Lord Kacperov
(Banned)
- 468
- Isla Vista
- SennaFan1985
But it isn't big either, especially when they're not outsourcing. But it isn't as tiny as Kunos though.200 certainly isn't in anyway a small studio.
But it isn't big either, especially when they're not outsourcing. But it isn't as tiny as Kunos though.200 certainly isn't in anyway a small studio.
But it isn't big either, especially when they're not outsourcing. But it isn't as tiny as Kunos though.
But it isn't big either, especially when they're not outsourcing. But it isn't as tiny as Kunos though.
The reason why GT Sport is going to have such a low car count, is because PDI is a SMALL studio. PDI only has more than 200 employees, and that is a low number for a gaming studio! Especially for one that is responsible for Sony's most successful franchise! In comparison, Turn 10 has over 300 employees, and they also do something PD doesn't: outsourcing. And because of that, Forza Motorsport 7 will have over 700 cars compared to GT Sport's meagre 150 (or at least, that's the official number, GT Sport could have more cars than that). Now it is true that PD's 150 cars are the most detailed in the racing game industry, with the interiors and exteriors (most likely) having higher polygon counts and better textures. But just like @SlipZtrEm pointed out, these car models don't have any under-hood modelling. Or perhaps there is, and PD is about to unveil a damage model which includes hoods/bonnets flying off the cars. But I'm gonna assume there isn't, because nothing of that sort has been confirmed (yet).
GT will still have that car collecting feel for a part, but it won't be the same as it was before (obviously). There won't be any tuning as far as we know. There won't be any customisation apart from the Livery Editor.
Does that bother me? Yeah, a little bit. Will it stop me from buying GT Sport? No! I've always enjoyed GT games, and this one will be a good one for me! I like the idea of Sport mode, and I've always wanted a more competitive GT!
But I also know this GT won't satisfy everyone. Not everyone wants competitive racing, which I completely understand. Some people, including @Scaff, prefer a serious simulation instead of a more entry-level sim like GT Sport will be. PD can't satisfy everyone.
But what Kaz needs to do, is hire dozens employees for PDI, especially car- and track modellers, as they are becoming too slow to keep up with the competition. :/
SMS also has more than one project on the go.Slightly Mad Studios is currently 160 people large, and their upcoming product Project Cars 2 will contain 170+ cars and 60+ tracks (with lots of different layouts). I suppose those figures are somewhat similar to those of Polyphony Digital and Gran Turismo Sport, but when I consider the fact that SMS will have had merely 2.5 years for developing Project Cars 2, compared to the nearly 4 years PD will have had for GTS, then I have to ask: why do they take so long?
But back to the topic: racing other humans is WAY more fun than racing AI, so the focus on online racing is a smart move by PD. I just hope the feedback they got from beta will allow them to really nail the matchmaking and safety rating algorithms by release.
It does not center anything because PC2 is the evolution of PC1 and certainly with PC2 they did not rewrite the things from scratch but added they improved what they had already created with PC1, so let's talk about 6/7 years to have PC2.Slightly Mad Studios is currently 160 people large, and their upcoming product Project Cars 2 will contain 170+ cars and 60+ tracks (with lots of different layouts). I suppose those figures are somewhat similar to those of Polyphony Digital and Gran Turismo Sport, but when I consider the fact that SMS will have had merely 2.5 years for developing Project Cars 2, compared to the nearly 4 years PD will have had for GTS, then I have to ask: why do they take so long?
But back to the topic: racing other humans is WAY more fun than racing AI, so the focus on online racing is a smart move by PD. I just hope the feedback they got from beta will allow them to really nail the matchmaking and safety rating algorithms by release.
Slightly Mad Studios is currently 160 people large, and their upcoming product Project Cars 2 will contain 170+ cars and 60+ tracks (with lots of different layouts). I suppose those figures are somewhat similar to those of Polyphony Digital and Gran Turismo Sport, but when I consider the fact that SMS will have had merely 2.5 years for developing Project Cars 2, compared to the nearly 4 years PD will have had for GTS, then I have to ask: why do they take so long?
