GT SPORT v.s GT6/Reality Comparison

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That doesn't take away from what I've said. Interiors are restricted from users for a reason, and that's because most of it is using an LOD that isn't presentable in most cases. You're also comparing cars that have been in for a while, that show these obvious flaws, compared to new cars that are trying to go all out.

The thing is, the interiors are looking great on the high LOD models you see in Photo Travel, yet you cant acces the interior in an official way. Which means "the quality isnt presentable" isnt the reason for this.
 
I took the Evora interior at Eiger, from outside, zoomed in. The different interior model is only when driving on cockpit view, I'm talking about taking picture on replay, where you can still see interior ( which have lower LOD than cockpit view LOD )
Yes, and that is exactly the point. The photomode view does nothing to help the interior, in fact, it takes a way detail. It's common practice in video games.

aventador.jpg

This is what the interior view of the Aventador in FM4 looked like when you glitch into the interior. It obviously doesn't look like this in game.

The thing is, the interiors are looking great on the high LOD models you see in Photo Travel, yet you cant acces the interior in an official way. Which means "the quality isnt presentable" isnt the reason for this.
Phototravel uses a higher LOD then what actual gameplay uses, in all levels. In game is a different story.
 
That doesn't take away from what I've said. Interiors are restricted from users for a reason, and that's because most of it is using an LOD that isn't presentable in most cases. You're also comparing cars that have been in for a while, that show these obvious flaws, compared to new cars that are trying to go all out.


Yes, and that is exactly the point. The photomode view does nothing to help the interior, in fact, it takes a way detail. It's common practice in video games.

View attachment 511466
This is what the interior view of the Aventador in FM4 looked like when you glitch into the interior. It obviously doesn't look like this in game.

My original point is this : LOD during photomode ( on track ) uses similar LOD when on gameplay ( both interior which can be seen from outside and exterior of the car )

I know already what you have said. My Evora pic was to show that photomode won't help getting more detail when on track. The rear lights of Evora have jaggies in photomode ( track/replay ) The Elise 96 rear lights have jaggies no matter what mode used.

Some cars use tessellation adaptative ;)

A technology that will be fully used for the next episodes

I think tesselation on happens on photo travel ?

Some cars have high quality interior LOD when on track ( viewed from outside ), while others not. This is simply variances in car model detail, IMO.
 
My original point is this : LOD during photomode ( on track ) uses similar LOD when on gameplay ( both interior which can be seen from outside and exterior of the car )
I know what your original point was, I'm just saying its wrong. When you actually glitch into the interior, you'll start to see all kinds of inconsistencies that where not there in the actual gameplay. Like @Tornado said, when in interior view during a race the LOD for it is obviously higher than when you go outside and look through the window, or glitch into the interior. They model a certain aspect of the interior fully, the parts that will be more visible to the camera position when driving, anything else gets a lower treatment, and then when you jump into photomode, that level is even lower.

I know already what you have said. My Evora pic was to show that photomode won't help getting more detail when on track.
Yes, and that was already explained why.

The interior "view" of the car you drive with is a different model entirely from the interior of the car as viewed from the outside when you glitch into it. Some cars PD went strangely all out with anyway, but that seems to be more down to how recently PD modeled the cars rather than anything else.
 
Only in the GT7 forum could you have a discussion with people arguing vehemently that that a few seconds of trailer will accurately represent gameplay quality with ever having seen any confirmed game play footage, all the while knowing that PD has consistently released trailers of far higher quality than the game play we eventually received:dunce::dunce::lol:
 
I know what your original point was, I'm just saying its wrong. When you actually glitch into the interior, you'll start to see all kinds of inconsistencies that where not there in the actual gameplay. Like @Tornado said, when in interior view during a race the LOD for it is obviously higher than when you go outside and look through the window, or glitch into the interior. They model a certain aspect of the interior fully, the parts that will be more visible to the camera position when driving, anything else gets a lower treatment, and then when you jump into photomode, that level is even lower.


Yes, and that was already explained why.

I never glitch into the interior :) I took them from outside, zoomed in, during replay photomode. I have said to tornado, I know that cockpit view during the race/driving is different model/LOD. I think this is just misunderstanding :)

Brands Hatch Grand Prix Circuit_91.jpg


Nürburgring 24h_24.jpg
 
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I think tesselation on happens on photo travel ?

