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Carmageddon 1 which was released in 1997 has better damage than Gt6 but it's still better than nothing!
Carmageddon's game purpose is to wreck cars, its a completely different game in GT6 that cant be compared in any way, and has like 15 vehicles as opposed to GT6 1000+Carmageddon 1 which was released in 1997 has better damage than Gt6 but it's still better than nothing!
It's pretty sad when PS1 games have better damage than GT6...
I mean Visual and Mechanical Damage in Both GT5 and GT6 aren't that good compare to other Racing simulator games
For me, if it can't be done right then it shouldn't be there at all. I'm glad GT6 has an option to turn it off online.
I prefer damage of GT6. The textures are better and it is homogeneous.
I've said it a lot of times and I'll say it again: visual car damage is something that only rubbish drivers care about.
GT5 Online did had this option too...
I suppose you know mechanical damage exists in both GT5 and 6, and well, I think its enough that if you crash, the car becomes a pretty undriveable piece of garbage in most cases, and you need to pit to fix it. Thats the essential part, and then theres the non-essential part which is the visual damage.By your logic, the mechanic damage is also for Rubbish drivers only as only those will crash their cars, Yeah sure the mechanic damage is a very important feature for a Driving simulator.
I was actually thinking about saying the same exact thing when i was creating this thread.I personally think GT5's 'super' premium damage model + sparks + GT6 scratch texture would actually be passable as a damage model. Those cars needed some real abuse before they melted!
But not difficult in other games? Why is it more difficult in GT? Why should the consumer care about the programmers' inability to implement visual and physical damage? That's their problem, not ours.You see, the point of driving and racing is not crashing, but going as fast as possible. Crashing is something that no driver wants to think, or wants to talk about. Its the dark side of racing and honestly I dont think good drivers would ever have the desire of wrecking their cars.
Anyway if youre such a fan of damge I suggest you drop GT and try Burnout.
Damage is part of racing, but realistic visual damage is difficult to implement in GT, and unnecessary.
But not difficult in other games? Why is it more difficult in GT? Why should the consumer care about the programmers' inability to implement visual and physical damage? That's their problem, not ours.
GT5 had parts coming loose, and the biggest issue was lack of consistency between cars. Why did they take a step backwards in GT6, and why do some of us make up excuses for them for doing so?
So you're going to decide the "point" of the game for all 3 million users? Do you routinely cruise online cruise lobbies and tell them they are playing the game improperly because they aren't racing? What about the popular cops and robbers lobbies, how many of those have you visited to tell them they are playing the game wrong? Ever heard of dirty Nascar?You see, the point of driving and racing is not crashing, but going as fast as possible. Crashing is something that no driver wants to think, or wants to talk about. Its the dark side of racing and honestly I dont think good drivers would ever have the desire of wrecking their cars.
Anyway if youre such a fan of damge I suggest you drop GT and try Burnout.
Damage is part of racing, but realistic visual damage is difficult to implement in GT, and unnecessary.
Showing damage, especially on multiple cars, takes computing power. In order to go from 1280x1080 in GT5 to 1440x1080 (IIRC) in GT6, they needed to take away things like the visual damage in order to free up resources. That's my theory anyway.
Not necessarily, the PS4 also has limitations that are very easy to rub up against, given what is required in a 2015 game. One only need look at the different paths Drive Club and Project Cars are taking to see that you can't have everything you want even on the PS4.I guess we'll find out if that's true when GT7 comes out, I so hope it is true.
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Implemeting realistic damage on 1000+ cars takes an awful lot of resources, thats why. I'd rather see them do other more important stuff and it seems Kaz thinks the sameBut not difficult in other games? Why is it more difficult in GT? Why should the consumer care about the programmers' inability to implement visual and physical damage? That's their problem, not ours.
GT5 had parts coming loose, and the biggest issue was lack of consistency between cars. Why did they take a step backwards in GT6, and why do some of us make up excuses for them for doing so?
No, I'm not going to decide anything, because Kaz already decided it. You take it or you dont. Another thing is people using the game in different/alternatives purposes, but then, if something is not ok, dont complain.So you're going to decide the "point" of the game for all 3 million users? Do you routinely cruise online cruise lobbies and tell them they are playing the game improperly because they aren't racing? What about the popular cops and robbers lobbies, how many of those have you visited to tell them they are playing the game wrong? Ever heard of dirty Nascar?
Here's an idea:idea:. How about expressing your opinion on the game or a feature of the game, without suggesting that people that don't agree with you should go play another game or that only rubbish drivers care about it?
With the increased power of the PS4 there are many more possibilities but I do agree, a realistic damage model would be far down my list of priorities for this game, especially considering all the basic areas of sim racing and driving that are woefully inadequate in the current version of the game.On another note: Thats why realistic damage is so hard, you have a crash (not necessarily a big one) and you will always get bits and piaces of the car falling off. This would be insane to code properly and implement. And to make it even more realistic, when someone has a crash and you drive over the debris, you should lose control and maybe have a puncture...
Not worth the huge effort.
Coming soon to a console near you:
Check againthats only a puncture, thats not the hard part that I was talking about, obviously
That was interesting to hear even though quite old, shows Kaz has correct vision about damage. It will be interesting to see if they will bother with it on PS4. Damage in most racing games seem quite poor regarding realism visually so it will probably be a huge step in genre if PD do it as good as mentioned in that interviewFinally found the damn thing. Here you can hear Kaz saying they MIGHT implement damage with better hardware.
Obviously this is super old but y'know - for the record. (or archive)
3:00 for damage part
https://archive.org/details/kaz-yamauchi-interview
do you mind if i added these screenshots to the OP? I will mention you in the credits.the damage in gt5 was insaneView attachment 310690 View attachment 310691 View attachment 310692 View attachment 310693 View attachment 310694
some dangerous damage View attachment 310700 View attachment 310701 View attachment 310702 View attachment 310704 View attachment 310705 View attachment 310703 View attachment 310708 View attachment 310709 View attachment 310710 View attachment 310711 View attachment 310712 View attachment 310713 View attachment 310714 View attachment 310715
I have more but it's getting longer xD sorry for this big post but i have to share