New GT5 demo???

  • Thread starter whatbrown
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Why do people want demo after demo after demo, to the point where they get the final game and hardly anything is new or novel?

I get your point, but I think you're forgetting how little information these demos actually show.
 
If for GT5 the damages can have maybe 60/70% of this virtual damage DB9 crash test, it will be juste Perfect.

http://www.youtube.com/watch?v=zUD0sSzfatU&feature=fvw

and here http://www.youtube.com/watch?v=lz-1qgKxF8g&feature=channel

Big respect for the guy who make that. 👍

THIS!..Put 100.000 polygon per car implement This damage and physics engine. I would be happy 20.000 polygon per car..I think PD cant do that so They work alot about Polygons..They waste their time for Polygons.This is Perfection.
 
THIS!..Put 100.000 polygon per car implement This damage and physics engine. I would be happy 20.000 polygon per car..I think PD cant do that so They work alot about Polygons..They waste their time for Polygons.This is Perfection.

Read the video description. It says that every frame took ten minutes to render.

It's impossible to see these kinds of physics in real time with the technology we have now.
 
No, built to the same specs as models for GT5 were reportedly built at the time...
I'm pretty sure that means the cars in GT5:P were around 200k...
 
No, built to the same specs as models for GT5 were reportedly built at the time...
I'm pretty sure that means the cars in GT5:P were around 200k...
Yes.I mean just № of polys and texture res are in GT specs.Not AA effects or raytracing.
But we need to agree - that's damn good looking.I mean after 18mp GT5 screens (awesome but....not as "round").
Polygon distribution in this vid just amazing.Think how it looks like if there 500.000

Oh. I forgot.Developers of this model have said that it CAN be looked like this,but in garage at least (PD using raytraced light in garage)

Sorry for eng!
 
They probably have better and faster program to develop this deformation..I think this damage system made by 3Dmax.
IS there any program better than 3d max?
 
I get your point, but I think you're forgetting how little information these demos actually show.
Given that how little has been officially announced, I fail to see how you think that I'm forgetting something. They show what they show, nothing more, nothing less. I'm not expecting, and nor do I want, a "stripped out" example of the final game as yet another demo. I just want the game when it is ready.
 
The wait is killing me. This better not be restricted to debug units or I'll cry for real :(
 
The wait is killing me. This better not be restricted to debug units or I'll cry for real :(

We are all hoping for you. You could get us real nice infos.
Did you friend recieved a letter with it from Sony.
What is the purpose of this distribution??? That could lead to new rumors :drool::sly:
 
They probably have better and faster program to develop this deformation..I think this damage system made by 3Dmax.
IS there any program better than 3d max?
Maya is also a very powerful 3D package - generally more complex and harder to learn, but is better for certain things (out of the box). There is also Lightwave and XSI, as well as the free "Blender".

I get the impression that movie houses tend to go for Maya, whereas games developers tend to use 3D Studio Max. Most people I know tend to go for 3D Studio Max for its general usability and features.

Whichever is better is largely answered by which one you know best. I'm sure one really is more capable than the other, but like anything, it's what you can get out of it that matters. I'm sure that some people could easily do something in Blender that would be hard(er) in 3D Studio Max, just because they know the software better. That doesn't mean Blender is actually better. To answer the question properly, you need to define what would actually make one better than the other, and quantify it. Lack of quantification is what killed the "Which steering wheel is better?" thread! :lol:
 
If for GT5 the damages can have maybe 60/70% of this virtual damage DB9 crash test, it will be juste Perfect.

http://www.youtube.com/watch?v=zUD0sSzfatU&feature=fvw

and here http://www.youtube.com/watch?v=lz-1qgKxF8g&feature=channel

Big respect for the guy who make that. 👍

Read the video description. It says that every frame took ten minutes to render.

It's impossible to see these kinds of physics in real time with the technology we have now.

Yes, but the damage simulation took 20s per frame. That could easily scale to real-time if the number of components and constraints were reduced, as well as some accuracy. It works in GRiD (ignoring any complaints of "realism") and GTAIV - I think that's the route PD want to go down for the race machines.

