GT5 Latest News & Discussion

  • Thread starter gamelle71
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Maybe no one answered because the answer to your question is obvious. We will of course enjoy the game more than the discussing of it. We are fanatic about the series because we enjoyed playing the previous games.

:sly: Maybe... I think Some people are in for a big surprise.... Once you cover a game for 5 years and get to play it...It's never the same after that.
 
:sly: Maybe... I think Some people are in for a big surprise.... Once you cover a game for 5 years and get to play it...It's never the same after that.

We have discussed and analyzed just about every little detail of the game. So no one who is a regular on this site will find any surprising disappointing details when they pop in the game. Those that are not sim fanatics and not in the know about the game may be disappointed with some aspects after the wait, but everyone here pretty much knows what to expect.
 
Well...they definitely have it in Chicago! I just got back from my Best Buy near home (after 2 hours of playing the demo) and I certainly enjoyed it. I noticed that this demo is an early version from E3 and damage was ON. Damage was a bit more sensitive in this demo and there were smudges and real time deformation and loose body panels....I even noticed or (what appeared to be) broken headlights but the quality of the damage engine leaves a lot to wish for really, and yes I do understand is a demo, but I hope this is not the final damage version. I managed to take a few pictures with my blackberry of a destroyed lambo and enzo! OH and btw mechanical damage was ON as well...after a few crashes my lambo could barely drive in a straight line. And finally, I noticed that damage was not shown during the replays for some reason! I took the lambo and crashed it against other cars but sadly the damage didn't appeared at all during the replays :( Something worth nothing IMO.
Oh and I also forgot to mention that EVEN the car emblems for the lambo and Audi would actually fall on the ground if the impact was too hard! Insane detail right there:tup:
 
We have discussed and analyzed just about every little detail of the game. So no one who is a regular on this site will find any surprising disappointing details when they pop in the game. Those that are not sim fanatics and not in the know about the game may be disappointed with some aspects after the wait, but everyone here pretty much knows what to expect.

Well i'm officially on the bandwagon... i hope Kaz pulls this off once again:) Cheers.
 
Oh and I also forgot to mention that EVEN the car emblems for the lambo and Audi would actually fall on the ground if the impact was too hard! Insane detail right there:tup:

where are the pics for the crashed up enzo and lambo?
 
^It's a demo man, wait till the real thing is here and it might be a little different. Shadows. Seriously the things that some of us here are concerned with are so trivial especially on a demo that's probably 3-5GB. You'd think that there'll be some things that aren't detailed to the best of standard, I don't pay attention to the 3D trees or the blocky shadows, the gameplay is whats important. The graphics will be tuned up come November. No GT game disappoints in that aspect.

I don't think the shadows will change for the final game. Prologue was like that, as are plenty PC games, even on high settings. Perfectly smooth real time shadows are really taxing. Are we forgetting the real time lighting and time of day changes? Something has to give to allow for this....

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I've been playing Shift a bit on the PC, modded off course, removing all the bloom and improving physics and lighting, making the blow off valves louder etc. And one thing I noticed is all the effects that PD having been adding to GT5, Shift already has....
It seems like GT5 is playing catchup and adding all this stuff to bring it inline with Shift IMO :)

Shift already has damage that looks like the GT5 Premium car damage, sparks on wall acute angle contact etc
 
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I wonder if a person could bring their own controller and try to pair it with the PS3 inside of the kiosk?

I don't think that's possible. You'd have to connect to the PS3 via USB, and the USB's plugged into DS3 controllers at PS3 Kiosks are pretty much locked onto the device.
 
There is a bug in miuras cockpit.If you look at the first video on moza you will see that rpm meter, once is on 10000 rpm it doesn't drop when the gears are changed :-)
 
There is a bug in miuras cockpit.If you look at the first video on moza you will see that rpm meter, once is on 10000 rpm it doesn't drop when the gears are changed :-)

Yeah, the tach is actually following the speed in MPH, notice the tach reaches "100" when the car speed is at 160km/h (100mph) and stays there until the speed has dropped below 160km/h.
 
2. No idea how big the demo is but that won't make any difference to shadows / reflections. Why refer to demo size at all?

Well it can. Although chances are most likely it won't (and I mean very very very...) because the demo can be a compressed version of the real game (like the TT demo) and the trees and what not may be lowered in quality and hence the shadows and reflections. Far fetched but demo size does make a difference.
 
BTW, these Best Buy demos must be pretty old as they don't have the wind effect on the dust, especially at the start on the Ring
 
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I don't think the shadows will change for the final game. Prologue was like that, as are plenty PC games, even on high settings. Perfectly smooth real time shadows are really taxing. Are we forgetting the real time lighting and time of day changes? Something has to give to allow for this....

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It's got more to do with other factors; notably the track.

Looking at Miura footage, the shadows are smoother on NurbGP than Monza. Why? Well, the obvious answer is that the PSTripple can only handle so many shadows; and the NurbGP has less things that cast shadows on the car than Monza, which has 99% of the track surrounded by trees.

Somewhere in the code will be some automatic quality option; turning the shadow detail down at some tracks, then back to max (nice smooth shadows) at others.
 
