Headlight Dispersion Issue Has Been Fixed! Poll!

  • Thread starter kolio
  • 130 comments
  • 14,649 views

Will this motivate/improve your night racing experience?

  • Yes! It will be great!

    Votes: 243 96.0%
  • No! I don't race much at night.

    Votes: 10 4.0%

  • Total voters
    253
Im not sure if im reading "dispersion" the same as the majority of us, but i will tell you about my experience with the lights:

Claiming that the track is "Un-driveable" is a legitimate excuse for some. Most of us dedicate a lot of our time at certain tracks (a la Rolex time clock for my profile at Le Mans) and we can name every corner and what speeds for whichever car. But for the casual gamer, a lot of them don't know the track if their eyes were closed. So un-driveable may be a bit far fetched, but we should allow people to give their opinions and critic however they want..

As for me, I mostly race LMP1's at Le Mans, and have found some interesting things with the lights. I havent been able to get on GT for a long while but Im sure that no untold patches were released so this is my description from hundreds of hours on the track at night. I find myself sometimes lost driving towards Indianapolis, where the trees enclose on you and its just you and the car. I know where the turns are, what speeds to take and so on, but the thing that nabs me is actually not being able to see the turns. Going at speeds close to 210 mph, you notice a lot of big changes that will affect your driving and throw off your line. It seems to me that there is some sort of octagon or polygon they use to display the lights, at whichever 45 degrees you are pointing to on a compass. Once you go in between two 45 degree marks, you start to see a wide dim area. This is where the driving becomes "un-driveable" and it sort of strains the mind as to where the track is.

I wish that I have some pictures to display of this, but I simply dont have the ability to do this. I have asked many others in online lobbies if they are seeing the same effect and they agree that the lights are on a compass you could say, and that the beam of the lights are set every 45 degrees or what not. I would hope that the beams are modeled on the car and are fixed to it, rather than the car being on a table-top.

2013-10-16-phares-2.jpg


here is the R18 e-tron's lights at some circuit ive seen before but cant name. The lights however, have a distinctive cone that narrows down at an equilibrium point. The picture below will illustrate a few points of mine.

2013-10-16-phares-3.jpg


With the R10, we see a solid beam that extends to a certain point. Now, GT5 does not accurately depict this as one beam, but rather as two beams that split off from each other. Now with the R15, imagine that the central beam is taken out, and you have the four bright beams that extend outwards from the center. This is what GT5 looks to me. This effect is definitely noticed when racing with the Peugeot 908 while on high beams, where the lights seem to go anywhere but forwards.

This image was created by Audi themselves for their e-magazine. http://www.24h-lemans.com/en/news/the-evolution-of-headlights_2_2_1746_12790.html

I think it looks much brighter now - headlights that is

gt6-nighttj9u65.gif

now with this GIF, it looks as if they have modeled the above R-18's headlights, (however, I am sure GT6 wont include the matrix beam) as the picture displays above, with a wide range close to the car and a beam that extends for almost miles. Now we all know that at times PD can inaccurately display content about GT, so I'm not getting my hopes up too high.

My main point is that the lights need to be fixed on the car, rather than the car rests on top of a compass and moves over the lights.
 
The thing is, I would settle for a rudimentary system where light doesn't project from the car but is instead mapped along the road at predetermined angles. We all know Polyphony has hit its limit with the PS3's hardware and lighting is difficult to manage when you have 16 cars on screen and are striving for a target of 60 FPS. Throw weather in and you've got a developer's worst nightmare. That said...

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...this is simply inexcusable. I've never seen anything this poor in a racing game before. That's a 5 by 5 foot sphere in front of the car, with the high beams on. The lights don't come anywhere near to illuminating the width of the road. Trackside objects seem to reflect rays of sunlight, and yet the environment around them is pitch black. And there's a massive gap between the front of the car and the area that is actually lit. Can't speak for others, but when I say GT5 at night can be at times undrivable, this picture is exactly what I'm talking about.
 
The thing is, I would settle for a rudimentary system where light doesn't project from the car but is instead mapped along the road at predetermined angles. We all know Polyphony has hit its limit with the PS3's hardware and lighting is difficult to manage when you have 16 cars on screen and are striving for a target of 60 FPS. Throw weather in and you've got a developer's worst nightmare. That said...

