Interviews of Kazunori Yamauchi: See post 1. Translations, revelations & discussion.

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I guess the question is: Have PD left any headroom for this stuff? I suspect they are squeezing every last ounce of processing power from the PS3 as it is, so the next question is, what sacrifices have to be made to implement it? and are they willing to make them?

I doubt they'll compromise their pretty 1080p resolution, or the magic 60fps, so maybe it'll mean cutting the number of cars on track, in which case, we won't be having rain and day/night in championships :(
 
I doubt they'll compromise their pretty 1080p resolution, or the magic 60fps, so maybe it'll mean cutting the number of cars on track, in which case, we won't be having rain and day/night in championships :(
Your answer is 3d trees... and reverse lights :D

Serioulsy they won't cut the number of cars per race. They already showed 16 in gt5p and in the e3 trailer.
 
I don't care about 3D trees, as I don't tend to stop and admire them when I have an Aston Martin up my jacksy, but, I do care about reverse lights and skidmarks (the tyre ones before anyone gets cute :) ). Hopefully we'll see day/night transfers and weather effects, but I'm not holding my breath... :sly:
 
I'm reading page 2 at the moment, they say yamauchi showed them a new video but they couldn't film it. Maybe they talk about it...still 8 pages to go!
http://translate.google.it/translat...ipo=art&c=1&pos=0&sl=es&tl=en&history_state0=

edit: page 4 they say that what we saw at gamescom and tgs had nothing to do with the damage they're working on (I knew it!), deformations will come.
Also "he commented that we can change almost every imaginable piece of the vehicle.Not just the typical sections of the engine, brakes, etc.." !!

The video begins with a street circuit and with electronic music in the background.Then we can see the cars, especially new ones at its best going around the track, the GT style of life.We see cars NASCAR, rally, Lamborghinis and Bugattis.We see the pits in full and frenetic action.The images come from the replay mode.We run at night.The modeling is clearly at the level expected.And finally we see the first deformation and cracks on cars.There are a few shouts of excitement among those present.They are short but intense second accident.A lack of a better word, awesome.
AAAAH ORGASMMM!
 
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BT: Just now I saw the game turn, and I saw a little graphic that is very interesting as a pilot because he used a lot by being professional. Can you tell us more? Is this it will be in the game?

Kazunori Yamauchi: You can either remove it or leave it in the final game. And now that you prefer?


BT: Personally I prefer him to stay.

Kazunori Yamauchi: In this case, It'll stay ...

I don´t understand that? what do they mean?
 
A bit Long

http://www.meristation.com/v3/des_a...e&idj=cw42893da71ff42&idp=&tipo=art&c=1&pos=0


Translated from Spanish to English with WordMonkey

"Page 1

By: Xavier Ocampo, a correspondent in Japan

Our correspondent in Japan, Xavi Ocampo, returns to interview Kazunori Yamauchi the creator of the quintessential driving franchise on PlayStation, Gran Turismo. We get a tour of the facilities of Polyphony Digital and the creator talks about his new proposal, Gran Turismo 5.

A year and, as has become custom (a good habit, faith), I interviewed Kazunori Yamauchi, the father of Gran Turismo. Never call him by his surname, as usual here in Japan. Rather, I address him by the nickname of "sensei" (teacher). With his legendary Japanese education buts never puts this description. But always wields a half-smile when I speak to him that way. You are interviewing him many years and more than creative and journalist are a couple of friends who talk about cars and video games, good and evil.

As usual before the interview, Polyphony Digital, the company Yamauchi, prepared us to accredited average tour of the facility preceded by a presentation of Gran Turismo 5, the new creature of the teacher who in his words, will the driving simulation at record levels . Let's hope so, for the sake of the saga. Of course, he is seen not convinced.

I make a point to comment that Yamauchi is the typical genius that it is not believed. When you talk to him you realize it. In the Midst of a normal conversation with the teacher that there are Certain details suggest that you know what he is talking, you are absolutely Convinced of this and that nobody will do change their minds. Furthermore, positively know that you do not try to sell anything that does not convince you of anything, that will leave you criticize all you want and will listen in silence. He is a creator so respected by the Japanese industry have never heard a bad word from another member of the same to him. Not a bad word in the press either. And you know this is not the result of fear, what they say or some other obscure reason. It represents the respect he has earned during the last decade as one of the pillars of Japan's video game world.

