Sure, it's exactly what I'm talking about . In other screens both of these are fully smooth, just like that Mercedes. View attachment 547972 View attachment 547973
It worked like that in GT6 too with cars that had it. I don't know how the tesselation works in GTS but since we already had fully tesselated cars on track in GT6 on PS3 I really doubt it will look worse here.
unfortunately the races dont take place in photom8de.
Well the difference here is that one is a photomode scape location, where the vehicles will 100% of the time look way better, smoother, and have better lighting than anything you see in game. I thought tesselation was a thing used for objects that are a good distance, not something that is within close proximity to you.
Interesting, so its constantly changing in all kinds of different situations. I figured it was just something to do with modeling and the distance from you and the object, and thought it was only for things that where farther away. That sounds taxing on the system, doesn't it? I wonder if that is what caused issues in past games.Adaptive tesselation typically changes progressively with the distance to the object (in theory it could start already at 1 mm from the camera and then progressively drop until the car is 1 km from the camera), but it may also be changing depending on how busy the scene is. In GT6 you often see the tesselation going down when there are many cars close to the camera.
Well the difference here is that one is a photomode scape location, where the vehicles will 100% of the time look way better, smoother, and have better lighting than anything you see in game. I thought tesselation was a thing used for objects that are a good distance, not something that is within close proximity to you.
And the problem with quoting your post is what? I asked a question, because I have not spent hardly enough time on GT6 to be able understand the method. I had a basic understanding, and @eran0004 happened to explain it well enough without unnecessary sass. Still, now that I know more, this method sounds problematic, and I'm wondering if frame rate issues where somehow associated with that.You guys keep quoting my post but it's like no one actually played GT6.
Dynamic tessellation is used since GT6 on some car models, so that instead of having diffrent LOD (level of detail) models for in game (on track) and Photo travel, you can dynamically adjust detail.
I wasn't debating that. I already knew that, which is what I've started my post out with.The point is, in GT6, on a PS3 we have already seen fully tessellated models on track. The same car model, for example an Aston Martin one-77 can have smooth wheel arches in photo travel if you focus on them but they can also be blocky when the game reduces the polygons to save resources. The same can happen on track, as seen in GT6.
It's not irrelevant, because what's possible on photomode is not what's going to be representative of actual gameplay. It never will be. Either way, again, I wasn't talking about that in the first place. I was just mentioning that your comparison between that Subaru, which was likely pulled from an in game shot, is not something that you can compare to a still scape, which is obviously going to look vastly superior to anything seen while you're actually playing. The seperate photomode locations will always look better than the in game photomode as well. That's why the photos you pulled just don't work in this case and are not representative than anything other than the still scape photomode.Based on this, it's irrelevant if you are looking at the car in photomode or on track. If they could achieve that on a PS3 I really really doubt that somehow those cars would be constantly low-poly on a PS4, regardless if it's on track or photo mode. It would defeat the purpose of even using the tessellation technology.
You guys keep quoting my post but it's like no one actually played GT6.
Dynamic tessellation is used since GT6 on some car models, so that instead of having diffrent LOD (level of detail) models for in game (on track) and Photo travel, you can dynamically adjust detail.
The point is, in GT6, on a PS3 we have already seen fully tessellated models on track. The same car model, for example an Aston Martin one-77 can have smooth wheel arches in photo travel if you focus on them but they can also be blocky when the game reduces the polygons to save resources. The same can happen on track, as seen in GT6.
Based on this, it's irrelevant if you are looking at the car in photo travel or on track. If they could achieve that on a PS3 I really really doubt that somehow those cars would be constantly low-poly on a PS4, regardless if it's on track or photo mode. It would defeat the purpose of even using the tessellation technology.
And the problem with quoting your post is what? I asked a question, because I have not spent hardly enough time on GT6 to be able understand the method. I had a basic understanding, and @eran0004 happened to explain it well enough without unnecessary sass. Still, now that I know more, this method sounds problematic, and I'm wondering if frame rate issues where somehow associated with that.
It's not irrelevant, because what's possible on photomode is not what's going to be representative of actual gameplay. It never will be. Either way, again, I wasn't talking about that in the first place. I was just mentioning that your comparison between that Subaru, which was likely pulled from an in game shot, is not something that you can compare to a still scape, which is obviously going to look vastly superior to anything seen while you're actually playing. The seperate photomode locations will always look better than the in game photomode as well.
You're operating under the assumption that the number of polys used in game is the same as in photomode and I don't think that's the case.
