The damage system in GT5 (update : Mechanical Damage arrived only for online races)

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Is that your video? What XP level were you or was this in arcade mode?

I'm convinced damage gets more severe the higher your level.

No it is not.

I found it on the French blog that is listed in the youtube channel. They have videos of the Sébastien Loeb challenge which is level 16. I am no expert but looking at some other videos I would guess they were level 21. Not that this means they took this montage from GT life. I could be arcade? Can you do Nascar in arcade? I don't know. Just thought it was an interesting video with extreme crash physics.

I dont want to comment on the quality of the damage model until I know how the game implements it.
 
Not trying to be an asshole, but I think I must be the only one that seriously doesn't care about the damage quality. Although damage in terms of mechanical failures, I'm down with that!
 
Not trying to be an asshole, but I think I must be the only one that seriously doesn't care about the damage quality. Although damage in terms of mechanical failures, I'm down with that!

Your signature about skyline's made me lol


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I'm waiting until I've played the game alot before bagging out the damage.
 
Who cares? You want damage, play twisted medal or some over the top arcade racer, GT games are NOT about big crashes and damage. Consoles can only do so much with how complex Gt5 is. Most of you are totally ignorant on the hardware and DEV limitations.
 
I don't think that's really a great explanation. Every game makes compromises. I assure you that the guys who put together the software and data to drive Grid's damage system are every bit as smart as someone working on making an accurate vehicle dynamics model and the code is every bit as complicated. It's about tradeoffs. You could just as easily say "you could pick any feature you wanted if you only had 8 cars driving at a time" or "if you only had two types of cars on the track at once" or "and all the textures would be half the resolution". There is not some magic button marked "make it complicated" that Kazunori Yamauchi sits there pushing all day long. It's software.
 
Who cares? You want damage, play twisted medal or some over the top arcade racer, GT games are NOT about big crashes and damage. Consoles can only do so much with how complex Gt5 is. Most of you are totally ignorant on the hardware and DEV limitations.
First of all: If I make some english mistakes please forgive me but I try my best as always.
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We are not ignorant not at all. It's obvious that the graphics in GT5 are not perfect(shadows for example) and we accept that because we know that there is a limit.
Without disrespectin you ,dude, but I think you are the one who is totally ignorant.

Can't you understand that thousands maybe millions of people are curios when it comes to the damage model in GT5? I mean this is the first time ever that damage is included in a GT game.
Plus, journalist which have already seen "the hopefully final" damage model were impressed. And don't forget the top gear article which describes the damage much more dramatic that what we have seen until now.

So please stop calling us ignorant because this doesn't make any sense.
Thank you.
 
This is seriously outrageous.

I want realistic damage because SONY and POLYPHONY DIGITAL have been talking about it since june 2009.
-gameplay videos of the STi with scratches, hanging bumpers, flying doors, steering and shifting issues.
-interview with Kazunori who says they have implemented a realistic damage system that no other developers have done before.
-descriptions of the damage model on the official website.

And what's the result? What is this supposed to be?
 
thread updated ! thanks to our gtplanet members (Wanda) for the photos and (SirBoris) for the video !

How to resize photos ?

Update : 22 november 2010 :

Our french Gtplanet member (Wanda) posted those intresting new photos from GT5 (Level 14 in A-SPEC mode), they show some limited roll overs, lifted cars and the bottom of some cars :


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Our Gtlanet member (SirBoris) posted this interesting video showing more damage and especially more crashes in GT5, taken from the french blog gameblog.fr

The video shows some impressive crashes, but not total rollovers (a la TGS 2010 video) and very little visual damage.

 
Who cares? You want damage, play twisted medal or some over the top arcade racer, GT games are NOT about big crashes and damage. Consoles can only do so much with how complex Gt5 is. Most of you are totally ignorant on the hardware and DEV limitations.

Nobody's asking for Grid/Burnout style crashes or wrecks.
Nobody's even asking for an (awesomely realistic) LFS level of crash damage either.
What most people seem to want is something that lives up to the claims that have been made by PD, but so far haven't been witnessed by owners of the game.

You're going to extremes and throwing insults at people for being curious about something which IS fairly important for something that claims to be 'The real driving simulator'.
Just because you don't care, it doesn't mean others shouldn't either.
 
