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- Rio de Janeiro
- Rod__Carvalho
Don't worry, this feature will be added to the franchise in a future update...
I had this with batman I think I may still have it in the atticStill not as bad as this:
View attachment 130240
I think we just expected what you said to be what you said, coming from an experienced GTP'er...
I was referring to how cool it would be to play Battlefield with VR, being able to move your head and look around, giving the sensation that you're actually running around "dodging bullets and explosions". I think you and Griffith took me too literally 👍
I think we just expected what you said to be what you said, coming from an experienced GTP'er...
Not PD....Who means what they say anymore?
Not PD....
I agree in principle, but it will always be a consideration. It should be a bit less "marginal", performance wise, on PS4 compared with PS3, though. They've also broken the back of the 3D rendering task itself, it's just the head tracking part now (Sony's job, surely - PD might get all Saab about it, though).Great now we have an excuse for when GT7 turns out to be pants.
Just as people used 3D to excuse GT5s faults (But Sony MADE them do it!), Morpheus will be used to excuse any faults in GT7.
"But Sony MADE them do it! Morpheus took away development time and they couldn't make the game properly because there's not many of them and they're a small family and they're too busy being artisans and hugging."
Of course, Prologue was the same (albeit at a higher resolution), so that would imply forward thinking - and that's beginning to be a pattern...
Definitely, feature creep almost certainly dragged GT5 down (retrospectively speaking). I meant more that they had an idea of where they wanted to be on PS4, and found themselves squeezing bits of that onto PS3 once they realised they could (because they were waiting so long for cars and tracks to be made, also because they were being made with PS4 in mind). It's sort of a necessary tactic to keep costs down and guarantee you'll get jam today and tomorrow, even if today's jam is some flavour you don't like as much (although that wouldn't have been the intent, I'd imagine). Perhaps.If that's true, then their "forward thinking" is starting to seriously cripple their games.
I'd rather have jam today than jam tomorrow. It's far too easy to get into the mode of ALWAYS designing for the next big thing at the sacrifice of current quality, such that the current product is never actually as good as it could be with current tech.
It's sort of a necessary tactic to keep costs down and guarantee you'll get jam today and tomorrow, even if today's jam is some flavour you don't like as much (although that wouldn't have been the intent, I'd imagine). Perhaps.
I'd argue that cost effectiveness is just as important for the big boys. PD aren't as big, relative to other studios, as their budget would imply, so they are big spenders - the bigger cost at this point in time for PD would have been to have to re-do all the assets again now for PS4, having only just got them all done for GT6 / PS3. That's the kind of thing that transcends "budget" in the usual sense.Except that if there's one game that doesn't need to keep costs down, it's GT. They've got a relatively tiny staff (and presumably, staff costs) and a relatively enormous budget, at least as far as what was demonstrated from GT5. I don't see why they would have got shortchanged for GT6, they certainly sold enough copies of GT5 and GT5P.
This is not a tiny studio where they're having to be as efficient as possible in order to make sure that they can keep up with the big boys. GT is the big boys, they're the ones that should be throwing money at the game to make sure each iteration is class leading. If that means ultimately less efficient work, then that's what it takes.
Games like AC are the ones that should be emphasising working efficiently for the long term goal. They have to, or they can't possibly compete. Games like GT can just beat problems with money and manpower.
Feature creep is almost certainly dragging GT6 down too, while we're at it. They could have included the online we had in GT5 from the word go. They didn't because they thought they could do better, and the consumers are still waiting. Ditto B Spec. Ditto Course Maker. Ditto mobile/online integration.
They've intentionally left features out with the intention of incorporating presumably awesome, upgraded versions of them later, instead of simply giving the consumer the functional versions they have right now. That's going to be great when (if) these upgraded features come, but at the moment they've got a crippled game that is functionally a step back from it's predecessor. The stuff you can do is improved, but the range of stuff you can do has been severely limited.
I don't know why they didn't just include the old versions, though, as you say, unless they never intended to wait as long as they have.
Has anyone used one of these things on a PC? What is the lag like from moving your head?
VR may be the next big thing in gaming ever since 3D games came out on the PS1, i might be wrong but i'm really excited to play GT7 using VR and a wheel, VR has a huge potential in my opinion.
Really excited to see how gaming will change with Virtual Reality.
So much for the "Insider guy" http://www.teamvvv.com/en/news/comments/DriveClub-wont-support-Sonys-Project-Morpheus-VR-Headset
Lol I heard this all before in the 90's its the next big thing
I used a stand up machine when I was a little youth from what I can remember it was heavy front heavy that made me look down slightly , at the players feet , think the lawnmower man movie kicked this all off from what I can remember. It was a bit of a flop back then and even now they look exactly the same the idea of VR hasn't changed since then only the components used maybe lighter. Here's a few pic of the machine I used and a race version. There's also some video footage from the company who made them from Britain
So is this the future sadly no it's just a revival of an idea like 3d its old news it's old tech it's just a plain old
I think that with the recent technological advances, this generation of VR will be the first that is genuinely useable and immersive, atleast for driving/flight sims.I guess the issue with VR is that is one of those things that needs to be perfect in order to be usable. Anything less than that and it is useless.
Is that only in the in-car view, or the bumper (1st person) view as well? Seems narrower in bumper view. Where did you find this info btw?GT is 82 degrees fov standard
It's actually 90 degrees FOV ... and here is proof ...Is that only in the in-car view, or the bumper (1st person) view as well? Seems narrower in bumper view. Where did you find this info btw?
Hidden Bonus of using VR, PD will have to ditch the standards.
It's 82, it says so on the official Gran Turismo website, in the section guide about multi-monitors.
The question was about GT FOV not Morpheus dev kit FOV.
As we know it's 82 FOV in GT we know in GT VR it would be a wider view if they used the 90degree FOV.
http://www.gran-turismo.com/us/support/02_0005539.html
Some other information is that Some of the Sony demos were running "above 1080p" on the PS4 hardware. The display is 1080p. So i guess they mentioned that to show they have potential for Morpheus consumer version to have beyond 1080p capability. Which would be useful if they wanted it suitable for PS5.
Nooooo all my favorite cars are standards. How is that a bonus?!