There's no Invisible Barriers in GT6

  • Thread starter GalvoGT13
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All we actually know is that Willow Springs doesn't have barriers as far as I'm aware

Agree. The thread title is taking it much too far. Like seeing a bird fly and draw the conclusion that all animals must be able to fly.

Until we discover otherwise, let's just assume that Willow Springs is unique in this regard.
 
There is also some evidence in one of the earlier Silverstone event videos that Silverstone itself may also have more open boundaries, the video where Lucas Ordonez spun out at the last corner (I think) and trundled across a fairly hefty chunk of grass to rejoin the main straight (more so than you'd expect from a GT5 track anyway). Whether or not it's something that will be done in previous tracks or just new tracks remains to be seen however.

Perhaps it's even a new way to deal with the track glitching we used to see so punching through a wall and driving over / under the track in GT5 for nefarious purposes may become far more difficult in GT6 if the car simply resets back to the track, though that would obviously require tweaking previous incarnations of tracks.
 
A car magically teleporting itself to a dead stop in the middle of the track is more immersive than a barrier preventing you from getting too far off track? News to me, I thought they were both completely immersion-breaking WTF-type moments(only slightly worse than a competitor slamming on his brakes when he sees you get within 15 feet in his mirror). I'm not sure which I'd prefer to be honest, although invisible walls would bother me a whole lot less than they do if they were well away from the road. The whole "go 3 feet off-track then hit an invisible wall" thing does get old pretty fast, although I'm pretty sure that I've played games where the magic reset happened without having to go much more off-track than that as well.

It is very nice to see that they've modeled ground that far off the track for sure. Hopefully that means there's a chance they won't just add invisible walls to the track anyway for the final release, and maybe just maybe they've put some effort into including a bit more of the off-track area on some other tracks as well.
 
Thank God there's no invisible barriers, much more immersive gameplay when you don't bump into invisible barriers.The car resets like in Dirt 2.

Willow Springs gameplay showing this:

http://www.youtube.com/watch?v=1wswWhxpHX4

So, having seen one video of one track that has no barriers, you can just assume no track will have it?
What about Matterhorn, Eiger? Do you really think there will be no invisible barriers on those, so you can just jump off the cliff?
 
We can't speculate things this early. We've only seen a few gameplay footage of new tracks that "seem" not to have invisible walls. Who knows, maybe there still are invisible walls, except they are set further away from the track to at least give drivers extra recovery time. We don't even know if the tracks from GT5 will be updated to not have invisible walls or at least have them set further away from the track.
 
In a game where racing simulation is the main focus it seems near useless, and wasteful of resources, to render and simulate ground which shouldn't be utilized except in rare cases of wrecks running approximately 100m off track.

Now for specific instances where track run-off due to wrecks are concerned, a reasonable amount of ground should be added to the game. What that amount is I speculate to be a topic of debate amongst developers within PD.

Before I get yelled at: I understand invisible walls anger many people. What is the alternative? The scenery outside of the track MUST end somewhere...

Specific cases should be addressed but generally I don't have any issue with invisible walls set around 50-100m(and that's even quite a long way to be honest) off the course(rally included).
 
How many resources are wasted? There I thought it was all streamed anyway (although I could be wrong about that). :P

The scenery doesn't have to end at all, even ancient games of yore did just that (or tiling). It mightn't be nice to look at, but that's only to be expected.

100m might be OK, but I don't see the need for artificial limits at all - I think we can all understand that content doesn't make itself, and it's not like we don't know there's a man behind the curtain, so I don't see the issue.
 
I'd prefer actual non-invisible barriers to this teleporting nonsense. Barriers far enough from the track with sufficient runoff so the barriers would very rarely be needed, but still there to prevent time being gained by cutting the course.
 
I'd prefer actual non-invisible barriers to this teleporting nonsense. Barriers far enough from the track with sufficient runoff so the barriers would very rarely be needed, but still there to prevent time being gained by cutting the course.

A flag/penalty system for corner cutting would be better than an invisible barrier in my mind, but will PD implement something like that without prior warning? Unlikely.
 
How many resources are wasted? There I thought it was all streamed anyway (although I could be wrong about that). :P

The scenery doesn't have to end at all, even ancient games of yore did just that (or tiling). It mightn't be nice to look at, but that's only to be expected.

100m might be OK, but I don't see the need for artificial limits at all - I think we can all understand that content doesn't make itself, and it's not like we don't know there's a man behind the curtain, so I don't see the issue.

Please explain to me why view distance must be limited in games which feature "realistic" landscapes which stretch seemingly for miles on systems which aren't "high end." Look, I'm not a computer expert but I know games which feature detail rich environment (stretching for miles) require larger resources. At least admit that.

Also, if the scenery is streamed then please enlighten me instead of mocking me. I'm all for learning. Spread that knowledge on thick.
 
A flag/penalty system for corner cutting would be better than an invisible barrier in my mind, but will PD implement something like that without prior warning? Unlikely.
Sure but optional for multiplayer (so we can fool around/dirty races).

The far-off non-invisible barriers would be there to prevent anybody driving away from the course or cutting the course and confusing the game. Flags can only do so much.
 
Please explain to me why view distance must be limited in games which feature "realistic" landscapes which stretch seemingly for miles on systems which aren't "high end." Look, I'm not a computer expert but I know games which feature detail rich environment (stretching for miles) require larger resources. At least admit that.

Also, if the scenery is streamed then please enlighten me instead of mocking me. I'm all for learning. Spread that knowledge on thick.

