GT6 Screenshots / Videos

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Wonder why the diagonal lines of the Silverstone pics are so "jagged", even though it is anti aliased .
Must be due to the super-sampling method used in GT6

Probably what causes the flickering of fences and stuff when the camera pans

ie the top of this pic
http://www.gtpla.net/wp-content/uploads/2013/06/silverstone_national_08.jpg

flickering, strobing and moire :scared:
I wonder if GT6 is doing some sneaky scaling up of a smaller image buffer....
 
CoolColJ
Wonder why the diagonal lines of the Silverstone pics are so "jagged", even though it is anti aliased .
Must be due to the super-sampling method used in GT6

Probably what causes the flickering of fences and stuff when the camera pans

ie the top of this pic
http://www.gtpla.net/wp-content/uploads/2013/06/silverstone_national_08.jpg

flickering, strobing and moire :scared:
I wonder if GT6 is doing some sneaky scaling up of a smaller image buffer....
<a href="http://www.youtube.com/watch?v=w733s2B4Cy4">YouTube Link</a>

Doesn't some degree of strobing occur with those fences in real life when you look at then from certain angles

As for the jagged edges I looked at the photo from my mobile and they appeared jagged. However when I zoomed in the lines became almost perfectly smooth (up until the point where the picture became pixelated).
 
GT is a racing/driving simulator, not a fence or shadow simulator. Who cares about some rough edges, the game has more important things to fix! If handling and speed of the UI is improved I'm already very happy. Throw in some online racing leagues and I'm ready to go.
 
GT is a racing/driving simulator, not a fence or shadow simulator. Who cares about some rough edges, the game has more important things to fix! If handling and speed of the UI is improved I'm already very happy. Throw in some online racing leagues and I'm ready to go.

You are right there is more important stuff to fix, but if the game is very good on the driving side, it will lose all of its appeal if it doesn't look good. Game publisheres have to play with a to sided sword: or they end up with a very good simulator that does look awful and loose all the appeal or end up with NFS-like game, very good looks and awful driving experience. GT is a sim who wants to deliver awsome driving experience without compromising the looks in a limited and a bit outdated hardware. It isn't easy to find a balance between both
 
I din't say all.

Funny, because I had that same thought about it would load faster with less cars (two cars). lol

Agreed, but considering how much the improved UI was mentioned, I'd hope that it is not just due to it loading only 2 cars :D
The game, and this demo, only loads one car at a time, the total number of cars is irrelevant. The extra speed can only be due to menu improvements.
...
flickering, strobing and moire :scared:
...
This is always due to sub-pixel precision issues, as per sampling theorum, Nyqvist etc. This occurs with or without upscaling (upscaling can actually reduce its visibility).

Supersampling the whole image and then downscaling it is the proper way to deal with it, anything else is just some form of (ideally selective) blur, and is therefore reducing detail. Normal anti-aliasing super-samples at image-depth discontinuities only, not on textures.
 
Doesn't some degree of strobing occur with those fences in real life when you look at then from certain angles

As for the jagged edges I looked at the photo from my mobile and they appeared jagged. However when I zoomed in the lines became almost perfectly smooth (up until the point where the picture became pixelated).

There's nothing wrong with this image. It's how the image is viewed. As you mentioned, it's fine when you zoom in properly. The jaggies are down to the limitations of whatever he or she is viewing the image on.
 
The game, and this demo, only loads one car at a time, the total number of cars is irrelevant. The extra speed can only be due to menu improvements.
I'm not talking about car and track loading times, I'm talking about the menu performances.
In the main menu the game doesn't load cars.
 
GT is a racing/driving simulator, not a fence or shadow simulator.

Great post. Let's use this excuse for everything bad in the game until we are left with this:

images


If the physics are the same, it's good enough, right?
 
Great post. Let's use this excuse for everything bad in the game until we are left with this:

images


If the physics are the same, it's good enough, right?
Trees aren't as important as everything and anything else. Would you rather want "better" looking trees or a more fluid driving experience? The resources can be used for better superficial features. I choose better looking grass.


Nice trees though. PD could learn a lot.
I like the grass in GT5 and apparently, leaves on the track are the next step in making GT look better visually. They already had random wind speed/direction in GT5 on weather tracks (at least) so I'm happy with that. Swaying 3D trees would take up more of the PS3's power, I would presume. Maybe the possible PS4 version of GT6 will have 3D trees that are affected by wind. Idle 3D trees would only make the photo mode experience better for the most part. In GT6, all of the cars will be prepped for any photo mode instance which was what I was hoping PD would do through an update in GT5.
 
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Trees aren't as important as everything and anything else. Would you rather want "better" looking trees or a more fluid driving experience? The resources can be used for better superficial features. I choose better looking grass.