This is my point. Photomode is always going to be the absolute best in terms of that, whether it be in game or in a scape. The Scapes are going to be significantly more detailed than even the in game photomode selections, even if you're only using one car on track, and being as close as possible to it. Going off @eran0004 post about Tesselation, at basically all times during a race, the detail is constantly changing, only going down from a set point, never surpassing that point.You're operating under the assumption that the number of polys used in game is the same as in photomode and I don't think that's the case.
In terms of everything about the car, and the lighting, actually. Read my reply to @Johnnypenso. Tesselation doesn't allow for full detail like that of photomode, as the detail is changing to accomdate conditions and amounts of vehicles. What it's doing is allowing the most possible amount of detail, within certain conditions. It will never, ever match photomode, especially scape locations.Photomode was never representative of gameplay in terms of AA, shadows, resolution, shaders and so on. But since we are talking about car model geometry, I'm pretty sure tessellation allows for full detail even on track. Hell, it was possible in GT6 so it's not unreasonable to think it's possible here on a ps4. I could be wrong of course.
Tesselation reduces or increases polys on the car depending on how far away it is. It saves you from having to create different LOD models for cars which is the way most games handle it. But there is still a maximum poly count in game that is significantly less than in photomode for obvious reasons and I expect this to be the case in GTS.This is my point. Photomode is always going to be the absolute best in terms of that, whether it be in game or in a scape. The Scapes are going to be significantly more detailed than even the in game photomode selections, even if you're only using one car on track, and being as close as possible to it. Going off @eran0004 post about Tesselation, at basically all times during a race, the detail is constantly changing, only going down, not up.
I wont be able to find it, because its so old, but there was a breakdown about the LOD and Polys used between different situations within a game. The list broke it down by having a set amount of cars on track, compared to having a single car on track, compared to an actual photomode as well as the set locations for photomodes. The photomodes always was the highest, and for obvious reasons, like you mention.Tesselation reduces or increases polys on the car depending on how far away it is. It saves you from having to create different LOD models for cars which is the way most games handle it. But there is still a maximum poly count in game that is significantly less than in photomode for obvious reasons and I expect this to be the case in GTS.
It doesn't depend on the car really. Because the same car in photomode scapes will look better than the same car in gameplay, or even the gameplays photomode. We are not talking about replays, but actual in game situations while playing, and its photomode as well.Depends on photomode location, on track and photo travel in GT6 can be different depending on the car ( older premium or newer with tesselation ) In GT6, when on track during replay, photomode polys ( picture taken ) is the same with real time running replay poly, no change. This can be easily seen on the R34 GTR rear lights ( the red brake lights are low poly when on track, regardless real time play/replay or photo mode/picture taken )
Maybe it's because Kaz spent 20 minutes talking about photo mode, and hasn't said a single word about the things you mentioned.It's a racing game and people are more worried about the graphics than the actual racing (flags, events, disciplines, mechanics, physics, REAL DAMAGE, and throw some track and crowd graphics in because GT6's sucked).
It's no wonder GT has been in decline for a decade already.
It's a racing game and people are more worried about the graphics than the actual racing (flags, events, disciplines, mechanics, physics, REAL DAMAGE, and throw some track and crowd graphics in because GT6's sucked).
It's no wonder GT has been in decline for a decade already.
Well it could easily be both in which case the game is either delayed or releases in 6 months nowhere near 100% complete.
A games photomode will always get as much attention from me than the actual racing aspect of the game as well. The fact that they themselves focus on outright beauty before racing, it's not hard to understand the concern. That, as well as the fact that the focus on photomode was obviously a big one as well.It's a racing game and people are more worried about the graphics than the actual racing (flags, events, disciplines, mechanics, physics, REAL DAMAGE, and throw some track and crowd graphics in because GT6's sucked).
It's no wonder GT has been in decline for a decade already.
A games photomode will always get as much attention from me than the actual racing aspect of the game as well. The fact that they themselves focus on outright beauty before racing, it's not hard to understand the concern. That, as well as the fact that the focus on photomode was obviously a big one as well.
The same has been said about GT5P, GT5 and GT6 as well. Look how those titles turned out? Yep, blew the competition... Seriously it's time for certain people to stop giving PD free passes. PD kept us in the dark for 3 years and a couple of months, and this their best effort..... It's pathetic because I followed GT since GT2 and it really disappoints me to see PD wind up like this.Some posters on here told us that gtsport would blow the other games out of the waters for graphics. Remember when driveclub was revealed? that was a wow moment, the only thing that wowed yesterday was photomode but that isn't a game. I had to laugh at people saying gtsports would be the greatest thing since gt6, why don't these people realise PD are done? They are no longer relevant beyond marketing hype and a big backer, time for them to call it a day and bring in more creative young people.
