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Cool, never played RR but they do an awesome job matching the trackside details
See, that's what I thought originally. But, Johnny was quoting another developer who claimed there was no limitations; just no gore.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.
For reference, here is the interview, and it starts at the relevant part:See, that's what I thought originally. But, Johnny was quoting another developer who claimed there was no limitations; just no gore.
See, that's what I thought originally. But, Johnny was quoting another developer who claimed there was no limitations; just no gore.
I could not agree with you more on this point.
Safety in the modern era is wholly linked with the dispersion of energy in a crash. That energy is normally dissipated by allowing parts to break off and by dint of crumple zones that keep the cockpit and driver intact. But I don't write the licensing rules.
I want it to be very clear that this isn't a Mercedes issue. It's manufacturer wide. We do have visual damage on the Mercs. But we can't go to town on the level of damage, for all manufacturers, as we used to be able to 10 years ago.
Why are Stefano's statements hollow but Ian Bell's are not?You thought correctly.
As you could see, that comment from Stefano is quite hollow.
He says "developers use it" as an excuse to not have damage. But all major games prior to AC already had visual damage to the same extent they present. So first, who are those mythical developers? And second, he ends saying that yes, they do have damage in their game. Just that.
Even if we take his "no limits other than decapitation" comment thoroughly as presented (and not as the vague hyperbole it is), why do these simulation games do not present cars with chassis deformation, pillars bending like Burnout did decades ago?
Merely a design decision? PCARS goes to long length removing body panels completely, yet radiators (and everything "inside the chassis") remains intact.
And what's more, all other game developers reached the very same decision?
We can also bring the voice of another developer on this very forum to further contest it:
I was trying to find but the AMS/Stock Car developer said similar things and they are a game with mostly race modified cars and fictional models.
You thought correctly.
As you could see, that comment from Stefano is quite hollow.
He says "developers use it" as an excuse to not have damage. But all major games prior to AC already had visual damage to the same extent they present. So first, who are those mythical developers? And second, he ends saying that yes, they do have damage in their game. Just that.
Even if we take his "no limits other than decapitation" comment thoroughly as presented (and not as the vague hyperbole it is), why do these simulation games do not present cars with chassis deformation, pillars bending like Burnout did decades ago?
Merely a design decision? PCARS goes to long length removing body panels completely, yet radiators (and everything "inside the chassis") remains intact.
And what's more, all other game developers reached the very same decision?
We can also bring the voice of another developer on this very forum to further contest it:
I was trying to find but the AMS/Stock Car developer said similar things and they are a game with mostly race modified cars and fictional models.
Why are Stefano's statements hollow but Ian Bell's are not?
I think it has more to do with that it would make the models to intricate, meaning to much work for the studio and then too taxing to run on the system the game is running on. After all the damage needs to both visually and mechanically represent what it would do irl if the title is talking about sim. It cant be like in some games where you simply have couple different models/layers depending on the level of damage.
I mean it was kinda demanding by just emulating damage on simple models 10 years ago with proper cad software.
Because it does in some situations. SMS are finally allowing its testers to release pics/videos and some of these guys are posting some incredible-looking photos right now.The superiority of GT Sports graphics goes far beyond just the lighting engine. It also gets me how a lot of people are saying that it only looks "a little" or "a bit" better than the competition.
Because it does in some situations. SMS are finally allowing its testers to release pics/videos and some of these guys are posting some incredible-looking photos right now.
Uh, how does one "feel" graphics?Everything is subjective at the end. For me, PCars 2, even in some of the new videos is still looking "pretty bad". It's not a bad looking game, but is just... like a game in terms of visual presentation.
This is just a personal thing, but the cars look empty for me, very artificial. In that regard, GT always looked miles better in my opinion.
I can "feel" the graphics, and that alone makes me enjoy the game in a whole different way, and no other game has achieved that for me, but again, is a subjective thing.
Uh, how does one "feel" graphics?
Sounds a lot like you already have a set preference if that's how you choose to describe GT & PCars 2 as "pretty bad". Those are extreme descriptions....
