Is this how damage should be?

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I just found this video on YouTube made by someone called Jagu505... It's a pretty good example of fairly realistic crash physics...

DB9 Crash Collection

What do you think? Should the damage in GT5 be like this, or should it be a bit more "user friendly"...
 
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Frankly, I'm fine if it reaches for 100 percent realism. I have no doubt that damage will be selectable either in stages or degrees to make everyone happy. Like the first time I tackle an enduro... off, please. ;)
 
That would be awsome, although maybe have a different setting for lesser damage.(maybe Pro with damage like that and normal with less severe damage.)

Also I think that guy has an issue with seeing cars crash in sick twisted ways.
 
Heh. That's quite impressive stuff - though the model has one or two flaws to my mind (peculiar gravity, lack of friction from tyres, and quite how that tree causes that damage after the car has hit it escapes me).

Doesn't detract from the spectacle though. That's proper crash damage, that is. I love the slow-mo of the car going under the barrier :D
 
lol... Personally I'd love having damage like that. Especially in photomode :drool:

But as the other guys say... It has to be selectable... Especially online! I don't think proper damage will ever work in "random games" online, but it would be pretty fun with other GTP users who takes it seriously :)
 
That's a litle bit too much. I would cry to see that happen to my Enzo. I'd feel like Eddie Griffin.
 
As Famine said, a couple of flaws here and there.. The outer body seems just a little bit too crisp - I think I can see metal bend a little more -

Apart from that - I would love to see something like that in GT5 - Especially the ability to watch replay of your crashes from inside the car, see how the driver (ehhrrmm - you, I think) failed epic :-)
 
I just found this video on YouTube made by someone called Jagu505... It's a pretty good example of fairly realistic crash physics...

DB9 Crash Collection

What do you think? Should the damage in GT5 be like this, or should it be a bit more "user friendly"...

I think it be too much .. I would love to see it.. but even if GT5 puts something like in Forza 2 and way to KILL a car.. I will be happy too.
 
Damage in that youtube clip is too exaggerated. I don't want damage like that in GT5. Damage like that belongs in an arcade action race game or an off road game like motorstorm.
 
I won't mind damage, but nowhere to that degree. By the physics in that video, it seems if someone were to hit your rear panels, you'd be up in the air in no time. 👎
 
Reventón;3369179
I won't mind damage, but nowhere to that degree. By the physics in that video, it seems if someone were to hit your rear panels, you'd be up in the air in no time. 👎

Well... The speeds in that video are also pretty insane... In one of the clips you could see something saying "408 km/h" or something like that... And in the Crash test clip it's going 324 km/h :dopey:
 
Although it's tempting, I see no real addition to gameplay with damage like that.

However, I can see a flood of YouTube replay clips and PhotoMode pictures of Biblical proportions that would kill all the bandwidth of the world if such damage model would be implemented in game with graphic quality such as GT.

Nobody would drive the cars, everybody would be just smashing them. Frankly, it would lead to nowhere :)

And somehow I'd appriciated more if PD would use all resources spent on such damage-model into other things - day/night circles, weather changes, interactive environments, race-data processing and so on.

However, great, great job there although the particle-effect is pretty much too exaggerated 👍
 
I wouldn't know. I didn't watch the whole thing, but if those are the speeds being touted, I'd highly question the simulation aspects then considering a DB9 isn't anywhere near capable of 210Mph+.

More than that, though, I think the damage was a tad exaggerated with what seemed like everything just shattering into a million pieces as if the car was glass. Cars are fragile, but not quite that fragile.
 
Damage in that youtube clip is too exaggerated. I don't want damage like that in GT5. Damage like that belongs in an arcade action race game or an off road game like motorstorm.

Or in the 2004 DTM race at Zandvoort, Pete Dumbreck driving:



And that was a racing car built round a safety cell at just 120mph.

I have no trouble believing that a DB9 at 200mph would disintegrate in a similar fashion to that shown.
 
Or in the 2004 DTM race at Zandvoort, Pete Dumbreck driving:







And that was a racing car built round a safety cell at just 120mph.



I have no trouble believing that a DB9 at 200mph would disintegrate in a similar fashion to that shown.




But the Opel Vectra DTM and DBR9 are 2 different kind of racecars, DTM cars have a flimpsy bodyshell ;)
 
But the Opel Vectra DTM and DBR9 are 2 different kind of racecars, DTM cars have a flimpsy bodyshell ;)

And a DB9 at 200mph will be carrying 250% more energy than the above crash.
 
if we had damage like that,i think that the time trial would be much more close to the reality because in that case nobody even the current best driver online won't take too much risk.But to be realist that kind of damage is very difficult to realise,what's more if not ,it would take too much time unlesse it is the same damage systeme for all the cars(like forza but way much better this time).But who knows,PD might have to their homework well and in GT5 we could find something close to that.
anyways let's see what happen in E3

sorry for my bad english but i think i'm doing pretty well
 
Amazing video, but isn't that a bit of overkill? That guy has a warped sense of humor...