Some cars have high quality interior LOD when on track ( viewed from outside ), while others not. This is simply variances in car model detail, IMO.

This technology is most visible in photo mode because it has time to be deployed.

But it's also used during gameplay.

And it' precisely the aim of this technology : generate additional polygons to render the car finer and more detailed.

PoDi took a big risk to use this technology on PS3 but I like it because in the long term, it will be very useful.
 
I never glitch into the interior :) I took them from outside, zoomed in, during replay photomode. I have said to tornado, I know that cockpit view during the race/driving is different model/LOD. I think this is just misunderstanding :)


View attachment 511475
Yes, I'm confused because you say that you know that the cockpit view uses different LOD, but then you also said this

My original point is this : LOD during photomode ( on track ) uses similar LOD when on gameplay ( both interior which can be seen from outside and exterior of the car )
Unless you're wording things wrong, and that's the reason I'm not understanding.
 
Yes, I'm confused because you say that you know that the cockpit view uses different LOD, but then you also said this


Unless you're wording things wrong, and that's the reason I'm not understanding.

Different model/LOD for interior is between real time driving cockpit view vs when viewing the inside of the car during replay from the outside or real time chase view. I know this since GT5 :)

My point was on track/replay LOD when viewed from outside ( exterior and inside of the car ) is similar to LOD of car picture taken using replay photomode.

I think I'm just bad in wording my thoughts :( :lol:
 
My point was on track/replay LOD when viewed from outside ( exterior and inside of the car ) is similar to LOD of car picture taken using replay photomode.

I think I'm just bad in wording my thoughts :( :lol:
Ah, ok, I see what you're saying. If I remember, I think its because viewing the interior from anything other then the cockpit view, they'll all be using that same basic level.
 
Yes, I'm confused because you say that you know that the cockpit view uses different LOD, but then you also said this


Unless you're wording things wrong, and that's the reason I'm not understanding.
He means it as he says it - ,,the interior seen from the exterior''

And he knows that the interior view during gameplay uses a different LOD model than the exterior view.

So gameplay und replay are exactly the same!
 
He means it as he says it - ,,the interior seen from the exterior''

And he knows that the interior view during gameplay uses a different LOD model than the exterior view.

So gameplay und replay are exactly the same!
And he's said it a couple of different ways, so I asked him to elaborate one what he was talking about. Either way, that was never the original argument, so that's why things got a bit weird.
 
Guys, please, it's my fault I'm not good at wording stuff, it's been a long day and I haven't had coffee or fun playing games yet :) All of the picture I used on the last few posts were from replay photomode, taken from outside of the car. Except for the Elise 96, that was photo travel at syracuse, and it's uglier than most other premium.
 
Shadows, texture quality and aliasing are probably 3 most important things. GT5 and especially GT5P had better shadows and aa as well. But the problem was it had many things missing from GT6 including real time day/night cycle, weather. It was a compromise they had to do on PS3. Since GTS and GT7 are on PS4 now they can bond to improve that. Even track details looks much better GTS of very little that can be seen.

I HIGHLY disagree. Especially shadow resolution is one of the most unimportant features there is and it's a huge resource hog. In some games if you put the shadows on low quality, they just look a lot softer. I don't think that's a bad thing. In real life, shadows are not super sharp like they are in games. I think it's shadow filtering that is far more important because jagged shadows are bad but you can still have low resolution shadows without them being jagged, just look at Grid 2 or Grid Autosports low shadow setting, it looks perfectly fine so me personally, I put shadows on low if ever possible because they're just so unimportant.

I used to also think texture quality was important but overtime I've realized it just isn't. It's nice to see incredible texture work like in any assassins creed game, crysis, Metro Last Light, Killzone shadow fall but MGS 5 proves that it just isn't necessary. With amazing lighting, even a game with blurry textures will look incredible. Killzone and Metro Last Light just happen to have all of the above :D

To me, lighting is the most important factor besides general image quality. So I totally agree with on that AA is super important however, it's just the other 2 I think have been proven to be unimportant at least in my eyes.
 
