Gran Turismo Sport: General Discussion

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Another thing I would like to see PD focus this time is image quality. There's no reason to create amazing detailed cars and tracks, ultra realistic lighting and other high end effects if in the end you have aliasing, tearing, and all kind of jaggies. This just destroys everything.

PD should just have a talk with Naughty Dog and ICE team.
 
its like the third reich over in this forum, you cant say criticize anything otherwise your banned, its a accept what we think and dont dare ask no questions...
...and I assume you can back up that bold claim?


Edit: Apparently, it was aimed at the official pCARS forums. Nevermind.
 
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So in layman's terms, what is Physical Based Rendering and the difference between it and Adaptive Tessellation?

I'm kinda lost here:confused:
 
And, I probably won't preorder it, but I will get it after launch, It seems to be awesome, but not worth a pre order because no time and weather, (I understand why) and a limited car roster.
 
So in layman's terms, what is Physical Based Rendering and the difference between it and Adaptive Tessellation?

I'm kinda lost here:confused:

In short, Physically Based Rendering is a method for rendering realistic-looking materials, while Adaptive Tessellation is a method for dynamically adjusting polygon count based on distance and load. They're entirely different things.
 
In short, Physically Based Rendering is a method for rendering realistic-looking materials, while Adaptive Tessellation is a method for dynamically adjusting polygon count based on distance and load. They're entirely different things.

So surely the materials are texture related mostly, the actual 3D mesh shouldn't be affected until after you render no?

So why do peeps propose that that's why PD probably had to start from scratch with their cars?
 
I see. AT looks superfluous to me. The cars in GT6 and 5 look more than satisfying imo. What is the logic for PD to prefer rebuilding everything again, as these cars obviously looked good? Normal player, even if aware of AT models, will never sense the difference. LOD as you call it may only need some polishing.
Also thanks @SimTourist for the answer, I had hoped someone would make the effort for building some kind of program to convert to PBR as it seems way more time and cost efficient.

You will notice the difference this time round as the AT is hardware driven as opposed to their own software solution. When up close to the cars, they will have a massive amount of detail compared to a traditional 'Premium' mesh whilst using a fraction of the performance cost because the data provided here is a lot less data than the old way, the displacement map does all the work. Also no more LOD popping on the mesh level, the model detail will be changing up and down by the centimetre as opposed to the big drops and gains in polys every so many metres. Lastly it is a more stable and consistent 'footprint' so to speak on the GPU as you are providing the same data constantly, regardless of how close or how far it is and how many polys are actually being rendered on screen.

At the end of the day it comes down to your own opinion when weighing up the pros and cons. The benefits listed above versus the drawbacks of the loss of cars available.

In my opinion, when adding these 3 main differences to GTS.

  • GPU based Adaptive Tessellation (big gain on performance)
  • PBR materials (negligible impact on performance)
  • No dynamic weather/TOD (massive gain on performance)

Come final product, IMO there is no excuse not to hit a locked 60 fps and look aesthetically pleasing in the process, none whatsoever.
 
So surely the materials are texture related mostly, the actual 3D mesh shouldn't be affected until after you render no?

So why do peeps propose that that's why PD probably had to start from scratch with their cars?

I am a complete idiot in these things but here is what I know, Tessellation is the smoothing of edges when they come close to the players, so for example an AI car in the distance won't have perfectly round tail lights until it's close enough for the player to notice (a clever technique to save rendering power or something) PBR is what makes games this generation look much more realistic it basically makes materials much more life like (cloth, wood, etc).
 
Um, what? Constructive criticism is welcomed here. Bashing without any means isn't.



Unless you're talking about the project cars forums because those are literally hell
I'm pretty certain that he is talking about the Project CARS forum, hence the provided link in the post/

Edit: Ninja'd by above poster
 
Ninja'd by above poster

Spideytreed.jpg


:lol:

EDIT: Whoever posts next is page 500 I think :eek:
 
I'd like to celebrate reaching 500 pages by stating something that was swept under the radar.

PD are doing an online focused game with no beta to test the net code. Let that sink in for a second.

Edit: someone is going to reply with the literal sink standing outside a door picture I guarantee it.
 
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