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Says the person that constantly has an issue with playing the ball, not the man.Play the ball, not the man!
Says the person that constantly has an issue with playing the ball, not the man.Play the ball, not the man!
This is assuming that A) They immediately started work on GTS the moment GT6 came out and B) All employees are in perfect health and do not have odds and ends that happen during their lives. Several of the staff could have had deaths in their families during development and had to take time off. Some could have gotten severely ill, etc. 400 is an idealistic number, but I'll be generous and say about 300-350 models are possible, assuming they focus on that and don't work in sync with other departments.One car modeler takes around 6 months to make one car. There were 50 car modelers credited in the GT6 End Movie. That means every car modeler will make about two cars every year, and this game was in development for about 4 years (2013/2014-2017). This means that every year, around 100 cars are completed in terms of modeling by the 50 car modelers. This means that around 400 cars would be modeled in that time period. But we will only have 150 cars at launch. Pretty strange, no?
Greg Hill"For engine sounds most people think we just record a car and throw the sound into a folder and it magically just works in the game. Game sounds are interactive - unlike passive sound like movies where the sound is baked onto an audio track. Our way of working is different from recording, editing and implementation. So sound has to be recorded a certain way so it can be decomposed and reconstructed into a ‘sonic model’ and linked to the physics so the player has full control over every parameter. Engine sounds are modulated in so many ways like RPM, Engine Load, Drivetrain Flex, Gear Shifts, Transmission Whine and the way it reacts to the environment (cockpit, chase view, trackside)."
Says the person that constantly has an issue with playing the ball, not the man.
Yeah, I did. That's why I replied to said post.I'm guessing you don't see the irony here?
http://www.eurogamer.net/articles/2...o-7-is-in-the-works-standard-cars-set-to-stayThis is assuming that A) They immediately started work on GTS the moment GT6 came ou
maths
This is assuming that A) They immediately started work on GTS the moment GT6 came out and B) All employees are in perfect health and do not have odds and ends that happen during their lives. Several of the staff could have had deaths in their families during development and had to take time off. Some could have gotten severely ill, etc. 400 is an idealistic number, but I'll be generous and say about 300-350 models are possible, assuming they focus on that and don't work in sync with other departments.
I did the math on that one a while back.When Kaz says 6 months to model a car he's talking, obviously, about 6 months of 8h of work a day. All those factors are meaningless because when someone is sick or on holidays, they're not working.
Also, as I've said here, considering that: 1) some cars were added to GT6 as DLC after launch, 2) vision GT cars were modelled by the brands who took part in the project and 3) and directors / chiefs aren't probably modeling as much as modellers themselves (if at all), that number could go into the 250/300. Still, we have around 180 cars in GTS's final version.
Even if you're generous with the numbers and point to 300 cars in 4 years, we need to take into account:
- After GT6, PD hired more people
- There are a lot of duplicates in GTS's ~145 cars (like Gr.4 and Gr.4, the Tomahawks, 2 M6s with diff liveries, Acura and Honda duplicates, diff fictional Vision GT versions for diff categories, etc)
- 35 are Vision GT cars and they were probably all modelled by the companies who created them, not PD.
So that leaves us with what? 145 - 35 = 110 cars that include several duplicates.
I wasn't sure how they worked. If there's the overlap, that just keeps it at around 18 months since the audio team will be done ahead of the modellers. I'll admit it was an oversight on my part.The major issue here is that it doesn't take into account overlap. That time to work with the audio needs of a particular car? That'll happen during the six man-months to create it. Same with coding other aspects of the game. It's very unlikely the audio team simply sits and waits for a car to be modelled before starting any audio work on it.
So you say T10 build 700 cars in 2 year?in the meantime, Turn 10 is able to do 700+ cars in 2 years. Can we all agree that PD is really slow at modelling cars ? Every single car in Forza 6 and 7 have the Forza Vista which is a super high resolution models that blows away any car modeling ever done in any modern games. I love GT series but I can't excuse PD for giving us so little content over the extended period of time they had to deliver GT Sports.
The major issue here is that it doesn't take into account overlap. That time to work with the audio needs of a particular car? That'll happen during the six man-months to create it. Same with coding other aspects of the game. It's very unlikely the audio team simply sits and waits for a car to be modelled before starting any audio work on it.
They modeled 150-200 cars in 2 years, not 700. They modeled all those cars in the span of 4-5 years.in the meantime, Turn 10 is able to do 700+ cars in 2 years. Can we all agree that PD is really slow at modelling cars ? Every single car in Forza 6 and 7 have the Forza Vista which is a super high resolution models that blows away any car modeling ever done in any modern games. I love GT series but I can't excuse PD for giving us so little content over the extended period of time they had to deliver GT Sports.
It was a gross oversimplification on my part to make a point. Creative design can take a fair amount of time too.Maybe game development is a complicated business and doesn't operate according to casual forum assumptions of logic or 'math'.
Also, maybe creative decisions are being overlooked a touch. These guys aren't sweatshop workers.
