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Now this is real crash damage and physics....
That's way far off from being seen in a console racing game. Even less in Gran Turismo. Not saying it would'nt be amazing.
Now this is real crash damage and physics....
Horsepower isn't the major problem with doing something like that. It's not the major barricade PD would face anyway. No, the problem is how the vehicles are constructed. To have damage like that the premium cars PD already have would be useless, they could never deform in that way because they weren't modelled with that in mind. The cars in that 'game' and the other 'Rigs Of Rods' deform the way they do because they're modelled in a certain way, with 'rods' in the case of the latter.
It takes a lot, lot longer to model a car in that way and considering PD would as I say have to start every car from scratch don't expect to see anything like that in GT for a while.
UM no XD they can always go back and edit the cars they have made 👍 they modeled all the; bumpers, doors, bonnets, and headlights apart.They have there work cut out for them! PD just needs to model the black voids under the bumper and judging by what Iv seen in most games, it doesn't even have to be accurate 👍
UM no XD they can always go back and edit the cars they have made 👍 they modeled all the; bumpers, doors, bonnets, and headlights apart.They have there work cut out for them! PD just needs to model the black voids under the bumper and judging by what Iv seen in most games, it doesn't even have to be accurate 👍
(If it was up to me, I'd remove it altogether...all the damage we have now is melting cars and patches of dark appearing in crashed spots) and try to get it right for GT7 if that's their wish.
I agree with this. What they have now is (for most cars) worse than nothing. It doesn't even look like damage, it looks like the game has bugged or something.
They would be better off taking it out completely and living with the complaints until they can do a decent job. Or growing some testicles and saying "no, we never wanted damage, we still don't want damage, we never will want damage, screw you guys you're not getting any. Enjoy the shiny."
Agreed completely, especially the bold part. I wish they'd remove this "damage" model as well. I'm not looking forward to seeing more stuff like this in GT6:
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Now this is real crash damage and physics....
from 1min onwards
Horsepower isn't the major problem with doing something like that. It's not the major barricade PD would face anyway. No, the problem is how the vehicles are constructed. To have damage like that the premium cars PD already have would be useless, they could never deform in that way because they weren't modelled with that in mind. The cars in that 'game' and the other 'Rigs Of Rods' deform the way they do because they're modelled in a certain way, with 'rods' in the case of the latter.
It takes a lot, lot longer to model a car in that way and considering PD would as I say have to start every car from scratch don't expect to see anything like that in GT for a while.
Now this is real crash damage and physics....
from 1min onwards
Agreed completely, especially the bold part. I wish they'd remove this "damage" model as well. I'm not looking forward to seeing more stuff like this in GT6:
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Can I get this demo for free still ,if so from where?
Don't expect to see crash physics like that in any racing simulator any time soon.
There are a million ways to model a car. Games like Forza or Gran Turismo go the high poly route, using 100 or even 200 thousand polies to make photoreal bodyshells (usually laser-scanned). The interiors go the same way. The downside to this method is that unless the lighting in the engine is absolutely amazing, it's going to look quite fake without proper textures (with AO and grime and all that). In addition, the cars in these games lack the detailed frame, suspension, and underbody components that the cars I'm making for BeamNG have.
The opposite end of the spectrum would be the vehicles in a game like Mafia 2. These are clearly made by baking normal maps from a high poly model onto one with much less geometry. This is a nice workflow and quite standard for most game assets, but it's a bit too labor intensive and limiting for the way I like to do things. It's also restrictive if you want to make variants, as the low poly geometry cannot be changed at all without ruining the shading that the normal map provides. If you look at the suspension and underbody on cars in Mafia 2 they appear to use common textures, not even with normal maps, and it's all quite inaccurately modeled and fudged.
So the way I do vehicles is not something I've seen done in games before. I model the car sort of mid-poly, body shell first. The very first thing I do is place wheels/tires at the correct wheelbase, track width, and diameter according to a real car. I get the car's shape roughed out, and begin to smooth it to its final density, trying to maintain a nice "grid" topology across the whole thing for good deformation. Any hard edges, shoulder lines, stuff like that that are part of the main shell I smooth with "control edgeloops," that is, edgeloops on either side of the hard edge which don't change the shape or silhouette at all but simply control the smoothing, softening the edge. In general the whole body shell is just one smoothing group (except for where there are panel cutlines and whatnot).
Damage is something I can live without in Gran Turismo.
This.
Damage can be completely removed, and it'd be wonderful.
This "If it's in real life, it must be in [Insert sim title here]" thinking is beggining to get out of control: Namely, it's a bloody mess that makes no sense at all. It's software, it's limited by a wide number of variables, it'll never be the real thing, if you want the real thing then go to the real world and do the damned real thing, deal with it.
I couldn't agree with you more.Asking for damage in GT5 was a completely reasonable request. It's a common feature in other racing games (how many modern racing games can you think of that don't have at least some implementation of damage?).
It's not the people's fault that PD did a crap job.
Damage is a big part of punishing the mistakes of real racing. You know how most modern race tracks have paved run-off areas instead of grass/gravel, and you hear race drivers and commentators talking about how it's good for safety but the consequences for an error are so much smaller than they used to be.
No damage is kind of the same. With no damage, you can drive at 100% pretty much all the time. If you crash, you bounce off the wall and keep going, maybe losing a few seconds. On enclosed courses, you can sometimes go faster by wall riding. With damage, there's a consequence to stuffing up. It makes people either slow down to a speed they're capable of driving consistently, or takes them out of the race completely if they don't. It gives strong feedback for how you're driving.
If GT is to be a racing game, it needs damage. It's a necessary part of racing. If GT is just a pretty game where cars go around tracks, then maybe it doesn't need it. But then it probably doesn't need the fancy physics or any of the other stuff that contributes to racing realism either.
Asking for damage in GT5 was a completely reasonable request. It's a common feature in other racing games (how many modern racing games can you think of that don't have at least some implementation of damage?).
It's not the people's fault that PD did a crap job.
Damage is a big part of punishing the mistakes of real racing. You know how most modern race tracks have paved run-off areas instead of grass/gravel, and you hear race drivers and commentators talking about how it's good for safety but the consequences for an error are so much smaller than they used to be.
No damage is kind of the same. With no damage, you can drive at 100% pretty much all the time. If you crash, you bounce off the wall and keep going, maybe losing a few seconds. On enclosed courses, you can sometimes go faster by wall riding. With damage, there's a consequence to stuffing up. It makes people either slow down to a speed they're capable of driving consistently, or takes them out of the race completely if they don't. It gives strong feedback for how you're driving.
If GT is to be a racing game, it needs damage. It's a necessary part of racing. If GT is just a pretty game where cars go around tracks, then maybe it doesn't need it. But then it probably doesn't need the fancy physics or any of the other stuff that contributes to racing realism either.
Ridox2JZGTEThe heavy damage ( mechanical ) in GT5 is enough to punish mistakes as it's a permanent one, all that PD needs to do is add more damage type and failure, maybe tire blowout, engine overheating/damage ( blown engine ), gearbox damage, suspension damage from improper setup or rough road condition/off road driving. After all these are better implemented and realistic, then PD can continue to get the visual aspect better
I would prefer realistic mechanical damage and failure over realistic visual damage if I have to choose either one.
That said, some fairly basic cosmetic damage and some proper mechanical damage shouldn't be too much to ask from PD. But so would you think of a garage list that remembers your preferences and look where we are...