Made this comment, way to relate my "adventure" in Polyphony facilities. An adventure that Auque not new to me, always lets me discover new things, new areas in which i had not noticed before and that allow me to convey a more fully what this business both for those working within and for industry in general.

The presentation
The day started well. Just after crossing the entrance to the facility I came across (passing by) the teacher. Her initial look of surprise turned into a typical Japanese bow and the narrowing of Western hands. We always welcome as well, both ways. Do not ask me why. Has been since the beginning. And I know it does with anyone else, in his words.


Page 2

After a brief and informal conversation in Japanese to catch up (Yamauchi understand Español well enough, but dare not speak it), I indicated that it should proceed to the reception where I was going to Demonstrate and confirm the details of the tour press. "Much fuss?" I asked as he walked away. "I do not know you well, Xavi." She replied smiling. He looked prouder than usual. But he looked tired, very tired. The dark circles were clearly visible, indicating thinness as well as sleepless nights and night-time in order to have the baby. A Gran Turismo

Once established and with all my journalist's arsenal ready, we were usher into the conference room and company presentations. A mythical room where you and where you draw the guidelines, action plans, the way forward in Polyphony Digital. When you walk into it you can still hear the echoes of all the meetings has been to date. The speeches, shouts, laughter, emotions contained. Something special floating in the atmosphere of this room about 15 by 10 meters with a high ceiling, tall, like the rest of the facilities.

And is that Polyphony is located in a former factory building. And all she'll remember. When you look at the high ceiling, you still see remnants of the factory in the form of tubes in the light and large beams. Obviously everything has been refurbished to create the right atmosphere for the development work and creation. But it is curious to note the clear difference between what you see at ground level and what you see when you raise your eyes. The first time you realize this detail, you can not escape more than a smile.

Once in the room at the table we distribute in the form of inverted "U". Yamauchi asked me to sit in the chair near the head first group, consisting of his assistant, translator and public relations. Since many years, and these honors are appreciated. Once all granted, we were told we could take pictures during the presentation and recording video, but we could not do the same when I passed the video of Gran Turismo 5. "Is that why, see?" I thought to myself. As if reading my mind, Yamauchi said solemnly: "It turns out that you have prepared a surprise. The trailer you'll be able to see the end of the presentation is not the same as the Tokyo Game Show. It's new. No one outside of these facilities has. There are new things. "" We started well, I think to myself. It just so worth being there.

Y Yamauchi began to speak. He began the show. And the overdue beginning portable version of Gran Turismo, the PSP. The first thing mentioned is that it was a challenge to develop something as big as a GT for a machine so small. They had to redesign many aspects of The Game and introduces new building on the skills offered by the console. It is this aspect highlighted the ad-hoc mode In which the opponents play against each other in the same space, or "Party" which can compete online with other gamers worldwide via a free application that is download on PS3.


Page 3

He also said, Particularly proud that the modeling of the cars comes from the PlayStation 3 version and not previous versions. Clearly this aspect has been simplified so that PSP can represent them on screen, but that's the only change. All details are there. Even the interiors.

Another aspect was that the players said they started with the first chapters of Gran Turismo longer have the same time prior to play. Life has taken away those moments of leisure they enjoyed eleven o'clock. Yamauchi said it is in these fans who thought the Deciding Game Dynamics Gran Turismo PSP. Now would be faster to get new cars or move in The Game. That's without taking one iota, he said, the spirit that has made the franchise famous. In addition, we exchange vehicles with The Game on PS3. He also mentioned that the fact that this version can be played anywhere, also gives him an edge on the desktop.

Once the review of the portable version, was the turn of the star. The Game that so many fans are expecting. Gran Turismo 5. The first piece is obviously the release date in Japan. March 31, 2010. Then the creator came to remove possible questions on other markets and said there was still no dates in September out in this. Laughing passed the hot potato to the representative of Sony Europe, Which confirmed this aspect and would say no more. Something is cooking, it was clear. However, it was in the air Certain distaste for not having revealed something so fundamental.

Yamauchi then went on to reel off a string of all aspects of game development that have caused such delays that have Suffered bitterly those waiting for this chapter in the saga as rain in May. Nearly all belong to the technical aspect of Gran Turismo 5, due to the proverbial search for perfection In which the teacher is famous not only in Japan but worldwide.