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...this is simply inexcusable. I've never seen anything this poor in a racing game before. That's a 5 by 5 foot sphere in front of the car, with the high beams on. The lights don't come anywhere near to illuminating the width of the road. Trackside objects seem to reflect rays of sunlight, and yet the environment around them is pitch black. And there's a massive gap between the front of the car and the area that is actually lit. Can't speak for others, but when I say GT5 at night can be at times undrivable, this picture is exactly what I'm talking about.

It doesn't look like that in my copy of the game. Seems like the picture has too high contrast. If it's not because of the photo (which I believe it is - it's usually very hard to get a pitch black photo unless you fiddle around with the contrast or forget to remove the lense cap), then it might be your screen.

The signs (if that's what you mean by trackside objects?) are reflecting the light from the headlights, and not the sun.
 
The signs (if that's what you mean by trackside objects?) are reflecting the light from the headlights, and not the sun.

What I meant by that was the signs and pylons are ultra-reflective, but the area around them suggests that absolutely zero light is reaching that point.
 
What I meant by that was the signs and pylons are ultra-reflective, but the area around them suggests that absolutely zero light is reaching that point.

That's because they are reflective. It's not about how much light that reach a certain point, it's about how much is being reflected back.

Halvljusutantext.jpg


At 20-30 meters you're able to see a person dressed in black. At 60 meters a person dressed in white. At 125 meter a person wearing a retroreflector

parreflex.jpg
 
The thing is, I would settle for a rudimentary system where light doesn't project from the car but is instead mapped along the road at predetermined angles. We all know Polyphony has hit its limit with the PS3's hardware and lighting is difficult to manage when you have 16 cars on screen and are striving for a target of 60 FPS. Throw weather in and you've got a developer's worst nightmare. That said...

maxresdefault.jpg


...this is simply inexcusable. I've never seen anything this poor in a racing game before. That's a 5 by 5 foot sphere in front of the car, with the high beams on. The lights don't come anywhere near to illuminating the width of the road. Trackside objects seem to reflect rays of sunlight, and yet the environment around them is pitch black. And there's a massive gap between the front of the car and the area that is actually lit. Can't speak for others, but when I say GT5 at night can be at times undrivable, this picture is exactly what I'm talking about.

What course is that? Toscana? Toscana is a problematic course but I have never ever seen this. Is your contrast way too high or something and which car is that I would like to recreate this. I just drove around Nurburgring dead of night with a 787b and nothing out of the ordinary to report aside from those halogen yellowish gross beams which do not change if you watch the car whilst switching from high to low beam and back like the street cars.

I think something is up with this photo simply because the signs only reflect like that when light hits them, so something might be up with the game(notice that the fireworks look fine in the background). I have not seen this ever even though I have seen the annoying Lamborghini headlights in the ground issue Toscana race. I would like to know the details of this photo, car, time of day and course(Toscana).
 
What course is that? Toscana? Toscana is a problematic course but I have never ever seen this. Is your contrast way too high or something and which car is that I would like to recreate this. I just drove around Nurburgring dead of night with a 787b and nothing out of the ordinary to report aside from those halogen yellowish gross beams which do not change if you watch the car whilst switching from high to low beam and back like the street cars.

I think something is up with this photo simply because the signs only reflect like that when light hits them, so something might be up with the game(notice that the fireworks look fine in the background). I have not seen this ever even though I have seen the annoying Lamborghini headlights in the ground issue Toscana race. I would like to know the details of this photo, car, time of day and course(Toscana).

The car used to demonstrate could be a standard, where there are no high beams. However, the argument of the TV settings/GT settings especially with the gamma settings, should have no effect. Rather, the type of TV that is being used, will affect how good a black is represented. I play on a small 28 inch Emerson LCD. I dont like looking a halfmile across a screen to see other cars. I sit where my eyes are normally 1 inch above the direct center of the TV, approx 4-5 feet away. With an LCD, I don't get that good of a depiction of the blacks, but i do get better (softer) whites. I also own an 80 Sharp quattro LED TV, which also has a 7.1 sound system. With LED, I get better blacks, but way too bright whites and colors. Now I owned a 55 inch plasma by samsung, which has some good blacks, but horrible whites. Colors are not that bad, but arent that good either. Another TV is an LG 60 inch LCD. When viewed about ten feet away and 2 feet under the middle of the center, I get good greys, but all blacks have an infinite depth. All outlines are good, and all colors are great.

