GT5 Latest News & Discussion

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Best Buy employee inventory system is currently giving a street date of March 31st, 2010 as you can pre-order it in store. I'm not sure how accurate this is, but we only get 'street dates' when its dead on. It even says '49' days till release in our system...for GT5 at $59.99.

Was gonna post a new thread but I think it's better here.
 
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What's his name? I want to make fun of him.
 
Thats just not true.
First, they threw away all of the code from the older GTs and started from scratch, then many of the textures are different (lots of dirtier parts compared to GT4 on the grass), you also say the polycount is the same, which is nonesense (especially when you say that they "upscaled" the 3D model, which is only possible with adding more polygons). The only thing thats still missing from the track are some spectators etc. which would only make sense for big race events like the 24h anyway.
They threw away the game engine, that doesn't mean they can't upscale polgonal track models from GT4 to re-use in GT5 and in the Rings case it makes perfect sense, as starting modelling a track on that scale from scratch at GT5's quality would not be an easy or cheap task. the cars I beleive are all newly modelled since Kaz stated that each panel is modelled seperately on GT5's cars rather than one mesh for the wole car which is what GT4's were. But I do beleive that there are enough similarities between GT4's Ring and GT5's that they are the based on the same base model. I'd say GT5's has more polys, better textures etc but is based on the same original mesh. Look at the angles on reches and coner lines, they're all in exactley the same places as the angles in GT4's track. A completely new model would be different.

I'd like to see spectator numbers at tracks varying depending on what event your in. Not many for the beginner races like the Sunday Cup but full stands and such for the GT World Championship and endurance races etc.

60? If all those trees would be high polygon models it would struggle to reach 5 FPS.
Absolutely, anyone wishing for 3d trees would quickly regret it once they tried to play the game. You canot create a game as visually impressive as GT5 without some tradeoff somewhere. But 3d trees would be a no go anyway for a racing game, the rendering power is just so much more usefull elsewhere.
 
Wondering if the Japanese version will release this summer.

I know in Japan games can release anytime and don't necessarily have to hit these fall periods. FFX released July - one of the biggest selling in recent times. Games can release on 25th Dec or a few days later, doesn't really matter in Japan.

If there is a 3 or more month long gap between the EU and Japan release I will import but 1-2 months I'll probably wait.
 
They threw away the game engine, that doesn't mean they can't upscale polgonal track models from GT4 to re-use in GT5 and in the Rings case it makes perfect sense, as starting modelling a track on that scale from scratch at GT5's quality would not be an easy or cheap task. the cars I beleive are all newly modelled since Kaz stated that each panel is modelled seperately on GT5's cars rather than one mesh for the wole car which is what GT4's were. But I do beleive that there are enough similarities between GT4's Ring and GT5's that they are the based on the same base model. I'd say GT5's has more polys, better textures etc but is based on the same original mesh. Look at the angles on reches and coner lines, they're all in exactley the same places as the angles in GT4's track. A completely new model would be different.

I'd like to see spectator numbers at tracks varying depending on what event your in. Not many for the beginner races like the Sunday Cup but full stands and such for the GT World Championship and endurance races etc.

Absolutely, anyone wishing for 3d trees would quickly regret it once they tried to play the game. You canot create a game as visually impressive as GT5 without some tradeoff somewhere. But 3d trees would be a no go anyway for a racing game, the rendering power is just so much more usefull elsewhere.

They said they threw away the code and we could see them modeling a section of the Nürburgring, although, im pretty sure they used the same resources for the track, like photographs, measurements and so on. They always used GT4 material as the base of their new stuff, even GTHD Concept with the Eiger track used GT4 assets, which got replaced by new stuff. Its definitely not just the same model with hi-res textures.

Regarding the spectator stuff, i absolutely agree.
I was a bit pissed off in GT4 because they gave Mid-Field a ugly huge tribune in the first corner, but theres no single person sitting there. Having that in a time trial is cool, but in a major race event it looks dumb.
 
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This does make me wonder though, since it is blatantly obvious that they've just taken the GT4 track and boosted the visuals accordingly, it does give hope that all tracks from GT4 will be making an appearence in GT5. This is blind speculation but it seems that they've been going the route of just copying tracks over from the previous game and updating the textures and lighting, which will be a VERY fast process.

Now obviously to create a brand new track from scratch does take 6 months, but updating old tracks? I'll be quite shocked if we don't have every single course from GT4 in the game, the amount of work it would take is minimal, especially with such a long development process.

Neither Tokyo Route 246, or High Speed Ring, or SSR5 (circuits that we have seen in GT5P, promotions and demos of GT5) seem as improved versions of GT4 circuits but instead are totally different in polygons, textures and lighting.
 