But back to the topic: racing other humans is WAY more fun than racing AI, so the focus on online racing is a smart move by PD. I just hope the feedback they got from beta will allow them to really nail the matchmaking and safety rating algorithms by release.
PD has all rebuild from ZERO and in reasonable times since we are talking about 4 years rebuild with tracks and self-reworked cars.
PD may have built the car and track asserts from scratch, but I'm not convinced that we have an entirely ground up re-write of every line of code.It does not center anything because PC2 is the evolution of PC1 and certainly with PC2 they did not rewrite the things from scratch but added they improved what they had already created with PC1, so let's talk about 6/7 years to have PC2.
PD has all rebuild from ZERO and in reasonable times since we are talking about 4 years rebuild with tracks and self-reworked cars.
a serious simulation instead of a more entry-level sim like GT Sport will be. PD can't satisfy everyone
What does that even mean?GTS is a high-fidelity driving simulator.
I have never met a Direct Drive wheel which is officially licensed for PS4,and why only for DD wheels.The things that help DS controller users, must be disabled when a direct drive force feedback steering wheel controller is connected to the system.
And which ones does? [insert your favorite game here]What does that even mean?
As if you are inferring that GTS simulates reality with a high degree of fidelity, it doesn't.
To a higher degree that GTS?And which ones does? [insert your favorite game here]
The cars are not the same quality.
I think you are both right, they are not the same quality. Pcars, Driveclub, AC, Forza, all have modelled interior. Iirc not all cars in GTS will? So thanks for pointing out the inferior quality of GT models out to me.Modeling GTS cars is light years ahead of any runner-it's something you do not do fast .... So what are you saying?
I will just prove they're slow instead, December 2017 = PS4's 4th birthday. October 2017 = GTS birth date ( if not delayed ).prove it
This was a foregone conclusion up to GT5, it's anyone's guess now. Maybe a good marketing campaign focused on flashy graphics will bring the numbers in, but I'm not sure how strong the GT name is right now.It's amazing to see how hard it is for GT fans, some of the more delusional ones, fail to see that aside from market share (Which is what they will trumpet when GT Sport sells 10 million plus copies on name alone, that is inevitable) .
Not small by any stretch,The reason why GT Sport is going to have such a low car count, is because PDI is a SMALL studio. PDI only has more than 200 employees, and that is a low number for a gaming studio!
Of course, Pcars1 was magically pulled out of a hat? They didn't start from scratch? SMS will have had 2 games released on multiplatform before PDI release one game on one platform, and this with having knowledge of the PS4 well before any other dev. The attempts at straw clutching in this thread is getting silly.It does not center anything because PC2 is the evolution of PC1 and certainly with PC2 they did not rewrite the things from scratch but added they improved what they had already created with PC1, so let's talk about 6/7 years to have PC2.
PD has all rebuild from ZERO and in reasonable times since we are talking about 4 years rebuild with tracks and self-reworked cars.
Oh, I'm sure Greek is about to "educate" us all. Again.What does that even mean?
As if you are inferring that GTS simulates reality with a high degree of fidelity, it doesn't.
Outside of graphics including lighting and shaders which I would readily concede are genre leading, which parts of GTS are considered high fidelity? What is your definition of high fidelity?GTS is a high-fidelity driving simulator. All of us, here, want high-fidelity driving simulators.
They can. Will they do that? That is the question. The things that help DS controller users, must be disabled when a direct drive force feedback steering wheel controller is connected to the system. We do not want the "hand of god". Slap that hand.
Playing the numbers game isn't strictly accurate: a lot of those 189 cars and 40+ tracks are carry overs from the last game. From my understanding, some of the tracks have been reworked, but I don't believe the cars have. The impressive advancements with that game are the other features: LiveTrack 3.0, plenty of online/offline race customization, seasons, etc.
Speaking of carry overs...