So the fact that some of the people on this thread are describing how the TV/GT settings are wrong do not have the full picture going on. Placement is key to determining how the images are viewed. Otherwise, your describing a horse when it's actually a mule.
 
Almost all the videos I upload are in Nurburgring with obscurity, sunset or dawn, and I have no problem with lights.

And it's most likely because of the TV you use, or the seating arrangements you have. It could be different due to other reasons than that, but most likely it is not due to TV/GT settings...

I dunno all the answers to everything, im just giving my opinions as to problems that i have found, and solutions i found myself..
 
The car used to demonstrate could be a standard, where there are no high beams. However, the argument of the TV settings/GT settings especially with the gamma settings, should have no effect. Rather, the type of TV that is being used, will affect how good a black is represented. I play on a small 28 inch Emerson LCD. I dont like looking a halfmile across a screen to see other cars. I sit where my eyes are normally 1 inch above the direct center of the TV, approx 4-5 feet away. With an LCD, I don't get that good of a depiction of the blacks, but i do get better (softer) whites. I also own an 80 Sharp quattro LED TV, which also has a 7.1 sound system. With LED, I get better blacks, but way too bright whites and colors. Now I owned a 55 inch plasma by samsung, which has some good blacks, but horrible whites. Colors are not that bad, but arent that good either. Another TV is an LG 60 inch LCD. When viewed about ten feet away and 2 feet under the middle of the center, I get good greys, but all blacks have an infinite depth. All outlines are good, and all colors are great.

So the fact that some of the people on this thread are describing how the TV/GT settings are wrong do not have the full picture going on. Placement is key to determining how the images are viewed. Otherwise, your describing a horse when it's actually a mule.
Standard cars are locked to high beams as are premiums you have to switch to low beam, standards can't switch so it's high beams all the time in GT5. I am just wondering about what the settings are because GT5 itself is a dark game and has a gamma setting so you can match it to your television set. I'm just questioning the photo since it's odd, it looks like the beams are set to cross into one another and into one spot. How many cars have beams that do that, that you have come across in GT5? I have never seen lights that do that yet, I will have to search for a car that illuminates like that. Headlights of cars I have used do not spot light in one area, it actually disperses a lot. Fundamentally there could be issues with a car and course combination but no way can you tell me that when you drive at night in GT5 you see that which was posted by Glassjaw.
Again this looks like Toscana, which to me is an odd course as it doesn't have a full day/night cycle like Nurburgring and Circuit de la Sarthe and it seems to illuminate more like SSR5 which is terrible in the lighting department. I would love to see video that capture was taken from, because I would love to see if the lights remained like things throughout the entire drive or if this is just a capture to play up a flaw. Just like the oddities with headlights in the Toscana Lamborghini race which happened when going uphill or downhill but on a gradual slope or flat road it illuminates fine.
I'm not discounting the problem with lights in the game, I know there is an issue with Toscana and SSR5 lighting when headlights come into play, but honestly I have zipped up and down the two darkest night courses with many cars and the lights work for better or worse.
I use a Sharp Aquos 42" LCD and it's 6 years old I sit about 8ft from the screen so I get to see a lot of things I would normally miss on a smaller screen. If I ever saw what was in that photo I would have noticed it since the screen is rather huge and right in front of my face. Honestly I have never ever witnessed that, so I want to try and replicate that assuming it's not a rendering problem and happened for an instance and corrected itself.
 
And it's most likely because of the TV you use, or the seating arrangements you have. It could be different due to other reasons than that, but most likely it is not due to TV/GT settings...

I dunno all the answers to everything, im just giving my opinions as to problems that i have found, and solutions i found myself..
Obviously, but I have to admit that in Toscana at night is very hard to see how is the track, because I don't play so often on that track, and it has the particularity of the climbs, hard climbs.
 
The custom Toscana circuits are always very dark on my screen too, not quite as dark as the photo above but dark enough that you have no idea where you're going. And the headlights only light up a small area in front of the car.
 
