The GT6 Epic Whining and Crying Thread

  • Thread starter HaylRayzor
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RAM != Tracks

Unless we are talking about RAM Trucks

ram-outdoorsman.jpg
 
IF that is the way you develop applications you really need to go back to school.

1) The limitations of the console are well known from the start.
2) At the most I would expect most surprises about resource allocation to happen on development of the first track only, not every time you have to apply a texture.
3) I'm sure many of the textures are actually procedurally generated, which greatly reduces the amount of RAM required (although it does increase cpu/gpu requirements.
4) The amount of RAM available does not affect development time, especially when you have dedicated some time for design prior to development. After that point you follow your designed track creation methodology and stay within your resource constraints.
5) If you don't optimise until you hit a resource limit you haven't planned correctly.

You would never make it on to a development team run by me.

mr_serious
BSc (hons) Soft Eng.

We were developing for every Android phone released within the last 3 years :) Had to fit 5-6 different specifications for testing.
 
We were developing for every Android phone released within the last 3 years :) Had to fit 5-6 different specifications for testing.

er... yes, but PD aren't. About the only thing you have said that is correct in the last couple of pages (about the GT series) is that it is harder to code for than the PC & xbox (and PS4) but that is due to its unique architecture, not solely because of the amount of RAM.

Finally re software development - it doesn't matter what you are developing for there are certain principles that should always be at the forefront of your mind. One of those is efficiency. It doesn't sound like a concept you are familiar with - sorry.
 
Does anyone think that Willow Springs looks too 'clean' in the "Gran Turismo 6 GPS Data Visualizer Video: Dai Yoshihara at Streets of Willow" video? The track may go in the right direction, but where are the bumps from the real vid, the tatty looking kerbs? Why is there a clean white line round pretty much the whole track? It just seems a bit artificial too me. They make all these claims that they took 8million pictures, and licked 97% of the track to see what it tasted like, but then they present something which seems a bit, bland?
 
Still wasting time with Ten
Does anyone think that Willow Springs looks too 'clean' in the "Gran Turismo 6 GPS Data Visualizer Video: Dai Yoshihara at Streets of Willow" video? The track may go in the right direction, but where are the bumps from the real vid, the tatty looking kerbs? Why is there a clean white line round pretty much the whole track? It just seems a bit artificial too me. They make all these claims that they took 8million pictures, and licked 97% of the track to see what it tasted like, but then they present something which seems a bit, bland?
It's not a problem if they claim something, it's the people believing them. :)
 
I presume the 'clean white lines' are there because they are acting as if the track has been prepared for a professional racing event...you could easily paint clean white lines onto the real track.

As for the bumps? Well, that's been an issue for a while. If you can 'feel' them while driving, I won't mind too much about how visually obvious they are.
 
I presume the 'clean white lines' are there because they are acting as if the track has been prepared for a professional racing event...you could easily paint clean white lines onto the real track.

As for the bumps? Well, that's been an issue for a while. If you can 'feel' them while driving, I won't mind too much about how visually obvious they are.

Fair point on the white lines.

And yes I agree, 'feeling' the bumps may help, but it needs to be visual too right?

And as for the kerbs, they need to be there, painted or not, they need to be there in their 'used', 'tatty' state. And this is not only for visual accuracy. I'm not professional driver, but ive done enough karting (not competitive) to know that kerbs are important in line choice, approach to driving a track.

i.e. the screen needs to move when you hit a bump. A stiff suspension race cars needs to shudder so yon almost feel it through your spine. Otherwise it's hoverboard-tastic
 
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Look at this video, what we have here? Minute 1'26 a P4 intruder from the 60's in a modern GT field. Exactly like the broken PP system from GT5. Random cars from random ages all toghether, well done PD.:banghead:


Oh and totally bland AI as usual.

Same worries here mate, absurd fields, rolling starts and chasing the rabbit who is the fastest car of the lot... Same lame broken formula as in GT5!
 
Same worries here mate, absurd fields, rolling starts and chasing the rabbit who is the fastest car of the lot... Same lame broken formula as in GT5!
Here some predictable fanboy answers:
-AI improvements will come in a later update
-PP system is "difficult" to improve, because random pointless lolwut reason.
-What's wrong with a P4 running on a modern GT field? I actually like it. Problems? *trollface*
-This is still better than Forza.
-The entire GT6 blueray disk is a placeholder.
 
Same worries here mate, absurd fields, rolling starts and chasing the rabbit who is the fastest car of the lot... Same lame broken formula as in GT5!

It makes me sad, good looking tracks, good looking cars but no immersion in the experience. Fake, artificial, 3-2-1-GO! 200mph crash into a wall?-no problem-your car will just go to the left a bit, no practice, no qualifying, slow down penalties for corner cutting, no checkered flag!! you know, that thing that signifies you winning a race!!!