Allegedly rebuilt from the ground up. It seems odd that a car like the base model 2009 Lotus Evora would be selected to dedicate another six man-months to.
FM5 was also released with the "built-from-the-ground-up" claim, but people found some of the same errors that had persisted with a handful of the 360-era cars. And that was a game with just over 200 cars, which launched almost four years ago.
Still waiting for any hint of this "light years" difference, by the way.
SMS managed PC1 with greater optimization on PC but on PS4 and X1 (which have a similar hardware) their game has atrocious performance and PC2 will not always be different in this regard on PS4 and X1.PD may have built the car and track asserts from scratch, but I'm not convinced that we have an entirely ground up re-write of every line of code.
You also seem to forget that SMS will have managed two titles, across three platforms, with a smaller team, a significantly smaller budget and without the clear advantage of being a first party study with a studio head on the Sony board.
So yes they are slow.
Outside of graphics including lighting and shaders which I would readily concede are genre leading, which parts of GTS are considered high fidelity? What is your definition of high fidelity?
How could I forget about all of those nits?The Ferrari red maybe
Any proof?To a higher degree that GTS?
PCars, AC, SLRE, Dirt Rally and Dirt 4 on the PS4.
Nothing to do with being a favorite, it got to do with the accuracy of the physics engine.
Forza is renowned in recycling material from previous games, I'm not surprised by this.
Relying on GTsport's recycling if you take the same car in both GT6 and GTsport, see what's the difference; Long ago I had seen a comparison of GT6 VS GTsport's mazda vision and it was noticed how modeling was much more accurate in detail and above all in the larger number of polygons besides much superior texure (discounted this improvement).
Then you're forgetting that ps3 engines, with its exotic architecture, are incompatible with new hardware; ND to run tlou on ps4, they had to work for 6 months to do a mere porting, with elevated resolution, on ps4 and we talk about ND.
Regarding the question of the other time, I will not post anything because there is already a whole discussion of almost 40 pages that shows, without problems, what I say
Rather you should show me the opposite
SMS managed PC1 with greater optimization on PC but on PS4 and X1 (which have a similar hardware) their game has atrocious performance and PC2 will not always be different in this regard on PS4 and X1.
And yet, GTsport is the best racing technically and grafically 60 fps there is, and is definitely superior to PC; the big budget is also seen in these things.
I think you are both right, they are not the same quality. Pcars, Driveclub, AC, Forza, all have modelled interior. Iirc not all cars in GTS will? So thanks for pointing out the inferior quality of GT models out to me.
Even without that, they certainly are not light years ahead of anyone. GT5 premium vs standard, that's light years ( well actually a few years ahead ). In any case, their tracks certs are not light years ahead,so what's the reason for being slow there? I recon the answer is = because they are a slow dev, period. Unless you want to pretend GT5 didn't take forever to release either?
I will just prove they're slow instead, December 2017 = PS4's 4th birthday. October 2017 = GTS birth date ( if not delayed ).
This was a foregone conclusion up to GT5, it's anyone's guess now. Maybe a good marketing campaign focused on flashy graphics will bring the numbers in, but I'm not sure how strong the GT name is right now.
Not small by any stretch,
Of course, Pcars1 was magically pulled out of a hat? They didn't start from scratch? SMS will have had 2 games released on multiplatform before PDI release one game on one platform, and this with having knowledge of the PS4 well before any other dev. The attempts at straw clutching in this thread is getting silly.
Oh, I'm sure Greek is about to "educate" us all. Again.
PC1's performance on PS4 and XB1 were not similar despite the hardware, and while issues were present at launch they have (on PS4) been pretty much all patched out.SMS managed PC1 with greater optimization on PC but on PS4 and X1 (which have a similar hardware) their game has atrocious performance
Citation required.and PC2 will not always be different in this regard on PS4 and X1.