Ok I have played Toscana circuit I created myself and I used a car that has pretty good headlights E92 M3 and what I have found is basically what I suspected. Toscana uses the same crappy full screen mask that is used on SSR5. How am I so sure? I took the same car and drove Circuit de la Sarthe at the exact same time 2100 hours the max for Toscana, on Toscana the lights do the same thing they do on Sarthe only thing is it's quite a bit darker for no reason. The thing that gave it away was the in car view, if you notice the M3 has a LCD which is rather brightly lit, but on Toscana it's lit but on la Sarthe it's very bright. I thought I was seeing things but it's true.
Light dispersion on Sarthe and Toscana are the same thing, when you switch to high beams it does the same thing but because of this full screen darkening mask the lighting looks bad. Also when you switch to high beams the low beams are actually swapped out for high dispersion beams(which is bad and possibly because of lack of power on PS3 end). Toscana is just like that SSR5 with it's weird dark mask that looks fake compared to Sarthe and Nurburgring's nightfall. PS3 is the main culprit behind the lighting issues as PD can't use both low and high beams at once which would be ideal. Also because of only getting either high or low beam selection Standard cars in GT5 have issues with wide open courses without barriers in which to bounce light off of pose a problem with illumination.
I feel great after having to go try things, also finding out oddities within the game. Looking at GT6 lighting I don't expect dual beams to be shown but I could be wrong. But I sure hope that nasty mask from GT5 is killed off permanently.
 
I've never heard anyone complain about headlights but if something got improved, I'm all for it.
 
I've never heard anyone complain about headlights but if something got improved, I'm all for it.

Wow really?

It came up in conversation quite a few times with the people I play with.

Perhaps you didn't drive standards much at night huh? ;)
 
I'd say 80% of the cars I drive are standards and never had a problem but that is likely because how often I drive at night. My buddy agrees with this thread though and as always I'm down for anything that enhances the game even more. I've also never had and complaints about night racing and headlights in my rooms though and only came up in conversation once me and a few friends started critiquing certain parts that could be made better.
 
The thing is, I would settle for a rudimentary system where light doesn't project from the car but is instead mapped along the road at predetermined angles. We all know Polyphony has hit its limit with the PS3's hardware and lighting is difficult to manage when you have 16 cars on screen and are striving for a target of 60 FPS. Throw weather in and you've got a developer's worst nightmare. That said...

maxresdefault.jpg


...this is simply inexcusable. I've never seen anything this poor in a racing game before. That's a 5 by 5 foot sphere in front of the car, with the high beams on. The lights don't come anywhere near to illuminating the width of the road. Trackside objects seem to reflect rays of sunlight, and yet the environment around them is pitch black. And there's a massive gap between the front of the car and the area that is actually lit. Can't speak for others, but when I say GT5 at night can be at times undrivable, this picture is exactly what I'm talking about.

That almost looks like it's recreating what happens when you put HID lights in a reflective headlight assembly.
 
Another thing are the aftermarket lights icon in GT AUTO. It looks like the lighting is better. Will this be magnified with the Audi S1 array of additional driving lights? If I add foglights to an MX5 in the game, will I be able to switch those on and off independently of the normal 1, 2 hi and lo beams? Will we have rear foglights for better illumination at wet night races? We can dip the lights in GT5 photomode not while racing. I really hope the new system covers ever car
 
Another thing are the aftermarket lights icon in GT AUTO. It looks like the lighting is better. Will this be magnified with the Audi S1 array of additional driving lights? If I add foglights to an MX5 in the game, will I be able to switch those on and off independently of the normal 1, 2 hi and lo beams? Will we have rear foglights for better illumination at wet night races? We can dip the lights in GT5 photomode not while racing. I really hope the new system covers ever car

That is also a big point is being able to manage all of the light systems...

However, from some of the trailers I saw, the Audi R18 along with any other LMP's do not have the number illuminated at night. And the numbers dont just illuminate on the LMP's exclusively, it's the whole field... Shame, It would have added a "cool" factor to the game. Especially when the R18 Pits, the position indicator lights go up and down like a road sign...
 
I have noticed that only some cars have very bad lights. Most of them are fine. In really dark tracks like Nurburgring and Le Mans, most of them work very well. I have no problem going around the tracks in cock pit view during pitch black hours. The view is not 100% perfect, but it's not an impairment. It's actually a lot of fun.
 
I am another who is not overly thrilled with the lighting of GT5 and thought I was the only one having issues with Toscana. I am glad that PD have worked on this and improving it. What's not to like about better lighting in night racing?
 
It seems a lot of people are arguing about whether the lighting system in GT5 is good enough or not. Does that really matter? The fact is it's getting improved - so if you thought it was bad, then it will be getting better. If you already thought it was good, then great, improvements to an already good system will just make it better.
 
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