Long tracks

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Perhaps a return of Pike's Peak? The full version would be a good idea this time. It's long way in distance and a fair gain of altitude.

Pike Peak would actually be a good idea. They should do two versions of it: the old all dirt version, and the new all tarmac version (they did pave over the whole things couple year ago right? I'm not completely certain).

Anyways, yeah, it would not only add a new rally/hill climb track, but a nice touge type track.
 
just give us a proper track creator and all our track problems will be solved

I agree 👍

Might not be like the real thing, but hey! Most of the long tracks don't exist anymore... I wouldn't care to have an "approximate" version of some of them...
 
There's a lot of pandering to the GPL crowd at the moment - notice how the Lotus 49 is suddenly so popular. It's only taken 14 years for it to sink in.

Better late than never, I suppose. I hadn't even heard of the game until at least 10 years after it was released.
 
I want to see the whole of Mille Miglia. Of course that is like asking a brand new game only with this course. But that would make an awesome, on its own league, endurance race I'd happily play once in a while.
 
Would be tough but, i'd love to see the isle of Man TT course get the GT treatment. With a day / nightb cycle.

Give cars a go round the island. Would be great for cruising.

i would also love to see some prooving grounds added too like Milbrook or something built by MIRA.
 
An original track created by PD that would be comparable to The Ring would be awesome. Imagine going 15 miles starting on a beach side road, then up a mountain trail (paved, not gravel), then ending in a downtown metropolis.

The Detroit Belle Isle circuit would be sweet too. If you aren't from the area, watch Driver with Sly Stallone. I'm not sure if the race scene was from the actual island, but the aerial shots were real. After all, it IS the Motor City.
 
They should do an Isle Of Wight perimeter circuit. Around the coast roads theyre are two mile flat out sections, tricky narrow bends, flowing sections with an awesome view, massive inclines and declines, large towns, bumpy roads and smooth roads. I swear it would be perfect. As soon as I get a driving licence in reality I will show you a good route :)
 
And dangerous... Two deaths this year alone...
If it's included, man i'm glad that's virtual

yea dude i know i would never drive it real life looks scarier than the ring but would lead to awesome virtual racing
 
I doubt the PD engine would even allow for tracks that long, not with the same level of quality of current tracks. Not that the long tracks on PC games are usually pretty low quality.

For example the devs creating Project CARS were saying that they have a limit of 25 square kilometers for a track in their engine, any bigger any the physics wouldn't work properly, basically. Obviously I don't know what the limit is for PD but it's probably about the same.
 
Me and Akira AC have been screwing around with Targa Florio on rFactor, and it's pretty cool having that much track real estate to play around with. A certain "feeling" that even the Nurburgring doesn't replicate.

Though something a bit smaller than that (there are a lot of 10+ mile tracks for rFactor, and most of them I've played are really awesome. There's this one that uses a bunch of sections of the Autobahn that are connected by various backroads and onramps, kind of like the track in NFS Porsche Unleashed but much longer and with a lot more to it) would still be pretty cool for a one lap sprint.
 
The one in rFactor is around 45 miles, which is accurate for the track as it was used towards the end of the event's life. They stopped doing the full race around the entire island in the 1940s.
 
It doesn't matter, the tracks are streamed in GT5 - theoretically, as long as you've got the bandwidth from storage to RAM, the track can be as long as you can fit on a disk. Obviously with HDD / optical, that bandwidth / throughput isn't quite there, but SSDs should be. When, in this day and age, you can stream entire planets in real time off the internet, I don't see why it shouldn't be possible.

The "Piccolo Madonie" variation of the Targa Florio circuit for rFactor was ported from the one made for GPL, a game that was made in 1998 (and included the Nordschleife), so I don't think there's much excuse for modern game engines not to be able to cope with it...
 
SimonK
Sorry if I wasn't clear, I meant the track in Rfactor. Is that what you're referring to? Because I thought the real track was several hundred miles long?

I just looked it up, the longest one was 970 something km long.
Edit: i was referencing the track in the later stages.
 
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It doesn't matter, the tracks are streamed in GT5 - theoretically, as long as you've got the bandwidth from storage to RAM, the track can be as long as you can fit on a disk. Obviously with HDD / optical, that bandwidth / throughput isn't quite there, but SSDs should be. When, in this day and age, you can stream entire planets in real time off the internet, I don't see why it shouldn't be possible.

The "Piccolo Madonie" variation of the Targa Florio circuit for rFactor was ported from the one made for GPL, a game that was made in 1998 (and included the Nordschleife), so I don't think there's much excuse for modern game engines not to be able to cope with it...

Are you sure about that? I don't think tracks really work like that.
 
Are you sure about that? I don't think tracks really work like that.

Work like what? It's just geometry, it can easily be divided up into sub-patches (re-combining it without seams it tricky, but solvable), although for a track it makes sense to snip the "ribbon" up into lengths of a fraction of a mile (or rather the ribbon's immediate surroundings, the tarmac probably doesn't take up much space, and it might not be sensible to chop up the detailed physics geometry), including LoD variations, and do the (distant) scenery based on where on that ribbon you are (which I think is normal for a racing game anyway; GPL does it, even though the ribbon is one-piece).

There's plenty of evidence in GT5 that both textures and geometry are already streamed for the tracks - of course, it's best exposed when it goes wrong. Remember the randomly corrupt textures? The intermittently missing geometry on the Nürburgring? I've said it before, GT5 is heavy on cool tech, just missing a bit too much game.
 
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