The only reason why I was shooting under that is because Home isn't out yet and that seems ridiculous to download, but if that is so then wow.I recall in a interview just after TGS KY stated the TGS version of GT5P weighed in about 4.5gb and that is not even the full version yet, though I do believe they will get it smaller than that most likely in the end.
YIKES! You must be lucky. I mean, I do have occasional tearing and pretty rare framing, but it doesn't poke me in the eye or anything. I think some people must be really picky.I hsve no visual issues, no tearing, no v-sync, the game just plays like normal.
Not really no.. In my book at least.. The cars takes so very very little space. Even a huge spaceship modelled in 3D Studio takes very little space. Easily a lot less than a single Mb. This is bar the textures that would be needed for a huge spaceship to represent impacts from space debris, dirt, Company signs which can take up an insane amount of space. But the model itself, even with guns et al modelled, doesn't take very much space. + it compresses to a high level with ease. Something the textures does not. But since the majority of the cars in GT5 will be uniform in color, this doesn't add much to size either, as everything like reflections etc. will be handled by the graphics engine... Text etc. for car data and the like, also compresses to a high degree.Speaking of files sizes, it's remarkable how much can be done in programming compared to pre-rendered video. As a comparison, the 10-min HD video on the new Lancer Evo X that is available for download on GT-TV is nearly the same size (640MB) as both GT:HD (632-690MB) and GT5 Demo (736MB)... and despite the cries out over the demo not achieving a full 1920 lines of horizontal resolution in order to fit 1080p, it's still remarkable how they can program these graphic engines to do so much in so little amount of space...
Not really no.. In my book at least.. The cars takes so very very little space. Even a huge spaceship modelled in 3D Studio takes very little space. Easily a lot less than a single Mb. This is bar the textures that would be needed for a huge spaceship to represent impacts from space debris, dirt, Company signs which can take up an insane amount of space. But the model itself, even with guns et al modelled, doesn't take very much space. + it compresses to a high level with ease. Something the textures does not. But since the majority of the cars in GT5 will be uniform in color, this doesn't add much to size either, as everything like reflections etc. will be handled by the graphics engine... Text etc. for car data and the like, also compresses to a high degree.
So what is really taking up space - is textures and audio which doesn't compress very well if you want to keep the quality up..
But how big the Graphics engine itself will be - I have NO idea, whatsoever.. Though - Come to think of it - I doubt it'll suck up much more than 5Mb at the most... <- Purely speculation based on my profession, so it's probably way off...
Different game engine. GTHD is built on an enhanced version of the GT4 game engine. GT5 is a brand-new game engine, so they're starting over from scratch.If GTHD being an earlier release then GT5P finally ver should look better.
I think I know what you're talking about. It's actually the tone mapping that does that, as the game engine attempts to crush the HDR imagery down into a LDR picture that your TV can display. They had similar problems in GTHD, where certain sections of the track would be too dark if you were facing a certain direction, because of how the game was trying to compensate for the lighting. In GTHD, I would correct it by tapping the rear-view button, as the lighting would correct itself when it blipped back to the front view.The contrast is so overdone it ruins the game.
The system itself doesn't have a shadowing engine.. hehe. The problem comes from the resolution of the shadow maps that the graphics engine is generating. If they're too low, then it becomes a jaggy mess, as in GT5PD. Considering that certain cars in the demo feature much cleaner shadow maps than others, I'm going to say that this is also a work in progress, that the maps will need to be tuned specifically for each car.panjandrumI've also noticed that some other games on the PS3 have ugly "too harsh" and "tearing" shadows, so maybe there is something lame about the PS3's shadowing engine.
Too soon? hehe.. Remember that even Prologue itself is an early build of the final GT5. I have no doubt we'll see some moderate improvement between now and Prologue, and I imagine we'll see dramatic improvement between Prologue and GT5.panjandrumBut, I think it is obvious with the number of people that are having problems that there is something wrong somewhere in this demo. But hey, it *is* only a demo, maybe they just pushed it out the door too soon...
It's weird because i have none of the problems anyone mentioned above, everything is uber smooth here (720p btw)