GT5 Paint textures

I was thinking about the paint textures they use for GT5P. In GT4 they had a lot of different shades that was in the texture. That's what made the game look so realistic back in the day. Now I'm not sure if they use a primary solid colour for the whole car, in gt5p, and rely on the graphics engine to create shadows, different shades and what not. Does anyone know? I never played GT5P so I wouldnt know. If that IS the case then wouldn't having custom colored cars be a an easy add for the game designers?
 
Thats a tough one, but a pretty good question because i would also like to know how they really did them. Maybe someone at Beyond3D knows that...
 
GT5P is using real time shadows and realtime reflections. No textured shadows as you've seen in the previous GT games. Been mentioned quite many times in various threads...
 
Yeah the sorrounding shadows etc., but how the paint jobs on the cars are made is not completely clear, im also not 100% sure if every reflection is realtime.
 
Yeah the surrounding shadows etc., but how the paint jobs on the cars are made is not completely clear, I'm also not 100% sure if every reflection is realtime.

i don't really understand how it couldn't be a realtime reflection. you could have a reflection already on the car, but that wouldn't make sense because it won't always be in the right spot.
 
Assuming this is about the in-between shots of the cars in locations around Europe and Japan, those are probably real time. Since the game engine only has to render the backgrounds and one car, and move the camera slowly, it can put all the horsepower into rendering the shadows and reflections in real time. It could be a video, but I doubt it.
 
Already GT4 had advanced lightning engine which is further developed for Prologue and GT5. Textures have been used only for displaying parts of the car (fenders, gaps and several edges, front and rear lights, ribbons) which that game engine was not able to display because of hardware limitations. But now cars are FULLY geometric and have realtime shadows. How do you think they wonderfully recreate those pearlescent lacquers of TVR's which have different colours in every angle or metallic lacquers? They aren't textured at all and there is no way to do that effect by texture. Textures in this new engine are used on cars only for racecar decals and sponsor names on tuned cars and for materials in interior with structure (vinyl, cloth).

And finally, there is no need for "base" colors in this engine. Every smooth material used in the game (metal, lacquer, chrome, leather, plastic, transparent plastic) is now created on the fly directly through advanced game engine with defined parameters of the material. And YES, even white color. Even front and rear lights are fully geometric inside with their thousands of shapes and surfaces and there are no textures at all inside them.

You can easily see that all for yourself when you look carefully.
 
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GT5P is using real time shadows and realtime reflections. No textured shadows as you've seen in the previous GT games. Been mentioned quite many times in various threads...

I dont think GT5P is using real time reflections. If it was, wouldnt that be known as Ray Tracing? And that iirc requires atleast 3 Cell processors to render well in real time.
 
I dont think GT5P is using real time reflections. If it was, wouldnt that be known as Ray Tracing? And that iirc requires atleast 3 Cell processors to render well in real time.

GT5:P has realtime reflections, even GT4 had. But the same as for mirrors, there are several ways to release stress from system. Reflections don't display any cars, only close surroundings and sky, have very low resolution and often are computed in half the framerate of the game. But they are just reflections, so who cares?
 
I dont think GT5P is using real time reflections. If it was, wouldnt that be known as Ray Tracing? And that iirc requires atleast 3 Cell processors to render well in real time.
The game engine uses limited reflections in order to conserve processor resources. Like, you'll notice the environment is reflected in replays but not other cars. There are other shortcuts such as level of detail, so that cars get more well defined the closer to the camera they are. One more shortcut that I hinted at in a previous post that no one caught is that in replays, the other cars use your car's environment reflections.
 
GT5:P has realtime reflections, even GT4 had. But the same as for mirrors, there are several ways to release stress from system. Reflections don't display any cars, only close surroundings and sky, have very low resolution and often are computed in half the framerate of the game. But they are just reflections, so who cares?
Evidently, quite a few people do. I take it then, that if two versions of GT5 were avaialble - one costing 10% extra, but with real-time full-res shadows, and one with low-res, half-framerate, jaggy fake shadows, you would not be bothered and just pick up the inferior version. No? Hmmm...
 
Technically, GT5P does not have realtime reflections. I mean in gaming terms it does, but they are actually environmental reflections. If it had realtime reflections, cars would reflect off each other. Same goes for shadowing. I just wish that the light would reflect like it does in real life. GT5P's lighting only reflects color, but in real life light bounces off an object onto another. This then make the second object brighter. With GT5P lacking this crucial information, it makes shadowed areas darker than they should be. I mean just look at the interiors, there is no reason for the gauge cluster to be that dark. Sorry to stray a bit off-topic.
 
Yeah youre right, but what you would like to see is impossible to achieve today, it would need ray-tracing with real time light reflections.
 

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