In terms of graphics I would agree, but not by the margin you have previously claimed, nor does it hit a locked 60fps not even on a PS4 Pro. However if the vague term 'best racing technically' is meant to refer to the physics engine, then no its not; if its meant to refer to the force feedback, then no its not; if its meant to refer to the track surface detail, then now its not and if its meant to be how well it recreates the rules and feel of a race weekend, then no its not.And yet, GTsport is the best racing technically and grafically 60 fps there is, and is definitely superior to PC; the big budget is also seen in these things.
What would you accept as proof?Any proof?
To a higher degree that GTS?
PCars, AC, SLRE, Dirt Rally and Dirt 4 on the PS4.
Nothing to do with being a favorite, it got to do with the accuracy of the physics engine.
Outside of graphics including lighting and shaders which I would readily concede are genre leading, which parts of GTS are considered high fidelity? What is your definition of high fidelity?
I have never met a Direct Drive wheel which is officially licensed for PS4,and why only for DD wheels.
Proof would be doing an in-depth analysis and an in-depth comparison of all those games and real life included... not just saying so because you think its that wayWhat would you accept as proof?
Now the areas that GTS has issues with in regard to physics and the level of detail of the areas it falls behind the named title on would be (these will either apply in part or in full depending on the title):
That's off the top of my head and I discuss them, along with examples in a number of videos on my youtube channel (link in sig).
- Accuracy of track surface detailing
- Accuracy of tyre heat cycles and its relationship to wear
- Accuracy of force feedback
- Accuracy of load transfer and it affect on the yaw rate of a car (around the z axis for the car and for the tyres)
- Degree of set-up and tuning options available and how they affect the vehicles
It is, and what of it?Sébastien Loeb Rally Evo? It is a Milestone product.
Oh dear.The Dirt series was always arcade.
No its not.Everything that is simulated in GTS is simulated with high fidelity.
I've not said anything close, what I have said is that to one degree or another all of those listed operate at a higher level of fidelity than GTS does.That does not mean that it is perfect. Assetto Corsa is not perfect either. Project CARS 2 will not be perfect either.
Well that's remarkably easy then.Proof would be doing an in-depth analysis and an in-depth comparison of all those games and real life included... not just saying so because you think its that way
FM7 is managing 700 cars because it's going to reuse assets they created for previous games over the years (as evident by Xbox 360 models still used in FM6 & FH3).The reason why GT Sport is going to have such a low car count, is because PDI is a SMALL studio. PDI only has more than 200 employees, and that is a low number for a gaming studio! Especially for one that is responsible for Sony's most successful franchise! In comparison, Turn 10 has over 300 employees, and they also do something PD doesn't: outsourcing. And because of that, Forza Motorsport 7 will have over 700 cars compared to GT Sport's meagre 150 (or at least, that's the official number, GT Sport could have more cars than that). Now it is true that PD's 150 cars are the most detailed in the racing game industry, with the interiors and exteriors (most likely) having higher polygon counts and better textures. But just like @SlipZtrEm pointed out, these car models don't have any under-hood modelling. Or perhaps there is, and PD is about to unveil a damage model which includes hoods/bonnets flying off the cars. But I'm gonna assume there isn't, because nothing of that sort has been confirmed (yet).
Because direct drive ones are superior.
Very unlikely,at least for PS4.Maybe later on they will sell a direct drive one that is officially supported.
So basically some more setup settings, thats it? So having fixed settings means it has lower fidelity? Your own everyday car has low fidelity to real life if you dont change settings?Well that's remarkably easy then.
Does GTS allow you to adjust tyre pressure?
No. PCars and AC do, so that's a lower level of fidelity for GTS then.
Does GTS allow you to tune each corner independently?
No. PCars and AC do, so that's a lower level of fidelity for GTS then.
Does GTS correctly replicate the loss of self aligning torque at the onset of understeer?
No it produces a judder through the force feedback instead. All of the listed do, so that's a lower level of fidelity for GTS then.
I can keep going if you like? None of these require an in-depth analysis or comparison to show that GTS is operating at a lower level of fidelity, and none of these are particularly in-depth, for a track based racing title they are basic.
Really you should know well enough that I don't do 'just saying so'.