After rereading, you're right. My point can still flow with that, though.I think he is referring more to the people disappointed by the in-game graphics then people that are focusing on the photomode.
Also the car list. Yeah that's right, Forza 5 gotten flak for having only 200 cars, 200, all of which were rebuilt from scratch. GTS's car list is 70% lesser than it, some "believed" to be built from scratch and others being fictional such as the Subaru Impreza Gr.3. So PD better get the same flak that Forza had back in 2013, because "but it's a motorsport game" should NOT be an excuse to give PD a free pass again. And before pCARS gets mentioned, it also got the same flak too but it wasn't as massive as FM5.
It doesn't depend on the car really. Because the same car in photomode scapes will look better than the same car in gameplay, or even the gameplays photomode. We are not talking about replays, but actual in game situations while playing, and its photomode as well.
This is my point. Photomode is always going to be the absolute best in terms of that, whether it be in game or in a scape. The Scapes are going to be significantly more detailed than even the in game photomode selections, even if you're only using one car on track, and being as close as possible to it. Going off @eran0004 post about Tesselation, at basically all times during a race, the detail is constantly changing, only going down from a set point, never surpassing that point.
In terms of everything about the car, and the lighting, actually. Read my reply to @Johnnypenso. Tesselation doesn't allow for full detail like that of photomode, as the detail is changing to accomdate conditions and amounts of vehicles. What it's doing is allowing the most possible amount of detail, within certain conditions. It will never, ever match photomode, especially scape locations.
Photomode scapes is at the games best, 100% of the time. Doing things that aren't possible within actual gameplay.
Interesting, so its constantly changing in all kinds of different situations. I figured it was just something to do with modeling and the distance from you and the object, and thought it was only for things that where farther away. That sounds taxing on the system, doesn't it? I wonder if that is what caused issues in past games.
It doesn't matter if different cars have different polys. We are talking about one specific vehicle will always look better in a scape rather than the same exact vehicle in game play. Always.GTS ?
In GT6, premiums cars are not the same in polys. The Aston Martin One 77 is great, while RE Amemiya RX7 or the Efini RX7 '91 are not, even when in photo travel. Some of the newest cars like Countach 25th Anniversary is awesome, wheel details for example much better than older GT5 premium like Efini RX7. This is overall poly quality, of course different photomode will have different LOD on the same car ( photo travel vs gameplay/replay ), usually seen in interior details, tail lights, headlights, wheel arches etc. What I was trying to say was gameplay LOD and replay photomode is the same in GT6, I usually take pics after doing time trial laps, hit the replay button next to start, then take pics, the R34 GTR rear lights as an example is the same regardless gameplay or on the pictures I took.
View attachment 548072
I think this is what PD mean by super premium, we may see different level of premium quality, similar like in GT6 ( newly added cars in GT6 vs GT5P/5 cars )
I'm curious with Evo X in GTS, will it be similar to GT6 ?
I'm totally forgetting that you can't just pause the screen and go into photomode in game, it's been a while. Before I get to your point, that is something this game greatly needs as well.Now, you guys say there's no way for an in-game, on track model to have that polycount/quality, right? But I took the same car to the Nurburgring, single race with 10 cars. I played the replay of that race, and checked the model (you know, where you can walk around on track)
It can very well be that, but even going off the pictures we've seen so far, the photomode landscapes look 100x better than anything we've seen from the actual game and that is why I was saying you can't use them as a comparison. That's what my original discussion was about, and how they shouldn't be used to show a difference. I'm not even sure if there is tessellation in the photomode landscapes in the first place, why would there need to be? It seems like something to help with performance, more than anything.This is why I believe the GTS pics show tessellation glitching and not necessarily proof of blocky, low poly in-game cars on PS4.
The real boxing simulator.I know most people wouldn't care but is anyone disappointed at the standard games boxart? I presume it is indeed the final version as it's being displayed everywhere.
It looks like it was done in paint, it's not classy and man that black wording and generic font looks terrible . I was really expecting an all white and gold affair much like the promo material we have seen up until this point. It really could have been better in so many ways, all the previous games box art were decent efforts, but not this IMO.
I know most people wouldn't care but is anyone disappointed at the standard games boxart? I presume it is indeed the final version as it's being displayed everywhere.
It looks like it was done in paint, it's not classy and man that black wording and generic font looks terrible . I was really expecting an all white and gold affair much like the promo material we have seen up until this point. It really could have been better in so many ways, all the previous games box art were decent efforts, but not this IMO.