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- Indianapolis
- BrandonW77
Other than the missing reflection of headlights on the road, in my opinion the GT6 photos look much better. Good thing we're all allowed to have our own opinions. đź‘Ť
You do not seem to know much about technology implementation for GT6 so stop criticizing as you do, it's just stupid.
I'm sorry but your reaction makes me not want to explain again.
However, I still sympathetic:
I know what i am talking about, and i know how tessellation works. But honestly i didn't see it working when racing, i saw LOD pop in when i approach opponents, but nothing similar to how tessellation works. Also in replays, it didn't smoothed out wheel arcs of cars. So either it is bad implemented, or there is no tessellation in race/replay.You're wrong, the adaptive tesselation is also working outside of the photomode.
When a car's approaching the camera the mesh is starting to become more detailed.
Please stop judging these things as bad trade-offs or a nightmare, when you don't know what you're talking about.
You mean they abandoned deferred rendering(or shading) technique just to have tessellation? No deferred rendering would explain toned down lighting in GT6.I would agree that GT 6 is different than 5 and I do prefer 5.
Without getting technical, what was traded was "depth and contrast" for "smoothness". And its highly subjective in that people have subtle differences in taste.
But I do believe there is good reason. Pd are more likely to tone down something that isn't "perfect" in their eyes than get creative in how to achieve an effect. Or they will do it reluctantly i.e. Motion blur removed from GT 6, and hard shadows no longer in GT 6... And there went the depth and contrasts.
What hard shadows gave us in GT 5 was more than most appreciate. They did in fact enhance contrast as you went from "true black" to "bright" in just a few pixels. But they could fix the interpolation at the defining line when alpha materials rendered.
Notice in GT 6 there isn't "true black"... Sure it gets dark, but nothing like the contrasts of GT 5.
Some might call this "richness" or "vibrant". Due to a new rendering technique they muted the contrasts or split the difference to bias the pallet to solve the hard edges from hard shadows... Or more specifically, they removed all hard edges.
But due to how we interpret moving images it's not easy for the average gamer to pin point "why".
But it's even more complicated as the rendering technique that did hard images is still there, just toned way down. This problem will be solved in GT 7 as they just need more resources. So they likely traded multiple rendering per frame for tesilation.
A strange trade off but it works for the most part as tesilation needs to be proven as it's the leading tech to enable more cars on track and likely an important part of the track editor, without sloppily just consuming resources -> I'm looking at you Forza 5...
I don't mean to bore you guys to death, but from my pov what we are seeing is two steps forward, one step back, in preparation for 5 steps forward in GT 7.
I was very impressed with digital foundries findings as they not only caught on, they have measuring tools to nearly prove it. As a developer I'm impressed that people outside of the dev teams are starting to pick up on our tricks... It means expectations will rise and I'm wanting that! I want the mobile and social games to .bomb... They will eventually, its a cancer I can't/refuse to perpetuate.
Eventually the lazy publishers will clue into the threat and react... But that's a whole different story, only mentioned because PD pulling that BS vertical currency crap with no real "money sinks" beyond buying cars... I can do nearly everything in GT 6 with 5 cars... Social games disease is effecting everything, even GT.
It wouldn't be one to one. Other indications of reducing load is the reduction in alpha blending (reducing rendering cycles). Despite not being able to see under PD' dress, the reduced rain drops on windshield, projected headlights (reduction on light sources), no ambient light casting in cockpits, removal of the layer that drew hard shadows, LOD now pops instead of blends (not related) generally are all reduction in overhead... The tesilation is the only quantifiable tech that would use common resources in a cell processor architecture that also explains that loads on the hardware have not reduced.You mean they abandoned deferred rendering(or shading) technique just to have tessellation? No deferred rendering would explain toned down lighting in GT6.
It wouldn't be one to one. Other indications of reducing load is the reduction in alpha blending (reducing rendering cycles). Despite not being able to see under PD' dress, the reduced rain drops on windshield, projected headlights (reduction on light sources), no ambient light casting in cockpits, removal of the layer that drew hard shadows, LOD now pops instead of blends (not related) generally are all reduction in overhead... The tesilation is the only quantifiable tech that would use common resources in a cell processor architecture that also explains that loads on the hardware have not reduced.
So its sloppy deductive reasoning. And I'm not an engineer but it's quite hard to not have a deep understanding of game technologies in my line of work...
My whole point is to identify supporting evidence that explains a degradation in over all quality, yet has indicators that the system as a whole is actually more robust... Perhaps establishing a possible expectation of what GT 7 may look like.
I foresee a mash up of 5-6 features, all higher res, achieving a near window perfect result.
But to be fair... I have seen GT 5 running on a 4k TV well over a year ago at Sony HQ and I could swear it was like looking out/through a window... But it was so remarkable that I can't draw a contrast to what is currently in a shipping GT product.
