GT6 Screenshots / Videos

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I am anticipating gameplay of the Shelby Mustang GT500 or SRT Viper...but I think we'll have to wait until perhaps TGS (if they're even playable there) :(
 
Using the video found here.... maybe someone can answer this. At the 2:57 or so mark, the Pagani Huarya rides over a curb/kurb/rumble strip whatever the technical name is. Question, why is the RIGHT tire bouncing up and down on the track when the LEFT tire is on the strip, riding over it like it's flat?:confused: Watching in slow motion (1/2 the speed works well) it's easier to see.

Am I missing something or is this an error? Thanks.👍

It kinda reminds me of this video @ 2:44. I think that it's bump modeled in the track that isn't smooth. Or, it's a gap in the track. Who knows?
http://www.youtube.com/watch?v=c0rivBIGxLk
 
Thanks for the input.

Generally, it's "kerb/kerbs" when in reference to racing. Or am I wrong? :D just in case


Good catch though. I don't think it should be like that... It's a glitch for sure, but it might only be visual.

Can anyone elaborate on the Huayra's suspension? I'm interested and it'll help (wouldn't hurt).

Works for me. Sounds better than "multi-colored bumps".:lol:

Rigid anti-roll bar?

Wouldn't that cause the opposite tire to have the opposite reaction? In this case the LEFT tire should have sank into the ground or the body would have "wobbled" or shimmied because tires don't go through the ground

It kinda reminds me of this video @ 2:44. I think that it's bump modeled in the track that isn't smooth. Or, it's a gap in the track. Who knows?
http://www.youtube.com/watch?v=c0rivBIGxLk

After seeing that video it could be a track modeling problem. But it's just about perfect timing between running over the kerb, and suspension/tire reaction. It's almost like it's been reversed. If I'm correct, GT5's suspension was backwards but corrected in a patch so it's possible.


I'd like to know the truth if it's actually gameplay just glorified or a computerized video. Seeing how in GT5 we can't drive through the photo locations (like in the NSX trailer) or the outskirts of the track (London or Madrid), but in their trailers they can makes me think option 2. Gameplay can be fixed, a man made video should have been right from the beginning... they created it.
 
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Replay is uploading, 30 mins left... :)

EDIT:



(and yes I really work for a website, that wasn't just an excuse)
 
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Cool. Thanks for the replay. It reminded me about the other two tracks at Willow Springs. The one right next to the long right hander, Top Gear UK filmed on that track in Season 19. I don't know the names of the other two tracks.


Well, there are a few, including a kart track, but the one I'm thinking of is "The Streets of Willow" and the other significant track is "Horse Thief Mile."
 
I will bet you my soul that Bathurst will be the next and last track announced for GT6. The rest will follow as DLC. The simple fact is that they started work on the track so long ago, there's not a single excuse for not putting it in the game. Also, it's far more important than some original track. :)

And with the NISSAN Altimas making V8 history coming 1-2 at Winton this weekend, in V8 Supercars, after Lucas Ordonez sampled the winning car, it has to happen!(2-points for the run-on sentence)

The replay of Willow Springs is crazy
 
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And with the NISSAN Altimas making V8 history coming 1-2 at Winton this weekend, in V8 Supercars, after Lucas Ordonez sampled the winning car, it has to happen!(2-points for the run-on sentence)

The replay of Willow Springs is crazy

https://www.youtube.com/watch?v=ynlZBLAC-pU


Lucas Ordoñez 1 week ago
I believe Australia will be back in GT ACADEMY!
Yes left foot braking! So cool car to drive!
Missing it already
Cheers

Huhh?
 
Final answer?

I'd phone a friend, but I don't have any! :P

It's all I could think of - an anti-roll bar effectively ties the two wheels together, and offers a restoring / equilibrating force whenever their respective "travels" differ. A perfectly rigid anti-roll bar will force both wheels to have the same travel regardless (like a solid beam with no rotational articulation, i.e. a beam on two perfect sliders). Since the left wheel can't go through the floor, all that can happen is for the right one to lift. The speed it happens at means the body can't react through the other contact patches, so the wheel sort of flaps around in the air. :dopey:

...

Wouldn't that cause the opposite tire to have the opposite reaction? In this case the LEFT tire should have sank into the ground or the body would have "wobbled" or shimmied because tires don't go through the ground

After seeing that video it could be a track modeling problem. But it's just about perfect timing between running over the kerb, and suspension/tire reaction. It's almost like it's been reversed. If I'm correct, GT5's suspension was backwards but corrected in a patch so it's possible.

No, there is less resistance to the right tyre in lifting than to the left tyre in attempting to penetrate an impermeable surface. That's why it moves that way and not the other - assuming I'm right about the rigid anti-roll bar (or equivalent effect).

