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Show me to a real world picture then.The track modeling isn't great, but the species of trees chosen are the right ones.
Show me to a real world picture then.The track modeling isn't great, but the species of trees chosen are the right ones.
literally go to google maps and street view, you'll see the same tress at tertre rouge as in gameShow me to a real world picture then.
We’re not talking about those trees. See the GT7 and Forza Motorsport comparison above.literally go to google maps and street view, you'll see the same tress at tertre rouge as in game
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Was just about to edit to mention thatWe’re not talking about those trees. See the GT7 and Forza Motorsport comparison above.
That’s what I’m also thinking, right now there’s no city tracks in racing games like this, and that’s for reason I think. Don’t know about F1 2025, there should be some in it I think, but at which quality level is the question then. The only recent game that comes to my mind is GRID Legends, haven’t played, but it goes more in the arcade direction from what I heard, but the city tracks look pretty good I would say.City courses are different - while Kaz is the person who spoke up about it, nobody in the genre is really doing photorealistic urban areas other than the new Test Drive game, and we'd all notice and complain if a new GT track had TDUSC's level of graphics. Even the other open worlds, FH5 and Crew Motorfest, try to get away with as little urban buildup as possible in their maps.
That is absolutely a "city courses are really challenging at current fidelity levels for everyone" problem rather than a "PD are perfectionists and take longer" problem.
The fundamental formula is 4K assets take a long time for all developers to make. City courses just have way more assets than stadium or mountainous circuits, and because they're all unique you can't just copy and paste either.