Zer0
(Banned)
- 1,624
Also, one thing that not much people pay attention is how PD scales accurately the complete world and the sun position, so the reflections can be realistically rendered no matter the angle of the camera. That is a thing that fails to achieve, or don't care to study, most of, if not all other developers. The stars in GT6 far from a gimmick just follows the same path of real-world elements placement.
For example, see how far from the real car are the hood reflections in Pcars.
And how accurate are in GT6, at 3:17
Forza also had some inacuracies with the sun placement:
https://www.gtplanet.net/forum/thre...uka-does-gt-get-it-right.119698/#post-3522323
https://www.gtplanet.net/forum/threads/forza-vs-gt6-trailer-comparison.282656/page-6#post-8943612
For example, see how far from the real car are the hood reflections in Pcars.
And how accurate are in GT6, at 3:17
Forza also had some inacuracies with the sun placement:
https://www.gtplanet.net/forum/thre...uka-does-gt-get-it-right.119698/#post-3522323
https://www.gtplanet.net/forum/threads/forza-vs-gt6-trailer-comparison.282656/page-6#post-8943612
Wait until GT7, actually that could not be done realistically in real-time but maybe PD finds a trick to blend more accurately the interior and exterior reflections. What is not acceptable are static reflections, that is basically a static texture like the one below imitating a generic environment that rotates around the central axis of the car.Don't mean to be nitpicky but the one thing that just bugs the heck out of me is how the interior reflections reflect the road even though it's inside the car (look at the outer ring of the speedometer/tach dials, you can see the red/white rumble strips reflecting in them) I wish PD could sort that out!