Polyphony are technical wizards!

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Trailers?

Replays, Intro movies, trailers, they have always been in a better resolution then the in-game graphics.
Thats why i printed it in small font ... I don't care too much about it ... but they will use it ...

I just loved the Intro on GT3 Aspec ... (then wished those could be in game graphics one day ...)
 
Back on topic ... I searched for adaptive tessellation because OP mentioned it and I never heard of it ...
Found a nice explanation of it on youtube ...
 
480p
12okjcg.jpg

1080i
13kjj1m.jpg


480p
img_0108jpjsu.jpg

1080i
img_0109gbjal.jpg


480p
480p1owkkk.jpg

1080i
1080i12fjhz.jpg


480p
480p2w4k5c.jpg

1080i
1080i2cgkd6.jpg

So these images prove that what me and many others had issue with the resolution transition? The GT crusader is here to rehash an old subject I suppose.
 
Having played NFS Rivals on PS4, its really hard to go back to GT6 on PS3. What Pd have accomplished on that console is simply amazing, but you know something is wrong when a open world arcade racer like NFS rivals (which is btw the best arcade racer I have played in years) looks so much better than a GT game. If you don't believe me, try it yourself by playing both games (if you have a devent pc or pS4/XB1), comparing youtube videos and screenshots (photomode) won't show you the difference.

That said, Im excited to see what PD can pull off on the PS4! Fingers crossed for a PS4 port of GT6 ;)
 
Yeah GT does have it's annoyances that get me.

Like last night I found out that my R8 LMS Ultra's rear end switcharoo problem seemingly disappears altogether when I put on strong steer assist.

Really PD?

I think I can help you with a simple mild tune, no ballast used, just lsd, suspension and brake balance - the car will be much better to drive.
 
Really? Are you serious? Did you watch on an actual HD tv or are you talking about setting it to 1080i on a non HD TV or with the default composite cable.

On a HD TV set at 1080 it looked really bad much worse than when set to 480P. In 1080 it had a serious cross hatch i.e. screen door effect. In other words it was like you were watching the game while looking through a screen door. Not good at all.

I ran both GT4 and Tourist Trophy exclusively in 1080i on a Sony KDS60A3000 1080p set (that I still own and use today as my main screen) - it was beautiful compared to 480p.
 
I guess that some people are not bothered by the screen door effect ? I could not even stand to look at it due to all the tiny lines that you can clearly see on the screen when in that mode.

Of course if you set is not real big and/or you are setting farther away it would be less of an issue but in my case it was much better in 480P and I have saw many posts from others who state the same thing.

I use a 37 inch 1080P set and I set about 3 feet from the screen when racing. I have also had it on a 32 inch 1080i set and it had the same screen door effect on it as well. I would have to set at least 8-10 away to be able to stand looking at it
 
I guess that some people are not bothered by the screen door effect ? I could not even stand to look at it due to all the tiny lines that you can clearly see on the screen when in that mode.

Of course if you set is not real big and/or you are setting farther away it would be less of an issue but in my case it was much better in 480P and I have saw many posts from others who state the same thing.

I use a 37 inch 1080P set and I set about 3 feet from the screen when racing. I have also had it on a 32 inch 1080i set and it had the same screen door effect on it as well. I would have to set at least 8-10 away to be able to stand looking at it

I still have GT4 and Tourist Trophy as well a PS2 Slim, as I recalled, both was great at 1080i. The screen size was a bit smaller ( black edges on top and side ) - I used just scan ( pixel to pixel ratio - no changes ) on 32 inch 1080p Samsung LCD. Disabled all post processing like edge enhancement and sharpness at 0.
 
I guess that some people are not bothered by the screen door effect ? I could not even stand to look at it due to all the tiny lines that you can clearly see on the screen when in that mode.

Of course if you set is not real big and/or you are setting farther away it would be less of an issue but in my case it was much better in 480P and I have saw many posts from others who state the same thing.

I use a 37 inch 1080P set and I set about 3 feet from the screen when racing. I have also had it on a 32 inch 1080i set and it had the same screen door effect on it as well. I would have to set at least 8-10 away to be able to stand looking at it

maybe it differs between PAL and NTSC regions ? (just guessing):confused:
 
I guess that some people are not bothered by the screen door effect ? I could not even stand to look at it due to all the tiny lines that you can clearly see on the screen when in that mode.

Of course if you set is not real big and/or you are setting farther away it would be less of an issue but in my case it was much better in 480P and I have saw many posts from others who state the same thing.

I use a 37 inch 1080P set and I set about 3 feet from the screen when racing. I have also had it on a 32 inch 1080i set and it had the same screen door effect on it as well. I would have to set at least 8-10 away to be able to stand looking at it

No screen door effect here, and my set is 60". If you calibrate the image settings for the input properly (and you have a good set) this should not be an issue. My eyes are approximately 6-8 feet from the set when playing.
 