I'm pretty sure it's the same model but I'm also just as sure there's a lot more polys in it. If you're going to the trouble of modelling something like the Nurb you'd have to be a lunatic not to produce as high poly a model as you have the technological capability to do, then strip it down to fit the processing power of your target console especially when you consider that there's no more work involved in producing a 50,000,000 poly model than a 50,000 one and there's even a handy little slider on your cad package to do the simplification for you.

Do you honestly think KY wasn't thinking about the PS3 when he was grabbing that data?
 
Prove it with a comparrison image. Show me a single place on the GT5 version where you can visibly see more polygons (please).

Why dont you just watch both videos on the last page?
I wont go counting polygons until i get direct feed material anyway.
 
So, seeing as the visual aspect of a racing game is as important to some people, or even more so (as you've pointed out) you're implying it makes or breaks the game?

Well, that's just plain stupid. If that's the case, people should cringe at the very sight of GT and GT2.

Stupid or not, it's the basis of many of our judgements. And as to GT and GT2 argument: technology isn't static but it also has a reference point so what was great back in those days in term of achievement, can still be look at in reverence (provided you're aware of reference point, if you don't you might cringe). Unlike most games, driving sims are solely based on how to achieve realism and the closer you get to that goal, the better it will be. While I'm not disputing that other more inconspicuous details should be just as important but as I've said when it comes to a game about cars, the importance of getting not only the look of the cars but also the movement of the cars right is every bit as important.
 
Guys I think it that way, Polyphony just took all the stuff they gathered when modelling the track in GT4 (like pictures, videos and what else) and based on that stuff they modelled the Nurb in GT4. Now, the don't want to take all those pictures again so they used the pictures they made (sure they didn't made it with their mobile phone cameras, so they actually can see every detail), to model the track in GT5, only in HD. Its nonsense to me that they only increased the polygon count, that would be too much work since they would have needed a way to export the track in GT4 into GT5.
 
From this current « Polygone » conversation, there’s one aspect of it that eluded everyone in here (unless I missed a post, sorry if that’s the case). It really doesn’t matter that much how many polygons are “used” in creating a track or car… as long as the engine can roll with it, its fine. You can create a 1 million polygone car and it’ll be great. The problem lies in the amount of polygons that are displayed on screen at any given time (every frame, to be precise…).

The important thing here is that “Track and Art Designers” (like Level Designers and Level Artists in any other games) have a budget they cannot exceed If they want their game to run. So imagine the Track Designer has loaded up his track, placed his car on the track and starts rolling… at every frame, the screen must never exceed a certain amount of polygons… that’s including the 15 other cars in full details, just to be sure.

Now take the ‘Ring or Monza, both of which have long crested stretches of road… At any moment, looking in ANY direction (360x360; x;y;z), the screen can never exceed that budgeted poly count.

That’s how a level or track is made… that’s why in fictional levels/tracks, there are often hills, mountains, buildings, bumps at places… its not only for scenery, its to hide unwanted polygons (that’s why “Crates” were used so much in Quake for example…they pioneered that ****).

Now, just to add a little to the whole thing… you gotta keep in mind the data streaming. Of course the game doesn’t render the whole track in real-time… (or does it?). Usually, it will stream the parts of the map that are displayed, with a bit in advance and a bit “behind”… the rest is not loaded. As the player moves in a direction, the engine streams the next predicted area and starts unloading the other one…

Here comes another problem… the speed at which the engine can **** out data and render it on screen must be fast enough for the player’s movement… so if the player moves at x units per frame (imagine the Veyron doing 200 mpg in Monza’s straight line; really fast), the engine must be able to keep up and load/unload the necessary data in time. The player never really sees what’s happening, but that’s how most engines work.

Now back to the polygons issue… without going into complicated maths here, you need to, at all frames (remember, 60fps), be able to render 16 cars (imagine you’re playing with outside view), the track…. And then you add the sounds (car sounds, terrain ambient sounds…), the visual effects (that sun lensflare costs something too!) and any animated stuff on the track (those stupid 3D bystanders…)… that’s starting to be a lot of information to be streamed at every frames (60fps!!).

So going back to my original point… the poly count is not what’s most important, its how its displayed on screen…. Choose between 8 cars at 100,000 poly, or 16 at 50,000 poly… or 24 at…you get the idea.

This is why, for example, the game takes a lot of time to tweak… because until you have the locked down information on poly from a car, you can’t balance a track properly… take that veyron for example… lets say it’s the heaviest model in the game… and weights 1 million poly… awesome! The amount of detail is staggering! … well you gotta be able to display 16 millions polygons worth of car, plus the track and that other stuff… the physics… at every frames (remember! 60fps!!)… so until the Veyron is decided to be the heaviest poly hugger, and that the model is locked down tight… the Track Designers cannot fully tweak their tracks… it might be simply removing a tree or two in turn 5 while the player sees over that crest because its busting poly count/memory… or it might be to remove a very beautiful bridge because its just too heavy…. ! but then, if its like at Suzuka… and that beautiful bridge is actually a part of the track… what then? Do you make the bridge simplier… remove data from it (bumps, details…) or do you flatten the land around, make the side ramps higher and hide trees? Or …

Overall, making a track is not that easy and it takes more than a month to do it guys…

Here’s hoping this explains a bit the process of working on a “level”.
(oh, and this applies to any type of 3D games out there… not just racers.)

