I love the presentation on the site.
PD: Hey guys! Want to make a completely over the top awesome fantasy car for a bunch of fans to enjoy?Coming soon section, interesting, no Lambo there![]()
PD: Hey guys! Want to make a completely over the top awesome fantasy car for a bunch of fans to enjoy?
Lamborghini: EEhhh were not really into that sort of thing.
Seriously what happened?
Well, DC is 30fps, and Pcars has under-par graphics (on PS4) and ditched the 60fps. Forza, the other example, has rock-solid 60fps by ditching the weather. I don't understand the criticism, and I'm trying hard not to be an egit fanboy here.
What about 40+cars ? Is it still fluctuates and slows down on Xbone ?
I've never heard so much BS about Project Cars in this forum before this thread:
Under-par graphics on PS4? Take a look... Also PCars is 90% of the time between 55-60fps, not like it's ages away, and i'm talking about 24+cars on track with variable weather and time passing...
I know people love GT and this is a GT-based webpage, but spreading misconceptions and lies about other games is silly.
EDIT: this is an Online Race, just an example of how "bad it looks"
Also, didn't PD count reverse layouts as separate ribbons in GT6? If they do, does that mean even the original circuits won't be run in reverse in GT Sport? That'd be a huge shock.
Regarding this image.Looking at the driver profile screen there's a couple of things that puzzle me:
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1. The fact that a driver has both a "level" rating and a "class" rating. I'm not sure why these measures are there separately and wonder what different purposes they serve.
2. Anyone got any ideas what the "458" number below the number of credits could represent? The symbol beside it is pretty ambiguous but what worries me is it looks like a stack of coins...........they wouldn't dare consider putting in a 2nd "premium" form of currency in would they?
Regarding this image.
I'm not sure what the '24,600' number refers to, but I do know that the symbol next to it is for the 'GT Store'.
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For GT6 there is nothing other than Credits to purchase, but the Store is there to " Purchase and download additional content (DLC)".
Again, I don't know what these numbers mean.
Perhaps this player has a balance of 24,600 remaining to spend in the GT Store?
And a measly 468 in-game Credits (which seems very low, so I'm a little lost there).
*Edit
I notice the same symbol is used for the 'Millionare' Achievements section.
So perhaps everything I just said about the GT Store is rubbish.![]()
Indeed.You should also notice that the same symbol is use for the amount of CR (top right in GT6)
Could you please elaborate on the Nismo GTR ? How did you come up with RWD impression and is it 40% front : 60% rear weight that you wrote ? Which tire you drove the car on ?
The GTR Nismo GT3 is a RWD in real life
Was he talking about the road car or the race car ?![]()
You think that will stop the complaining? Nothing can stop the complaining.
If it's so easy to create realistic physics why is it that ISI motor games, iRacing, Project Cars and Assetto Corsa all feel different when driving and sim racing fans rank them differently in terms of simulation quality?If PD decided to follow what Pcars and AC did with physics, we would have seen it by now, there's no stopping for PD to do it, they have the money, and all the talents needed are there as long as the money is goodIt's not like NASA grade simulation anyway, there's nothing really special or ultra rare to get a realistic physics engine running ( something like ISImotor ) It just need someone to start the project ( design requirement and specification ), get the required manpower and money.
I agree with your list. Except Autopolis. Looking at the picture now, it only looks like a Track Path Editor track. If I was to make a list I'd replace it with High Speed Ring. 👍It's why I'm hoping GT7 is only a year removed from Sport. Four years into PS4's lifetime is pushing the limits of what's an acceptable wait for a more traditional GT game, for me. I never expected all of the tracks from GT6 to return, since some of them were in dire need of updating, but 19 tracks feels a little light. I'm more surprised by the number of variations: at the absolute best, we're looking at 8 tracks that have more than one ribbon available. Seven really, since we've already seen Brands Hatch Indy.
So, my guess for the 19 that will be available at launch:
That's a tough list, since it doesn't leave much for them to unveil in the coming months that's genuinely new. It could also be way off, and a whole lot of those could be cut, but they seem pretty core to me, other than maybe Daytona. And that's ignoring that the GT trinity (Grand Valley, Deep Forest, and Trial Mountain) is already chopped up here.
- Brands Hatch (GP + Indy)
- Nurburgring (Nordschleife + GP + N24)
- Willow Springs
- Dirt Track (2 layouts is my guess)
- Northern Isle
- Tokyo Expressway (2 layouts is my guess)
- Yas Marina (GP) - Hosted GT Academy. I'd be shocked if it's not included.
- Midfield - It was just rebuilt. It'd be a huge waste to drop it so quickly.
- Silverstone (GP + Intl + Ntl) - New to GT6, GTA host.
- Daytona (Road Course) - Since I'm doubting NASCAR's inclusion, just the road course will do.
- Laguna Seca - The longest-running real circuit in GT history.
- Circuit de la Sarthe (Full Modern Circuit) - I don't see them skipping this.
- Spa Francorchamps - Ditto.
- Bathurst - Double ditto.
- Suzuka (GP) - Triple ditto.
- Grand Valley Speedway (Full + East) - Polyphony's original original track.
- Apricot Hill - Another track that was just recently rebuilt.
- Autopolis - *cough cough*
- Red Bull Ring - Another that's been built for the series recently.
Also, didn't PD count reverse layouts as separate ribbons in GT6? If they do, does that mean even the original circuits won't be run in reverse in GT Sport? That'd be a huge shock.
Recreating the real world physics is very hard,but making the GT Sport physics realistic/close enough to compete with iRacing, Project Cars and Assetto Corsa should not be so hard for one of the biggest/richest game developers on the market.If it's so easy to create realistic physics why is it that ISI motor games, iRacing, Project Cars and Assetto Corsa all feel different when driving and sim racing fans rank them differently in terms of simulation quality?
If it's so easy to create realistic physics why is it that ISI motor games, iRacing, Project Cars and Assetto Corsa all feel different when driving and sim racing fans rank them differently in terms of simulation quality?
That's the thing, I'm not sure that PD will ever pursue physics to that level. Games like AC and Iracing are harcore sims, they prioritise physics to the extent that little concern is given towards content quantity and features because they are aiming to acheive quality over everything else. The GT games are considerably more casual, which is fine, it has different aims, but the absolute accuracy of the handling is less important to it than those other games as a result, and it becomes more about balancing the physics out with car count and features etc.Recreating the real world physics is very hard,but making the GT Sport physics realistic/close enough to compete with iRacing, Project Cars and Assetto Corsa should not be so hard for one of the biggest/richest game developers on the market.