Say they import them and they don't stick out like a sore thumb? I'm not sure why you'd go on arguing if you agree that no one has seen them together,as all it seems that you're doing is exactly what you where telling @Samus that he was doing. You are the one being hypocritical.No one has seen it in GTS mate, like I said above. Say they did port them over and car B stands out like a sore thumb next to car A, is that the time to care then? Is that the time to say I don't accept this? Which I know they would btw, just on materials and LOD pops alone. I have worked with all these features both old and new, I'm pretty sure the gap might even surprise me when all is combined, I am going to test and I am already expecting a noticeable one.
Then that will suck, but what if they are compatible? Still all guesses from both sides. Forza obviously had cars that where ported from last gen(some even have the exact same paintshop problems across both gens), and it didn't seem to stop the livery editor. I imagine PD would be able to think of something in that regard.Then, as I said earlier, hypothetically, say the models are not compatible with the newer features of the game? What then? For example.
You're with your friends, all in matching liveries except you, in your premium car with a plain flat yellow (supposed to be gloss but looks more matte next to the PBR cars) paint job, is that the time to say you don't care for this two tier system?
It's weird how you tell us how wrong our opinion is because we haven't seen it. I take it you've seen a damage model?You see two cars ahead of you go into the wall at equal speed, one drive away looking a mess, the other drives away without a dent, not kill the immersion for ya? Not make you think "well that looked silly"?
Highly ironic. Either way, your blind faith comment doesn't really fit here. I'm having faith that people will accept a gap because both parties are already accepting it. Those with the standards already accept gaps, and those for premiums are already accepting that they'd want them in GTS.See above, hahaha! blind faith is something many of you people here hate is it not? I see it all the time being pointed out.
Yes. All you did was post a bunch of guesses and hypotheticals to say someone is wrong.Are you still so sure?
And not a massive deal for the people who didn't see it as one last generation. The whole point of my post, there's a gap regardless.
Also, you have not seen both cars in the same game so you don't know what car AT with its smooth poly transitions and realistic materials with a finely curved edges when up close will look like next to car LOD with its jumps in quality every so many metres, flatter inconsistent lighting on different materials and rougher edges when up close looks like have you? That would be a sizeable gap mate no matter how you look at it.
Also, there is no knowing if the old cars are compatible right out of the gate for use of the livery editor or the damage model for instance. Say they are not, is that not a massive gap now?
If the T-verts were not aligned properly in the first place this is highly doubtful I'm afraid. Plus the fact you need a super high poly mesh to build your displacement map off of anyway so you might a well kill two birds with one stone.
Just checking that says discussion and not argument.Gran Turismo Sport: General Discussion
Say they import them and they don't stick out like a sore thumb? I'm not sure why you'd go on arguing if you agree that no one has seen them together,as all it seems that you're doing is exactly what you where telling @Samus that he was doing. You are the one being hypocritical.
Then that will suck, but what if they are compatible? Still all guesses from both sides.
Forza obviously had cars that where ported from last gen, and it didn't seem to stop the livery editor.
It's weird how you tell us how wrong our opinion is because we haven't seen it. I take it you've seen a damage model?
Either way, your blind faith comment doesn't really fit here.
Who saw the difference between GT5P premiums and GT6 premiums as a massive deal?
I think you're making a big fuss about the quality of the premiums. They're still higher poly count than the cars in games like pCARS, which while not up to the standards of GTS models are perfectly acceptable looking for the PS4.
I don't think the "tessellation" method PD uses has anything to do with displacement maps, at least not expressly. I think they used that name because people already hear it. PD don't use full body textures as it is, they certainly won't do it for displacement mapping!
We need to ask Kaz, Will Cizeta V16T, Countach 25th Anniversary, Dino 246GT and other new premiums in GT6 be in GTS ? if not, why the exclusion, it was newly built premium for GT6, and it was very detailed compared to GT5 premiums, it would be a waste to just drop it.
Those new gT6 premium would easily add the already paltry car list in GTS, if they are not included yet in the 130+ car list
It's actually a target mesh but not stored in the conventional fashion. Still from a high poly source and the output is supplied by something closer a map than any 3d type file (really cheap on DP compared). Hence my use of the term 'map'.
Same engine, same texture sets, same modelling method, not the same situation.
I could not agree more, but let's get back to the point, that's still a two tier system if included. I don't know how many times I have to point that out.
Except for the fact that PD have decided not to use them but rebuild them completely for GTS - that in itself could suggest that the PS3 premiums are unable to be integrated at least without too much compromise. Did they do that just for the hell of it, because they can and maybe they pride themselves on having the best possible models on the platform? Possible I suppose, but there is more likely to be technical reasons due to any number of things already mentioned such as new rendering/lighting engine, livery editor, VR or the as yet mythical damage system.While I see how it could be a two tier system, I don't see anything so far that suggests that the PS3 premiums would be unable to be integrated smoothly in what would at least appear to your average user to be a single tier.
Yes man, i would love to know why they didn't used the PS3 premiums.
But they do must have a really good reason to that, i mean, seriously... they won't throw away that amount of job only because they want to do so.
How is it stored?
Using vector primitives is also a form of compression.
Video of it in motion looks like adaptive progressive meshes, with certain edges / groups selected for additional smoothing at higher LoDs beyond the number of stored vertices. That smoothing in itself is more like adaptive subdivision according to certain primitives, rather than the simple grid subdivision according to one primitive (the plane) that you get with displacement mapping.