@ Famine.

I have a few questions for you...

On the recent Inside Sim Racing video (@ https://www.gtplanet.net/insidesimracing-gt5-special-yamauchi-interview-gameplay-impressions-more/), the topic of "jagged" shadows, door mirror reflections (not animated + no shadows) and bonnet reflections looking "pixelated" came up (29m20s). The shadows look more "blocky" to me in the interior view than bumper cam view. It seems clear this is a case of where the textures are being scaled up. I've been trying to get a good idea from various YouTube videos but I can't really make out the reflections on the bonnet well enough with YT video quality (even @ 720p). Is it a similar "blocky" effect to the shadows or something else because Venari talks about both looking "pixelated"? Do you / Venari have any high resolution photos showing the bonnet reflections? A buddy of mine says he thinks it's a simple (last-gen-like) cube map effect which is worse than Forza 3's reflections I haven't been able to confirm or actually look into the point he's making (yet), but some really good photos would obviously make for a more clear comparison.

Also, any chance you can confirm how bad the pop-in is for skid marks? Is it a problem with pop-in or is it a problem with not displaying the skid marks at all and then suddenly displaying them?

A little more info on "performance" damage would also be most welcome.

Thanks.

Broadly, I can't really say anything. I drove in cockpit cam exclusively so didn't note any differences between the views. However I did notice that the "finished" assets - I drove the Jaguar XKR at La Sarthe '09 - seemed to have no noticeable issues with reflections and shadows, whereas the recently added assets - Miura at Monza, for example - did.

The skidmark "issue" was shown on the ISR clip - they simply didn't appear until they were foreground and then they progressively appeared as the portion of track holding them moved from middle-distance to foreground.
 
CoolColJ
I've been playing Shift a bit on the PC, modded off course, removing all the bloom and improving physics and lighting, making the blow off valves louder etc. And one thing I noticed is all the effects that PD having been adding to GT5, Shift already has....
It seems like GT5 is playing catchup and adding all this stuff to bring it inline with Shift IMO :)

Shift already has damage that looks like the GT5 Premium car damage, sparks on wall acute angle contact etc
Sounds to me like you have already found your ideal racing game ;)
 
Sounds to me like you have already found your ideal racing game ;)

Not really, the sounds are terrible - too distorted, and the physics are horrible even after tweaking it, it just doesn't feel right. Everything is so weird feeling.
There is only GT!
 
It's got more to do with other factors; notably the track.

Looking at Miura footage, the shadows are smoother on NurbGP than Monza. Why? Well, the obvious answer is that the PSTripple can only handle so many shadows; and the NurbGP has less things that cast shadows on the car than Monza, which has 99% of the track surrounded by trees.

Somewhere in the code will be some automatic quality option; turning the shadow detail down at some tracks, then back to max (nice smooth shadows) at others.

It's just a matter of lighting angle.Shadows have it's own resolution, when lighting angle becomes too high shadow resolution is not enough and we see it "jagged".Greatly depends on cockpit itself (for example Ford LM spec II and Nissan 370z from TT are "bad" for shadows) - and of course on lighting angle (track, sun position).
 
It's just a matter of lighting angle.Shadows have it's own resolution, when lighting angle becomes too high shadow resolution is not enough and we see it "jagged".Greatly depends on cockpit itself (for example Ford LM spec II and Nissan 370z from TT are "bad" for shadows) - and of course on lighting angle (track, sun position).

The track and sun position shouldn't have too much to do with it, considering tracks are usually some sort of circle and as long as the sun doesn't go catholic extremist and start rotating the earth (in before people telling me that's how it works in games) then you're going to have the light source rotating 360 degrees around the car over the course of a lap.

I understand that the angles have a lot to do with it; it's fairly easy to see that (especially in the 'showroom'), but there's differences in shadow resolution that I think are very closely related to the track you're on.
 
We need videos with same car, different tracks at good quality find what's going on with shadows.Reflections I think the same (because it's anyway not real reflections), they have almost no impact on performance.
 
It seems like GT5 is playing catchup and adding all this stuff to bring it inline with other games IMO :)

Well unfortunately thats no secret... There is nearly nothing new in GT5 that other games already have... But anyway it´s nice to see that PD has changed their minds and also add things that the community want´s and that other games has already since ages...

Weather, damage, pit stops, skidmarks, reverse lights and much more...

Now that we got the most things we wanted, maybe we will see some revolutionary things in GT6, that no other game has... (or maybe in GT5, we don´t know)
 
CoolColJ
Not really, the sounds are terrible - too distorted, and the physics are horrible even after tweaking it, it just doesn't feel right. Everything is so weird feeling.
There is only GT!
I know what you mean, as much as I like racing games, I just tend to stick to GT.
 
I know what you mean, as much as I like racing games, I just tend to stick to GT.

Same here, I try to play other games but they don't compare, sure Grid is great for crashing and NFS Shift is a laugh but niether can compare to GT games.
 
It might not literally be stunt arenas, translations can be vague at times. It's more likely to refer to Gymkhana and Auto X style courses.
 
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