Turn 10 outsources the car modelling (or parts of it) to some studio who makes car models for various game franchises, i sadly forgot its name but it had a website where all their big customers where listed.in the meantime, Turn 10 is able to do 700+ cars in 2 years. Can we all agree that PD is really slow at modelling cars ? Every single car in Forza 6 and 7 have the Forza Vista which is a super high resolution models that blows away any car modeling ever done in any modern games. I love GT series but I can't excuse PD for giving us so little content over the extended period of time they had to deliver GT Sports.
in the meantime, Turn 10 is able to do 700+ cars in 2 years. Can we all agree that PD is really slow at modelling cars ? Every single car in Forza 6 and 7 have the Forza Vista which is a super high resolution models that blows away any car modeling ever done in any modern games. I love GT series but I can't excuse PD for giving us so little content over the extended period of time they had to deliver GT Sports.
I'd say pretty much this. I still prefer PD doing a more focused title with less content (though of high quality) and no asset reuse (e.g. sounds, etc.) than coming with another mega title with fairly bland / similarly feeling content. Their physics based rendering (completely from scratch) is also absolutely gorgeous. It's obvious they ran into things that slowed them down along the way. We can only guess as to what exactly.Maybe game development is a complicated business and doesn't operate according to casual forum assumptions of logic or 'math'.
Also, maybe creative decisions are being overlooked a touch. These guys aren't sweatshop workers.
They modeled 150-200 cars in 2 years, not 700. They modeled all those cars in the span of 4-5 years.
But we don't exactly know how fast PD is. We don't know how many super premium cars PD have modeled in total.
I wasn't sure how they worked. If there's the overlap, that just keeps it at around 18 months since the audio team will be done ahead of the modellers. I'll admit it was an oversight on my part.
Still doesn't change the fact that coding and debugging the game takes a :censored:ing ridiculous amount of time in comparison. Even in a modern IDE with error highlighting, a single bad line of code can cause about 300 other lines of code to barf (throw errors) and resolving that can take a good while. And then there's cleaning the code and making it maintainable.
in the meantime, Turn 10 is able to do 700+ cars in 2 years.
No, no it hasn't, not even close. It's done maybe 100 cars in a year, but that remains to be seen for FM7, since only a handful of the revealed cars are new-to-franchise.
Maybe game development is a complicated business and doesn't operate according to casual forum assumptions of logic or 'math'.
Also, maybe creative decisions are being overlooked a touch. These guys aren't sweatshop workers.
What I feel PD should do is look into outsourcing. What people don't understand is that outsourcing doesn't mean the work is going to be worse. These outsourced companies hire people just the same as any other company would do, to pretend that they can't get good modelers like PD has doesn't make much sense. The quality is determined by your goal. It's not worse just because its outsourced.
They launch the Xbox One console with Forza 5 and it had more cars than GT Sports. Of course, they re-used the model for FM6/FM7. During that span of 4 years, Turn 10 did 5 Forza games with 2 studios. PD did GT6 on PS3 and now GT Sports. Maybe they need a bigger team ? Is it bad if they outsource they car model if they meat their standard ? I think the reality is that we are all a little biased toward GT. If Forza launched with the same content as GT Sports, I think most people would be really disappointed with Turn 10 Studio but because we have that long history with GT, we give PD a lot more slack that we should.
Well obviously there is at PD. The numbers don't add up, so the easiest explanation is that the magical '6 month per car' no longer holds at PD. But why? Too much detail? More to model because of VR, etc.?What type of creative, strategic decision could possibly be made during the process of making a 3D model of a car? After de decision being made about which cars are going to be in the game (that can have some back and forth, negotiations, direction, etc) and distribute the work by the modelling team, there's nothing in the way of finishing it within the 6month period Kaz (and other devs) talk about.
Edit: @zzz_pt - Also, some of these outsourcer's working conditions may be more sweatshop than you think!
Well obviously there is at PD. The numbers don't add up, so the easiest explanation is that the magical '6 month per car' no longer holds at PD. But why? Too much detail? More to model because of VR, etc.?
Without wanting to take this even further off-topic, I feel it's worth pointing out we have multiple threads around the boards for versus comparisons:
Yes, FM5 got positively hammered by some members of this community back in 2013 for its lack of content, not just compared to GT6, but also FM4. And yes, despite GT Sport launching four years later with less cars and less tracks, some members have no qualms with it. But these may or may not be the same people.
- Project CARS 2, Forza 7, GT Sport - General Discussion
- FM7 vs. PCars 2 vs. GT:Sport
- GT Sport vs Other Games: Comparison Video Thread - video only, admittedly
Two different approaches, by two different franchises.
Without wanting to take this even further off-topic...
Yes, FM5 got positively hammered by some members of this community back in 2013 for its lack of content, not just compared to GT6, but also FM4. And yes, despite GT Sport launching four years later with less cars and less tracks, some members have no qualms with it. But these may or may not be the same people.