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- ron1986
No, he means that PCars damage is better, but nowhere near to realism. Realism in general.Did you seriously just say that GT has more realistic damage than PCARS? Or did I just misread that?
No, he means that PCars damage is better, but nowhere near to realism. Realism in general.Did you seriously just say that GT has more realistic damage than PCARS? Or did I just misread that?
Fair enough.No, he means that PCars damage is better, but nowhere near to realism. Realism in general.
To be fair, no game that has come out for the current generation of consoles has been complete or has been a full game without the need to pay for expansions, dlc, (Im looking at you Destiny, what a letdown). The gaming world is becoming crap because companies are trying to please everyone left and right but getting nowhere at the same time. Nothing is good enough for everyone so gaming companies arent gonna try as much as they used to.No game is complete until all the advertised features are functioning in the game. GT6 is not complete.
Why does there have to be a "winner"? You are free to prefer and use any level of damage your games allow, that's your winner. The rest of us are having a discussion about different games having different damage models. No two games are identical in any regard, damage included. PCars damage model is clearly well ahead of GT's at the moment, no question about it and they may well be up against their contractual limitations. Whether GT7 steps up to the plate or not is up to them but the bar has definitely been raised in driving games on console. You seem to be emotionally invested in the GT series. I am not. I want every game to get better and I'm not afraid to point out what I like and what I don't like. If you can't clearly see that the PCars damage model, even 150 builds ago is superior to GT I don't know what else to tell you. It's as obvious as night and day.At least to me it seems people are praising PCars fantasticly great damage system.
But let us end the discussion about that here, there wouldnt be a winner. In the end its just about two video games.
To be fair, no game that has come out for the current generation of consoles has been complete or has been a full game without the need to pay for expansions, dlc, (Im looking at you Destiny, what a letdown).
The gaming world is becoming crap because companies are trying to please everyone left and right but getting nowhere at the same time. Nothing is good enough for everyone so gaming companies arent gonna try as much as they used to.
So what are these advantages?That's why I said that I'd be fine with the current scratch/racing wear system that exists in GT6, then adding some basic panel warp, and then allowing most components (bumpers, hoods, spoilers, etc.) to detach. The warps would be similar to GT5's but optimized, and wouldn't allow weird poly jaggies and unrealistic bends and stretches (If those are the right terms for 3D modeling...). Forza's isn't perfect but it has plenty of advantages over GT's, in my mind I was taking the advantages of both.
That damage is quite terrible and would be a step back for GT IMO. Do think if PD put resources into damage, they could be way ahead of their closest competitors.I think something like Forza damage would be cool and possible to make by PD
But Grid or Pcars damage never going to happen
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What exactly is taking a step back, compared to whats in GT right now?So what are these advantages?
That damage is quite terrible and would be a step back for GT IMO. Do think if PD put resources into damage, they could be way ahead of their closest competitors.
Just look at the crash at 1:26 - 1:34.Well most (if not all) of you are comparing some Last gen Video game that already gone to it's PS3 limits to games that's on Ps4, XB1 and PC with different number of developers and a lot less cars...
GT5 seems is based on impact more than say GT6 whereas FM4 seems to have fixed damage models it replaces so if you have a high speed crash, it just causes magically the car to be heavily scratched and rear wing to fly off for example like shown on following video: LinkWhat exactly is taking a step back, compared to whats in GT right now?
You're right. If PD tried, they can probably make something that most would be content with.
The thing is, the amount of "impact" needed is just a bit ridiculous. So what you dont like about FM4's damage model is that scratches appear on the sides of the car, on a head on collision, yet GT6 does this too it seems. So I guess its just the wing flying off from a full speed crash, that is bothering you?GT5 seems is based on impact more than say GT6 whereas FM4 seems to have fixed damage models it replaces so if you have a high speed crash, it just causes magically the car to be heavily scratched and rear wing to fly off for example like shown on following video: Link
GT approach seems more iterative and do think that GT5 was better regarding visual damage while FM4 seems to have fixed damage models it swaps in. On that video you linked, it does not look as bad as the FM4 video IMO.The thing is, the amount of "impact" needed is just a bit ridiculous. So what you dont like about FM4's damage model is that scratches appear on the sides of the car, on a head on collision, yet GT6 does this too it seems. So I guess its just the wing flying off from a full speed crash, that is bothering you?
Still, I'm glad that FM seems to progress with each iteration. Hopefully GT/PD follow suit.