The key difference is the primitives (defined per edge / group) determine the shape of the subdivision (mostly circles and arcs) in PD's method, whereas the map determines the shape of the already subdivided grid in "ordinary" displacement mapping. Of course, PD can store high-resolution polygonal data in a map (texture) and re-apply it in real time just the same, but it need not be planar in application, rather based on surface normal displacement - but they'd do that in a similar way to how they apply decals: only where the detail is necessary.
So the progressive mesh part is perfectly automatable (just rearrange the order vertices, edges and faces are stored), the edge detection can be automated with hand-deletion and tidying of that output and finally defining / morphing of primitives to match the edges found (splitting as necessary).
If you say so. That seems awfully dismissive to me. It sounds a lot like you're saying "they were in another game, they're different by definition".
Which I suppose is true, but it doesn't get us very far. The question is more "will the average user be able to tell these things apart?"
The answer with GT5P premiums and GT6 premiums was "not really", and so they were considered a single tier despite being different. The answer with GT6 premiums and GTS premiums is unknown, but the visual evidence we have so far to my eye tends towards "probably not".
The thing is that even the premiums on PS3 were a multi-tier system in GT6. We had GT5P premiums, GT5 premiums, and GT6 premiums and all had different levels of quality and features.
But most people were OK treating them as a single whole because the differences were minor.
If the differences between PS3 premiums and GTS premiums are major, like with your example of potential damage and livery editor incompatibilities, then that definitely seems like a two tier system. But if the only differences are minor and only visible under close scrutiny, then what's the point of the division?
While I see how it could be a two tier system, I don't see anything so far that suggests that the PS3 premiums would be unable to be integrated smoothly in what would at least appear to your average user to be a single tier
As i've said many times it is about consistency, or lack of it.
The most important factor is consistency. Everything has to be the same quality, the same PS3/4 quality.
Youre being hypocritical because you keep going on about how "no one has seen this or that" but continue to keep making guesses about things we have not seen or has not happened. I never disagreed that there is a gap, more so that it just seems that gap is pretty negligible and that it in now way is similar to the gap between premium and standards. It resembles that of premiums starting with gt5 and those introduced in GT6. Both are already extremely detailed. They where fine as is, really. And im sure those for and against standards would have agreed with that, they where, and still are, the cream of the crop. There was no need to just drop them completely.No I am not being hypocritical in the slightest, there is a gap in quality, you don't have to take my word for it though, the only people's opinion that matter on the subject have seen them, PD and the fact is, they have been cut from the game. Or is it lazy PD? Greedy PD? Have no clue what they're doing PD?
Come on now
Yes those are obvious facts, none of which I was talking about. When I said you where guessing is when you say what if they aren't compatible.Old texture sets and materials is not a guess, it's a fact. Old LOD sets and methods is not a guess, fact. Lack of polygons up close is not a guess, you know, you're gonna be surprised to learn that that is a fact. 👍
3 facts there mate, 3 facts when combined or not make a gap, 3 more facts than most people
Livery editor or not, your saying that it can't happen because there is a generational gap and that they aren't modeled the same, which was the same thing that has supposedly happened with Forza.Oh, it's like as if they already had a livery designer for FM or something wasn't it?
Well, good thing is that youre not disagreeing that you're literally doing exactly the same thing you're telling others they shouldn't do because we haven't seen it. Glad to know that you realize it.The only thing weird here is your lack of comprehension of the word hypothetical. I clearly stated the distinction between me hypothetically speaking and facts.
Like I said, ironic.Belief without true understanding is the definition of the phrase 'blind faith' It fits perfectly, like a glove
Yes those are obvious facts, none of which I was talking about. When I said you where guessing is when you say what if they aren't compatible.
So much work that PS4 cant even handle in real time- that will be scraped for next gen
GTS = Gas Tank SimulatorI'll take the one from GT SPort any day....
It's got a Full tank of juice!
It's best to go back a post.
No other mesh exists besides the main mesh, polys go up and down on this base mesh via 'target maps'. These maps are 2D in looks only, they contain all the data for all 3 axis, you could actually build a replica of the original mesh via these maps as they contain all the data from the original in a very cheap form. No heavy data involved as all the data points are baked out.
I get what you are saying here but in reality would not be a practical solution on its own without a target map. At some point or some curve or corner to be precise, you are always going to need a target that is supplied in the form of a map or mesh for definition. Mesh is ruled out because of the obvious impact it would have on perf.
How would you capture and apply that data? Probably gonna need some target/displacement maps for that, they are tried and tested and the cheapest way after all. They give you the definition where needed or where not.
Whist everything you said can be true, the workflow involved is not a practical or accurate enough solution and sounds like more work than actually building a higher mesh. Also with this being hardware driven I'm pretty sure they'll be using the standard set by the hardware and the methods used by other developers, definitely won't be too far from those methods anyway.
To get back to the two birds one stone metaphor I used, if the topology is wrong to begin with for the use of AT (which is the most probable explanation) They would still have to start from the beginning of the modelling process. I don't know if that renders everything I said above pointless or not.
The most important factor no less! Turns out it isn't the most important factor after all!
See where I'm going with that right there?
Yes, but the whole discussion is ifs and maybes at this point including the proposal that there wouldn't be a discernible inconsistency because we haven't seen both models in the same game.And you still haven't shown any actual evidence that there would be a discernible lack of consistency between the premium and super premium models. You've given us ifs and maybes, that's it.