SRT TOMAHAWK VISION GT OT (Now available)

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OMG ... That car :drool:
 
These guys had the right idea, and will explore everything about the VGT concept... 3 insane cars, suits, the works. I'm pretty sure they'll have interior since it's technology (and even materials used) is mentioned in the full description.

No words to describe it. I love it, and i want them all. Now.
 
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Its a GT6 shot for sure:

SRT-Tomahawk-Vision-GT_32.jpg


But this one:

SRT-Tomahawk-Vision-GT_33.jpg


A glimpse at GT7?! :D I know it has GT6 logo, but textures and shadows are more impressive than GT6 imo.
Nah. The first is just done with the game's photomode or something, or the same rendering engine just in a PC program. The second is probably just the same assets put into something that can do raytracing.
 
They have plenty of history of outlandish cars.
So what do two Vipers with completely conventional fixed aerodynamics packages and a Charger with a really powerful engine have to do with anything?

I don't see how it's not a "simulation" if the same physics engine that governs the other 1242 cars governs this car as well. It just uses extreme specs and the lowest level model of it is easily comparable in stats to a current koenigsegg.
Because it's not actually simulating anything tangible. Granted, it's not as bad as when the original X1 was paraded around for the original release of GT5; but they are still talking up performance capabilities of something without any basis for them beyond what they say they are.

What I love about the VGT program is the removal of limits, primarily the monetary, to the designers and brains of the companies. Most, if not all of these projects wouldn't be possible purely on the basis that it isn't financially viable to build a single one of them physical material. So the designers are discouraged from even trying to use the full capacity of their imagination - meaning artists can't be true artists, all because they don't have the assets to build and test so many things.
Even this is overstating things. History is abound with wild and crazy and over the top concept cars from designers that never had even the slightest chance of being built. At any given major car show you'll find half a dozen of them. There have been videogames that featured such cars in the past. There have already been Gran Turismo games that featured such cars in the past. Why does just doing what car companies already did occasionally anyway in a game hold so much weight?



And, again, what even is the significance of car designers taking part in this project if the traits that signify them as car designers aren't actually utilized in what they are offering up for the program? Other games have had outlandish made up cars too, and those were created by artists as well. Why does a manufacturer badge change anything if the car otherwise has nothing to do with the manufacturer?

It's a creative flex for both design and engineering. I, personally, love that.
I'd say it's quite a stretch to assume that this or the Chaparral had any real engineering thought put into them. The same probably holds true for most of the VGT cars, of course, since it is a styling exercise; but I don't think you can really call it a creative flex for engineering if the extent of how to actually engineer the things the car has stopped at the effort put into the press release.
 
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But this one:

SRT-Tomahawk-Vision-GT_33.jpg


A glimpse at GT7?! :D I know it has GT6 logo, but textures and shadows are more impressive than GT6 imo.

Nope, its GT6. Look at the jagged structure that sits over the car.
 
SRT-Tomahawk-Vision-GT_33.jpg


A glimpse at GT7?! :D I know it has GT6 logo, but textures and shadows are more impressive than GT6 imo.

That does look impressive, though we must remember that PD have a good selection of visual effects present in GT6 that only they have access to. It wouldn't surprise me if this is just a maxed out GT6 running on the kind of settings PD use to make their trailers look so good.
 
Just imagine what this car would even be like if it was oiled. :3

hsv
I don't see what's so "completely ridiculous" about it. I don't like it, it's just another 4WD hypercar, but if you tarted up a Total Race S7 with some active aero... wouldn't you be left with something similar to this?

No, because this SRT GTS-R weighs just 661kg (1459lbs in old language) and the Street SRT weighs 918kg (2026lbs in old language) SRT then claim that the SRT Experimental version will weigh somewhere in between those two also.

And not only that, but the cars structure has to be strong enough to even withstand 400mph+.

And on top of that, I'd like to see someone choose what panels of the car to spin around hahahha!

Wow look at that bug at the rear with the guy holding the car jack( if thats how it is called)
through the rear wing.
Simply amazing.:dunce:

Most racing cars do not have trolly jacks, they have pnumatic pistons on the pottom of the car that raise it off've the ground.

This guy is probably adjusting the wing, or maybe even pulibng the car back lol (okay I joke)



This guy is probably adjusting the wing, or maybe even pulibng the car back lol (okay I joke)[/QUOTE]
I'm expecting more out of GT7 than that honestly. You can still see GT6 roots in it, but photoshop'd with a color filter and curve adjustments.