Some of that looks good, but to me the crashes and "debris" are a bit over the top.

Yeah, it does look rather silly at times - but the system works! It's just a matter of tweaking values, it seems...

Yes.I mean just № of polys and texture res are in GT specs.Not AA effects or raytracing.
But we need to agree - that's damn good looking.I mean after 18mp GT5 screens (awesome but....not as "round").
Polygon distribution in this vid just amazing.Think how it looks like if there 500.000

Oh. I forgot.Developers of this model have said that it CAN be looked like this,but in garage at least (PD using raytraced light in garage)

Sorry for eng!

Your English is just fine 👍

I get what you're saying, but PD model the cars with each part separately, so the poly-distribution may well be completely different (by requirement) than what could be achieved with the CCX - but if the models really are 500k and not 200k ingame, then I suppose there's no excuse!
 
In games like GRID and GTA IV the vehicles won't be ripped to shreds like in the video.

And damage like this would definitely be restricted to only certain cars.
 
Sure, but they have full deformation - bits falling off is comparatively simple!

Yeah, it was impressive when I first time saw a head-on crash in slo-mo in GRID.

Hard to tell if something like that would work in GT. I have no idea how much resources something like that takes.
 
I thought that damage and effects that followed were pretty awesome in GRID!:D
There of course can't be as much detail and pieces as in pre-rendered stuff, but common, this is pretty cool, although not 100% realistic.;)
 
I wonder why Codemasters are authorized to wreck licensed cars and other (and more important) developing companies aren't...
 
I wonder why Codemasters are authorized to wreck licensed cars and other (and more important) developing companies aren't...

Its because kazunori... he thinks no car deserves to be scratched... hahaha kiddding.

I think its because they are race cars... modified for that. They are non stock cars.... unmodified. But that goes all way down when i remind the NFS SHift, that have licensed cars and stock...with damage.

Anyway, thats gone by now... GT5 will have damage in all cars...
 
Your English is just fine 👍

I get what you're saying, but PD model the cars with each part separately, so the poly-distribution may well be completely different (by requirement) than what could be achieved with the CCX - but if the models really are 500k and not 200k ingame, then I suppose there's no excuse![/QUOTE]

Whoops!I totally forgot this!Thanks ;)

Wait is killing me.Now it's even fun how long it takes.I hope that they release demo in 31 March ))) *dreaming*
 
if this demo is not restricted to certain people i will open the champaign and i will go out to dinner at and expensive restraunt with the family when the full game is out
 
I wonder why Codemasters are authorized to wreck licensed cars and other (and more important) developing companies aren't...

It's who you know, Codemasters have been around a long time, producing many Racing titles with damage, all TOCA's Colin McRae's Dirts and Grids + some im forgetting.

The CEO is Rod Cousens, formerly of Acclaim. The co-founders, Richard and David Darling, were both appointed Commanders of the Order of the British Empire (CBE) in the Queen's Birthday Honours 2008 for services to the computer games industry

I will buy a brand new PS3 slim if this demo is out for public.
 
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The first TOCA came out in 1997! Sure Codemasters have been on the scene for a loooong time, but I think their association with the car industry is about as long-lived as PD's, though I doubt TOCA took 5 years to develop ;)
 
The first TOCA came out in 1997! Sure Codemasters have been on the scene for a loooong time, but I think their association with the car industry is about as long-lived as PD's, though I doubt TOCA took 5 years to develop ;)

TOCA had like ten cars and not too many tracks if I remember correctly.
 
I will buy a brand new PS3 slim if this demo is out for public.

To be frank, if they don't want to give this demo for free, which would be great, they could at least bind it to Prologue, I mean you can only access the demo from GT5P. It would be a nice reward to GT5P owners and better than any unlikely spec4 update.

Otherwise, give it for free. I'll be happy with any option since I can play this thing. October is far away, c'mon, it would be a free-marketing tool for PD.
 
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