Gran Turismo 5 Full Game Footage/Images

  • Thread starter Sam48
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Check out this screen shot from the HD video.

The car itself looks good but where it's outline meets the spray looks bad. You can't help but notice this throughout the whole video :indiff:
 

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Well to be fair, 25 years ago:

fordsim.gif

So, let me get this straight, your calling that a "sim"?
 
Hello, I am new to this forum and I want to share some track action of this great game. :eek: Hope you enjoy.


Ferrari 458 Italia @ Top Gear Test Track

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Mercedes-Benz C 63 AMG @ Nürburgring GP

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My bad if this is old but it's the second HD capture of GT5 I've seen these days.



Awesome video. He left his mouse in the middle of the screen though :(.


Also are the wipers ghosting or is it just my monitor? I'd like to know.
 
I can't wait to drive it. Too bad the game doesn't have too many premium cars similar to this one.

Sadly not, if only the AE86 was Premium. I remember in GT4 most my time was spend with the Initial D AE86.
 
I'm not one to complain about this game, but I must say the paddle shifting animation is hysterical. Those hands can't relax for more than a second lol.
 
Replays are v.noticeable, photo mode...
For example > http://www.youtube.com/watch?v=FJrVFdtVDGI

Compare that with another example of 'correct' smoke effect.
http://www.youtube.com/watch?v=gMRIbS7QJrw

Smoke / dirt / spray... It's all the same with the finished version - they all show jaggies... Never used to. If it's not a bug - please explain.

When drawing solid stuff with antialiasing, a pixel at the edge of an object can have it's colour determined by the object AND the background, say the actual edge of an object splits a pixel in half, the pixel is coloured with a blend of 50% the object and 50% the background. That's what gets rid of the jaggies.

Transparent objects like the smoke particles (don't think of individual particles of smoke, each little/expanding ball/cloud is considered a particle and is applied as a scaled transparent textured square) are drawn in a later pass and rely on the depth buffer, the information in the depth buffer can't be smoothed out like it is in the colour buffer so where smoke or spray is partially behind an object you get the jagged lines as there's no way to tell how much of the pixel was covered by the object.
 
I could live with the shifting animation, but WTF is up with the drivers hands!


I agree, cant PD see how bugged they look. I mean its just about 6000 rpm hand moves to the paddle prepare to change up and going back to the steering wheel again and again and change up at 8000 rpm :scared:

At the beginning of the video, drivers hand moves to the paddle shift 4 times, just to change 3th to 4th once.
 
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