Yes, I'm sure that it has to come down to either choosing driving or trees:tdown:.


Games need consistency. You can't have assets that look like they are from the PS4 next to things taken from the PS1, it's just wrong. Some of us would rather have some sort of middle ground where you might not have cars with half a million polygons but everything in the game blends together to create that illusion of being there isntead of pulling you out of the experience every 5 seconds with something completely out of place..
 
Yes, I'm sure that it has to come down to either choosing driving or treesđź‘Ž.


Games need consistency. You can't have assets that look like they are from the PS4 next to things taken from the PS1, it's just wrong. Some of us would rather have some sort of middle ground where you might not have cars with half a million polygons but everything in the game blends together to create that illusion of being there isntead of pulling you out of the experience every 5 seconds with something completely out of place..
It is in your case.

Games need consistency? If only we (well, PD) could turn back the hands of time about nine years ago and realize that they won't be able to fully utilize the detail of those unforeseen Premium cars/tracks until the PS4. This IS PD we're talking about though. I would think they'd only slightly tone down the attention to detail for some of the cars - not the Nissan's obviously - so that they can make the trees 2.5D.
 
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It is in your case.

Not really, I never said trees. The guy I was quoting didn't say trees. How did the tree thing start? You somehow thought I was focused on trees but I'm not.

Games need consistency? If only we (well, PD) could turn back the hands of time about nine years ago and realize that they won't be able to fully utilize the detail of those unforeseen Premium cars/tracks until the PS4. This IS PD we're talking about though. I would think they'd only slightly tone down the attention to detail for some of the cars - not the Nissan's obviously - so that they cane make the trees 2.5D.


Trees are the least of the game's consistency problems. On the one hand you have the seatbelts of the back seats with their every individual stich being discernible hogging resources and on the other you have shadows that flicker all over the car and trackside textures right next to you that came from the mid 90s.

Yes, they should have done their resource allocation a little better methinks. GT5 felt like a stepping stone towards the first PS4 GT rather than an actual game designed for what we had. Some people might have liked that but I was not one of them.
 
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GT6 needs a much better single player [carrer] experience. Otherwise they may as well make it the console version of iRacing.
 
trackside textures right next to you that came from the mid 90s.

Nice try. I was there in the mid 90's when it happened. It looked like this:

nascar_racing_screenshot1.jpg


(NASCAR Racing, from Papyrus (1994))

Edit: Speaking of which, GT1 had a hi-fi mode where you could run time trials with a higher graphics quality. If we reverse it, how about a lo-fi mode in GT6 where you could run epic endurances with 100 cars on track? I'd be willing to sacrify a few polygons for that...
 
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Problem is you can't really simplify the calculations behind the physics in that case, so I doubt you could get the desired effect just by dropping the polycount. I only works one way I'm afraid.
 
Problem is you can't really simplify the calculations behind the physics in that case, so I doubt you could get the desired effect just by dropping the polycount. I only works one way I'm afraid.
The AI doesn't necessarily need elaborate physics calculations.

And of course can you simplifiy the driving physics if you just want to. Strike a couple not very important factors and there you go.
 
Nice try. I was there in the mid 90's when it happened. It looked like this:

nascar_racing_screenshot1.jpg


(NASCAR Racing, from Papyrus (1994))

Edit: Speaking of which, GT1 had a hi-fi mode where you could run time trials with a higher graphics quality. If we reverse it, how about a lo-fi mode in GT6 where you could run epic endurances with 100 cars on track? I'd be willing to sacrify a few polygons for that...

Yes! But it had Paintkit, making our own liveries was epic.

Mid 90's. 100Mhz... 8MB of RAM.
 
Great post. Let's use this excuse for everything bad in the game until we are left with this:

images


If the physics are the same, it's good enough, right?
And in your case shadows and fences would look beautiful but the handling would still be the same, sounds aren't improved, no online features were added and the menu is still as slow as it was before. Which option would you prefer?

It's simple. It's about focussing on what is important and what's not (or only to some degree). Handling is important. Fluentness of the game is important. A great singleplayer career and online lobbies are important. Graphics and sound are also important, to make me feel like I'm really in the game. What's not important, is looking at a fence at 150mph and saying: look at the flickery lines in that fence! wow! I'm so distracted from all the awesome racing going on!
 
I'm not talking about car and track loading times, I'm talking about the menu performances.
In the main menu the game doesn't load cars.

I thought you, like the others, were implying that the menus were faster because there were fewer cars, which of course is fallacious. My mistake.
Yes! But it had Paintkit, making our own liveries was epic.

Mid 90's. 100Mhz... 8MB of RAM.

Serious nostalgia, thanks guys!
Of course that line of sims is what was built upon to make iRacing, so it's a shame it's not as accessible to a wider audience.
 
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