You're going to extremes and throwing insults at people for being curious about something which IS fairly important for something that claims to be 'The real driving simulator'.
Just because you don't care, it doesn't mean others shouldn't either.

👍+1000

In all honesty, I don't believe mechnical damage is in place (as seen in the clip with the yellow Galliado). Crashing at 100+ mph into a hard wall and still being able to accelerate 0-60 in less than 4 seconds afterwards is as unrealistic as it gets.
 
I have yet to see mechanical damage, Ill wait for the game to come out on Wednesday to make final judgment.
 
Even that Evo damage doesn't look very good. It just looks completely wrong, in the same way the 458 Italia shots released a few months ago look wrong. Grid got damage right, GT5 hasn't... =[

Grid had its flaws too (indestructable rear wings for example). Nothing is perfect :)
 
In the video when the F40 hits the GT-R is the GT-R left on its side at 1:57?

If the damage remains at this level I would have to say it would have been better not to have include it as it adds little in the way of immersion.

As for the physics it still fells like the cars have a huge bias to being allowed to spin freely around their X-Y plane (as they do in normal driving) and not their Z-X/Y (it they were to tumble in a roll or top to tail).

Its almost like the cars have a huge internal gyroscope to limit this happening, the white Skyline at the end exhibited that kind of behaviour. It reminded me of those freak top speed test accidents I used to have in GT4.
 

So far the damage looks absolutly terrible in this game. Driving head on into other cars and thats the only damage in GT5? If you crashed anything like this in any other game your car would be instantly destroyed if simulation damage was on.

I cant believe that is truly how the damage will be in GT5. So the video they showed at E3 2009 was false advertisement with the car that landed and instantly smashed the front end?? Because from what I have seen, the full game is NOTHING like that at all. And this video above also proves my point.
 
I have yet to see mechanical damage, Ill wait for the game to come out on Wednesday to make final judgment.

As much as I'm tired of this Damage talk, all will be forgiven if Extreme Class/level20+ has bona-fide mechanical race-ending damage IMHO

Doesn't even have to be crazy visuals... i.e dive into a corner 40kph over-speed and expect to bounce off a rival? broken suspension, lesson learned = drive more realistically = game more realistic. 100kph crashes into walls without performance suffering is not on.

Pretty strange that people have had the game for days and no-one is close to the top tier race class. I still believe severe damage is in there, it makes sense to me that the game would step up the realism as you get better at driving. I know it's frustrating but I can see PD making you work for high level driver responsibility especially for online full damage races.

Of course I could be horribly, horribly wrong.
 
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Did that crash through a sandpaper factory? At least most of the prep for the respray is done LOL
(how in hell the roof and hood got scratched up?)

I am guessing you never played any of the Forza games. If you flip a car over on its roof and it skidds on the road for example 200 feet, you will obviously get scratches on the roof and the hood. I thought that was clearly obvious looking at the pic? :dunce:
 
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There are plenty of people which have reached lvl 20 I think you missed something dude :-)


ORLY? Cheers.

So, these look fine to me visually, add some Mechanical damage and I couldn't ask for more. Hmm I wonder if these are extreme class...
 
ORLY? Cheers.

So, these look fine to me visually, add some Mechanical damage and I couldn't ask for more. Hmm I wonder if these are extreme class...

lvl 20 =extreme class as far i know.

Note
The pics I've quoted could be a big fake. Zoom in the left picture and you'll see two different colors. Looks really strange...
 
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lvl 20 =extreme class as far i know.

Note
The pics I've posted could be a big fake. Zoom in the left picture and you'll see two different colors. Looks really strange...


Yeah this is what I mean, it's still so wishy washy as to what is going on with damage (hence this thread I guess!)

I'd love PD to just say "okay lvl1=arcade lvl40=realistic you have to earn the responsibility- and that is how damage works"
 
lvl 20 =extreme class as far i know.

Note
The pics I've quoted could be a big fake. Zoom in the left picture and you'll see two different colors. Looks really strange...

Actually zooming in makes it look like someone took a photo with a very good camera in game! Theres no pause menu and a lot of HUD. and the background looks like a photo from an Electron Ram Television. Remember those? Ive got a massive one in my room, and its on THAT that I Play GT5!!!

EDIT: So you know, i'm veiwing these forums through a Small 1080p moniter
 
Regarding this level 20 damage / increased difficulty (if it exists) there are 2 things which I find confusing.


