Gran Turismo 6 vs Gran Turismo 5: Visual Damage Comparison

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Which Gran Turismo Visual Damage is better?


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This
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needs to happen, and needs to be extended to all guardrails/barrier/etc.
 
GT5's method is definitely where PD are going. GT6 is clearly a stopgap on the visual damage front. With a few more cycles allowed for collision handling, different materials can be better represented and extents and self-intersection (clipping, weird floating bits etc.) better handled at the point of impact. The GT5 E3 demo is probably a good representation of what GT7 will bring.


What's weird is that the GT6 model appears to need more memory. All GT5 needed was the mesh to deform in-place and some procedurally applied dirt / scratches (low-res, so kind of dark dirt). GT6 has apparently higher resolution dirt / damage maps, plus they have a tiling per-vertex normal perturbation map, to give the impression of dents in the reflection mapping and other shaders that utilise the surface normals.
(I'm assuming that car models aren't instanced in GT5, because you can't guarantee that every car won't be a different Premium, so you have to budget your memory for that one worst case. That means each car gets its own copy of vertices to displace, and may also explain why replays "duplicated" damage when rewound etc. The "virgin" geometry must be re-streamed back in after the race and at the re-starting of the replay, or at least only the part that describes the vertices' locations).

Both approaches are innovative, possibly unique in their specific combination of implementations, and reflective of PD's willingness to try bespoke solutions.


I didn't see it mentioned, but I've skipped over the bickering a bit, so I may have missed it, that a major advantage of procedural damage modeling is the fact that separate "damaged" states don't have to be modeled in, nor textured up. That's great in a game with so many cars - its also great for subtle variety and hence an impression of detail. If all cars end up with a high-resolution external mesh in the next game, then we could be in business.


I do wonder how on earth PD are going to get that real-time deformation working with the sub-division ("tessellation"), and even the progressive meshes (the pre-computed splitting and merging of vertices for gradual LoD reduction was done based on their original locations, not their displaced locations...) That's two non-trivial problems, as far as I can tell, and both will probably require yet another unique solution.
It may seem farfetch'd but my guess is that tessellation is meant to guide the real time deformation proposed in gt5, as by far it wasn' t that game changer i think it's all about the possibilities for both a better damage renderization and an improved physics. In short we can expect a gt5+gt6=Gt7 imho
 
Wow i'm amazed how i didn't relise that i did this like a month ago, i wonder if people changed their mind about which Damage is better, both GT's has a pro and cons of their visual damage.
 
I honestly apprecciate the dirty/deformed effects in gt6, together with gt5's damages could pull off a pretty decent damage system , and i suspect that PoDi is willing to work towards physic realism given the latest updates; i was able to roll a gt3 gtr with the handbrake, i still today can't believe it.
 
I honestly apprecciate the dirty/deformed effects in gt6, together with gt5's damages could pull off a pretty decent damage system , and i suspect that PoDi is willing to work towards physic realism given the latest updates; i was able to roll a gt3 gtr with the handbrake, i still today can't believe it.

Do you have a video of the roll?
 
I like the consistency in GT6. A lot of cars in GT5 would yield strange results. I don't like when I would get into rubbing the wall, with no hard impact, the rear corner of the car would progressively fold upward about 2 or 3 feet. I very much prefer the damage in GT6, where the car maintains its shape and the surfaces become damaged with dents and scrapes.
 
None, really. GT5's was more detailed, but still pretty bad to even consider it a damage model system. PD should just ditch it in my opinion, or add a feature to fully disable it. Sure, it adds realism, but I don't know... In race cars it's okay, I guess, but with street cars, no. And I really don't care much for race cars, so...

On an off-topic note. Now that I'm a full-time Forza player, I am really annoyed at that game as well because of the damage. Yes, it looks a bit better, but it's still terrible. and also, no option to disable it. Having to restart a race over and over again just to finish with an intact 300SL is a bit of a pain...

At least in GT, the A.I was so bad and predictable that you could manage to go untouched almost all the time. In Forza, the A.I seems to want to kill you.
 
None, really. GT5's was more detailed, but still pretty bad to even consider it a damage model system. PD should just ditch it in my opinion, or add a feature to fully disable it. Sure, it adds realism, but I don't know... In race cars it's okay, I guess, but with street cars, no. And I really don't care much for race cars, so...

On an off-topic note. Now that I'm a full-time Forza player, I am really annoyed at that game as well because of the damage. Yes, it looks a bit better, but it's still terrible. and also, no option to disable it. Having to restart a race over and over again just to finish with an intact 300SL is a bit of a pain...

At least in GT, the A.I was so bad and predictable that you could manage to go untouched almost all the time. In Forza, the A.I seems to want to kill you.
There's an option to disable visual damage in arcade mode.

[Main Menu] > [Start Menu] > [Options] > [Global] > [Arcade Mode] > [Visual Damage].

If you're hosting an online room, there's an option there, too. Unfortunately my PS3 doesn't have an Ethernet cable plugged in ATM, so I can't tell you how to get to it, but it exists.
 
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