So, about that course creator.

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It's delayed because of the modeling of pikes peak. šŸ’”

Laser scanning a real life track along with the process of adding the data into the game , versus the very late addition of a 1.5 years late course creator feature , regardless of a pikes peak future track addition to the game , are two separate things entirely ?

Are they not ?
 
Laser scanning a real life track along with the process of adding the data into the game , versus the very late addition of a 1.5 years late course creator feature , regardless of a pikes peak future track addition to the game , are two separate things entirely ?

Are they not ?
Track modeling takes up alot of time, and it may be a higher priority for them to have Pikes Peak modeled before the hillclimb.
 
Track modeling takes up alot of time, and it may be a higher priority for them to have Pikes Peak modeled before the hillclimb.

I see your logic on this but that would be a separate group of people working on scanning / implementation I would've thought .

Is there any information to back up the track coming to the game ?
 
They are readapting their full area track map methods to have weather system and global illumination and that encompassed fitting their newer tracks to it so all get full day/cycle and weather capabilities. In other words, they decide to rebuild their track building tools if they were to have a course creator, instead of having multiple tracks working in multiple manners of programming, they prefered to have one system that works for all.

Nod if no Famine.
 
If Sony wants to move consoles with GT games why do they wait so long to release a title on a new console? The first full GT title on PS3 was a full 4 years after the launch of the console and GT7 looks to be a full 3 years or more after the launch of the PS4. To me it would have made a lot more sense from Sony's standpoint, to scrap the whole idea of GT6 on the PS3 from the get go, and to have developed GT6 for the PS4 from the start and perhaps have launched it 6-12 months after GT6 actually launched. Surely it's more important to move consoles early in the console's life cycle when gamers have more time to buy other games, rather than later.

That's not say that GT doesn't move consoles, I'm sure it does, but I don't think that's an essential part of it's strategy, otherwise GT6 on PS3 makes no sense at all.

It's based on the nature of the console cycle. At the launch of a new console, only the diehards buy. Publishers don't want to launch on the console because the install base isn't great enough to get a return. It doesn't matter how awesome your killer app might be, the majority will sit on the sidelines. The hardcore will buy the console simply on the promise of big things. On PS3, the process took 2 years.

Once the library starts to build, the console becomes appealing to the majority (the mid core and casual). GT is the game that tips the balance for a lot of those players.

At the same time, the old console starts to die off. Usage drops. Software sales drop. It starts to stagnate. It gets its final price cut and all the focus shifts to the new console. The new console has also seen design optimizations that allow it to drop in price.

This is when GT launches.

On top of all that, hardware specs are rarely finalized until just prior to launch. We were still seeing new PS3 kits a coupke of months before it launched. I can't remember the exact time frame for PS4, but it ws consistent (several months). Until you get the final hardware, yiu really can't exploit what it does. So, the best games for a system start showing up 24-36 months post launch.
 
It's based on the nature of the console cycle. At the launch of a new console, only the diehards buy. Publishers don't want to launch on the console because the install base isn't great enough to get a return. It doesn't matter how awesome your killer app might be, the majority will sit on the sidelines. The hardcore will buy the console simply on the promise of big things. On PS3, the process took 2 years.

Once the library starts to build, the console becomes appealing to the majority (the mid core and casual). GT is the game that tips the balance for a lot of those players.

At the same time, the old console starts to die off. Usage drops. Software sales drop. It starts to stagnate. It gets its final price cut and all the focus shifts to the new console. The new console has also seen design optimizations that allow it to drop in price.

This is when GT launches.

On top of all that, hardware specs are rarely finalized until just prior to launch. We were still seeing new PS3 kits a coupke of months before it launched. I can't remember the exact time frame for PS4, but it ws consistent (several months). Until you get the final hardware, yiu really can't exploit what it does. So, the best games for a system start showing up 24-36 months post launch.
But your contention is that GT isn't in competition with PCars or any other console racer, it's a console mover and not in competition with other games no? So publishers not wanting to launch on a new console shouldn't matter. Forza 5 launched with a zero install base and quickly became the fastest selling racing game in XBox history in spite of a very skimpy car and track list and that surely moved a lot of Forza fans into the early adoption line quicker than expected who are now buying other games, including Forza Horizon 2 that they would not have bought if Forza 5 launched on the old system. If this strategy works for Microsoft I don't see why it can't work for Sony, especially if they waited a full year to launch GT6 on a PS4 that now has over a 20 million install base.
 
...:indiff: I've read some really "inspired" stuff on this page...from a terrorist training plot straight out of a rejected script for Bourne film to a weird business tactic which no real company launching a high profile console will do.

Sigh. At this point, I gotta ask, how high is your hopes for a great CM, that exceeds your expectations?

Remember, small expectation = small disappointment. :cool:
 
...:indiff: I've read some really "inspired" stuff on this page...from a terrorist training plot straight out of a rejected script for Bourne film to a weird business tactic which no real company launching a high profile console will do.

