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I'm not sure you noticed that computer games are not all style over substance.Im not sure if you noticed that the second photo is from gt6
I'm not sure you noticed that computer games are not all style over substance.Im not sure if you noticed that the second photo is from gt6
trees looks better on FM4
Hm... that looks like a Forza vs Forza comparison, not GTS vs Forza.(vid)
trees looks better on FM4
Even if it was compared to GTS the comparison is just ridiculous.Hm... that looks like a Forza vs Forza comparison, not GTS vs Forza.
If that's the main thing people want to nitpick between these games then they must be doing something great.
The bridge is still off and extremely unporportioned as well.They took out the cool feeling of driving through the trees in Maple Valley around 1:20. That was my fav part with the trees branches overhanging on the track. They improved other parts but definitely downgraded that section.
I understand you are a strong supporter of PC2 but from the comparative images I have eyes to see that on PC2, that track, it's horrible at the visual level.Nope it's not.
Can I ask, have you driven it in both?
With compromises at: tons of tearing, dynamic resolution, a multitude of bugs, poor graphics, IA kamikaze?Can you show me a vid in GT6 or GTS of that shot where there is a full day night cycle with a storm rolling in and then a drying line appearing as car's lap round the track when the sun comes back out? Oh yeah, can you provide that in spring, summer, autumn and winter as well please?
GTS looks absolutely jaw droppingly good. It's sadly lacking in so many other areas.
A track is more than just a static image and I would fully agree that GTS looks better than PC2, the reasons being the two differing design choices the two developers made.I understand you are a strong supporter of PC2 but from the comparative images I have eyes to see that on PC2, that track, it's horrible at the visual level.
Then explain why you posted that picture if then tell me that I have to play both to say it's not so.
With compromises at: tons of tearing, dynamic resolution, a multitude of bugs, poor graphics, IA kamikaze?
On GTS they sacrificed tod and dynamic weather but in the settings of the various times and conditions of the day is a joy to the eyes and we have not yet seen the weather.
I prefer what PD did if it did not have the problems that got GT5 and now pc2
Livetrack 3.0
I imagine people who are so shallow as to only care about what a game looks like would have no idea just what that adds to the experience.
Then my comment didn't apply to you. If you only like racing in dry conditions then Livetrack 3.0 is just applicable to you. A living race track that changes it's surface grip levels based on temp, conditions, amount of rubber that has been laid down by others cars is just applicable to you as someone who likes to race in all weather conditions. My comment was aimed at some in here who clearly think that what a game looks like is the only thing to judge a game on. We would all like a game to look as good as possible, and GTS does indeed look very special, however many of us, and I know you are included in this, put a lot of store in how the game handles as well. It just appeared to me that some in this thread were using the graphics of GTS as a stick to beat other games with, without taking into consideration the other factors.Just because someone has a different view, doesn't make them shallow. I mostly prefer sim racing in the dry and occasionally the odd rainy drive.
Buy a decent PC and you can have it allI'd take a static track over one thats full of dithering shadows, mediocre textures and graphics and a dynamic resolution.
Severely limiting your self is very well your decision. You do that.I'd take a static track over one thats full of dithering shadows, mediocre textures and graphics and a dynamic resolution.
Buy a decent PC and you can have it all
Severely limiting your self is very well your decision. You do that.
You do know that aside from dynamic resolution (which is not a bad idea - quite the opposite) at least three GT titles could have the exact same accusations leveled at them?I'd take a static track over one thats full of dithering shadows, mediocre textures and graphics and a dynamic resolution.
None so blind as those who don't want to see.You can't and its a waste of money.
I'm guessing you don't see the irony in including both of these responses in a single postYou can't and its a waste of money.
Not limiting myself in what I find immersive and fun.
So criticizing past GTs on portable or 12 year old platforms because they did something that was not feasible for the hardware they developed them is a motive to have the console version of PC2, deliberately designed superficial because it was not their main development platform I would say it is a great point of view .... but of course it is not partisanship this.You do know that aside from dynamic resolution (which is not a bad idea - quite the opposite) at least three GT titles could have the exact same accusations leveled at them?
And that one of them includes the one in your user name!
GTPSP
"a stippled, dithered look to the visuals.", "the use of lower resolution textures."
http://www.eurogamer.net/articles/digitalfoundry-gt-psp-60fps-video-blog-entry
GT5
" Spray in particular on the wet levels looks - to be blunt - pretty dreadful.", "Another area that is seen to be wanting is the implementation of shadows on the cars on some circuits", "That said, frame-rates on GT4 are undoubtedly higher and tearing, although present, is nowhere near as pronounced as it is in GT5.",
http://www.eurogamer.net/articles/digitalfoundry-gran-turismo-5-tech-analysis
GT6
" Unfortunately, the 60fps target is regularly missed, resulting in screen-tear and image judder far more often than we'd like.", "Tearing remains an issue with GT6", " there's a definite "wobble" in the presentation when frame-rate dips below 60fps.", "the amount of cars in any given race is noticeably pared back in the sequel - a decision that appears to have been made for performance reasons."
http://www.eurogamer.net/articles/digitalfoundry-2014-vs-gran-turismo-6
I've also lost count of the number of members who ran GT5 and GT6 in a lower resolution to minimize the above as much as possible, that's a drop in resolution that isn't even dynamic!
It would seem that the kind of compromises you are happy to accept in Gran Turismo suddenly become a problem when it comes to other titles, this kind of partisan nonsense doesn't help our hobby at all.
