GTP & GTS EXCLUSIVE Gran Turismo 5 Retail Overview (SIXTH final Update)

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Damn it.
Why didnt they give us hood view?
There is a hood view in replays. i just dont get it.

Anyway thanks for the reply.

Most logical explenation would be lower quality reflections compared to replay mode (30 fps vs 60 fps = more headroom for stuff like the motion blur, AA, higher res and whatever other effects that are exclusive to replay/photo mode)

Then again ,since they don't have to render the interior and most of the car, would it have killed them to just use a higher precision/res reflection shader in hood view mode...
 
Ok, I'll be posting the update very soon, together with answering as many small questions I can manage made prior to this post. Thank you for your patience :)
 
Here is the topic exclusive picture i promised ;) Good bye for today guys!

fsffekfr2f8fn8l3fs8n38js8j.jpg
 
The screen tearing has NOTHING to do with your monitor. The game engine drops the vertical sync instead of frame dropping, or slowing.

There's a good argument for the game to be run at 30 fps with no tearing. Oh well i'll just have to live with it.
 
The screen tearing has NOTHING to do with your monitor. The game engine drops the vertical sync instead of frame dropping, or slowing.

Yes, that's why I said it probably won't be the case for GT5. However, what I said is true for PC gaming, as moving from my 60hz TV to my 120hz monitor pretty much eliminated my screen tearing except in the games where i get over 120fps (lol), and in that case I use v-sync :)

Also, looking forward to the update amar :)

Edit: Thanks for the wallpaper size pic! Will use it in my rotation of about 10 other in game pics :)
 
I'm surprised that he hasn't mentioned the damage system at all. Seeing as he's gone through just about every other aspect of the game as he progresses, it's oddly neglected. It's one of GT5's most anticipated new features, and he's left it out so far. Maybe to avoid the spam that might ensue?
 
As I noticed yesterday, I am getting the same message as other members with the game about some functions "Not being available in this Version of the game". It is very safe to presume that players with connection to PSN will get some serious update as servers go up (on 24/11, as being announced on official web) that will unlock or make visible all community/online features.


Well with the Signature Edition Competition they are probally doing this to stop people getting an unfair advantage online, but saying that the PSN servers have been down for maintenance today so they are probally preparing them for Wednesday.
 
Damm

Was getting my hopes up that maybe it would be more than just the 16-17 cars listed

Yeah, not very many, unfortunatly.

Ok.... here's a question.

I remember in GT2 I picked up, off the used car dealership, a '87 Skyline. I tuned it up and finally, applied the racing livery, which I believe looked like this:

seton-skyline1.jpg


I loved it. I don't know why, but it was my favourite car in that game.

Now, my question is this... I wonder if that racing body is available for that Skyline, in GT5, even though it's a standard?
 
I'm surprised that he hasn't mentioned the damage system at all. Seeing as he's gone through just about every other aspect of the game as he progresses, it's oddly neglected. It's one of GT5's most anticipated new features, and he's left it out so far. Maybe to avoid the spam that might ensue?

Yeah it's the only thing I keep coming back to this thread for; I'd like to know how detailed the damage is.
 
I didn't notice any screen tearing at Amar's, and I was sitting one meter from his 50'' plasma

I hope you are right, there is obvious screen tearing in prologue at times.
So let me ask you, did you notice screen tearing in prologue?, if not then I'm sorry but I can't trust your observations, it's like the people saying that 720p looks exactly like 1080 p <.< or 30 fps looks as smooth as 60 fps<.<).


Not necessarily :-)

I'm going to post this AMAZING, crystal clear , Perfect explenation of what screen tearing, v sync and tripple buffering are.

http://hardforum.com/showthread.php?t=928593

Ps2 games and pc games never had the issue with screen tearing:
ps2 : games designed to never drop under 60 fps or( sometimes 30 fps aka choosing to cap a game that would run at 30-60++ fps at 30 to keep things stable and smooth with no tearing), then capped at 50/60 fps with vsync (double buffer I assume) to run smoothly on pal and ntsc tvs with fps rarely dropping to 30
PC games : vsync, plenty of vram to use triple buffering framebuffer, great display drivers to deal with it:
scenario a : game runs f-ing smoothly, vsynch off, risk screen tearing.
scenario b: v synch on ,tripple buffering : more stable framerate no screentearing at a small cost to 'performance' (perceived only)
scenario c: double buffering , vsynch on, no tearing but heavy impact on fps if it dips under 60 or whatever you capped it at.

current gen consoles :**** all VRAM, no tripple buffering in many games cos it doesn't fit in the ****** little 10 MB edram framebuffer for the xbox360 or there simply aint enough vram on the ps3 either, games NOT made to keep a framerate over 60 fps (this is what ruins it compared to ps2/xbox) but instead AIMING for 30 or 60 fps with serious framedrops.