Sigh. At this point, I gotta ask, how high is your hopes for a great CM, that exceeds your expectations?

Remember, small expectation = small disappointment. :cool:
In this case, why doesn't PD just release course creator as a movie, seems it would be more fitting towards the odd hype it's getting.
 
In this case, why doesn't PD just release course creator as a movie, seems it would be more fitting towards the odd hype it's getting.

...Noooo. I mean, have you seen a Japanese movie? It'll either be a Yakuza film, a Samurai sausage fest or a cheap Kaiju shlockfest. :lol:
 
But your contention is that GT isn't in competition with PCars or any other console racer, it's a console mover and not in competition with other games no? So publishers not wanting to launch on a new console shouldn't matter. Forza 5 launched with a zero install base and quickly became the fastest selling racing game in XBox history in spite of a very skimpy car and track list and that surely moved a lot of Forza fans into the early adoption line quicker than expected who are now buying other games, including Forza Horizon 2 that they would not have bought if Forza 5 launched on the old system. If this strategy works for Microsoft I don't see why it can't work for Sony, especially if they waited a full year to launch GT6 on a PS4 that now has over a 20 million install base.

Why don't you ask Sony then. I'm just the messenger dude. Feel free to Google it.
 
Of course, but if there aren't sufficient sales, Sony doesn't profit. Famine made it sound like game sales don't matter to PD.

PD is wholly owned by Sony. Famine is on the right track. GT, God of War, Uncharted. They are made to drive people to Playstation. They have to make some money, yes, but the business model isn't the same as other games.

If Ea invests in a game, it needs to make back X dollars to justify it's development.

Sony makes money on every game released on the Playstation. Their internal games don't have the same investment/ROI ratios as other games.
 
Word on the street is that Sony are delaying the release of the course creator. More so the GPS data upload side of things due to PS3/Vita firmware being vulnerable to exploits/hacks from external devices. As such, PD have been busy adding extra features to allow for more creativity without the need for external data.
 
Word on the street is that Sony are delaying the release of the course creator. More so the GPS data upload side of things due to PS3/Vita firmware being vulnerable to exploits/hacks from external devices. As such, PD have been busy adding extra features to allow for more creativity without the need for external data.
So Sony is delaying the Course Creator? That is stunning news...to no one outside of Antarctica and maybe some remote regions of Siberia:lol:

Did you hear this down at the local Red Rooster or do you have an actual link to a source?
 
Word on the street is that Sony are delaying the release of the course creator. More so the GPS data upload side of things due to PS3/Vita firmware being vulnerable to exploits/hacks from external devices. As such, PD have been busy adding extra features to allow for more creativity without the need for external data.

[citation needed] :rolleyes:
 
So Sony is delaying the Course Creator? That is stunning news...to no one outside of Antarctica and maybe some remote regions of Siberia:lol:

Did you hear this down at the local Red Rooster or do you have an actual link to a source?

The term "word on the street" indicates rumour, but it certainly seems more realistic than all the angry "PD hates all us fans" posts.
 
Word on the street is that Sony are delaying the release of the course creator. More so the GPS data upload side of things due to PS3/Vita firmware being vulnerable to exploits/hacks from external devices. As such, PD have been busy adding extra features to allow for more creativity without the need for external data.

What features would they add to allow for more creativity? It is already supposed to allow pretty much any track that could realistically exist, as seen by the fact that they think that they can import any driveable road into the system and have it make something representative.

I don't see how you make a system that can do that allow more creativity, since you can already do just about anything. You're making stuff up, and it's not even particularly logical.

Remember also that they've advertised the CM as coming in two parts from the get go, the first that allows course creation and the second that allows the GPS import functionality. If it's the GPS import giving them issues, then there would be no real reason for them to hold back the basic CM as far as I can see.
 
What features would they add to allow for more creativity? It is already supposed to allow pretty much any track that could realistically exist, as seen by the fact that they think that they can import any driveable road into the system and have it make something representative.

I don't see how you make a system that can do that allow more creativity, since you can already do just about anything. You're making stuff up, and it's not even particularly logical.

Remember also that they've advertised the CM as coming in two parts from the get go, the first that allows course creation and the second that allows the GPS import functionality. If it's the GPS import giving them issues, then there would be no real reason for them to hold back the basic CM as far as I can see.

Ok, i'll underline the part that you missed. "more creativity without the need for external data".

Do you really think GPS data is more creative than the human mind?
 
Ok, i'll underline the part that you missed. "more creativity without the need for external data".

Do you really think GPS data is more creative than the human mind?

There's already plenty of data import options for GT6 including GPS data that would be just as 'vunerable'. Besides, the PS3 firmware and GT6 are open to modding already, without such an import. So, did you just make this up? The only security concern I'd understand was if this was on PS4, but it isn't.
 
Ok, i'll underline the part that you missed. "more creativity without the need for external data".

Do you really think GPS data is more creative than the human mind?