GTA 5's cars at least also look nowhere as good as Gran Turismo 6, nor does it have to worry about realistic physics. But I will admit it's a great game.

And no I will not stop with ram.

Dodge Ram, St Louis Rams, broken ram, dusty ram, ram rod, Rambo.

On the other hand, GTA5 has a "premium" AE86 :P

Also it depends on the basis of comparison. More than half of GT6's cars are "standards" (from GT4 and previous games) that weren't improved to "semi-premium" or to "premium". With that said, more than half the cars of GT6 look worse than GTA5's.
 
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First with the PS1 they pretty much create the best looking racing game for the system, graphics were outstanding for the time. Next they do the impossible(or so it was thought) and create a game that achieves 1080 resolution on PS2. Now they create a nearly full 1080 native resolution(1440x1080p) at 60 frames WITH adaptive tessellation. There are only a few 1080p/60fps games on PS3 and NONE with adaptive tessellation. Heck adaptive tessellation wasn't even heard of at the time of the PS3's launch and has only been used in high end PC games. Not to mention 50Xs the HDR lighting of GT5.... GT6 is a marvel on the PS3, nothing comes close to it in technical graphic fidelity. Sure it could have looked better to the eye if they did away with that technology as it takes processing power AND had it at 720p to add more effects but they were able to make it look pretty darn good without sacrifices other games in the genre have used. I can only imagine what GT7/8 will look like on the PS4 without the severely crippled RAM restrictions. I'd say Polyphony are probably the best team Sony has when pushing technology on their systems, with Naughty Dog at a very close second.

Historically, at least since the days of PSX/N64, racing games have typically been among the best-looking games for their respective platforms. I had always particularly given PD credit for pushing that probably farther than pretty much anybody, as their games may very well have been the best-looking games on their platforms, at least in regards to PSX and PS2. GT5 would have done well to only include the content built for PS3, but it didn't, and that really hurt it. People like to count the 800+ cars and the tracks imported from older, inferior systems when they're bragging about how many cars the game has, but they like to ignore the PS2 models when talking about how pretty the game is.

Those outdated car models are part of the game, as well, and they also count against the graphics just as much as the pretty Premium cars counted towards the graphics. The outdated tracks counted against the game just as much as the pretty new ones counted towards it. Also, while the day/night cycles were pretty, the rain looked like crap. The rain actually looked better in PGR4 some years earlier, and Codemasters' F1 games made it look downright crude. Another strike is the damage modeling, which technically existed but not in the main game, which is just plain wrong. It was a situation of "we can do it, but choose not to."
 
A minor version of the now so-called adaptive tesselletion crap has been in Gt games since Gt1! Once the AI cars where more than about 50 metres away from you they turned into blocks of pixels!
 
You know, oddly for the first time since I played GT1 all those years ago, I actually enjoy watching the replays.

I think its because, more than ever the cars are behaving much more realistically. I am having to catch slides much more than I use to and in cars that I always thought were on rails like the R32 GTR.

I agree completely. The car movement/animation is a nice improvement over past GT. Only PC sims especially iRacing, rF2 and Assetto Corsa come close to how GT depicts car movement in relation to how the tires grip the pavement and the transfer of weight.

Another plus is the lighting. Most games tend to emphasise the CGI aspect of gaming so everything end up looking like a Hollywood Blockbuster (which is fine if you're into that kind of stuff). With GT, it's more Cinéma vérité. Everything is more true to life. The lighting is less flat and less majestic but more sublime and realistic. In my opinion, nothing comes close except again the three PC sim mentioned earlier.
 
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Nop, just that GT4 in 1080i looked amazing.
You mean that the scaler chip inside your TV is inferior to the method the PS2 was using to fake the 1080i signal. Got it.

Anyway people saying that GT4 is better in lower rez are crazy and wrong sad misguided people. I pity them all.
Well, since it isn't actually any higher in resolution, I wonder what that means for you.

A minor version of the now so-called adaptive tesselletion crap has been in Gt games since Gt1! Once the AI cars where more than about 50 metres away from you they turned into blocks of pixels!
No. That was the use of separate LoD models.
 
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You mean that the scaler chip inside your TV is inferior to the method the PS2 was using to fake the 1080i signal. Got it.
What scaler? :lol:

It seems that you don't understand how is rendered the 1080i/60 video in GT4 vs the standard ntsc. There are some trades like the lack of antialising in order to draw more effective pixels per field.
 
It seems that you don't understand how is rendered the 1080i/60 video in GT4 vs the standard ntsc. There are some trades like the lack of antialising in order to draw more effective pixels per field.
It's a field-rendered "480p" image, running in 16-bit color mode (hence the dithering problems) to offset the increased overhead required to do it. It's not a native 1080i signal. Not even close.


Anything else? How did you think it was rendered?
 