The superiority of GT Sports graphics goes far beyond just the lighting engine. It also gets me how a lot of people are saying that it only looks "a little" or "a bit" better than the competition.
The only thing I'm "feeling" right now are my ears bleeding my god raceroom sounds incredible.
I agree. Probably the best sounding sim racer in recent years. The problem in GTS is that race cars still have their engine sounds muffled from what I've heard so far, just like road cars. That is why engine sound volume is quite low inside the cockpit. Race cars didn't sound muffled inside the cockpit cause the interior is almost literally ripped-off including parts that insulated sounds from engine bay and outside. It is kind of bother to me actually. Hope PD notice this issue and do slightly tune and adjusting the sound a bit more before release.
Don't shoot me but I think GT Sport sounds better. There's a lot more bass and throatiness, which sounds crazy right? I feel as though the engine in GT Sport revs harder than in RaceRoom. There's too much environmental sound and doesn't sound beefy like an 8 cylinder should. The sound of the gearbox and driveshaft flex is excellent, but the actual note doesn't blow me away. Seems as though it's been recorded on a windy day, while GT's sound has been recorded in a garage which some sound proofing. I prefer the extra bass of GT.
JUST MY OPINION
Don't shoot me but I think GT Sport sounds better. There's a lot more bass and throatiness, which sounds crazy right? I feel as though the engine in GT Sport revs harder than in RaceRoom. There's too much environmental sound and doesn't sound beefy like an 8 cylinder should. The sound of the gearbox and driveshaft flex is excellent, but the actual note doesn't blow me away. Seems as though it's been recorded on a windy day, while GT's sound has been recorded in a garage which some sound proofing. I prefer the extra bass of GT.
JUST MY OPINION
GTS sounds like Raceroom heard through a pillow.
Are those on/off load sounds I'm hearing from GT Sport:tup:?
Here's also some real-life videos for more reference.
Don't shoot me but I think GT Sport sounds better. There's a lot more bass and throatiness, which sounds crazy right? I feel as though the engine in GT Sport revs harder than in RaceRoom. There's too much environmental sound and doesn't sound beefy like an 8 cylinder should. The sound of the gearbox and driveshaft flex is excellent, but the actual note doesn't blow me away. Seems as though it's been recorded on a windy day, while GT's sound has been recorded in a garage which some sound proofing. I prefer the extra bass of GT.
JUST MY OPINION
You could totally argue that - doesn't mean I agree though. I think it's more to do with how the sounds are captured rather than the sound itself. It's curious how one video sounds like RaceRoom while the other sounds like GT Sport:GTS sounds like Raceroom heard through a pillow.
Are those on/off load sounds I'm hearing from GT Sport:tup:?
Here's also some real-life videos for more reference.
You could totally argue that - doesn't mean I agree though. I think it's more to do with how the sounds are captured rather than the sound itself. It's curious how one video sounds like RaceRoom while the other sounds like GT Sport:
First one sounds like GTS, second one sounds like RaceRoom. Which one is accurate based on this comparison?
Microphones do play a major role here.
Expertise has a large part to play in it, just as lighting does of which PDI have the most expertise. Also the first vid does not sound like GTS. In GTS the whine dominates everything.You could totally argue that - doesn't mean I agree though. I think it's more to do with how the sounds are captured rather than the sound itself. It's curious how one video sounds like RaceRoom while the other sounds like GT Sport:
First one sounds like GTS, second one sounds like RaceRoom. Which one is accurate based on this comparison?
Microphones do play a major role here.
I really don't think it is a matter of taste. Most racers who love cars like myself want accuracy, which ever is most accurate is the one I prefer.Let's not forget, it's also a matter of taste. Some people prefer something like PCars or Raceroom, some people don't.
At the very end, it depends of the microphones and the enviroment. I always remember my first time hearing a Corvette.
I started to smile because it was, at least to my ears, the exact same sound that I was hearing back in the day in GT5.
The helmet is also a very defining thing but some people just prefer not caring about it because some people wants a visceral experience.