Are you making my point for me or what? The course maker, as advertised, already allowed the player to create anything physically feasible. Without the GPS function. That's the whole big fuss about it. It's a freeform course maker controlled by the player.

So I ask again: If you can already create anything you want within reasonable physical bounds, what do they add to allow more creativity? Give me one example of something that wouldn't already be necessary in order to meet the description of the product as it has been given.
 
Are you making my point for me or what? The course maker, as advertised, already allowed the player to create anything physically feasible. Without the GPS function. That's the whole big fuss about it. It's a freeform course maker controlled by the player.

...

When was that confirmed? I'm still expecting an improved GT5-style generator and whatever Ronda turns out to be. GPS import would allow for any track layout, organised to masquerade as "GPS data", to be interpreted for the course maker in generator mode.

If that data import causes problems (and it's not really the same as the current GPS visualiser import, because of how the data's used), then it will take time to create an in-game solution that would replace the creative scope that externally modified data can provide.

I'm not saying that's the actual issue, but it's not impossible. If it is, I hope that PD are taking steps to shore up the import of modified data itself (e.g. handling extremes) so it doesn't break the game, rather than prevent the modification of that data (or the import of modified data) itself. That latter would imply encrypted, proprietary and bespoke data structures using methods that aren't already compromised, and I would personally call it a waste of effort (unless it turns out there is a bigger risk during import that I am currently unaware of / unable to imagine).

If it turns out to be a legal issue, e.g. regarding the sharing of likenesses of "licensable" circuits online, then that'll also be quite annoying, because the same "solution" presents itself. Hopefully the time delay implies a brute-force licence / legal disclaimer approach instead, if such a thing is possible and if it is indeed the issue.
 
When was that confirmed? I'm still expecting an improved GT5-style generator and whatever Ronda turns out to be. GPS import would allow for any track layout, organised to masquerade as "GPS data", to be interpreted for the course maker in generator mode.
https://www.gtplanet.net/gran-turismo-6-course-maker-tracks-could-span-over-2500-square-kilometers/
During the GT6 press session at Gamescom 2013, Kazunori Yamauchi referred to the gameā€™s new Course Maker feature as ā€œfundamentally differentā€ from what was seen in GT5, and noted that players would be able to ā€œlay out their [custom] tracks freelyā€ in an area ā€œ100 kilometers by 100 kilometersā€ in size.
 
Right, and that jives with my expectation of an improved generator. Laying an adjustable (within constraints) ribbon over pre-made terrain backgrounds and maybe the odd placeable prop. Assuming that the statement is not actually referring to Ronda.

Being able to create "anything physically feasible" might be overstating that functionality, although I can see how it could be intended to mean the same thing.

Depending on the constraints, the GPS import could still be more flexible, especially if it draws from low-res terrain data as well as the "high-res" GPS trace. Lining the two up by hand, in-game, would be a nightmare, mind you.
 
I doubt it will be like that. For me the GPS aspect will allow you to create a route that you follow in the real world and then use that track shape and apply it to a pre made landscape.
 
When was that confirmed?

It wasn't, it's the product of a few logical inferences.

The CM system in general needs to be able to produce basically any physically feasible track layout in order to deal with the GPS function. Presumably there will be basic limits on elevation, corner radius and things like the track crossing over itself, but you get the idea. The CM needs to be reasonably compatible with a very wide range of track layouts.

Given that the system has to be capable of doing this from GPS data, the logical thing would be to allow the player full access to "manually" create any track that the GPS function could create. I'm well aware that PD doesn't always do things logically, but I see no reason why the manual CM mode would be limited any more than the GPS mode. It may well end up being, but I think it's a fair assumption that they're both capable of the same things, given that they're essentially different input modes of the same underlying system. (Please Polyphony, do not build TWO course makers where one would do.)

Honestly, I expect there will be limitations. I don't think you'll be able to recreate Suzuka or Top Gear TT with their crossovers. I don't think you'll be able to recreate say, Cape Ring with it's loop and ludicrous jump. I seriously doubt you'll be able to make VRally 2 style super launch ramps. I seriously hope we can't do Trackmania style hypertracks. But anything that you might find on a public road should be fair game*.

And if you can do it with GPS, then you should absolutely be able to do it manually. Frankly, if you can't do it manually then people will force it. If you've ever played any of the GPS augmented reality games like Ingress, then you'll know that you can spoof your GPS sensor in your phone. If Polyphony has a GPS app I suspect I could spoof my way into a track around Antarctica right now, although it might be pretty time consuming depending on which tools work and which don't. If stuff like this works, then it's a piece of cake.

Polyphony may end up limiting the functionality of the manual editor, but I think that they'd be fools to do so. The idea of it being a free editor is a great one, although I admit to also liking the idea of having set environments to build around as well. Total freedom is great, but building within limitations can be fun too. I just don't see why they wouldn't provide the total freedom option when the software has to be capable of it anyway (given what they've told us so far).


*Although as usual, the caveat of logical interpretations and expectations not applying to Polyphony Digital is in full force.
 
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