GT6 Screenshots / Videos

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"This is a beginner level event using cars with 350PP or less" Good, now there shouldn't be complaining of using cars with much more performance than the AI.
 
"This is a beginner level event using cars with 350PP or less" Good, now there shouldn't be complaining of using cars with much more performance than the AI.

Nice spot.

I have to admit, I did enjoy racing the AI in the Sunday cup with my Tank car though :)
 
Ooh me likey the cracked concrete background. Atmospheric :drool:

Somehow I really like it too.

However, I hope the main UI is more than just simple icons. It seems like GT5, only they made it easier to navigate without having to guess where up/down/left/right goes. I guess I just miss the world map. I thought that it made GT unique.
 
Yeh. I get the impression that the UI will be layer based rather than all on one screen. So to get around the menu's you have to go deeper and deeper, but it makes it much easier to navigate around, rather than having absolutely everything on one page.
 
Hmm, why are all those events/license tests (whatever they may be) taking place @ Silverstone? If you get too "used" to driving on a certain track, then --in my opinion--, it becomes less challenging and, ergo, possibly boring.
 
Hmm, why are all those events/license tests (whatever they may be) taking place @ Silverstone? If you get too "used" to driving on a certain track, then --in my opinion--, it becomes less challenging and, ergo, possibly boring.

If you look carefully the events are of different distances so you probably aren't driving around the same corners for an hour. It's a bit like the Nurburgring Special event in GT5, which certainly didn't make me bored of the Nurburgring.

And also Silverstone is a particularly wide and undefined circuit, so it really is quite challenging and tricky to master, making specific training events valid, and making it a great GTAcademy test.
 
If you look carefully the events are of different distances so you probably aren't driving around the same corners for an hour. It's a bit like the Nurburgring Special event in GT5, which certainly didn't make me bored of the Nurburgring.

And also Silverstone is a particularly wide and undefined circuit, so it really is quite challenging and tricky to master, making specific training events valid, and making it a great GTAcademy test.

Yes, and unfortunately those distances do not accurately correspond to the shorter configurations of Silverstone either, so it seems certain that each stage of the Academy will be run on different sections of the (I assume) GP course, with the final event using the entire lap.
I'd rather have a continuous lap to drive, but this will serve its purpose, however irrelevant the preliminary stages actually are.
 
Hmm, why are all those events/license tests (whatever they may be) taking place @ Silverstone? If you get too "used" to driving on a certain track, then --in my opinion--, it becomes less challenging and, ergo, possibly boring.

That must be how real race car drivers feel about practice, qualifying, and then race day.
 
So far, in terms of screenies, I can make out that newly modeled cars like the Countach and X-Bow have appropriately modeled differences in front and rear wheels.

On the other hand, carry-overs and related-to-existing cars still have issues. The GT86's ride height is still too low at the rear, the unmodified GT-Academy 370Z and GT-R Black Edition still don't have the correct rear wheels, while the XKR-S shares the excess rear track width and ride height with the older XKR.

With such high geometric detail put into bodywork and even interiors, it's really time to expand it to wheels, tires and their placement relative to bodywork. I notice that this game and most of the competition suffer in this regard. (A well known AAA rival has also made a blunder with the rear wheels of its cover car. I won't say further.)
 
it's almost identical

ywtw.jpg

gran-turismo-6_2013_06-11-13_031.jpg

Clearly not much has changed, but the shadow in the GT6 pic might signify time change. Which would be awesome at Suzuka because I've never seen a night race there before.
 
Clearly not much has changed, but the shadow in the GT6 pic might signify time change. Which would be awesome at Suzuka because I've never seen a night race there before.

There aren't many lights. It will be like Nürburgring or Le Mans; judging only by what you can actually see, versus judging by looking for the lights way up ahead. This will be interesting, you're right.
 
Slightly off topic but all this talk of day/night cycles reminds me, I really hope PD increased the power of headlights during night racing. For GT5 I had to turn the brightness in the game and on my TV way up in order to be able to see the road ten feet in front of me.
 
Slightly off topic but all this talk of day/night cycles reminds me, I really hope PD increased the power of headlights during night racing. For GT5 I had to turn the brightness in the game and on my TV way up in order to be able to see the road ten feet in front of me.