Human eyes, it's all about being convincing. It's also why games used to doctor all there screenshots/box shots.@Lawndart
Thanks for the insight. I have a question regarding lighting in video games.
Do video game producers try to simulate what video/still cameras "see" or what the human eye sees?
Our eyes are capable of seeing and perceiving detail in around 10 stops of light. Cameras capture little more than half that.
As an example of where this fails in GT5 and GT6 take High Speed Ring when in the tunnel. At the exit to the tunnel all the game shows is overexposed light making it difficult to see upon immediate exit from said tunnel. The game fairly quickly adjusts and the overexposure is gone. However if the track were to exist in real life the drivers eyes would still be able to make out the detail at the end of the tunnel due to being able to see greater stops of light (better than a camera).
So limited HDR type methods should be used (as in GT6) to stop the shadows being too dark and the highlights being lost. This is especially true in a game that is trying to simulate reality. To me it looks as if PD are trying to do this in cockpit mode in GT6 where the shadows are possibly less black and highlights certainly don't "blow out" so easily. However when you switch to other views highlights are lost (eg parts of clouds will be blown out).
Can't agree with you guys. This comparison shows clearly how polished GT5 is. Lighting has so much more range to it. Look at the sky, how sun lights environment, very subtle effect on distant landscape. GT6 lighting look flat and limited. Headlight glow is gone or highly reduced. GT6 is graphical and performance downgrade over GT5 unfortunately... absolutely no cheating here.
Both shots were taken on Nordschleife at 5:20 with 1x time lapse
I hope I explained it clearly,
Well, i'm not comparing photomode in both games, but their visuals. Yeah, GT6 has lens flare effect which is ugly but still it represents in some way effect you get when shooting photos with real camera directed at the sun. GT6 presents more realistic camera behavior, while in GT5 we get more HDR photography effect with higher range of properly exposed bright and dark parts of the scene.Get a real camera and try to take any of the shots in the GT5 column. It can't be done. As far as cameras go, the GT6 shots are more realistic than the GT5 shots.
And the visual effects changes when you view the game through the camera instead of watching a replay or simply walking around (or even driving a car) so a photomode comparison doesn't paint a complete picture.
Well, i'm not comparing photomode in both games, but their visuals.
What i am comparing here is for the most lighting effects. In GT5 we have lot of bright light sources, lights of the cars beautifully glow in the dark, even dynamic ones (headlights of two nearest cars) look brighter than in GT6.
Gauges and indicatotrs inside cars also glow in the dark in GT5, with halo around them, in GT6 this effect is gone and we have poor glowing, flat texture, without halo, same is for the taillights and headlights in GT6, just bright, flat texture without any glow.
Also you can see how much superior skylight and sunlight is in GT5 compared to GT6. Look at last comparison shot, GT6 has very ugly light to dark area transition, in GT5 everything is smooth. GT6 uses lower quality effects than GT5.
I don't have capture card, and i found it not necessary to show differences in lighting, because in gameplay GT6 still looks as bad as in photomode.But you are, because the only reference you're using is photomode pictures.
All the GT6 pictures are exposed after the sky, which means that everything else is underexposed. Take a picture without the sun in the background and we can see what the effects are like.
I haven't noticed any difference in the interior, the instruments still glow in the dark.
And regarding headlights and taillights I've seen a lot more glow in GT6 than in GT5, especially during gameplay and replay. In photomode, the result is depending on the exposure.
You're comparing an underexposed shot to an overexposed shot.
Probably not, it looks like this only in photomode. Got to make a screenshot of it when in gameplay/replay mode.What is going on with the sun effects in GT6?? Does it really look like big blocky squares like that when you're driving?
What is going on with the sun effects in GT6?? Does it really look like big blocky squares like that when you're driving?
@andryush
Instrument panels are not designed to blind the driver at night, they are designed to be readable at night. The halo in GT5 might look cooler, but it's hardly more realistic than the GT6 picture.
Disagree, glow from the players car in GT6? WHERE? it has no glow. Or it's buggy as rest of the game and simply bacame invisible....or it is track dependent (very possible)Glow from the player's car is much better in GT6 than in GT5, as well as overall light effects (not to mention shadows and dust/smoke!). It's true though that other cars on the track doesn't have the same level of effects as in GT5.
The beauty of the sky depends on the time of day. In that particular photo the GT5 sky is brighter, but that's just one sample out of thousands of possible scenes. Overall I find the skies in GT6 more impressive than the skies in GT5.
So sun light burning the earth is apparently ''better'' than GT5's more natural lightning, one more time, the GT excuser making sense when there is none.
Once again, the guy that doesn't even have GT6 doesn't have a clue what he's talking about.
@andryush GT6 is able to do 16 premium cars on track. The rest we can disagree about. I prefer the graphics in GT6.