Number of AI Opponents

  • Thread starter dustbin89
  • 70 comments
  • 4,598 views
I would love to see 20 cars in super gt, and endurance races, it woulbe realy EPIC to pit in and see all the pit crew's
 
I would love to see 20 cars in super gt, and endurance races, it woulbe realy EPIC to pit in and see all the pit crew's

Im happy with the amount of cars in gt5p and i think it will stay the same for GT5.
Also in the E3 trailer, when the NASCAR cars pitted there were all their pit crews out changing tires and everything, it's going to be epic. :D
 
Im happy with the amount of cars in gt5p and i think it will stay the same for GT5.
Also in the E3 trailer, when the NASCAR cars pitted there were all their pit crews out changing tires and everything, it's going to be epic. :D

The intro movie of GT4 also had that, but the pit stops in the game were nothing like it.
 
I think 16 with the level of detail they are using is probably the maximum. It's obviouse that things arn't optomised properly in GT5:P, the LOD's arn't as efficient as they could be and the game struggles when it's rendering most of the cars at once, especially if one kicks up dust at the side of the track. Also in GT5:P the reason there are no grid starts and the reason the cars start in a long line instead of a closely bunched staggered column is precisely because if they do that then the game will majorly struggle at the start of every race.

So I think the 16 car grids is the limit and I think or hope that with optomisation of the graphics that they can run the 16 cars more efficiently and smoothly and hopefully that will allow proper rolling starts and standing starts. When it comes to the NASCAR races I suppose the key will be having the AI drive close together in groups so that when you're with the AI you're usually battling with 4 or 5 cars at once. There's not much you can do for endurance races but just be positive that 16 car endurance races are a hell of a lot better than 6 car endurance races.
 
Yeah I have noticed that GT5P slows down a little when the field bunches up. Its common on Fuji and Susuka in the tighter sections. I hope GT5 cures the lag on some of the tracks too, in single player mode I get bakcground lag for some reason, apparently it was common on the Spec III download. BTT, I think 16 cars is enough, maybe on the next generation console we can have more, but 16 I'm happy with. Like Dave A said, it'll make enduro's more interesting. Can't wait to see a few le-mans cars bin it at night and in the rain around the ring. :nervous:
 
Are you guys playing on the Blu-ray version? Because I have the Blu-ray version and I've never experienced slowdown even when most of the cars are on-screen.
 
Are you guys playing on the Blu-ray version? Because I have the Blu-ray version and I've never experienced slowdown even when most of the cars are on-screen.

As far as I'm aware, GT5P is only avaliable on blu-ray... But yes I am, did u have spec III already loaded onto the disc or did you have to download it?
 
Yes, and I regularly experience slow down when the cars a bunched up, especially if puts wheel in the dirt. We're not isolated cases, the PS3 simply can't process the data fast enough when certain situations arise. It's not that your game isn't slowing down it's jsut that you arn't noticing it.

I wen ages without noticing the tearing that can happen, most noticalby on the London track but sine someone pointed it out to me I've been spotting it. It just flickers very fast, easilly missed but it's there and they are all signs that the PS3 is being pushed hard processin the graphics.
 
I think theres ways around it. F1CE was a DAMN good looking game and it had 22 cars on track. Again, I never experienced slowdown there either.
 
Yes, and I regularly experience slow down when the cars a bunched up, especially if puts wheel in the dirt. We're not isolated cases, the PS3 simply can't process the data fast enough when certain situations arise. It's not that your game isn't slowing down it's jsut that you arn't noticing it.

I wen ages without noticing the tearing that can happen, most noticalby on the London track but sine someone pointed it out to me I've been spotting it. It just flickers very fast, easilly missed but it's there and they are all signs that the PS3 is being pushed hard processin the graphics.

Is there much PD can do to cure this without affecting the current graphics and number of cars? I think GT5P runs at 60fps or something, which is pretty high I presume?
 
I think theres ways around it. F1CE was a DAMN good looking game and it had 22 cars on track. Again, I never experienced slowdown there either.
F1:CE was pushing considerably less polygons that GT5:P is pushing. It's not as simple as saying "X game has so many cars on track so why can't Y game have that many" because there's a lot for the computer to process. For example, you may want more processing performance for the graphics than the dedicated GPU can give so you allocate an extra cell to that task but that leaves you with 1 less cell for handling other things like the physics engine. How a game allocated the processing power of the computer is down to how that game has been programmed. Going off the number of cars on track there are also things like the number of polygons the tracks are made from and then trackside objects and details. They all have to be rendered. For example it's no good having the game running 20 cars on track when thoes graphics can only process them on bland tracks with no trackside objects. The second you go past a granstand the game will stutter and stall like mad if you push it that fine. The simple fact that GT5:P is blatantly pushing the PS3's power graphically as it is suggests that the sensible and only real option is to refine the LOD's and ge the 16 cars themselves running smooth and hopefully to an extent that will allow for decent standing starts.

Is there much PD can do to cure this without affecting the current graphics and number of cars? I think GT5P runs at 60fps or something, which is pretty high I presume?
Yeah they can optomise the graphics, like someone said before making the LOD's (level of details) more efficient for example the cars in GT5:P don't loose as much detail when they get further away from you as they could, you wouldn't notice if cars that were far fmo you were less detailed than they are now. You do the same thing for trackside scenery. PD already have a LOD system in place butit's pretty high standard in terms of how much detail the car retain even when they are far from you. They could lower that detail. It's not likely to rfee up the system to add more cars, not without doing a full loop and finishing with the same problems they just got rid of, like not being able to process standing starts without major jitters and slowdown when dust is kciked up etc.
 
I bet PD will let 16 cars be on the screen, but game will be totally optimised for 60 fps in any situation. This would be the perfect way, because only smooth simulator is really a simulator. Framerate slowdown is like kicking you and saying: You can see, it's only game...
 
I'm cool with 16 cars. I would like however, if in particular races, such as NASCAR, that they put in a realistic number of cars, such as 43 cars in a NASCAR race.
 
Come on PD use the hidden bugatti engine (cell processor) on the ps3 to put more cars on track with smart A.I's, I'm sure they have only used 1 or 2 processor of the cell in GT5p. Look at killzone 2 they've used 6 processor in it and look what happened. It's one of the best looking game in history (next to Crysis) with very smart A.I's. Oh well, since GT5 is going to be Blu ray I hope PD figured this out.
 
Hey Everybody, It's My 1st Post!

I think that 16-20 is perfect for GT5 normal street course racing, but NASCAR should have all 43 if they can pull it off. I mean in NASCAR everybody does the same thing anyways, unlike street races. So the AI dosen't have to be that advanced. Me, personally loving NASCAR feel this is essential to NASCAR racing, i remember old EA games where they only has 20 cars, it felt so uncomplete.
 
Back