Gran Turismo 6 E3 2013, General discussion(Live streaming links).

Good Interview, wasn't expecting a gold mine of information, but props to Jordan for asking the right questions!
 
The only other question I was expecting him to ask was regarding a livery editor but other than that good interview 👍

Maybe it will be addressed in the full transcript.

Edit: Looks like my hunch of the sounds not being final were true.
 
Yeah, he made out that time/weather change on every track is an extremely hard thing to develop.

At least we know the new tracks will have it, and maybe autumn ring.

Really need some clarification on the customization but I get the feeling we won't really know until we boot up the game in our consoles.
 
Very good interview, Jordan! 👍
So the sounds and AI in the demos are placeholders... I hope they do improve those for the final build.
I also hope that all those things that "haven't been decided yet" or "might not be ready for GT6 in time" can be added later in an update or something.
 
Pretty good interview but..

GTP: Will time-of-day changes be available on all tracks in GT6, or will this only apply to new tracks in the game?

KY: “On Silverstone and Willow Springs, you can see they have time changes. They will be compatible with weather as well. Whether or not that will be applied to all tracks in GT6 hasn’t been decided yet.

Come on Kaz, that isn't something you should need to 'decide' on.
 
Very good interview, Jordan! 👍
So the sounds and AI in the demos are placeholders... I hope they do improve those for the final build.
I also hope that all those things that "haven't been decided yet" or "might not be ready for GT6 in time" can be added later in an update or something.

It's probably likely to assume they will be offered as DLC in the few months after release.
 
Not a question about this whole concept of "personally customizating your car".

Oh well Jordan...
Really? You'd think that there are other issues that people want to know about before something like personalization.

Honestly, I don't recall anyone else besides Jordan who asked PD/Kaz about engine sounds and in-depth questions about the physics.
 
Really nice interview. It's nice to see them finally admitting that the sounds need a proper rebuild and that they're working hard in this aspect.

And that these sounds in the demo are not final. It only can get better!

Pretty good interview but..



Come on Kaz, that isn't something you should need to 'decide' on.

It's really the only thing in the interview that made me a bit sad. But for the rest, I'm really happy to hear that both AI and sounds are getting a rebuild.
 
Yeah, he made out that time/weather change on every track is an extremely hard thing to develop.

At least we know the new tracks will have it, and maybe autumn ring.

Really need some clarification on the customization but I get the feeling we won't really know until we boot up the game in our consoles.

Of course time and weather are difficult to develop, take a look at FM5 on the XBone as it doesn't have either at all.

Customization is the only thing I want to know about!
 
See. I and others said the sounds were just placeholders, but NOOOO they didn't want to believe us. :sly:

I knew Kaz and PD do listen to the fans. 👍
 
Of course time and weather are difficult to develop, take a look at FM5 on the XBone as it doesn't have either at all.

I get that it's difficult to develop in general but I can't fathom out why it's hard to apply to every track. They're all just 3D environments, surely the lighting engine is universal and can just be applied to any track. Sure each track needs individually lighting in terms of the trackside lights/buildings etc but actually making each track have a day/night cycle should be simple and I doubt it would take that long for the artists to light the tracks.

Unless someone can explain why it's not that easy?

See. I and others said the sounds were just placeholders, but NOOOO they didn't want to believe us. :sly:

I knew Kaz and PD do listen to the fans. 👍

I'll believe it when I hear it.
 
I get that it's difficult to develop in general but I can't fathom out why it's hard to apply to every track. They're all just 3D environments, surely the lighting engine is universal and can just be applied to any track. Sure each track needs individually lighting in terms of the trackside lights/buildings etc but actually making each track have a day/night cycle should be simple and I doubt it would take that long for the artists to light the tracks.

Unless someone can explain why it's not that easy?

My explanation? Time, or the lack there of...
 
Come on Kaz, that isn't something you should need to 'decide' on.
Very true.

Good interview. I would have liked to have heard about a livery editor and about GT6 race formats but I understand the interviewer's time with Kaz was probably very limited.
 
My explanation? Time, or the lack there of...

But that's what I'm saying, once you've spent the huge amount of time developing the systems in general I can't work out what then takes them so long to add it to all of the tracks, or at least most of them.

I'm mainly going by what I've seen with Project CARS. SMS added a day/night lighting system and it was added to every track in one go. It was a universal lighting system. To start with most tracks were just pitch black at night with only your headlights to guide you and then they began adding floodlights/building lights etc to lighten them up.

This is a team much smaller than even PD and with only 2 years work, so I'm struggling to work out where the time issue is.
 
Yeah, it's obvious it wouldn't be a strenuous job if it was so easy to implement to a RECENTLY new track, there's no reason to not put it on every track.

Seems almost silly not to when you have it right there ready to go.

This is just one of the things that contribute to the whole "unfinished game" feeling people have.
 
But that's what I'm saying, once you've spent the huge amount of time developing the systems in general I can't work out what then takes them so long to add it to all of the tracks, or at least most of them.

I'm mainly going by what I've seen with Project CARS. SMS added a day/night lighting system and it was added to every track in one go. It was a universal lighting system. To start with most tracks were just pitch black at night with only your headlights to guide you and then they began adding floodlights/building lights etc to lighten them up.

This is a team much smaller than even PD and with only 2 years work, so I'm struggling to work out where the time issue is.

And a team much larger then PDI won't be implementing time and weather either. We do NOT know the specific circumstances surrounding the development so even if GT6 doubles the amount of dynamic tracks over GT5, it's a win in my book.
 
And a team much larger then PDI won't be implementing time and weather either. We do NOT know the specific circumstances surrounding the development so even if GT6 doubles the amount of dynamic tracks over GT5, it's a win in my book.

Like I said I appreciate that the initital time/weather development takes a long time and isn't easy by any means, what I'm questioning is why it then seems to take just as long adding it to each track when logic suggests to me it should be universal. If that other team were given enough time to implement time/weather that they clearly needed I'd have also found it odd if it were only on a few tracks.

To be clear here I'm not bashing PD, I fully understand that what they've achieved on the PS3 with night/weather is exceptional. I'm simply reaching out and trying to understand what the issue is because from the outside it seems odd. I know there are people here who know about this sort of thing.
 
The problem lies in the fact that all the other tracks were created with a specific time of day in mind. I suspect that means certain objects, textures etc have specific lighting attributes (such as always in the shade). It may be that those tracks would need to be remodeled to be 'neutral' before a time change lighting could be applied.
 
The method of time change might be different too, an auto global lighting method vs manual specific time method with manual refinement.

Other games might have a preprogrammed routines that translate time changes automatically on all track via global lighting changes, PD might use hourly lighting reference with a set of textures/lighting changes preset made, then PD puts finer details within minutes range and making sure the tracks looks realistic in transition for the whole 24 hours, not just simple time changes routine for all tracks.

One thing that I wanted from PD is to include real seasonal changes throughout the year that can be set by user or follow real world time changes via online real time update. This means snow, storm, summer, autumn, winter, rain, depend on the track location.
 
One thing that I wanted from PD is to include real seasonal changes throughout the year that can be set by user or follow real world time changes via online real time update. This means snow, storm, summer, autumn, winter, rain, depend on the track location.
That sounds great in theory, but also like a great deal of work. Seasonal changes would be mostly cosmetic (flora) and really wouldn't add a great deal to the game, probably better to spend the manpower on other parts of the game (more tracks more than anything).
 

Latest Posts

Back