I've not criticized them at all, I have simply pointed out that the design route that SMS took with PC2 is very similar to the one that PD have take with three titles, one of which the members I was replying to is fond enough of to make it part of his user name.So criticizing past GTs on portable or 12 year old platforms because they did something that was not feasible for the hardware they developed them is a motive to have the console version of PC2, deliberately designed superficial because it was not their main development platform I would say it is a great point of view .... but of course it is not partisanship this.
An interesting function?PC2 could be done much better on consoles but deliberately took the pc version is scaling up of graphic settings to make them decentemnte on consoles sorry but defending such a thing because PC2 shows an interesting function is too little in comparison with other games seen the whole of the pros and cons.
I have videos that show offrageous things, since to have 60fps stable, but not too much as there are spots where framerate collapses, they made tons of compromises:
I hope my answers are clear because I'm struggling to write clear with my basic level English school.I've not criticized them at all, I have simply pointed out that the design route that SMS took with PC2 is very similar to the one that PD have take with three titles, one of which the members I was replying to is fond enough of to make it part of his user name.
You will also find that to make it feasible on the PS4 compromises have to be made, which is exactly why GTS doesn't have dynamic weather, time of day or an evolving track surface.
As I have said before, these are two different design routes, neither of which is wrong.
As such no its not partisan, something that would be rather odd given that I have GTS pre-ordered and have had for around a year.
Sorry for the misunderstanding then.
An interesting function?
Dynamic weather and time of day with an evolving track is only that? Can you point out to me which other titles I can find it in?
I was talking about live track 3.0 because it's the main feature of the game.
This function is all a glimpse of the past GTs ps3 only more refined at a visual and practical level.
Are you aware that GTS on the standard PS4 hits the exact same frame rate collapses (your words) without weather? The exact same frame rate collapses (your words) that GT5 and GT6 suffered from?
On the PS4 Pro both titles are a steady 59-60 fps, however only one of those is doing so in full weather and a packed grid, the other is doing it to a higher level of graphical fidelity.
So when rain (and maybe snow) is shown for GTS what frame rate do you believe it will hit on the standard and pro?
Digital Foundry on the PS4 PC2 Frame rates:
Pro: "outside of stormy stress tests with upwards of 16 cars in play, the game holds firm at 60fps, "
Standard: "drops into 40-50fps range"
http://www.eurogamer.net/articles/digitalfoundry-2017-project-cars-2-performance-analysis
Digital Foundry on the PS4 GTS Beta Frame rates:
Pro: "held a virtually solid 60fps lock, "
Standard: "can drop to the mid-40s "
http://www.eurogamer.net/articles/digitalfoundry-2017-gran-turismo-sport-ps4-pro-analysis
So would you describe the GTS Beta on a standard as having frame rate collapses?
I'm really not sure how the concept that both titles have made compromises is missed?
Project Cars 2 compromises on a higher level of visual fidelity for dynamic weather, TOD and Live Track
GTS Compromises on dynamic weather and TOD for a higher level of visual fidelity.
They both compromise in terms of frame rate to a near as damn it identical point.
You're talking to me about the beta anyway, you know that since then we have seen great progress in everything about the game.
From previews, I never heard anybody complain of frame drops, both on pro and standard, so I'm pretty sure that framerate levels will be much firmer than beta at least on normal consoles.
Are choices? ok, but console SMS has done a very bland job (as I had expected months ahead) because their user base is based on PC, console versions only serve to optimize earnings with little effort.
Are they compromised? sure, they could do it do much better? equally safe.
With the small decrease in things like that, we've managed to get a good bit of nifty features handed to us with the Forza games. 24 cars on track, Dynamic weather and TOD(to an extent) and much like Pcars2, track surfaces get effected by rain and puddles will start to form/dissipate. They seemed to have found a good balance, and managed to get it at a locked 60fps as well, even on base consoles.
This shows how art direction makes a good difference. I've spoken about Forza's legacy assets and how thoughtful, mood lights and dramatic skyboxes (along with res/filtering/aa on PC/X1X) really salvage old content.
Since this isn't the Forza vs. Forza thread, what are you comparing this to in the GT series?
This shows how art direction makes a good difference. I've spoken about Forza's legacy assets and how thoughtful, mood lights and dramatic skyboxes (along with res/filtering/aa on PC/X1X) really salvage old content.
No problem, your English is fine.I hope my answers are clear because I'm struggling to write clear with my basic level English school.
That's OK.Sorry for the misunderstanding then.
Have you tried it?I was talking about live track 3.0 because it's the main feature of the game.
This function is all a glimpse of the past GTs ps3 only more refined at a visual and practical level.
I don't recall seeing anything on the standard PS4 since the beta from PD or Sony and we are still discussing if rain will be in or not, as we haven't seen it at all.You're talking to me about the beta anyway, you know that since then we have seen great progress in everything about the game.
Frame rates don't bother some people, however the tech analysis from DF is quite clear that they happen, as was the feedback on the Closed beta forums.From previews, I never heard anybody complain of frame drops, both on pro and standard, so I'm pretty sure that framerate levels will be much firmer than beta at least on normal consoles.
You do know which platform they sold the most copies on don't you?Are choices? ok, but console SMS has done a very bland job (as I had expected months ahead) because their user base is based on PC, console versions only serve to optimize earnings with little effort.
From a personally point of view the approach SMS took is not the safe one in terms of visuals.Are they compromised? sure, they could do it do much better? equally safe.
You do know that aside from dynamic resolution (which is not a bad idea - quite the opposite) at least three GT titles could have the exact same accusations leveled at them?
And that one of them includes the one in your user name!
None so blind as those who don't want to see.