No. That's realistic. I promise you, it's actually that hard to see, especially at speed, because your reaction times are more important. The headlights still reach the same length, but, you're covering that distance in a shorter period of time. Basically, if the headlights reach 100 ft. ahead of the car, you can only see what's 100 ft. in front of the car, instead of 500+ ft. in front of the car. But, it's still possible to drive, regardless.


@ Samus, that video makes it look too bright/easy, in my opinion.
 
Slightly off topic but all this talk of day/night cycles reminds me, I really hope PD increased the power of headlights during night racing. For GT5 I had to turn the brightness in the game and on my TV way up in order to be able to see the road ten feet in front of me.

Never had that problem with the headlights. Be sure you are using the correct settings for your PS3.
When I first tried GT5, Night looked awful but I figured the fuzzy dash lights weren't right.
Turns out I wasn't using the full range RGB and had super white turned off. Both incorrect for my monitor.
Once these were set night racing looked as it should.
 
Sounds pretty poor but we've been told that those sounds are placeholders, and even if they aren't in the end, it's something I could live with. The car looks great though, and you can almost feel the rear wheels fight to keep traction through the low speed corners.
 
Slightly off topic but all this talk of day/night cycles reminds me, I really hope PD increased the power of headlights during night racing. For GT5 I had to turn the brightness in the game and on my TV way up in order to be able to see the road ten feet in front of me.

I turn the brightness in-game up to +1.0 for night racing. Day racing I leave it at +0, especially for the Toscana created tracks as the sun glare with it set anywhere else but +0 makes it really hard to see.
 
I turn the brightness in-game up to +1.0 for night racing. Day racing I leave it at +0, especially for the Toscana created tracks as the sun glare with it set anywhere else but +0 makes it really hard to see.

Speaking of brightness, we here in Arizona are due for a cooking by our good 'ole friend, the sun.:scared:

I actually leave the brightness alone because racing around the darkness in GT5 is something I never tire of.
 
No. That's realistic. I promise you, it's actually that hard to see, especially at speed, because your reaction times are more important. The headlights still reach the same length, but, you're covering that distance in a shorter period of time. Basically, if the headlights reach 100 ft. ahead of the car, you can only see what's 100 ft. in front of the car, instead of 500+ ft. in front of the car. But, it's still possible to drive, regardless.

Go play any day/night cycle event on Toscana tarmac and try to say the same thing. But it's more due to the fact that your lights aren't working properly, not that they're not bright enough. I'm sure that since it's a hilly course it affects the way the light works and where it hits, but it's completely wrong and it's literally impossible to drive to a level compared to daytime because you genuinely cannot see -- without the road map to go off of you'd essentially be screwed and even with it, it's still extremely extremely difficult.

Can't believe that got past quality assurance. I noticed this in the Grand Touring special event with the Murcielago and most recently on one of the seasonals -- and I'm sure a few others in between that I can't remember. Your lights just do not show up on the race track/in front of you 90% of the time.
 
Go play any day/night cycle event on Toscana tarmac and try to say the same thing. But it's more due to the fact that your lights aren't working properly, not that they're not bright enough. I'm sure that since it's a hilly course it affects the way the light works and where it hits, but it's completely wrong and it's literally impossible to drive to a level compared to daytime because you genuinely cannot see -- without the road map to go off of you'd essentially be screwed and even with it, it's still extremely extremely difficult.

Can't believe that got past quality assurance. I noticed this in the Grand Touring special event with the Murcielago and most recently on one of the seasonals -- and I'm sure a few others in between that I can't remember. Your lights just do not show up on the race track/in front of you 90% of the time.

Exactly. I think it was the most recent Japanese '90s Challenge seasonal, but in any case it was impossible to drive at a respectable pace. My lap times at night were easily 10 seconds slower than what I achieved in daylight. I hadn't driven Toscana time change in forever and I had forgotten how difficult it actually was.

In my opinion though, all of the courses that feature night racing are equally difficult to see. And other light sources besides headlights, like spotlights and street lamps, barely have any effect. I don't know if it's realistic (I'm inclined to say it's not), but even if it is, it's just simply too frustrating and I'd rather they increase the strength and projection distance of the headlights. That Project Cars example would be fine with me.

Somebody mentioned turning on RGB full range and super white, so I'll give that a shot.
 
At 1:29 I noticed a slight difference in the replay interior view, that the driver is slightly hopping in the video, due to the road bumps. I don't remember if GT5 had this or not.

The most the driver moved in GT5 was hitting the wall so this is definitely different.
 
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