Well, talking about GT7, my reason for the VIsion GT cars not having an interior is because of the fact that the ouside body is alright drastically complex and near polygon-less, readied for GT7 of course, and already the VGT cars drop the FPS quite a lot due to their high complexity in polygons compared to any other car in the game, just imagine how much the FPS would drop further if they added interior.

I'm sure the interior will come for GT7, because PS4 will be able to nicely handle such complexity.

Remember (for the noobs out there) SRT are releasing 3 different versions for 3 different kinds of people.

SRT VGT S (AKA Noob varient)

SRT VGT GTS-R (AKA Pro racer varient)

SRT VGT X (AKA I used to be a hacker in GT5 that would slam 2000bhp+ engines in a Dauhatsu Midget varient)

Okay, I semi-joke again, but that is what jkind of people you will be seeing driving these varients for sure, or the noobs would go straight to the Xsperimental, because they have no idea whats in stock for them.
 
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Just imagine what this car would even be like if it was oiled. :3



No, because this SRT GTS-R weighs just 661kg (1459lbs in old language) and the Street SRT weighs 918kg (2026lbs in old language) SRT then claim that the SRT Experimental version will weigh somewhere in between those two also.

And not only that, but the cars structure has to be strong enough to even withstand 400mph+.

And on top of that, I'd like to see someone choose what panels of the car to spin around hahahha!



Most racing cars do not have trolly jacks, they have pnumatic pistons on the pottom of the car that raise it off've the ground.

This guy is probably adjusting the wing, or maybe even pulibng the car back lol (okay I joke)



This guy is probably adjusting the wing, or maybe even pulibng the car back lol (okay I joke)


Well, talking about GT7, my reason for the VIsion GT cars not having an interior is because of the fact that the ouside body is alright drastically complex and near polygon-less, readied for GT7 of course, and already the VGT cars drop the FPS quite a lot due to their high complexity in polygons compared to any other car in the game, just imagine how much the FPS would drop further if they added interior.

I'm sure the interior will come for GT7, because PS4 will be able to nicely handle such complexity.[/QUOTE]
No. Tessellation dynamically reduces the poly count to whatever level the developers think the hardware can handle. Furthermore, most of the polygons needed to make the exterior are not visible when you are in cockpit mode. The reason is simply that modelling the interior takes more time for the developers.
 
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No. Tessellation dynamically reduces the poly count to whatever level the developers think the hardware can handle. Furthermore, most of the polygons needed to make the exterior are not visible when you are in cockpit mode. The reason is simply that modelling the interior takes more time for the developers.[/QUOTE]

Then explain the drop in FPS with these cars compared to other usual premium cars.

Also remember they have Adoptive Tesselation, not just Tesselation, its not as effective.
 
Then explain the drop in FPS with these cars compared to other usual premium cars.

Also remember they have Adoptive Tesselation, not just Tesselation, its not as effective.

Tessellation only describes a surface filled with geometric shapes. Any 3D mesh is tessellated because it's made of geometric shapes, mainly triangles and quads.

Adaptive tessellation means that the tessellation of the mesh adapts to the distance from the camera, using fewer shapes the further away it gets.

Tessellation is a property.
Adaptive tessellation is a method.

These VGT cars are probably lacking an interior to save time. It wouldn't surprise me if it takes just as much time or even more to model an interior as it takes to model an exterior, because the interiors usually have a lot of fine details.
 
Still nobody has said why the VGT cars drop the FPS by a significant amount compared to the usual premium cars.

Come on, someone please explain, considering GTP has its nice amount of smartasses.
 
Its a GT6 shot for sure.

SRT-Tomahawk-Vision-GT_33.jpg


A glimpse at GT7?! :D I know it has GT6 logo, but textures and shadows are more impressive than GT6 imo.
Interesting, the wheels are fully modeled all the way through unlike almost all machines.
 
Perhaps all the moving parts (the many airbrakes)

Alot of VGT cars dont even have dynamic aero panels, but they still drop the FPS (i.e the Subaru, BMW, Meredes Racing, VW, Lexus, Toyota, Mini, Mazda, Infiniti, Aston Martin, Mitsubishi) all of those dont have any sort of active aero, yet they still drastically drop the FPS, especially in menu previews.

Well, is anyone going to come out with a valid explination?
 
Alot of VGT cars dont even have dynamic aero panels, but they still drop the FPS (i.e the Subaru, BMW, Meredes Racing, VW, Lexus, Toyota, Mini, Mazda, Infiniti, Aston Martin, Mitsubishi) all of those dont have any sort of active aero, yet they still drastically drop the FPS, especially in menu previews.
Maybe they use that adaptive tesselation thing...
 