I think the reversed numbers thing is just a translation issue in the input parameters. It's possible the old model didn't work in the right "direction", though, in that it worked from the ground up, when it should work from the car down. Just a guess, anyway, as the general behaviour was all wrong - this new model instantly feels better in terms of weight transfer, so there's promise.
I'd like to know the truth if it's actually gameplay just glorified or a computerized video. Seeing how in GT5 we can't drive through the photo locations (like in the NSX trailer) or the outskirts of the track (London or Madrid), but in their trailers they can makes me think option 2. Gameplay can be fixed, a man made video should have been right from the beginning... they created it.

None of that actually makes any sense. It's clearly in-engine, all in-game systems (although it's obviously staged to some degree, hence being able to drive in photomode - wasn't the same possible in FM4 using an exploit?). Whether it was running in real time is another matter.

Both NSX trailers (1, 2), I think, are consciously of a higher quality at times - there was no explicit mention of any specific version of Gran Turismo in it, if you remember. Consequently, they might have been our first look at "PS4-level" GT (well, at least as far as the reflection map resolution goes). There was also that rendered sequence of the NSX (or was it something else?) traveling through a rocky landscape, that could easily have been an amped-up course creator theme, but that's not verifiable.

Those little sausages at Le Mans (Circuit De La Sarthe! I know.) are scripted. You run over them and they give you a kick. That video showed what repeated kicks look like.
The first time I saw those things, I thought they don't matter too much, going by other similar kerbs in the game (and previous games), because the filtered suspension response and zero-mass wheels means you can get away with murder. Then I ran over one and the kick it gave immediately felt "unnatural" within the context of the game. I guess they felt they needed to carry the same penalty they do in real life - obviously the real fix is to improve the suspension model, but that wasn't done yet.
 
Partial Quote,
... None of that actually makes any sense. It's clearly in-engine, all in-game systems (although it's obviously staged to some degree, hence being able to drive in photomode - wasn't the same possible in FM4 using an exploit?). Whether it was running in real time is another matter....

I apologize for not making any sense. I do have trouble getting my point across at times. That aside, I think I see what your getting at. I can't speak about 🤬 4 (I know that "F" word is bad in these parts) since I haven't played it, but it sounds like they (Polyphony Digital) have a track model with no barriers, free to drive anywhere. For the gamer they add barriers, forcing us to say on the track, no exploring.

Thanks for the small lesson and opinions. Have a good one.👍
 
Castrol96
<a href="http://www.youtube.com/watch?v=_cjxyMzo_nA">YouTube Link</a>

The on - car shadows look a lot better than in GT5. And overall quality of this gamescom build is better than what we got in July.

Looking forward to TGS.
 
I will bet you my soul that Bathurst will be the next and last track announced for GT6. The rest will follow as DLC. The simple fact is that they started work on the track so long ago, there's not a single excuse for not putting it in the game. Also, it's far more important than some original track. :)

maybe they are not counting the Goodwood track because its so short? That being said they might show Bathurst and Seattle??
 
So Autumn Ring does get time and weather change after all :D
Kaz might pull a "Eiger Nordwand Short Reverse" with no weather. And a Nurburgring GP layout with neither time change nor weather. This is one of the things I'm apprehensive in hopefully thinking, although Apricot Hill has the whole package and so does Spa. GT6 really will answer quite a lot of my questions.
 
I'm predicting at TGS to maybe show the final AI and Car sounds, maybe the standard cars, and more about the customization features. Also, a few more confirmed cars.
 
One thing I hope Seattle Circuit gets a good weather setting or time change. If you look back at Laguna Seca in GT3 the time was set at sunset, that was only used in GT3, it felt so much better, same for Seattle but it stayed at Sunset, but during the development of GT3 the weather of the course was going to be foggy, this was later changed to sunset and kept along till GT3-GTPSP, as we know Laguna Seca made a change, what will Seattle look like in GT6?
 
You don't simply present a "final AI" or even the sounds. Those can still be adjusted until the final moment.

If you're going for launch day patch, sure. At some point they have to finalise code to give time for the discs to be printed. I think for GT5 it was something like a month before, but that was probably shorted a bit because they missed their first planned date.

Realistically, they'll need final code by early November at the latest. And I suspect AI code will be frozen earlier than that, because they'll need time to QA test it. If something goes wrong with the AI because of some last minute change, that could wreck the whole game.
 
If you're going for launch day patch, sure. At some point they have to finalise code to give time for the discs to be printed. I think for GT5 it was something like a month before, but that was probably shorted a bit because they missed their first planned date.

Realistically, they'll need final code by early November at the latest. And I suspect AI code will be frozen earlier than that, because they'll need time to QA test it. If something goes wrong with the AI because of some last minute change, that could wreck the whole game.
True dat.

but TGS is 2.5 months earlier than the release date. There's no reason why we should be expecting some kind of "reveal" of the AI's final performance...stats. Revealing which tracks will have time change and weather features can be possible.
 
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