Cheers,
 
Thats just not true.
First, they threw away all of the code from the older GTs and started from scratch, then many of the textures are different (lots of dirtier parts compared to GT4 on the grass), you also say the polycount is the same, which is nonesense (especially when you say that they "upscaled" the 3D model, which is only possible with adding more polygons). The only thing thats still missing from the track are some spectators etc. which would only make sense for big race events like the 24h anyway.


The only reason why they are similar is because the Nordschleife looks like that in real life.

EDIT:

60? If all those trees would be high polygon models it would struggle to reach 5 FPS.


GT5 seems way more bumpy, maybe because physics are improved rather then track design
 
Neither Tokyo Route 246, or High Speed Ring, or SSR5 (circuits that we have seen in GT5P, promotions and demos of GT5) seem as improved versions of GT4 circuits but instead are totally different in polygons, textures and lighting.

HSR, just like it appears in GT5P is completely different from GT4. But that track doesn't exist outside of GT games. The Nordschleife is a real track and if the GT4 version is already quite accurate (not just the track but the placement of track markers, buildings, trees and the curbs) then it's pretty pointless to do a major overhaul of the track. The real Nordschleife hasn't change since GT4 was release- a few trees might have been cut, the road might've been repaved but it's still the same. What will make the experience much different in GT5 (compared to GT4) is the new physics.
 
The guard rails are 3D in the GT5 Nurb as I already said before. So that means poly counts are up, and I'm sure the curbs have more polys too. You can see this in that Amuse 380rs vid from the CES a while back when the guy runs into the guard rail.
Defintely flat in GT4

see 1:15 . And this version of the Nurb doesn't look as good as the one seen at the TAS IMO
[YOUTUBEHD]j5H5AGaaiio[/YOUTUBEHD]
 
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I just wanna say that borders on real Nurnburg is NOT round (like we used to think).It's exacly like in GT4.
I really think (before) that "squarish and ankward" borders in GT4 are because of poly limit.Then I saw a video of Nurn from Prologue - borders were same.I was shocked and it forces me to watch real Nurn videos on youtube.Then comes a smile... :) No-one want to round those borders...even in reality :)
P.S: And it's narrow - just like in GT4!
 
Best Buy employee inventory system is currently giving a street date of March 31st, 2010 as you can pre-order it in store. I'm not sure how accurate this is, but we only get 'street dates' when its dead on. It even says '49' days till release in our system...for GT5 at $59.99.

Was gonna post a new thread but I think it's better here.

Right, like I'm gonna trust best buy.
 
Do you really want to know what i want, do you punks!! I want to watch my hand put a blu-ray copy of GT5 in my PS3 and play the game! And it sure would be nice if i got to play it before i die.:sly:




:grumpy:
 
its same build... gt5 ring has better shadows lightining and brighten asphalt that all..Look at the Trees same trees in same location
 
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its same build... gt5 ring has better shadows ligtning and brighten asphaly yhays all..Look at the Trees same trees in same location

I already said it before:

zod
Guys I think it that way, Polyphony just took all the stuff they gathered when modelling the track in GT4 (like pictures, videos and what else) and based on that stuff they modelled the Nurb in GT4. Now, the don't want to take all those pictures again so they used the pictures they made (sure they didn't made it with their mobile phone cameras, so they actually can see every detail), to model the track in GT5, only in HD. Its nonsense to me that they only increased the polygon count, that would be too much work since they would have needed a way to export the track in GT4 into GT5.

We have no proof if its really just taken from GT4 or started from scratch, so there is no point in comparing before the full GT5 is out and we have some HD material.
 
its same build... gt5 ring has better shadows ligtning and brighten asphaly yhays all..Look at the Trees same trees in same location

umm, yeah, seeing as both game are based on the same pictures. While your reasoning is flawed, it is pretty obvious that the tracks are the same with various enhancements for the gt5 version.
 
zod
I already said it before:

We have no proof if its really just taken from GT4 or started from scratch, so there is no point in comparing before the full GT5 is out and we have some HD material.
There's plenty of proof, just compare any two pictures of the same section of track. Two track models made completely from scratch would not look so identical if you take the textures out of the equation. It's not a bad thing, I wouldn't expect a scratch made Nordschliefe, an updated version of GT4's which is still the most accurate versio in any game to date combined with the updated physcis in GT5 should more than suffice. They're even using the same trees (albeit higher resolution and re-textured). There's little to no doubt about it, GT4 and GT5's Ring both use the same base model, that's not a bad thing and it's not unusual or unexpected. A scratch built track would have been unusual and unexpeted.
 

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