GT6 Screenshots / Videos

  • Thread starter BkS
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My argument is more against those who claim they don't crash so crash physics and crash damage aren't important, which is an absolute fallacy. I'm not necessarily saying it should 100% simulate real life. But I've seen too many comments where people think they're better than others because "they don't crash," proving that they're missing the argument completely.

Yeh I can agree with that too 👍
 
What affects the crash physics should also affect the driving physics, yes?

Not really, PD do have various penalties in place now ranging from laps being invalidated to temporary physics alterations such as ghost cars, steering pulling to one side and similar longer lasting physics alterations like vibrations etc.

Graphically PD have calculations to generate tyre marks, smoke, dark patches on paint and deformations of body work.

In the past PD have made a deliberate decision to spend more processor time on driving physics and graphics.

These two things provide a better experience for the 99% of the time that I am not involved in a collision.

My opinion is that they should continue on focusing on that 99% of the time as what they do now during collisions suffices.

Even if a heavy collision was done perfectly and the damage was exactly as it was in the real world, as a driver I am doing everything I can so that this type of collision does not occur.

With regards to minor bumps, in my opinion the settings available now suffice.

I would much rather PD continue to do what they are doing which is focusing on driving physics and graphics.

If you disagree with this philosophy then potentially GT isn't going to leave you feeling satisfied.
 
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Not really, PD do have various penalties in place now ranging from laps being invalidated to temporary physics alterations such as ghost cars, steering pulling to one side and similar longer lasting physics alterations like vibrations etc.

Graphically PD have calculations to generate tyre marks, smoke, dark patches on paint and deformations of body work.

In the past PD have made a deliberate decision to spend more processor time on driving physics and graphics.

These two things provide a better experience for the 99% of the time that I am not involved in a collision.

My opinion is that they should continue on focusing on that 99% of the time as what they do now during collisions suffices.

Even if a heavy collision was done perfectly and the damage was exactly as it was in the real world, as a driver I am doing everything I can so that this type of collision does not occur.

With regards to minor bumps, in my opinion the settings available now suffice.

I would much rather PD continue to do what they are doing which is focusing on driving physics and graphics.

If you disagree with this philosophy then potentially GT isn't going to leave you feeling satisfied.


Here's what I think, the cause of the weird looking stuff we see when a car crashes, is probably still there in the physics engine when we are driving around, and will most likely affect how people will drive.

Unless of course they still have the separate physics for low speeds, high speeds and collisions. In which case you would be more justified for thinking that whatever affects the collision physics, has no effect on your driving.

Or it shouldn't, at least. I am not so sure. I'll guess we'll have to wait for the GT Academy demo.
 
Everybody or the driver next to them will make a mistake eventually. People will bump each other, somewhat gently, coming into the final corner sometimes, because they want to win the race, and the game should try to be accurate in this, not necessarily perfect, but accurate, because this is part of racing.

Here's an example.

Honestly, if we're going to talk about people bumping each other, I wouldn't mind if GT6 had a little bit more of a reward/loss system, like in real life. GT5's car contact always seemed so underwhelming...


This is from my real life racing:




At the very beginning, I end up being passed because the guy in front of me held me up, I bumped him, by accident. Then, the #5 kart gets past, and when he tries to move over to the racing line for Turn 1, he leaves me no room, and I accidentally spin him. We both lost time in that.


But, the part that GT5 lacks is the "simplicity" of it. I didn't even feel the touch on the #5 kart. There was no real impact, and yet he spun like he had pulled some non-existent handbrake. :nervous: Cars, karts, Formula cars... No matter what, when two vehicles bump each other, the reactions are not a 3 km/h boost in speed. Instead, they're much more violent and unpredictable.


Clearly, since the #43 kart gets past me after the contact with the #5 kart, I wasn't planning on spinning the #5 kart. It still happened, though.


GT5's physics would've made it seem like no contact was made, at all, even though it actually caused a spin in real life. Therefore, if we want to talk about bumping, I'd like to see a more realistic take on bumping. GT5's "bumping" was more like a perpetual bump-draft.


Look how easily it happens. I'm not pushing him, turning into him, I just lifted his rear tires off of the ground with the slightest of contact.


Oh, and yes, I did apologize after the race.



And, if we're going to talk about GT6...




I don't know if this has been posted or not, yet, but... Looks like a nice vid.
 
Like really like the orange colour sun.

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Really really hope the races in GT6 don't start like that 370z video at grand valley. Grid starts, or at least double file rolling starts, please PD!
 
That pic reminds me of Enthusia. :embarrassed:



Anybody notice how when the car goes off track, the driver kinda moves in it due to the surface? I didn't quite see that in GT5 if I'm honest. Around (4.49)

Nice catch! I seriously hope they implement a few more parts to this; how about the driver's vision shakes? When I'm karting, my vision is severely... limited. I can see okay, but, when I hit curbs, etc., my eyes shake in their sockets; it's bumpy/shaky, and therefore hard to see the track-out point.

When I took my car to Mosport, this still happened, a bit, but it was much less noticeable because of the suspension. In fact, if anyone wants to see a comparison between what I mean from karting, and driving the car, click here. The link will take you to my YouTube channel. From there, the first video you see is karting, and then there's a Mosport DDT video, of my car.


Compare how much the camera shakes; the drivers feel all of those vibrations.


I wish we could get a more realistic sense of the bumps through vision, hearing (bumpers dragging/bottoming out is *loud*!) and steering wheel feedback.

Looks like we're getting a maximum of 16 cars on track again...

Oh, darn, only 15 people trying to catch up to me, crash me, and ruin my race. :grumpy:


:lol:
 
:ouch: We're just too awesome. We share the same thoughts because our thoughts are awesome. PD could learn from this, it's going to catch on.

I actually spotted that back since the May 15th event but didn't bother bring it up. It was in one of the first videos to show a replay (or at least parts of it)
 
Nice catch! I seriously hope they implement a few more parts to this; how about the driver's vision shakes? When I'm karting, my vision is severely... limited. I can see okay, but, when I hit curbs, etc., my eyes shake in their sockets; it's bumpy/shaky, and therefore hard to see the track-out point.

When I took my car to Mosport, this still happened, a bit, but it was much less noticeable because of the suspension. In fact, if anyone wants to see a comparison between what I mean from karting, and driving the car, click here. The link will take you to my YouTube channel. From there, the first video you see is karting, and then there's a Mosport DDT video, of my car.


Compare how much the camera shakes; the drivers feel all of those vibrations.


I wish we could get a more realistic sense of the bumps through vision, hearing (bumpers dragging/bottoming out is *loud*!) and steering wheel feedback.

Sadly the driver's vision was still the same as in GT5. But it will indeed be awesome to have it implemented into GT6. I just checked out your link, we definitely need that to add more into the simulation. 👍
 
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