But as said by sk8er, what they do with half/quarter the RAM of my phone is amazing.
I suppose i do expect too much but things like sound can't be excused.
 
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There is no "cost" in dualism you propose.

You can have all premium models on track in the same time, up to 16 cars - with the "premium" physics - if you imply that. If you imply about actual creating a premium cars as "modeling the cars", it again has nothing to do with physics or Livery Editor.

Car modeling is done by professional experts in car modeling - 3D experts in Java, Studio 3Max, Illumiroom and similar programs.

Car physics is done by engineers and mathematicians in programs such as C, CLR, LUA or custom-made physics engines.

Livery Editor and similar details would be initially done by illustrators and game-programmers and later implemented by game assets-coders in the game-code engine and various illustrating/program tools.

Nothing of above is done by same people within studio.

Also, having all cars premium and having Livery Editor on top of that does not compromise physics in any way. Livery Editor itself is not a big deal to have in a game - in the end, "liveries" are only pixels plastered on the vehicle as separate layer of graphics on top of existing model - same as color. You can have 30.000 livery parts applied to the vehicle in the editor (as in Forza for example), but once game *renders* the car with the liveries, all of them are *merged* into one illustration that does not compromise either complexity of models or physics.

For execution of the game during play Liveries are absolutely irrelevant from performance side and has nothing to do with either physics development of time to create car-models in "Premium" quality.

In short, what you are putting as an potential *choice* or *dilemma* does not exist as such.

/thread

we're done here
 
Bad poll. If the poll was what do you want more improved in GT6 in comparison to GT5:

a.) Graphics
b.) Physics
c.) Much bigger career mode / AI / livery & more customizations / sounds


I believe the most lacking area is C than B than A. For graphics I would actually prefer some tune down on some silly details in order to maintain 16 cars on track and 60 fps and fix all the problems with smoke etc. The graphics were good enough in my opinion for PS3, but there was not enough enjoyment because of the career AI and not as much fun because of the very bad sound in the vast majority of the cars. The physics needed some fixing too but not as badly as C. Of course don't forget this is my opinion :). Sad to see that PD don't share this priority order!
 
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