Getting tired of the 2D Scenery...

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At least that's what they say. I think Guerrilla and Naughty Dog (hell, even Media Molecule) have done far more impressive stuff with the PS3. Their games actually stand above others for technicality, GT5 kinda nestles among the crowd, riding on it's name, fueled by the fans who refuse to admit it could be better.

It's good, but it's only "more or less what we expected" kinda good. What it really should be is "Wow. I have never seen anything like this in my life" good.

Let's not forget we've actually had words directly from Kaz along the lines of "it's possible, but it would be very difficult". Um, yeah? Do it then! If it's possible but difficult then that's exactly what they should be aiming for, not avoiding.

They have another graphics style and the ressources to do this amazing stuff, because there is nothing for calculating physics.

To make visible, what the engine of GT5 can handle: 16 premium cars on track, all up to 500 000 polygons, a track like Nordschleife even 1 to 2 million polygons, calculated physics in realtime and weather effects.....all at the same time.

When that isn´t impressive, I don´t know what is.
 
They have another graphics style and the ressources to do this amazing stuff, because there is nothing for calculating physics.

To make visible, what the engine of GT5 can handle: 16 premium cars on track, all up to 500 000 polygons, a track like Nordschleife even 1 to 2 million polygons, calculated physics in realtime and weather effects.....all at the same time.

When that isn´t impressive, I don´t know what is.

The cars have 200.000 polys, and when they are like 10 meters away the poly count gets massively reduced, maybe to half or less. When tey are far in the distance, they surely have like 5000. That's called LOD or level of detail.

The Nurb might have bazillions of polys, right, but the PS3 only renders what you are seeing on screen, not the whole circuit.
 
The cars have 200.000 polys, and when they are like 10 meters away the poly count gets massively reduced, maybe to half or less. When tey are far in the distance, they surely have like 5000. That's called LOD or level of detail.

The Nurb might have bazillions of polys, right, but the PS3 only renders what you are seeing on screen, not the whole circuit.

You are right, that only near details are full high poly and track are streamed all over. But as PD said, for a lot of premium car, they increased the poly count. 200 000 was the highest in Prologue.

And I know, what LOD is. I modded cars for PC sim racing games. Nevertheless no other racing game can handle such impressive amounts of data at the same time.
 
Yeah, anyway you can barely see more than one or two cars on screen without having drops in fps.

500k (according to your sources) polys per car per 60 frames per seconds account for 30Million polys per second. Only one car. And the PS3 could do 270Million per second according to some sources.

30M*16 cars = 480Millions per second needed to sustain 60 fps. Imposible.

Without taking into account the enviroments, effects, particles, and other stuff.

PD was far too ambitious with the current hardware. A more balanced config would have been better.
 
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I wonder how many complain about frame rate after they read this "performance" article. I notice the complaints increase right after this article was written. It's the same with comparisons between X360 and PS3 version , I doubt most would ever notice the difference without someone putting them side by side.
 
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