I agree with Porschedrifter.. The bottom line is that some pple like more smoke density and some pple dont. A slider on the quick options menu would definitely make EVERYONE happy. Simple as that. think about it, if ur behind 5 or 6 cars tandeming or in a drift train, wouldnt u like to be able to see the clipping points and the road in front of you.. or ever other cars..
Well you may be right,it may not work online. but its at least worth a shot don't you think? PD is pretty good at figuring out that kind of stuff. Im sure eventually, they could find a way to make it work right.MSTER232 While a slider would make everybody happy, I think that it wouldn't work properly online.
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And just look at the videos Porschedrifter posted. That proves it right there that Tire Smoke in real life drifting is not that white and thick. So what the patch did didnt necessarily make it more realistic.
porschedrifterLook, it was late, I was having a bit of fun with the poll, it was just a joke so don't take it so seriously.
But all you people saying the smoke right now, is realistic, authentic, perfectly fine, I'm sorry, but you are wrong.
Secondly, a lot of the people in this thread understand what I'm talking about, and have elaborated about what exactly is wrong with the smoke modeling, which I failed to do. And I agree with them.
I don't think anyone here claimed the smoke was "realistic, authentic, and perfectly fine". The claim here on both sides is that its not! I personally (as well as others) don't think its perfectly realistic BUT don't find it that big of a problem as many seem to believe.
PD should at least base smoke depending on HP limits and/or tires. Anything under 300hp should be low, 300-500hp medium, and 500hp+ should be more. They should also base smoke on class of tyres (comfort, sports, and racing).
...Other than that, it should be fairly easy to implement into the game itself.
Using more grippy tires will reduce the amount of smoke, because it probably will increase speed and descrease angle, if you drift a 250 hp car with comfort soft, the amount of smoke will be reduced, but if you use a mad tuned car like in this video with a turbo and descreased body weight, you will get the smoke. I admit, it is too much sometimes, but this is the last thing I would complain about in a list. I´d prefer no pixels in photos and videos when there is smoke for example.
Long post alert!
The slider idea that everyone's talking about is a neat idea but not practical in the sense of ease. If everyone had different smoke opacities, how would that affect replays? How would you determine how replays should look? How would that affect room buffering for new entering a room? Having PD implement a slider to increase and decrease opacity based on user request would take a lot more work than one would think.
Using more grippy tires will reduce the amount of smoke, because it probably will increase speed and decrease angle, if you drift a 250 hp car with comfort soft, the amount of smoke will be reduced, but if you use a mad tuned car like in this video with a turbo and decreased body weight, you will get the smoke. I admit, it is too much sometimes, but this is the last thing I would complain about in a list. I´d prefer no pixels in photos and videos when there is smoke for example.
I don't think everyone using different opacitiy would cause as much trouble as you think.
Remember, everything you see is generated by your PS3. If you and I were drifting together in a lobby, the smoke you see coming off my car is generated by your PS3 (as opposed to being generated by my ps3 and sent to yours via the interwebz). So, if I were to select a certain opacity, all the smoke generated by my PS3 would conform to my selection, regardless of what your opacity selection is.
The same goes for replays. If I record a replay, all the smoke generated by every car on the track would conform to the opacity setting I have selected. There wouldn't be a problem of seeing different smoke opacity from different cars on the track. The only "issue" would be that 2 people who record the same replay, but with different opacity settings, would have different looking replays.
Most online PC games have several options in the video settings that allow each individual user to adjust what they see based on their preferences. In games that have a lot of flashy effects (take WoW for example), each player has the option to select the intensity of the effects they are seeing. Player A, with a PoS laptop, would probably choose a minimal setting, so that their computer doesn't grind to a halt. Player B, with a liquid cooled nitro burning gaming machine would probably select a high setting, since their computer can handle the intense graphic load. So even if these two players, with very different computers and visual settings, are standing next to each other in the virtual world, watching the same explosion, they will see different things. In actuality, the graphics are always being generated to their maximum potential, but person A's (crappy comp, low settings) computer uses a "filter" of sorts to prevent the intense graphics from being displayed.
Could not agree more sir!
Even though I've been ranting about the opacity for a few posts now and going off about the "slider", I'm just sort of spit-balling. There are many other things that I would like to see improved first.
But the point that other people are making on this thread that how would it work online? And if people are using different levels of smoke, wouldn't that be very hard on the RAM drive? And if the slider feature does get implemented, I think game crashes would be a lot more common.
That is unless the sliders for the smoke levels in an online lobby are set by the host and it will effect every single player in the room. That's the only way I see the slider idea will even remotely work. And if you ask about offline drifting, that wouldn't be such of a problem because there isn't another drifter in front of you creating smoke.
I thought some more about the slider idea after my last post, mainly about the online aspect of it.
If PD did actually implement a slider (highly unlikely IMO), I don't think it would be that difficult for them to give an option to the lobby/lounge host to adjust the smoke density.
The host would have the option to either "Lock or Unlock" the slider. "Unlocked" would allow individuals to set their own density. "Locked" would give the host sole control of the slider, and everyone in the room would be forced to use the same density (to ensure fairness in comps and what not). To me, this is not much different than any other option that a lobby host has control over (PP, HP, weight, drivetrain, aids, etc).
...Like you said, the slider would provide a "cap" on how thick the smoke can get. The host's ability to lock/unlock the slider would control the minimum value the cap can be set to.
