GT Sport vs Other Games: Comparison Video Thread

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We need a proper racing game with BeamNG.Drive physics. That would be a true simulator. Unfortunately, that won't be happening for a long time.
 
GT4 (PCSX2) / GT6 (Photomode) / GTS (Gameplay)

I don't have a capture card so I couldn't take gameplay shots of GT6. The GTS ones are from the user Snake206.

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GT4 (PCSX2) / GT6 (Photomode) / GTS (Gameplay)

I don't have a capture card so I couldn't take gameplay shots of GT6. The GTS ones are from the user Snake206.

gsdx_20170710165203z6smo.jpg

nrburgringnordschleifprsfr.jpg

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gsdx_20170710170634d4slb.jpg

nrburgringnordschleif47s09.jpg

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gsdx_201707101756129dsb9.jpg

nrburgringnordschleifyisqn.jpg

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Why does GT4 look so good? This game form 2004(13 years ago)has no right looking as good as it is. It's colour pallet is really down played though. GT4 to me was always the dullest looking GT game. It looks really nice, but, grey at the same time.
 
I spotted this earlier today.
It's a few days old so apologies if already posted.

No doubt some will have issues with it.
But damn, games look good these days. :cheers:


Generally speaking, the only things I hate are effects such as lens flare and rain drops on the screen, they distracting a lot and ruin realism during gameplay:tdown:
I hope they can be turned off.

However, the real problem will be to find time to play them all:lol:
Every game this time seems to offer something unique and I want them all for various reasons.
But even on the PS2, it looks pretty dang nice.
GT4 was the first game where they did a laser-scan of the track.
Still impressive nowadays:tup:
 
I'v just seen the damage from GT5 for the first time in a while. It's more dramatic than GT6 and GTS but, looks warped and really weird. Forza is by far the best looking, GTS isn't too far behind though.
GT5

GTS

GT6

Forza 6

Edit:The damage in GT5 to me looks straight up AWFUL. It looks so unnatural and glitchy. Simply put, I hate it. Even if GT6 didn't really have much of a damage model, at east it looked realistic.
 
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Don't forget that FM6 cars have the "warped" look too, after crashes. I haven't tested all cars online, but for example the Lancia Turbo's and Ferrari F50's front and rear look so damn ugly with unrealistic dents, just like it used to be in GT5.
 
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Forza damage looks pretty bad to me. The cars look like it's made of crumpled up paper.

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GTSport mostly just has texture swaps for damage and doesn't look impressive at all. I don't think the cars even deform.

pCars has the best looking damage modeling. GT5's procedural deformation was a step in the right direction though. They just need to limit the extent at which the modeling deforms. You can actually still get some pretty good looking visual damage in GT5. Thinking back that Supra video just seems like an extreme case. I rarely ever got my car to look like that.

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I'v just seen the damage from GT5 for the first time in a while. It's more dramatic than GT6 and GTS but, looks warped and really weird. Forza is by far the best looking, GTS isn't too far behind though.
GT5

GTS

GT6

Forza 6

Edit:The damage in GT5 to me looks straight up AWFUL. It looks so unnatural and glitchy. Simply put, I hate it. Even if GT6 didn't really have much of a damage model, at east it looked realistic.

Don't forget that FM6 cars have the "warped" look too, after crashes. I haven't tested all cars online, but for example the Lancia Turbo's and Ferrari F50's front and rear look so damn ugly with unrealistic dents, just like it used to be in GT5.

Just to poke some fun at Forza for a second

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This has been the only car that I've seen get this bad, this was shot right after one of my races on FM5 long ago :lol:
 
I feel like the damage model for any of these games deserves to be cut some slack. There's only so much a developer can do & I wouldn't doubt if the degree differs between manufacturers on how they want their cars being shown in a collision.

/2cents.
 
I feel like the damage model for any of these games deserves to be cut some slack. There's only so much a developer can do & I wouldn't doubt if the degree differs between manufacturers on how they want their cars being shown in a collision.
/2cents.
There's actually no limit to what developers are capable of and BeamNG shows this quite clearly. The problem is utilizing soft body physics and maintaining frame rates, along with the extra work that would go into modeling cars that have to be able to fly apart realistically etc. Manufacturer agreements are a different story but at least one developer has stated that there are no limits imposed by manufacturers on crash damage in his game other than blood and guts.
 
There's actually no limit to what developers are capable of and BeamNG shows this quite clearly. The problem is utilizing soft body physics and maintaining frame rates, along with the extra work that would go into modeling cars that have to be able to fly apart realistically etc. Manufacturer agreements are a different story but at least one developer has stated that there are no limits imposed by manufacturers on crash damage in his game other than blood and guts.
I was referring more to the limits set in place by manufacturers. I remember during the GT5-GT6 era, there were a couple posts outlining how some manufacturers felt about how their cars were portrayed in a video game during a collision, that it could send off mixed reactions in comparison to how the cars really performed. For the most part, it showed that the passenger compartment of a chassis was basically untouchable in video games.