The fact is, it does the exact same effect which was your original arguement as to why Fm4's was a step back. It's not exactly a step back anymore is it? It's also showing that GT's model is as "fixed" as FM4's model. Seeing as the Honda Fit will not even come close to achieving the same speeds as that Zonda, I'm wondering if that has to do with it not "looking as bad." Also, hitting a stationary object would sure be less of an impact, compared to two supercars hitting each other head on at full speed.GT approach seems more iterative and do think that GT5 was better regarding visual damage while FM4 seems to have fixed damage models it swaps in. On that video you linked, it does not look as bad as the FM4 video IMO.
PS4 has some serious compute performance so do think that is one area they can have big leaps in if they wanted to.
Using fixed damage models is a step back IMO which is what FM4 seems to use. I prefer real-time deformation and think the PS4 hardware will allow that in a really awesome way.The fact is, it does the exact same effect which was your original arguement as to why Fm4's was a step back. It's not exactly a step back anymore is it? It's also showing that GT's model is as "fixed" as FM4's model. Seeing as the a Honda Fit will not even come close to achieving the same speeds as that Zonda, I'm wondering if that has to do with it not "looking as bad." Also, hitting a stationary object would sure be less of an impact, compared to two supercars hitting each other head on at full speed.
Even when using a far less dramatic situation, it still causes the same effect. I'm wondering what would happen if we can replicate the situation completely.
There's alot of things that could have played out differently, "if they wanted to."
GB: Gran Turismo 5 will offer a new kind of damage…
KY: Right now we are adding a brand new real-time deformation engine that will process according to the speed and angle of impact. But doing this in real-time remains truly complex. We could make it an easier way with pre-damaged models but definitely we don’t want to make it that way.
Going off that quote, it sure does sound nice. Look what that process achieved though. The cars looked like they drove through a lava pit and managed to drive out of it. I'm guessing thats why the eliminated it with GT6.Using fixed damage models is a step back IMO which is what FM4 seems to use. I prefer real-time deformation and think the PS4 hardware will allow that in a really awesome way.
Here is what Kaz mentioned regarding GT5 damage engine they worked on:
I think it likely takes quite a bit power to run and GT6 has stuff like Tessellation and MLAA being done on the CPU, maybe it didn't allow them to keep / improve it. Soft-body physics takes a lot of power to run it seems so if they wanted to get it to that level then only PS4 they got some chance of achieving it.Going off that quote, it sure does sound nice. Look what that process achieved though. The cars looked like they drove through a lava pit and managed to drive out of it. I'm guessing thats why the eliminated it with GT6.
Thats the problem, they need to find a nice balance instead of pushing something to max and leaving little for everything else. I didnt pick up GT6(or another ps3 for that matter) because it didn't look like much changed, in my opinion. I'm waiting anxiously to see how much change they can bring to the table with this jump in hardware. Maybe it'll be enough to have me foolishly purchase a PS4, when I probably shouldn't.I think it likely takes quite a bit power to run and GT6 has stuff like Tesselation and MLAA being done on the CPU, maybe it didn't allow them to keep / improve it. Soft-body physics takes a lot of power to run it seems so if they wanted to get it to that level then only PS4 they got some chance of doing.
Do think they used the things such as Tessellation and MLAA to use hardware more efficiently but they have obviously quite limited resources especially with such a poor GPU on the PS3.Thats the problem, they need to find a nice balance instead of pushing something to max and leaving little for everything else. I didnt pick up GT6(or another ps3 for that matter) because it didn't look like much changed, in my opinion. I'm waiting anxiously to see how much change they can bring to the table with this jump in hardware. Maybe it'll be enough to have me foolishly purchase a PS4, when I probably shouldn't.
So what are these advantages?
That damage is quite terrible and would be a step back for GT IMO. Do think if PD put resources into damage, they could be way ahead of their closest competitors.
Another non-trivial problem I didn't hear yet (or maybe I didn't look too hard ) is that to have realistic visual damage you also want different bits and pieces of a car to fall off (and interact with the rest of the environment), on top of morphing the meshes/models. Which would require those parts not only to be modelled separately, but also have correct physics properties applied to them to make them fly off (perhaps also break/shatter) and interact with the environment in the correct way. Because of this, you can't really look at visual damage apart from the physical thing IMO.That's two non-trivial problems, as far as I can tell, and both will probably require yet another unique solution.
Aren't the premium cars already modelled with separate body panels and other parts?Another non-trivial problem I didn't hear yet (or maybe I didn't look too hard ) is that to have realistic visual damage you also want different bits and pieces of a car to fall off (and interact with the rest of the environment), on top of morphing the meshes/models. Which would require those parts not only to be modelled separately, but also have correct physics properties applied to them to make them fly off (perhaps also break/shatter) and interact with the environment in the correct way. Because of this, you can't really look at visual damage apart from the physical thing IMO.
Not sure we would want PD to do that for 1200+ cars BTW.