For discussion purposes, let's give the slider values 0-5 (0 being no smoke, 5 being max). When the smoke option for the lobby is unlocked, everyone can select their own cap. When the host locks the room at a value of let's say, 3, that means that the minimum cap anyone in the lobby can have is 3 - forcing everyone in the room to have smoke thickness of at least 3. If the lock is set to 3, and some people want to use a value of 4 or 5 (to give themselves more of a challenge, or remain true to their authentic roots, or whatever), then they can.
Most online PC games have several options in the video settings that allow each individual user to adjust what they see based on their preferences. In games that have a lot of flashy effects (take WoW for example), each player has the option to select the intensity of the effects they are seeing. Player A, with a PoS laptop, would probably choose a minimal setting, so that their computer doesn't grind to a halt. Player B, with a liquid cooled nitro burning gaming machine would probably select a high setting, since their computer can handle the intense graphic load. So even if these two players, with very different computers and visual settings, are standing next to each other in the virtual world, watching the same explosion, they will see different things. In actuality, the graphics are always being generated to their maximum potential, but person A's (crappy comp, low settings) computer uses a "filter" of sorts to prevent the intense graphics from being displayed.
I don't think everyone using different opacitiy would cause as much trouble as you think.
Remember, everything you see is generated by your PS3. If you and I were drifting together in a lobby, the smoke you see coming off my car is generated by your PS3 (as opposed to being generated by my ps3 and sent to yours via the interwebz). So, if I were to select a certain opacity, all the smoke generated by my PS3 would conform to my selection, regardless of what your opacity selection is.
The same goes for replays. If I record a replay, all the smoke generated by every car on the track would conform to the opacity setting I have selected. There wouldn't be a problem of seeing different smoke opacity from different cars on the track. The only "issue" would be that 2 people who record the same replay, but with different opacity settings, would have different looking replays.
Most online PC games have several options in the video settings that allow each individual user to adjust what they see based on their preferences. In games that have a lot of flashy effects (take WoW for example), each player has the option to select the intensity of the effects they are seeing. Player A, with a PoS laptop, would probably choose a minimal setting, so that their computer doesn't grind to a halt. Player B, with a liquid cooled nitro burning gaming machine would probably select a high setting, since their computer can handle the intense graphic load. So even if these two players, with very different computers and visual settings, are standing next to each other in the virtual world, watching the same explosion, they will see different things. In actuality, the graphics are always being generated to their maximum potential, but person A's (crappy comp, low settings) computer uses a "filter" of sorts to prevent the intense graphics from being displayed.
Everything you see on your TV in the game is being rendered in real time on your PS3 only. The only thing being transmitted from another PS3 over the internet to your PS3 is car position/speed/physics data. No visual items are being "brought" over from one PS3 to another, your PS3 is rendering all that in real time.
All DLC cars in game are already on your PS3 even if you have not purchased them yet.
In terms of PD making the smoke more dense to increase performance because of less things to render, is a very interesting point. It would be cool if we could have someone from PD in here to help explain how it all works. Anyone know how to get in contact with them?
lol indeed. Google chromes translator works pretty well!
Yeah me too. It's a cool language, and then I could actually watch all my Anime without subtitles.
GonalesPeople that have tandeming issues because of the smoke: Learn to anticipate. Know what a driver does before it actually happens. THAT, ladies and gents, is the strength of drifters.
People that spun, get off the track, people that rejoin the track watch for oncoming traffic. Basics from everyday driving which are forgotten quite a lot on GT5, would help bigtime while in a public lobby.
Everything in short: Using your brains > whatever setting possible.
People that have tandeming issues because of the smoke: Learn to anticipate. Know what a driver does before it actually happens. THAT, ladies and gents, is the strength of drifters.
People that spun, get off the track, people that rejoin the track watch for oncoming traffic. Basics from everyday driving which are forgotten quite a lot on GT5, would help bigtime while in a public lobby.
Everything in short: Using your brains > whatever setting possible.
How can one anticipate w/out seeing what the person in front of them is doing? Staying on track is easy if the track is learnt, but trying to predict the leader's action while not able to see them is voodoo, it's like telling a basketball player to provide adequate defense to a player they cannot see.. maybe in a game he's unable to follow the ball but at least he can see the body of the player that has it and predict the direction he is to travel based on bodily cues. If the smoke wasn't so opaque, maybe yes one could see some brake lights or even the outline of the leader and subsequently be able to predict their next action. As it is now its a measure of just looking into the smoke and travelling the track as remembered, hoping you dont collide w/ whatever wont appear out of the grey wall in front of you.
If you haven't guessed i'm one of those that thinks the transparency factor of GT5's smoke needs to be upped a bit, now its just ridiculous. Now for you Zen masters out there that have mastered the art of defense w/out looking, good for you...the rest of us just want to see something that we can react(or proact?) to..
I went drifting last night to have a look at this smoke density problem. (Since its been weeks since I've drifted with others) No problems what so ever and same with the others. It really all depends on all the driver's entering speeds that will conclude to collisions, do it right and you're fine. Regardless of having only around 5% of the track that can be seen it was still extremely easy to drift through it. So... I still don't see the difficulty.
People that have tandeming issues because of the smoke: Learn to anticipate. Know what a driver does before it actually happens. THAT, ladies and gents, is the strength of drifters.
People that spun, get off the track, people that rejoin the track watch for oncoming traffic. Basics from everyday driving which are forgotten quite a lot on GT5, would help bigtime while in a public lobby.
Everything in short: Using your brains > whatever setting possible.