The 1st thing is the nature of a career in motorsport. Surely you want to learn from your mistakes, like all race drivers do. Amateur events are messy, people crash, cars get bent, you learn.
In my mind that is what Sunday cup should be. As you progress it should make you a better driver, like the top racing drivers who make very few mistakes. The danger to ruin a car should always be present in my mind but you are better....because you have learnt what happens.


An example, how I learnt Grand Prix Legends...... drop a gear with too many revs.... engine explodes.....try and cut a corner over some aggressive tyre barriers (the old style loop one).....broken suspension.....try and force my way into an ever decreasing wedge........loose a tyre..........change gear with my foot still on the accelerator........engine starts to smoke...etc



The 2nd is that if you just want to pick up the game and play with a friend etc it is always fun to bang a few cars together as you go round a track and watch the results. I know Destruction Derby was trying to achieve a completely different goal but it was 15 years ago.


I think to conclude this diatribe, and seeing as Nascar is in GT5, I would like to quote from that most seminal piece of cinema 'Days of Thunder'


"The son of a b***h just slamed into me."

"No he didnt slame into ya, he didnt bump ya, he didnt nugde ya, he rubbed ya. And rubbing son is racing."



..anyway lets wait and see.
 
I am guessing you never played any of the Forza games. If you flip a car over on its roof and it skidds on the road for example 200 feet, you will obviously get scratches on the roof and the hood. I thought that was clearly obvious looking at the pic? :dunce:

That's BS, I own FM3 and just bumping the front end of your car can magically cause your hood to have scratches on it as if I went sliding upside down. it's all pre rendered in stages in FM3, nothing realtime about it(which is obviously harder to implement). PD really are going to hard with this damage, because they not only have to create equations for speed and directional damage, they must also create equations to deal with different types of materials, carbon fibre does not crumple like sheet metal, it's bends a bit, then cracks and splinters. I don't intend on seeing my car scratched nor dented as I try to avoid hitting things.

People complaining about the level of damage they have seen in GT5 thus far, when it's painfully obvious that it's directly related to the level you have reached within the game. Complaints without warrant, even worse is some people don't even read the threads in here. Go to the GT5 videos section and watch Chris' videos. He is slowly making his way through GT life and recently discovered that he unlocked tired damage.

Some people aren't understanding PD possible intention, the core of GT is open to all those who can get into it, as you progress you will be given access to more powerful cars and harder AI as well as damage. If you had all that from the on set, hardly anyone would play through the game. It's comes across to me as such, risk/reward type of thing will it pan out, one can only hope. GT5 is most likely PD trying to make GT accessible to even the most timid of new drivers, and as they progress dangers as well as rewards are granted.
 
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So ive been peeping in on this topic for quite a while now, and have come to my own conclusions about the damage model in GT5. Since Im not yet allowed to start my own thread i guess ill have to just write a post here.

I have long wondered what the technical limits of the ps3 would do to a game like GT5. It feels like just yesterday the system was being touted as the console to end the console wars! But alas this was when it was normal to see home computers with an average of one cpu, and maaaybe 2 gb of ram if you had the cash. The fact that Sony worked hard to develop a console with an awesome processor and gpu is commendable. Making it available and affordable even though the cost was high, is even more commendable. But at what cost? I feel that due to cost issues, the true bottleneck in the system has always been with the PS3's ram. Especially when displaying complex REAL-TIME deformations while at the same time using a complex lighting system that the PS3 uses on some games. There were several articles that were published after the release of the system that seemed to point out not only the systems faults in the difficult development processes, but also the fact that the system only had available 256 mb of ram for graphics, and 256 for system. It just seems that now, in a time where we are looking at media-centric, affordable pc's, with 4, 6, 8, and up to 24 gb of ram available as well as quad and 6-core processors, the PS3 is sadly seeing its aging specs show through its sexy exterior. Now of course we all love to see gorgeous graphics, and who could deny games like Uncharted and COD franchise their just dues for being wonderfully beautiful in design and execution. But can you just imagine what those games would have been like if the systems specs were built to be just a little more future-proof. Even if they bumped up the ram to 2gb for an extra 200 bucks per console. that would have extended the life of the system by years! and it shows that people were willing to pay upwards of $1k to buy it on opening day. Even the lowest end graphics cards for PC's have at least 512mb of ram strictly for graphics. And if it werent just the ram itself, sony could have spent a little more to optimize the way the PS3 accesses that ram.