Chase the rabbit creates a fake racing experience. It's not about the dice, the late braking, the run wide - he got me again on the exit, the observation of competitor lines - where's he slow?? It's overtake 10 robots, then overtake the last robot on the last corner of the last lap. It's just...well...it's 🤬.

Moderator: Don't bypass the swear filter
 
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Does anyone think that Willow Springs looks too 'clean' in the "Gran Turismo 6 GPS Data Visualizer Video: Dai Yoshihara at Streets of Willow" video? The track may go in the right direction, but where are the bumps from the real vid, the tatty looking kerbs? Why is there a clean white line round pretty much the whole track? It just seems a bit artificial too me. They make all these claims that they took 8million pictures, and licked 97% of the track to see what it tasted like, but then they present something which seems a bit, bland?
This is one thing I would agree with on this thread.

I think it just seems to be a style thing for them. Everything PD does has that ultra polished clean look with no imperfections. This is fine for the general game presentation and possibly the cars, but the tracks really do need to be a bit more 'organic'.

I think ISI's 'fantasy' tracks in rFactor have always been really good in this regard. I think the first time I ever experienced a proper bump and surface imperfection, in terms of visually and its affect on the car, was on the 'Toban' raceway in rFactor back in 2005. It was a great track, a bit like Autumn ring in someways, but it has a couple of areas where there is a dirty great bump and a crack across the track that shudders through the steering and really affects how you take the corner.

Skip to 3.50 in this video:
 
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This is one thing I would agree with on this thread.

I think it just seems to be a style thing for them. Everything PD does has that ultra polished clean look with no imperfections. This is fine for the general game presentation and possibly the cars, but the tracks really do need to be a bit more 'organic'.

I think ISI's 'fantasy' tracks in rFactor have always been really good in this regard. I think the first time I ever experienced a proper bump and surface imperfection, in terms of visually and its affect on the car, was on the 'Toban' raceway in rFactor back in 2005. It was a great track, a bit like Autumn ring in someways, but it has a couple of areas where there is a dirty great bump and a crack across the track that shudders through the steering and really affects how you take the corner.

'organic' - That's the word I've been looking for.

Yes, the shudder, the 'almost feeling it through your spine'. That's what you want. It just adds to that feeling of speed and being physically there.

And I agree with your comment about approach to driving the corner. Do I brake before or after the bump, do I take a wider or tighter line to avoid it. Can that kerb drag me into the corner better, can I used it to kick the car round?
 
This is one thing I would agree with on this thread.

I think it just seems to be a style thing for them. Everything PD does has that ultra polished clean look with no imperfections. This is fine for the general game presentation and possibly the cars, but the tracks really do need to be a bit more 'organic'.

I think ISI's 'fantasy' tracks in rFactor have always been really good in this regard. I think the first time I ever experienced a proper bump and surface imperfection, in terms of visually and its affect on the car, was on the 'Toban' raceway in rFactor back in 2005. It was a great track, a bit like Autumn ring in someways, but it has a couple of areas where there is a dirty great bump and a crack across the track that shudders through the steering and really affects how you take the corner.

Skip to 3.50 in this video:

Right on:tup: This is why the Nurb is the most fun track in GT by far. Not just the layout, but they've done the best job of programming in the undulations in the surface so that the car feels more alive than on any other track. We could really use more accurate programming or tracks that are just plain bumpier to make everything more immersive.
 
I mean its depressing because people here are getting sad and depressed over a video game that's not even out yet.

I will happily come back and recall my criticism if I turn out to be completely wrong on my assumptions. However I am drawing on the following evidence for my preemptive criticism: Previous GT games, current videos of the current game due to be released in the next few weeks.

I would LOVE to be wrong. I would bask in being completely wrong, I would shout that I was wrong from the rooftops. I have been playing this game since its creation, however I am a 32 year old child now, and so the thrill has waned over time.
 
Look at this video, what we have here? Minute 1'26 a P4 intruder from the 60's in a modern GT field. Random cars from random ages all toghether, well done PD.:banghead:
Ironically that's one of the things that make Gran Turismo to Gran Turismo.
 
This is one thing I would agree with on this thread.

I think it just seems to be a style thing for them. Everything PD does has that ultra polished clean look with no imperfections. This is fine for the general game presentation and possibly the cars, but the tracks really do need to be a bit more 'organic'.

I think ISI's 'fantasy' tracks in rFactor have always been really good in this regard. I think the first time I ever experienced a proper bump and surface imperfection, in terms of visually and its affect on the car, was on the 'Toban' raceway in rFactor back in 2005. It was a great track, a bit like Autumn ring in someways, but it has a couple of areas where there is a dirty great bump and a crack across the track that shudders through the steering and really affects how you take the corner.

Skip to 3.50 in this video:



What happens at 3:50?
 
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