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I HIGHLY disagree. Especially shadow resolution is one of the most unimportant features there is and it's a huge resource hog. In some games if you put the shadows on low quality, they just look a lot softer. I don't think that's a bad thing. In real life, shadows are not super sharp like they are in games. I think it's shadow filtering that is far more important because jagged shadows are bad but you can still have low resolution shadows without them being jagged, just look at Grid 2 or Grid Autosports low shadow setting, it looks perfectly fine so me personally, I put shadows on low if ever possible because they're just so unimportant.

I used to also think texture quality was important but overtime I've realized it just isn't. It's nice to see incredible texture work like in any assassins creed game, crysis, Metro Last Light, Killzone shadow fall but MGS 5 proves that it just isn't necessary. With amazing lighting, even a game with blurry textures will look incredible.

To me, lighting is the most important factor besides general image quality. So I totally agree with on that AA is super important however, it's just the other 2 I think have been proven to be unimportant at least in my eyes.
I couldn't agree more with this. It is true MGS5 looks way too good even on PS3 (from the youtube videos I've seen, i play PC Max version) just because of the lighting. Lighting makes everything.
 
I HIGHLY disagree. Especially shadow resolution is one of the most unimportant features there is and it's a huge resource hog.
It depends on what you're saying. I agree with gtracedriver1 that at least passably real shadow quality matters. In race, I doubt anyone notices shadows much at all, but in replays? As much as I love the graphics of GT5 and 6, the shadow quality ran from lame to atrocious. I doubt you'd be happy with that in GT Sport. But maybe that's what you're saying.

As for AA, I've never been a fan of AA at native resolution. I can't remember if you were one of those complaining about the AA in GT6, but it was a low quality AA method, and then to compound it was overdone, made the game look fuzzy. Whatever graphical flaws are to be found in GT Sport, I expect them to be minuscule.
 
I HIGHLY disagree. Especially shadow resolution is one of the most unimportant features there is and it's a huge resource hog. In some games if you put the shadows on low quality, they just look a lot softer. I don't think that's a bad thing. In real life, shadows are not super sharp like they are in games. I think it's shadow filtering that is far more important because jagged shadows are bad but you can still have low resolution shadows without them being jagged, just look at Grid 2 or Grid Autosports low shadow setting, it looks perfectly fine so me personally, I put shadows on low if ever possible because they're just so unimportant.

I used to also think texture quality was important but overtime I've realized it just isn't. It's nice to see incredible texture work like in any assassins creed game, crysis, Metro Last Light, Killzone shadow fall but MGS 5 proves that it just isn't necessary. With amazing lighting, even a game with blurry textures will look incredible.

To me, lighting is the most important factor besides general image quality. So I totally agree with on that AA is super important however, it's just the other 2 I think have been proven to be unimportant at least in my eyes.


They have to improve shadows for sure as it is most obvious flaw in GT6 or rather PS3 limitation. Shadow quality depends on resolution and filtering but soft shadow if I remember is more heavy on gfx. Textures too I guess was limited on PS3. I guess we will get a good upgrade this time as it is PS4 only game. Lighting wise they are probably the best and did great in GT5 and GT56 already
 
You weren't arguing against a big difference, you were outright claiming they were the same then mentioning the reasons why they were different.

Call it what you want, it's open to personal interpretation, but there is most definitely a difference between racing gameplay depicted in a trailer and the real gameplay. I already asked you in the other thread to show me in game gameplay that matched various elements of the trailer. The fact you didn't answer tells me you know full well there are a lot of differences.

They do it with screenshots as well.

Fancy promo shot of racing in GT5:P:

gran_turismo_5_prologue-1920x1080.jpg


Reality:

ndLxET9.jpg

That "reality" pic is a screencap of a low quality video with completely different lighting conditions though. I have in-game captures of the London environment with the camera closer to the car like the promo shot. The PR shot is obviously supersampled like photomode and the motion blur isn't anywhere near as advanced, but in-game isn't as drastically different as that "reality" pic would make people believe.

in-game capture straight from ps3 framebuffer.
fd6b.png
 
Is it supposed to look good? In my opinion it doesn't, the low quality is very obvious and the lighting looks wrong.
Yes it is! from my point of view, the lowest quality because online race,however an example of how the different point of view work.The picture over mine was an example of how gt6 in game shot ,the graphic become not the superb like in the photo travel does, and that is obvious,but mine is an online game replay shot,and is not so bad, i'm positive for next gt's game will be.
 
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