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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.
GT4 holds up quite well.Here's GT4 and GT5. I would say 7 is somehow worse. That weird hill etc. don't exist in real life, and aren't in the old games.
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Except it have a buggy odometer and trip meter in GT7. But it was fine in GT7 and GTS before.But hey, at least GT7 got the Genesis Coupe. That means something...
Right?!
Which for clarity, are PD actually 3d scanning buildings and other assets to be at 4k detail when doing this?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.
I don't know if they'd laser scan it, but at least some of the assets would 100% be 4K, yes.Which for clarity, are PD actually 3d scanning buildings and other assets to be at 4k detail when doing this?
EDIT: I had a point written here, but I think I spoke too soon when making it.
Does in general. It's an incredibly solid-looking game for the time - even more so when playing using an emulator on progressive mode.GT4 holds up quite well.
Yeah, I miss that game. Especially the Tuner Car Grand Prix and the Accord Euro R ‘04.Does in general. It's an incredibly solid-looking game for the time - even more so when playing using an emulator on progressive mode.
That just feels excessive, even for assets adjacent to the track if it's stopping modern games from having multiple city courses.I don't know if they'd laser scan it, but at least some of the assets would 100% be 4K, yes.
Pff. Modeling and animating power line sag, which to my knowledge (25 years exp. power lineman), is built in to every overhead transmission, primary and secondary distribution line, according to air temp and distance of run and a few other variables, when hanging it in the air, is just one of the details PD decided not to bother with. Completely understandable. Gotta "draw the line" somewhere. There's more than enough animation going on in other assets. It is a little jarring to see those so tight but hey, in game physics are what the programmers say it is.I am much more impressed by them gravity defying ultra-high durable power lines that seem to be beams made of weightless material that is ignoring any kind of forced movement by weather effects to not put the slightest strains on the poles than I am by the lack of detail compared to the "bad FM".
I don't disagree with any of your points here, to be fair.That just feels excessive, even for assets adjacent to the track if it's stopping modern games from having multiple city courses.
and this is my overall issue with recent games, the quest for graphical retail feels like it's gotten too far.
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I mean, they shouldn't look like a jpeg from the early 2000s, but I don't think I need assets to be modeled to every little grain if it means it'll take so many years for content to be made.
Emulators can and do enhance the systems graphics.emulator. Graphics has age decently
Emulators can and do enhance the systems graphics.
With all those much too hard drawn lines, I dont like the "style" that it presses onto it.
If I'm not mistaken, the actual game can run in progressive mode (Something I never had the type of TV to test) so I imagine that helps alot.Does in general. It's an incredibly solid-looking game for the time - even more so when playing using an emulator on progressive mode.
The Spec II mod updates near every sound to modern standards, so I'd give that a look if sounds are a deal-breaker for you.It looks decent but nowhere as good as gt sport and gt7 in terms of graphics. But still good enough to not be bothered with the graphics.
Sounds are the worst part witch killing the immersion for me
Nice Pulp Fiction reference.I totally understand. The time someone took to make a tasty Kahuna burger at the Grand Valley Hwy 1 rest stop, a basic hot dog with mustard would have been fine enough.
The Spec II mod updates near every sound to modern standards, so I'd give that a look if sounds are a deal-breaker for you.