This was a long time ago though, so things very well may have relaxed.
 
There's actually no limit to what developers are capable of and BeamNG shows this quite clearly. The problem is utilizing soft body physics and maintaining frame rates, along with the extra work that would go into modeling cars that have to be able to fly apart realistically etc. Manufacturer agreements are a different story but at least one developer has stated that there are no limits imposed by manufacturers on crash damage in his game other than blood and guts.
If something like GT Sport were to have the soft body physics of BeamNG, they would have to cut back on a lot of things, mainly graphical quality since BeamNG doesn't actually look that great. That game reminds me of AC. where most of the focus was put into the physics rather than the graphics.
 
If something like GT Sport were to have the soft body physics of BeamNG, they would have to cut back on a lot of things, mainly graphical quality since BeamNG doesn't actually look that great. That game reminds me of AC. where most of the focus was put into the physics rather than the graphics.
Exactly, that's what I was referring to when I mentioned the frame rates. So the limitation is in the overall design of the game and not the ability of the developer to make it happen.
 
I was referring more to the limits set in place by manufacturers. I remember during the GT5-GT6 era, there were a couple posts outlining how some manufacturers felt about how their cars were portrayed in a video game during a collision, that it could send off mixed reactions in comparison to how the cars really performed. For the most part, it showed that the passenger compartment of a chassis was basically untouchable in video games.

This was a long time ago though, so things very well may have relaxed.
According to Stefano Cassillo from kunos this is a myth, and that says a lot about that when it comes from a dev who's own game doesn't have very good visual damage. He could have hid behind that myth, which it seams others may be doing. I mean why would manufacturers not want their cars getting damaged in game when they do in real life?
 
According to Stefano Cassillo from kunos this is a myth, and that says a lot about that when it comes from a dev who's own game doesn't have very good visual damage. He could have hid behind that myth, which it seams others may be doing. I mean why would manufacturers not want their cars getting damaged in game when they do in real life?
Getting damaged isn't the issue; it's the extent of the damage. At the time, it was projected why you didn't see crumple zones or passenger compartments affected. Manufacturers may have had concern with a game showing what their cars could really look like after hitting a wall at 60mph+.
 
Exactly, that's what I was referring to when I mentioned the frame rates. So the limitation is in the overall design of the game and not the ability of the developer to make it happen.
I don't think we'll be seeing any game that looks as good as GTS with he physics of BeamNG for a long time(or possibly within the next 5 years, maybe).
 
Getting damaged isn't the issue; it's the extent of the damage. At the time, it was projected why you didn't see crumple zones or passenger compartments affected. Manufacturers may have had concern with a game showing what their cars could really look like after hitting a wall at 60mph+.
Stefan said, "no limitations" or words to that effect, outside of showing any blood and guts.
 
Interesting. As said, guess things have changed since I last heard about the topic. :)
I should add that I don't think it's a black and white issue. AC's manufacturer list was relatively limited when that statement was made, so it's quite possible that PD, T10 and others are dealing with manufacturers that do impose limits. So, rather than have more extensive damage on some vehicles and not others, they chose only cosmetic damage for all to keep consistent. I do think though that more is possible, it's just limited by hardware. Just a guess.
 
About damage, do you remember the videos from GT 5 prologue I think it was with the Subaru impreza rally car at the Tokyo R246 track? That was quite something.

The car could loose the bumpers, doors/rear hatch/hood could open, fall of. that was kinda cool.
 
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The public demos of GT5 had more extensive (albeit I think mostly deformation) damage than the final release as well.

That was the procedural damage that they pulled last minute. It had potential but it did yield some atrocious results.
 
If something like GT Sport were to have the soft body physics of BeamNG, they would have to cut back on a lot of things, mainly graphical quality since BeamNG doesn't actually look that great. That game reminds me of AC. where most of the focus was put into the physics rather than the graphics.
It will be a long time until we can have BeamNG like physics on a home console running at 60FPS. If you have to run a water cooled hard drive and 2 quad core processors to operate the game at this graphical quality now, imagine what it would take to get working on console. They are too far behind at this moment to manufacture such powerful hardware for the masses. As in, cheap enough for the majority.
 


I love RRE for replays. It sounds spectacular, but is it just me or they have no difference at all almost between cameras?
Is like you're hearing the car without the helmet and with your ear in the engine, as with every other game out there.
Even with bad sounds GT always got that right for me.
 
Interesting. As said, guess things have changed since I last heard about the topic. :)

You can't touch the chassis frame/shell and you can't have fire/smoke.
That is, anything that may imply safety issues is a big no for most if not all manufacturers. Seemingly, the same reason applies to why you 'can't' roll (production) cars on their own in those games.
That leaves them with damage/tearing of body panels and lamps.

And that's why you won't see a NFS with real cars doing what Burnout did ages ago.
 
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