-> scenario a: vsync double buffered at 30 fps = fps drops down to 15 every time, reviewers bitch about bad framerate

-> scenario b : framerate simply locked at 30 fps , less ups and downs in framerates making framerate seem stable, no vsync so hello horrendous amounts of screen tearing if the game wasn't designed to never actually drop under 30 fps ( gears, enslaved)
-> scenario c : framerate locked at 30 with vsync triple buffered.
Steady but non ideal framerate, no screen tearing (several earlier current gen console games)

-> scenario d : framerate locked at 60 , vsync , double buffered, regular framerate dips to 30 because of vsync if the game wasn't optimised to run at a stable 60+, some perceive this badly, people complain. (many older ps3/xbox360 games, some ps2 games)

-> scenario f : framerate locked at 60 , no vsync , game not designed to maintain over 60 fps at all times (rarely dips= prologue) , often dips (mw and a bunch of other muck)

-> scenario e: ideal scenario : framerate locked at 60, triple buffering, vsync, game designed to maintain stable 60+ fps : Stable framerate, any eventual drops caught by vsync to prevent screen tearing, fps don't have to drop to 30 because there are 3 buffers (refer to link for explenation)
games using this : buy a ps2 or play pc , or wait for the next gen of consoles

-> scenario e: same as f but game can't maintain a 60+ framerate , lots of small framedrops but caught by vsync.
You can pray that PD chose for this option, considering the game still has jaggies and low res shadows, there's a chance that they used some of ps3's vram for tripple buffering instead, and then we don't have to deal with fugly screen tearing.

I can hear you ask 'why not design them like on ps2 with framerates in mind?
Answer: because they need to pretend that the hardware can keep up with modern pc's and because they want to port most games between all 3 systems.
So they sacrifice framerate (and resolution often) for 'next gen' graphics.
's What happens when the guys in charge are no longer the same guys that have to program and design the games.
 
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I hope you are right, there is obvious screen tearing in prologue at times.
So let me ask you, did you notice screen tearing in prologue?
yes i did, but like i said, i only played one track with 10 opponents
 
I hope you are right, there is obvious screen tearing in prologue at times.
So let me ask you, did you notice screen tearing in prologue?, if not then I'm sorry but I can't trust your observations, it's like the people saying that 720p looks exactly like 1080 p <.< or 30 fps looks as smooth as 60 fps<.<).

Screen tearing would (sadly but seriously) be a deal breaker for me, I couldn't stand it in prologue (though it didn't happen as much in prologue as in some other console games).
I don't get excited for games anymore like when I was a kid anyway, gt is/was one game I did look forward to because of the outstanding quality of it's predecessors.

I honestly don't remember ever seeing any screen tearing in ps2 games and as far as I know it was never even mentioned on anything but pc (vsync off and capping frame limit higher than monitor refresh rate) and even on pc only remember experiencing it in a handfull of games EVER.

Yet this console gen is ****ing plagued by it, it's the most annoying glitchy IN YOUR FACE irritating problem in games , ever.

Wow. I'm consistently amazed at how different things effect different people.

I played GT5p constantly, and I wouldn't know what screen tearing was if you pointed it out to me. Much less have it bother me enough to pass up on a game.

Weird.
 
Wow. I'm consistently amazed at how different things effect different people.

I played GT5p constantly, and I wouldn't know what screen tearing was if you pointed it out to me. Much less have it bother me enough to pass up on a game.

Weird.

Same applies for me. Now as someone mentions it (screen tearing) I remember seeing such sometimes in Prologue... but MEH. (Auf Deutsch: Scheiss drauf)
 
Yeah, not very many, unfortunatly.

Ok.... here's a question.

I remember in GT2 I picked up, off the used car dealership, a '87 Skyline. I tuned it up and finally, applied the racing livery, which I believe looked like this:

seton-skyline1.jpg


I loved it. I don't know why, but it was my favourite car in that game.

Now, my question is this... I wonder if that racing body is available for that Skyline, in GT5, even though it's a standard?
Thats cool man, GT2 rocked.

I used to buy mitsubishi 3000gt (when I had the credits) and RM was puma livery like this one
N1qualify1.JPG


I hope to see it again... ;_; :)
 
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