And I see NoxNoctis Umbra has already posted his comment on the video... 👍
 
I agree with you Famine, but it does appear that in those renders there's a lack of weight to the car - in fact, you mentioned so in your first post here. Whilst the body damage in that vid is very impressive and looks fairly accurate, the actual movement of the car as it's crashing doesn't look as accurate.
 
I'm not sure that the damage is exaggerated in terms of the amount, but the way it looks in progress doesn't seem quite right - too "splintery" to my eyes. Or am I just ignorant about the way metal reacts to high-energy impacts?
 
Whilst the body damage in that vid is very impressive and looks fairly accurate, the actual movement of the car as it's crashing doesn't look as accurate.

Good damage modeling, but the dynamics are faulty. There's one bit in that... i think it's the spinning blades bit... where the car is pretty much disemboweled, but one bit is still wriggling... :confused:
 
Good damage modeling, but the dynamics are faulty. There's one bit in that... i think it's the spinning blades bit... where the car is pretty much disemboweled, but one bit is still wriggling... :confused:

Yeah, the guy who made it, Jagu505, posted a reply to one of the comments saying: "Though it has a strange way of starting to rotate around itself when placed on a slippery surface, which is seen in the clip where it is being shot by pucks"...

So... Yeah! It's still better than anything else I've seen :)
 
The deformation, which is the whole point of the video, is awesome.

The simulation of weight/gravity, friction and drag (well, same as friction I guess but I mean wind resistance) isn't particularly great, but then that's not what the video is demonstrating so that's to be expected. Also in a world with such low drag a car could go pretty damn fast compared to the speed it could reach in real life. But with such low gravity and friction, I'd be very surprised if you could get it to move in the first place!
 
And somehow I'd appriciated more if PD would use all resources spent on such damage-model into other things - day/night circles, weather changes, interactive environments, race-data processing and so on.
This aspect, I keep forgetting about. Making GT5 into a Real Crash Simulator would be a titanic effort, and I agree that a more basic damage system would be better, allowing resources put into all those other areas we want to see as Amar stated.

Still... I do wonder if Kazunori-dono would settle for partial damage, or if he'd say, "No, forget it. If we can't realize it properly on PS3, we'll wait till PS4."
 
Reventón;3369205
I think the damage was a tad exaggerated with what seemed like everything just shattering into a million pieces as if the car was glass. Cars are fragile, but not quite that fragile.

Agreed,in the video it was a bit stretched.
But the basic concept for body panel damage is fine with me.
 
Although it's tempting, I see no real addition to gameplay with damage like that.

However, I can see a flood of YouTube replay clips and PhotoMode pictures of Biblical proportions that would kill all the bandwidth of the world if such damage model would be implemented in game with graphic quality such as GT.

Nobody would drive the cars, everybody would be just smashing them. Frankly, it would lead to nowhere :)

Exactly, damage like that would just tempt people to crash their cars into other people's cars just for the hell of it.

And somehow I'd appriciated more if PD would use all resources spent on such damage-model into other things - day/night circles, weather changes, interactive environments, race-data processing and so on.

However, great, great job there although the particle-effect is pretty much too exaggerated 👍

Right on the spot there, too. Why the hell would I want damage like that if I can have day/night system, which is something necessary in 24 hour races, which still I don't know if there are going to be any in GT5.
 
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That video was a little over-the-top IMO. I doubt any car will disintegrate like that in a crash, unless said car was traveling at Mach 1 at the moment of impact. :rolleyes: I think whoever did that got carried away just a little! And no manufacturer will EVER want to see their car wasted like that in a video game. ;)

Yeah, GT5 needs damage, but not like this.
 
That was impressive modelling. I think what people are confusing is the damage modelling and the physics used in the video. Obviousely if crash modeling was used in GT5 then it way the car and the parts move and react will be based on the calculations from GT5's phsics engine and not the one used in that videos. The actual damage modeling it'self was very impressive but I doubt we'd see anything close to that in a game involving real cars. The crash damage was not overdone, a 200mph crash will disingtegrate a car, but the gravity seemed far too low both and showed both on the car and on the parts when they came off.
 
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Oh, I'm not saying it wasn't impressive, kudos to whoever did that! 👍 But the damage in that video is too exaggerated in my opinion, especially for a realistic game like Gran Turismo.
 

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