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GT6 1440x1080 at 60FPS? With the amount of frame problems, texture pop-in, and overtaxing this does on the system, you can barely say that it achieves that. Pushing something over the max to achieve good graphics is stupid because it sacrifices playability. PD are not technical masters, they're amateurs for ignoring the number one thing to good games.
 
Show me first a PAL copy playing in 1080. I don't think you can.
Correct.

It's a field-rendered "480p" image, running in 16-bit color mode (hence the dithering problems) to offset the increased overhead required to do it. It's not a native 1080i signal. Not even close.
Correct.

No screen door effect here, and my set is 60". If you calibrate the image settings for the input properly (and you have a good set) this should not be an issue. My eyes are approximately 6-8 feet from the set when playing.
So is the image extremely blurry, jaggy, or both? There's no way it's going to be burdened with none of those options.

What scaler? :lol:

It seems that you don't understand how is rendered the 1080i/60 video in GT4 vs the standard ntsc. There are some trades like the lack of antialising in order to draw more effective pixels per field.
Lack of anti-aliasing? I'd say more like the upscaling exposes what is less apparent with sd output.


I know if I went to the trouble of getting special PS2 component cables and had an hdtv at the time, I'd have been prone to placebo effect as well.
 
It's a field-rendered "480p" image, running in 16-bit color mode (hence the dithering problems) to offset the increased overhead required to do it. It's not a native 1080i signal. Not even close.


Anything else? How did you think it was rendered?
No one is defending that GT4 rendered a full 1080i (1920x1080i) signal, just that looked amazing and far more detailed in a HDTV than with the SD modes and certainly that is not a simple tv scaling from a 480 source. Not in the process and not in the internal rendering methods and visual resultant detail.

GT4 at 1080i get rids of the antialiasing and natively renders at the double of horizontal pixels per field than in the default ntsc signal. The only scaling needed is in the vertical resolution to maintain the correct aspect ratio. That results in a legal complain full 1080i signal output from the PS2 that gives a better detail than ntsc and 480p modes and looks amazing in a HDTV for a PS2.

GT4 ntsc (AA)
640 x 224 = 143360 pixels (1 field at 60Hz, 1/2 frame)

me0000359969_2s6yns.jpg



GT4 480p (no AA)
640 x 480 = 307200 pixels (1 field at 60Hz, 1 frame)

GT4 1080i (no AA, lower color depth)
640 x 448 = 286720 pixels (1 field at 60Hz, 1/2 frame)

gt4q2lyk.jpg



An smart use of the resources from PD, similar to the methods used in GT5 to render the 1080p/60 and 720p 3D modes, theorically not possible with the hardware and both technical achivements in the PS3.
 
No one is defending that GT4 rendered a full 1080i (1920x1080i) signal, just that looked amazing and far more detailed in a HDTV than with the SD modes and certainly that is not a simple tv scaling from a 480 source.
No. It's instead the PS2 scaling from the same 480 source; as opposed to the TV's more likely than not awful internal scalar doing so. Like I said two posts ago.

GT4 at 1080i get rids of the antialiasing and natively renders at the double of horizontal pixels per field than in the default ntsc signal. The only scaling needed is in the vertical resolution to maintain the correct aspect ratio. That results in a legal complain full 1080i signal output from the PS2 that gives a better detail than ntsc and 480p modes and looks amazing in a HDTV for a PS2.
The only reason it gives better detail is because the comparison data you are using are pictures of a TV screen. The majority of HDTVs even to this day are going to make a complete mess out of upscaling any standard definition image; especially as you get further away from the native resolution. Having something with dedicated graphics hardware feed a scaled up 1080i signal is going to look better than a HDTV taking the same image in its raw form and showing that; and taking a picture of what the TV shows is going to reflect that. That's exactly why upscaling DVD players are a thing.

There is no more detail than the 480p image, and if your TV has the hardware to scale it properly (a good idea of one that would have a good scalar chip would be any TV that can accept and display a 240p signal as 240p; whereas most would either force it to 480i or not show it at all) or is an older CRT HDTV it would look no different. If the first generation PS3 had a hardware scalar in it so it could upscale progressive scan images with PS2 games, it would also look no different. My previous HDTV had a very good internal scalar in it (one that supported native 240p, among other things that I wish my current TV supported); so as a result the only thing playing GT4 in 1080i did was make the gauges look awful because of the dithering and made the screen jumping worse. I imagine HBR-Roadhog is in the same boat.

What makes this different from the first time it was posted?

An smart use of the resources from PD, similar to the methods used in GT5 to render the 1080p/60 and 720p 3D modes, theorically not possible with the hardware and both technical achivements in the PS3.
I'm curious how stretching a narrow 1080 vertical image to take up the full horizontal space was theoretically not possible with the hardware. Wipeout HD even does it dynamically, and actually runs at 60fps on a consistent basis.
 
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