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 yearsHad to fit 5-6 different specifications for testing.
It's not a problem if they claim something, it's the people believing them.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?
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.
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.
Oh and totally bland AI as usual.
Here some predictable fanboy answers: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!
This is one thing I would agree with on this thread.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.
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:
*Ahem* You're in the place bud.This thread is very depressing.
I mean its depressing because people here are getting sad and depressed over a video game that's not even out yet.*Ahem* You're in the place bud.This is where the folk of GTP come to bring their complaints about GT6.
That's a good thing.I mean its depressing because people here are getting sad and depressed over a video game that's not even out yet.
Well yeah but it's also their haven to share their complaints about the game, even if it's not out.I mean its depressing because people here are getting sad and depressed over a video game that's not even out yet.
Less development time = more models(tracks).
@sepulturite isn't wrong, the PS3s limitations, are a reason for 27 tracks on GT6.
I mean its depressing because people here are getting sad and depressed over a video game that's not even out yet.
Ironically that's one of the things that make Gran Turismo to Gran Turismo.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.![]()
Ironically that's one of the things that make Gran Turismo to Gran Turismo.
Already included.And arcade mode to arcade mode.
I've cancelled my pre-order due to a lack of Ford Falcons. What's the point in Mt. Panorama without some Falcons?
*Ahem* You're in the place bud.This is where the folk of GTP come to bring their complaints about GT6.
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?