Still nobody has said why the VGT cars drop the FPS by a significant amount compared to the usual premium cars.

Come on, someone please explain, considering GTP has its nice amount of smartasses.

What's a significant amount? Have you actually made a study of it?
 
I don't notice many frame drops when driving VGT cars myself, and even if there was it's mostly harmless.
 
What's a significant amount? Have you actually made a study of it?

From the usual avarage 58fps GT6 retains with most of their cars and tracks (depending on weather also) most of the Vision GT cars seem to drop the FPS by 5-10 (depending on the track, and weather, and the cars on the track at the same time or not) and in the Menus when they are showcased with their full ploygod mastery, they even drop the FPS by 20, from the 445-50FPS usual premium cars are showed in.

Admittedly, frame drops when driving is not that noticable, but in menu previews thats where it epsecially drastically drops.

EDIT:

FYI this is not the games fault, the PS3 is simply not powerful enough to keep even these cars at a steady FPS, its technolegy from 2006, so nearly 10 years ago, and cars with technolgieis from today are being implememnted into such a game on such a console, the CPU can only handle so much and frankly the PS3 cannot handle much CPU wise, thats why they had to sacrifice the interior for these cars, yes adoptive tessilation will help with the FPS, but you have to still rmemember that the sheer amount of polygons that are being reduced is still at the same rate as any other usual car in the game if that makes sense, hard to put into words (at least for me)

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But dont worry, out of this comes to the fact that these cars are prepared for PS4, a sign that interiors will become available for the PS4 for such cars, yes its more time for them to model the interior, but you have to remember that its not PD that are modelling the cars, its the participents of the VGT project themselves, in this case SRT are making the 3d modelling for their cars for the game, PD have the job to make the lighting, the dynamic effects work (i.e the aero) in the game, and export the 3d models and make the power figures, rpm, weight and so on and so fourth, the aerodynamic model unless SRT already have made that, but by any means PD are NOT responsible for making the 3D of these cars, the manufacturers are, but PD are responsible for the 3D of the usual premium cars.
 
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Still nobody has said why the VGT cars drop the FPS by a significant amount compared to the usual premium cars.

Come on, someone please explain, considering GTP has its nice amount of smartasses.
There could be a dozen reasons. There's nothing that indicates that interiors have anything to do with it. The game doesn't model the interiors of other cars in nearly as great detail when you view them from the outside as when you are inside the car. When you are inside it, the polygons not part of the interior are for the most part not rendered.

Menu previews use a mugh higher detail level than usual because it can get away with it. High framerate is not important at all when you look at the preview in the menu. What sort of a framerate do you think you would have in actual races if the game used the same detail level in the race as it did in the menu preview. The fact that you can even drive the car on a track when it's rendering the car alone at a measly 30-40 fps is proof that the adaptive tesselation (or just LoD, in some cases) is working.

The most likely explanation for an alleged framerate drop when driving VGTs would be that PD didn't set the game to reduce the detail level sufficiently. Have you measured framerates, or are you just eyeing it? Do the VGTs with interiors drop the framerate more than the VGTs without interiors? Do you have a list over which VGTs have the highest detail levels?

I often race the alpine VGT, but I haven't noticed any significant change in framerates versus racing with other premium cars.


Just for the record
Hardware doesn't matter. PS2 games have run at higher framerates than PS3 games, and PS4 games may run at lower framerates than PS3 games. It's always up to the developers, and how high a framerate they think it's worth to give the game, weighed up against image quality.

So yes, it is the game's fault. Or rather, the people who made the game.
 
So yes, it is the game's fault. Or rather, the people who made the game.

If you implememnt PS4 level polygons & lighting into a PS3, of course the PS3 will beforced into a lower FPS and have FPS problems, and for that reason, the game makers have to control that FPS to make it more stable, but nonetheless, its reduced.

Yes of course there are PS2 games that have higher FPS than some detailed PS3 games, but thats ebcause PS2 didnt need to handle with much detail to start with in the first place, so naturally because of that, PS2 games usually had higher FPS, but when you whack a PS3 model into a PS2, no doubt the FPS will be lower because of the high levels of polygons and lighting effects, and have FPS problems, or even overload the PS2 full stop, same goes with the PS3 compared to the PS4, and so on.

You cant make a PS2 run a PS4 game at the same level of detail as a PS4 at 60FPS now can you? Of course not, it would overload.

If you did want to run a PS4 game on the PS2, you would have to sacrifice an awful lot such as polygons, lighting effects, the removal of tesselation (because it didnt exist on the PS2 up to an extent) removal of bumpmapping, and you'd need to have much lower resolution textures for it all to be bale to run.
 
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