SCE is the key to GT5.

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I did not realize this until a couple of days ago but I think I may have found the single most important thing SCE is doing with their first party games and developers. Go to about 4:10 in this video and listen to the end. It basically talks about how the GOWIII designers are sharing info on game development with the likes of Guerrilla Games and Naughty Dog. Basically sharing techniques and resources. I hope that PD follows the same suit. If they do this opens up all sorts of possibilities for GT5. Imagine if PD talked with the guys that made Motorstorm and they shared there knowledge on how to render car damage. Or the talked with GG on advanced lighting techniques. Or with Insomniac on community connectivity. There seems to be an ever growing trend of high profile Sony games getting there own official website that are integrated into the game. I hope GT5 will follow this direction.
 
I think PD knows how to, all the ins and outs.. It's just the LEGAL problems with Car Automakers.
 
I think PD knows how to, all the ins and outs.. It's just the LEGAL problems with Car Automakers.

PD knows how to model cars and tracks and how to run game engine in wonderfully smooth 60fps, in other departments like sound, damage and online system they have serious deficiencies.
 
I think this has been mentioned before, but it's like Noctis said, not an issue with resources but licensing.

Its just a money problem. For a "little" money every car manufacture would agree with damage in GT5. PD (or Sony) just has to pay the price like the other car games with damage do.
 
PD knows how to model cars and tracks and how to run game engine in wonderfully smooth 60fps, in other departments like sound, damage and online system they have serious deficiencies.

How can you say that about damage when you have never seen their work?

Any any case PD are collaborating with other companies. Off the top of my head I know that their lighting engine is middleware.
 
I did not realize this until a couple of days ago but I think I may have found the single most important thing SCE is doing with their first party games and developers. Go to about 4:10 in this video and listen to the end. It basically talks about how the GOWIII designers are sharing info on game development with the likes of Guerrilla Games and Naughty Dog. Basically sharing techniques and resources. I hope that PD follows the same suit. If they do this opens up all sorts of possibilities for GT5. Imagine if PD talked with the guys that made Motorstorm and they shared there knowledge on how to render car damage. Or the talked with GG on advanced lighting techniques. Or with Insomniac on community connectivity. There seems to be an ever growing trend of high profile Sony games getting there own official website that are integrated into the game. I hope GT5 will follow this direction.

In a recent interview with Guerilla Games prior to the release of Killzone 2, I remember the director of GG did mention that they have been working with Sony's other first party developer including Polyphony Digital.
 
Because no damage is the worst damage in the world :sly: There were games which used to have damage in 90's already.
Yes, but almost no games with street cars had damage. Forza is the one big game which has damage with street cars, and even then, damage is different for different makes of cars, and the damage is still about a quarter what it is in real life. Microsoft probably paid a pretty premium just to get that much.

With such a vocal bunch yelling for damage, I expect it to be in GT5. I can't imagine too many companies preferring to be left out of such a wildly popular series for the sake of a few yen. But this is the Earth after all, with a highly irrational race of beings, so we'll have to see.
 
PD knows how to model cars and tracks and how to run game engine in wonderfully smooth 60fps, in other departments like sound, damage and online system they have serious deficiencies.

HAH yeah! 👍

Forgot about sound. They did recordings right, they just do not know how to LEVEL them out. Best option would be give us our own sound LEVELS for each thing. Just like in any PC sim racing game, most have engine, tire, wind, ambient, other car sounds, etc etc.. they have sliders like that so that each player can adjust sound to their own liking. That will improve so much better.

But, maybe PD will make sound better, but they just dumb it down for Prologue, so once we get our hands on FULL game we will be like socked by good sounds?
 
HAH yeah! 👍

Forgot about sound. They did recordings right, they just do not know how to LEVEL them out. Best option would be give us our own sound LEVELS for each thing. Just like in any PC sim racing game, most have engine, tire, wind, ambient, other car sounds, etc etc.. they have sliders like that so that each player can adjust sound to their own liking. That will improve so much better.

But, maybe PD will make sound better, but they just dumb it down for Prologue, so once we get our hands on FULL game we will be like socked by good sounds?

👍
 
No developer is perfect, but each has its strengths in certain areas. Having different teams working together to produce a better overall product sounds like a great idea to me.
 
HAH yeah! 👍

Forgot about sound. They did recordings right, they just do not know how to LEVEL them out. Best option would be give us our own sound LEVELS for each thing. Just like in any PC sim racing game, most have engine, tire, wind, ambient, other car sounds, etc etc.. they have sliders like that so that each player can adjust sound to their own liking. That will improve so much better.

But, maybe PD will make sound better, but they just dumb it down for Prologue, so once we get our hands on FULL game we will be like socked by good sounds?
👍👍👍
 
They did recordings right, they just do not know how to LEVEL them out.

I don't think this is the case. They recorded sounds while cruising and not under full load. And therefore all sounds are sounding like relaxed driving while we are squeezing cars to the bone. With one and only exception - Corvette Z06 which sounds so so good, but they heavily distorted the sound to do that instead of recording real engine anger!:nervous:
 
Have you seen motorstorm's damage? Its pretty realistic (as far as arcade games go). Sure it does not affect how your car drives but it looks very real. Each suspension part is modeled and can break off. It pretty amazing stuff if you ask me. The only game with better damage is Burnout and half of the whole point of that game is crashing and watching what happens so... yeah.
 
HAH yeah! 👍

Forgot about sound. They did recordings right, they just do not know how to LEVEL them out. Best option would be give us our own sound LEVELS for each thing. Just like in any PC sim racing game, most have engine, tire, wind, ambient, other car sounds, etc etc.. they have sliders like that so that each player can adjust sound to their own liking. That will improve so much better.

Do you have any information on how they recorded the sounds? I can remember a vid from a few years ago where PD was measuring and recording a huge amount of cars for GT3/GT4. They only recorded the sounds from a car revving in neutral :ouch:

They may leave out damage for my part as long as they get the sounds right. I want to have at least the same experience as when I watch Top Gear. The volume goes up to the maximum level the speakers can handle when a Zonda, F430 or Tuscan S flies around the test track.
When playing GT, the volume is on the lowest level that allows me to hear all the necessary sounds :indiff:

At the moment the only car I put the volume up for is the Mine's GT-R 👍 The sound makes at least 50% of the car for me. There's no need to include a Gallardo for example if I can't enjoy the true sound of that magnificent V10...
 
Do you have any information on how they recorded the sounds? I can remember a vid from a few years ago where PD was measuring and recording a huge amount of cars for GT3/GT4. They only recorded the sounds from a car revving in neutral :ouch:

They may leave out damage for my part as long as they get the sounds right. I want to have at least the same experience as when I watch Top Gear. The volume goes up to the maximum level the speakers can handle when a Zonda, F430 or Tuscan S flies around the test track.
When playing GT, the volume is on the lowest level that allows me to hear all the necessary sounds :indiff:

At the moment the only car I put the volume up for is the Mine's GT-R 👍 The sound makes at least 50% of the car for me. There's no need to include a Gallardo for example if I can't enjoy the true sound of that magnificent V10...

+100 👍
 
I want damage, but not the damge on that game. If i hit something going 25mph, then i the same thing going 125mph, i think it should have different amounts of damage. Motorstorm is way to generic. Thats why there is no damage, its no point if its not really real. Got me now? FC has same problem as motorstorm, speed and force have no real bearing on amout of damage. I think the game has come a remarkable way in its existance, other than perfect damage would be a set back in my Oppinion.
 
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