Now, when you come to a game like GT5 you obviously hope for the best. I sure did. And boy even when i saw the very first screens of damage to that all too familiar blue rally car, I just wasn't convinced that the damage system was going to cut it. I had seen damage before in GRID, DIRT, NFS Shift, and LFS and RFactor. I knew that damage on a console could be done reasonably well. Even on games that were considered to be just fun arcade racers such as Burnout and the very-fun Flatout series. So when i saw the first footage of GT5's damage in action, I laughed it off as an early attempt at something entirely new for a company who had never had any experience with doing anything vaguely similar...BUT WAIT! We're talking about Polyphony Digital here! The company that brought us the most loved racing franchise in all history! The same company that single-handedly saved the racing genre on consoles when other companies couldn't put out a decent racer to save their mums life! That company that helped me get through nights of sheer frustration during finals! I couldn't help but feel a sense of unrelenting disappointment after hearing that Kaz had stated that he was going to try to develop a damage system that no one else had ever done before.Because the truth is, ITS ALL BEEN DONE BEFORE! Damage is damage people! I truly believe that there are only two ways to do it. The right way, and the wrong way. Or to put it more simply, the realistic way, and the poor-attempt-at-realism way. I guess the best comparison to anything else would be the CG faces in Avatar. People call that the uncanny valley in the CG world. Meaning that the closer you get to a realistic CG face, the less and less it looks real until you've passed the uncanny valley. THAT is when you get something like Avatar, where the audience believes that these characters are real, even if they are blue and 8 feet tall. Thats what it means to truly push and experiment with technology to achieve a goal.

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35mph Ford Taurus Crash

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Lambo only after repeated head-on wall collisions mostly over 35 mph

THAT is where GT5 falls short. Unfortunately I have yet to see a game developer really conquer that valley in terms of realistic damage in racing sims. 30 mph into a wall CAN put you out of a race! Thats reality! People need to get over it. Polyphony needs to stop fooling themselves into thinking people want arcade and sim-action in the same package. Your talking about two completely different types of people and game here! My brother for example, loves racing games and especially the GT series like I do. But he falls into the category of people who love to look at cars and drive them and not the category of people of love to BUILD cars and drive them. I feel confident in saying that this can be a pretty accurate description of the two main audiences Polyphony is trying to please with one game. I on the one hand am an extreme tech junkie. I love tinkering and modding. I am a huuuuge fan of sandbox style gaming! WHY? Because of the unpredictability of the game! The fact that you could play a game and get an infinitely changing experience depending on angles and trajectories is what drives me to play games! THIS is what the real world IS after all! NOTHING in the world ever happens the exact same way twice. Thats why damage is so complex to recreate realistically. Fortunately however, that is also why games that put damage systems at the top of their priority list often are the most rewarding games to play and are usually the most visually stunning! Look at Bad Company, GTA Series, Crysis and so many others. Of course this damage is not just in car games, but all damage systems are trying to do is mimic real-life physics in regards to the destructibility of a given material whether it be tire rubber or brick walls. The fact that our console's technology has been left behind by the PC' s so quickly just makes it that much more difficult to believe in the console's ability to bring that level of simulation to the masses. But this is what happens when you attempt to simplify the development of something as complex as the real world.

In the end, however difficult it may be to play a game that calls itself the "real driving simulator" without a truly amazing damage system in place, I will try to play with the same passion I did the previous franchise entries. But the fun always ends with the predictability of my car wall-riding another AI car in turn 5 at 98mph with no consequences, just because I want to finally beat the computer at following the same racing line it refuses to move from lap after never-ending lap.

Vince
 
👍

I agree, if there isn't gonna be mechanical damage in the game why have any at all.

There is mechanical damage, it was already confirmed. The higher level you are, the more challenging and realistic it gets.
 
In the end, however difficult it may be to play a game that calls itself the "real driving simulator" without a truly amazing damage system in place, I will try to play with the same passion I did the previous franchise entries. But the fun always ends with the predictability of my car wall-riding another AI car in turn 5 at 98mph with no consequences, just because I want to finally beat the computer at following the same racing line it refuses to move from lap after never-ending lap.

Amen brother.

Where's my realistic damage!? :nervous:
 
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