New GT5 demo???

  • Thread starter whatbrown
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Not sure this has already been posted, if so i'm sorry but it's the first time i saw it.
It appears to be from the same demo and uploaded on YT by Mimaximax some months ago.



Anything new or just old hat?
 
Tied up in the basement and you playing!

like:
PulpMarselluButch.jpg

No, not like that. I'm not that crazy, just knock him out and that'll do xD
 
They are good but still slow and out of sync. Where about`s are the skidmarks??? Stuff the flowers,this is a racing game not a moving flower simulator!
 
They are good but still slow and out of sync. Where about`s are the skidmarks??? Stuff the flowers,this is a racing game not a moving flower simulator!

Stuff the skidmarks, this is a racing game not a skidmark simulator!
 
Yes, and the tires of all cars in the world are of magic porcelain.

Yes and the grass in the world is always flat.
If you want to have a realistic look the trackside stuff like grass is more important than skidmarks, you almost never see a car drawing them on the road unless it spins or the driver makes a donut.
 
They make Light bulbs letters but they dont make skidmarks!!!
This is not Bulb simulator too

IMO if PD would include skidmarks they would want to make a algorytm that simulates the grip changes. And that takes some cpu power which they don't have left...
 
no i m gonna play 90 s games..PD wants diffrenet algoryhtms for skidmarks not me. i wanna see simpe skidmarks its good to see.better than nothing
 
no i m gonna play 90 s games..PD wants diffrenet algoryhtms for skidmarks not me. i wanna see simpe skidmarks its good to see.better than nothing

You shouldn't be creating skidmarks in the first place. Not if you're good.
 
IMO if PD would include skidmarks they would want to make a algorytm that simulates the grip changes. And that takes some cpu power which they don't have left...

Actually, it's probably very easy - just take a couple of coefficients (which will already be in memory, and calculated for the handling model).

E.g.:
  • Tyre slide rate
  • Tyre slide angle (relative to car's movement, minus "slip angle" due to sidewall "creep")
  • Tyre and surface temperatures
  • Contact force

All of this, per wheel, then feeds into a simple formula, whittled down to basic maths operations for speed, and a skidmark "density", or opacity, or whatever can be calculated on the fly as the skidmark is drawn - assuming a threshold condition is met via the above variables.

Now, the tricky and expensive part is drawing and storing all the skidmarks - a clever method has to be chosen to avoid having to erase older skidmarks as newer ones are drawn, or having generally low quality skidmarks.
 
Actually, it's probably very easy - just take a couple of coefficients (which will already be in memory, and calculated for the handling model).

E.g.:
  • Tyre slide rate
  • Tyre slide angle (relative to car's movement, minus "slip angle" due to sidewall "creep")
  • Tyre and surface temperatures
  • Contact force

All of this, per wheel, then feeds into a simple formula, whittled down to basic maths operations for speed, and a skidmark "density", or opacity, or whatever can be calculated on the fly as the skidmark is drawn - assuming a threshold condition is met via the above variables.

Now, the tricky and expensive part is drawing and storing all the skidmarks - a clever method has to be chosen to avoid having to erase older skidmarks as newer ones are drawn, or having generally low quality skidmarks.

I always think they not including skidmarks because the want it to keep forever and we start to draw some pictures on track...I mean framebuffer very limited and this leads to slowdown and to avoid this developers need to make skidmarks dissapear after a while or after some point.So both solutions no fitting PD "terms of quality" and they not including them...
 
Stuff the skidmarks, this is a racing game not a skidmark simulator!

:) Burned! My friend.

Seems to me that skidmarks are desirable in GT5,not pretty moving flowers.

Why we certainly don`t need a skidmark simulator.
Skidmarks from standing starts,sliding the car around corners and locking wheel`s under heavy braking are part of racing.
I witnessed several incidents like i just described during the course of the TV coverage of the Melb F1 GP. Since GT5 is the real driving simulator these effects should be an essenstial part of the GT series, The flowers are nice but not essenstial,i know what i would rather see during a replay and it isn`t flowers!
:dunce:
 
gt6 will not be on the PS4.
I'm willing to bet a lot on that.


Let's see what history teaches us...

Playstation 1: Gran Turismo 1 and Gran Turismo 2.
Playstation 2: Gran Turismo 3 and Gran Turismo 4.
Playstation 3: Gran Turismo 5

So yep, I agree with Dave and Mr. FastFingers, GT6 will be for PS3. Also KY has said that the next installment will be much easier and quicker to develop since they will just have to tweak GT5's code instead of throwing it to the bin and making it all over again.
 
The amount of time and money they spent on GT5, it would be stupid of them to restart the process all over again with a new engine for the PS4. We'll have gt6 in 2012 on the ps3.
 
I know GT6 for PS3. IF gt5 comes out in 2011 6 years have passed since GT4.. Kaz said GT6 will be out earlier than gt5 has come..So what 4 years to develop for GT6? I think 2015 PS4 release date..MAybe they will change their plan like they did GT5 development time. :D
 
I bet GT6 for 2012 or 2013 on PS3.More than enough time even for top quality "from scratch game".Imagine 100GB blu-ray, 1700+ cars, 70+ tracks...o_O
 
I know GT6 for PS3. IF gt5 comes out in 2011 6 years have passed since GT4.. Kaz said GT6 will be out earlier than gt5 has come..So what 4 years to develop for GT6? I think 2015 PS4 release date..MAybe they will change their plan like they did GT5 development time. :D
PS4 will be 2012/2013, around the same time as the new M$ console. The ps3 has been out since 2006, let's not forget.
 

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