And it was time for the figures. Let them. In the final game will be over 950 cars and 20 circuits. Various configurations of these bear the total to more than 70 tracks. How different from those 178 vehicles and 11 circuits of the first version of The Game that started it all, I thought to myself. And that telling the difference between the two versions of polygons. Unlike, for example, forced the development team to reduce the 650 cars of Gran Turismo 2 for PlayStation to just over 150 of Gran Turismo 3 A-Spec for PlayStation 2. For reference, a fact: The last game for the PS2, GT4 had 700 cars and 51 circuit configurations.



Page 4

Yamauchi also beat out the benefits of the new physics that has been applied to The Game. Everything in this aspect has been prepared from scratch. From the reactions of the cars to the routes to the deformation and damage in the body. Yes there will be deformation and damage. Something as requested by the fans and that long is present in other games of the genre, but the stubbornness of the Japanese maker has been delayed until now because, in his words, that there was sufficient machine before on screen to represent faithfully and realistically this section.

In another vein, we also discussed the balance that had to be constantly struggling in the Development of Gran Turismo. On the one hand the ease of handling and other realism. According to Yamauchi, both must be present in a game of this nature, but it is difficult to combine in an elegant and convincing. We said that already in the first 20 seconds of first contact with The Game can see that something has changed. You can find that balance. He also told us that in the demo version that was installed on both the Tokyo Game Show as the booths present at the premises of the company had not strain or damage. It is a feature in Which they are still working, car to car. Just thinking about it makes you dizzy.

As for the new car, will have representation in vogue the hybrids. Also present will first legendary brands like Lamborghini and Bugatti. Until we have cars from NASCAR and World Rally. Speaking of NASCAR, Yamauchi noted that the deformation and damage in these high-speed races will be absolutely amazing and true to life, with turns, spins, roll, and so on. We will have to see to believe.

Then took a look at another set of game features that he says make Gran Turismo what is today a reference in the world of driving simulations. Arcade and story modes are the same as previous versions, but taken to the next generation. That is, new graphics, new physics, new details. In the shop there will be many parties to improve your cars. The creator was particularly proud of this facet of The Game. We commented that he can change almost every imaginable piece of the vehicle. Not just the typical sections of the engine, brakes, etc. ..

The online mode will have full support. The development team has focused a lot on this. There will be private rooms where you can connect with other players and tournaments closed set, for example. With regard to the shooting mode, Yamauchi told us that this feature, present from Gran Turismo 4 has been improved greatly. It can take pictures at any moment of the race, as well as specially prepared scenarios for this need. We were reminded that the improvement in the modeling (both circuit and car) will thus a delight for fans. On the technical side we said that the photos have a resolution of 8 megapixels.



Page 5

One of the new aspects of the game, TV or television GT Grand Tourism, also had a presence in the discourse of Yamauchi. In this mode you can watch the engine dedicated to the world in high definition. There are two types of content, the officer or original and licensed. In this network will accommodate from news to the testing of new cars, from Yamauchi's own commentary on the world of driving.

After the lecture, the lights went to witness in all its splendor the trailer unpublished announced that no one outside those walls had seen so far. It was a moment of excitement because, obviously, everyone wanted to see the deformation and damage.

The video begins with a street circuit and with electronic music in the background. Then we can see the cars, especially new ones at its best going around the track, the GT style of life. We see cars NASCAR, rally, Lamborghinis and Bugattis. We see the pits in full and frenetic action. The images come from the replay mode. We run at night. The modeling is clearly at the level expected. And finally we see the first deformation and cracks on cars. There are a few shouts of excitement among those present. They are short but intense second accident. A lack of a better word, awesome.

We also see a Ferrari with a big city in the background. The camera rises to give a more global perspective. The video ends. The truth is that we are left wanting more. A little short, but intense. When just the trailer, the media present burst into applause greeting. Yamauchi, amid which he said are still working on the night mode to make it as realistic as possible. Not a word of deformations. "I'll ask after the interview, I thought to myself.

And with that ended the presentation. Then, Yamauchi-sama invited us to follow him on a tour of the facilities. Quite an honor, obviously we would not despise. And there we were, accompanied by the proud father of the child."


:)
 
The video begins with a street circuit and with electronic music in the background. Then we can see the cars, especially new ones at its best going around the track, the GT style of life. We see cars NASCAR, rally, Lamborghinis and Bugattis. We see the pits in full and frenetic action.The images come from the replay mode. We run at night. The modeling is clearly at the level expected. And finally we see the first deformation and cracks on cars. There are a few shouts of excitement among those present. They are short but intense second accident. A lack of a better word, awesome.


Drool :)
 
So it´s official from Kaz on Page 8 that they are working on GT5 since 5 years now... And wow it´s sure a lot lot lot of work to do such a game...
 
I still maintain that the original information release on the official site said, in the original Japanese, "More than 20 courses" and "More than 60 layouts" - where "course" refers to a track that already exists and "layout" refers to a track which has had to be laid out by the PD team. The distinction simply didn't make sense any other way.

But only time will tell.

Regnar quoting the Meristation article/ interview
And it was time for the figures. Let them. In the final game will be over 950 cars and 20 circuits. Various configurations of these bear the total to more than 70 tracks.

Time has told it would seem.
 
For the people who think Yamauchi is going to too many racing events and not working enough on the game, this quote from the interview should help:
Se le veía más orgulloso que de costumbre. Pero también se le veía cansado, muy cansado. Las ojeras eran bien visibles, así como una delgadez que indicaba noches y noches de insomnio para poder tener a tiempo a la criatura. A Gran Turismo 5.
I don't know how to use google to translate it and don't have the time to translate it myself, but it pretty much says how tired he looks.
 
Time has told it would seem.

Hardly. A direct Japanese-to-English translation was confusing enough. A Japanese-to-Spanish-to-English is even less reliable. See "invisible lunatic".

The time that will tell is March.
 
Quote : 20 circuits. Various configurations of these bear the total to more than 70 tracks.

very very bad.
 
The way to take each of the recent translations, is with a word of caution, not to hang on every word.
Even the specific date of March 31, 2010 given in the article has not yet been officially been given.
The tracks issue is one where a lot of words seem to be interchanged & this clashes with other recent reviews from other gaming sites.
The words in the article are not Kaz quotes, but from the reporters pen to paper, from his notes.


:)
 
This is evident in the coding required [for example] to replace one semi-sunset texture with a closer to evening texture - after about one minute of game time [with hundreds of other textures waiting to be applied to everything on the screen every 20 seconds or so, to change day into night] - while racing - while 10-16 cars are on the track, each one doing something completely different - while physics are being calculated for every car - while damage is being calculated as to which cars have it and where and how their current status reflects how much damage has occurred, etc.
¿Que?

Sure, you could do it that way, if you were trying to make it hard on yourself. Alternatively, you can just make one texture for each object, and implement dynamic lighting.

The editorial note is that GT5 has 70 variations compared to GT4 that had 51 variations. So that might help with the interpretation of the 70 track variations.
And that should make it pretty clear that whatever we're getting 20 of, it's not "tracks," like Suzuka or Grand Valley.

GT4 had 51 total variations on around 42 tracks. That's an average of 1.21 variations per track. And we're supposed to believe that GT5 has cut the number of tracks in half, while simultaneously increasing the average number of variations to 3.5? Puhlease.

It's far more likely that the variations-per-track has stayed more or less the same, giving us 57ish unique tracks, and the "20 locations" refers to places like The Alps, Japan, Western United States, etc.
 
¿Que?

Sure, you could do it that way, if you were trying to make it hard on yourself. Alternatively, you can just make one texture for each object, and implement dynamic lighting.

Dynamic lighting still requires a gradual texture swap to change the color and brightness of the objects in real-time, so it is just about as processor intensive as the method I described.
 
Cam'on! can't they tell us: There are X number of tracks, and Y of these have variations... I think its not quite difficult ah?
 
Dynamic lighting still requires a gradual texture swap to change the color and brightness of the objects in real-time, so it is just about as processor intensive as the method I described.
No, you don't have to change the textures themselves. Changes in the direction, intensity, and/or color of the light source(s) will change the appearance of the textures.

Your couch looks different in early morning sunlight, mid-afternoon sunlight, and late-night halogen illumination. That's not because someone sneaks in and reupholsters it when you're not looking. It's because different lighting can make the same object appear different.
 
The editorial note is that GT5 has 70 variations compared to GT4 that had 51 variations. So that might help with the interpretation of the 70 track variations.

I caught that too - it made me smile and gives me hope! 👍

Cam'on! can't they tell us: There are X number of tracks, and Y of these have variations... I think its not quite difficult ah?

No joke!

Showing us the complete track list would also solve that problem. :sly:
 
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