The assumption at fault is the one that the detail must be persistent - content doesn't make itself, we can be adult about that, assuming PD can drop the OCD a bit.

If you'd not been so matter-of-fact, maybe I'd have resisted chiding you a wee bit. :P
It was only really meant in jest, but I'm not as articulate without a keyboard...

I'd quite like to attack those hills at Willow in something off-roady. It's all about the meta-games. I don't see why it should be so dry and serious.
 
So, having seen one video of one track that has no barriers, you can just assume no track will have it?
What about Matterhorn, Eiger? Do you really think there will be no invisible barriers on those, so you can just jump off the cliff?

Matterhorn and Eiger have visible barriers, what are you talking about? Even if at some parts they're flimsy plastic/paper barriers, they're still clear barriers and it makes sense not to allow you out of those.

But on a real track like Willow Springs and the Top Gear Test Track, clearly there are no barriers at all. I hope they change the TGTT to be like this as well. Pretty lame to just hit an invisible wall 2 meters off the circuit.

But like others said, the whole resetting thing isn't necessarily great either, especially in a simulator... I think the best option would be if once you reach a certain distance off the course (something reasonable at both ends, like 20-30 meters) the computer automatically takes control of your car by slowing down and turning around back towards the circuit. I've seen this implemented in many other games and while it's always a little annoying to have AI control your car, it's much more immersive than a resetting point.

Another option is the Battlefield method (used in many other games as well) where once you go too far off the map, you're given 10 seconds to return or you'll fail. So in GT, you have 10 seconds to get back on the track or you will be disqualified and the session will abort. Anyway, I wouldn't mind this over invisible barriers or track resetting, but the other option with AI takeover is most suitable IMO.
 
The assumption at fault is the one that the detail must be persistent - content doesn't make itself, we can be adult about that, assuming PD can drop the OCD a bit.

If you'd not been so matter-of-fact, maybe I'd have resisted chiding you a wee bit. :P
It was only really meant in jest, but I'm not as articulate without a keyboard...

I'd quite like to attack those hills at Willow in something off-roady. It's all about the meta-games. I don't see why it should be so dry and serious.

I do apologize. I take everyone on here seriously until proven otherwise. I'm meticulous and matter-of-fact by nature. I'd have to say that is a blessing and a curse at times. Yes, detail does disappear at distance. I agree. Good point. In case this seems off-topic, I do believe that we should wait and see on whether or not the invisible barrier is absent from the entire game or only Willow Springs. Have you seen Jordan's video of the Mercedes at Willow? He got some "air" while off course. It was all in good fun!
 
No worries, it's not that clear anyway, I don't blame you for taking it at face value!

Yeah I probably am getting carried away, but I remember those games that were unashamed to be games and openly demonstrated their limitations. But that's probably only representative of the kinds of games I like (player freedom) and the way I play them (ultra-nosey parkour mountain-goat).

It's for those reasons that I particularly dislike the battlefield approach mentioned above. I think it's to stop the snipers etc. taking the piss, but it always worked in Delta Force (tiled, non-wrapping "infinite" terrain).

I guess that's what options are for. :)
 
A car magically teleporting itself to a dead stop in the middle of the track is more immersive than a barrier preventing you from getting too far off track?
Ha. Exactly what I thought, when I read that. ;)

I'm not sure which I'd prefer to be honest, although invisible walls would bother me a whole lot less than they do if they were well away from the road.
Same. There's times on Laguna Seca where I just want to wander off the track (right before turn 10,) and go exploring, just because. Maybe park in interesting spots and take some photos. Heh.
 
I'd much prefer teleporting to invisible walls. The rally tracks in GT are hopeless to drive around with the invisible walls 0.00046mm away from the edge of the track.

And theres no reason why you shouldn't be able to 'drive off the cliffs' in tracks like the Grand Canyon etc, when you do that in rally games like Dirt 3 it resets you pretty quickly compared to just driving off track.
 
Of all the things to worry about in the upcoming GT6, invisible barriers seem the LEAST important.

Lets worry about something more fundamental and annoying like SQUARE leaf shadows on the cars every time I race at Deep Forest or Trial Mountain. That's frankly unacceptable in a game that's suppose to be as high caliber as the GT series claims.

If you are bothered by invisible barriers I suggest not running off the track or learning to drive better or just selling your copy of GT and buy something else.
 
I'd prefer actual non-invisible barriers to this teleporting nonsense. Barriers far enough from the track with sufficient runoff so the barriers would very rarely be needed, but still there to prevent time being gained by cutting the course.

It could be the solution just for this kiosk demo, the best would be to let players return back to the track on their own. This is what I call penalty for off road racing and track cutting.
 
All we actually know is that Willow Springs doesn't have barriers as far as I'm aware

Since all tracks in GT5 had them, I highly doubt willow will be the only track without them. If they're changing it on one, I bet they're changing it on all of them

And on places like Eiger K trail where you can fall of that crazy cliff, I hope they just teleport you back to the track. I really can't stand invisible walls. It should be the same way that it is in WRC 3
 
Of all the things to worry about in the upcoming GT6, invisible barriers seem the LEAST important.

Lets worry about something more fundamental and annoying like SQUARE leaf shadows on the cars every time I race at Deep Forest or Trial Mountain. That's frankly unacceptable in a game that's suppose to be as high caliber as the GT series claims.

If you are bothered by invisible barriers I suggest not running off the track or learning to drive better or just selling your copy of GT and buy something else.

Oh my god, this cracks me up. I hope you're trolling. Leaf shadows more important than invisible walls 2 feet from the tarmac, hilarious
 
Invisible barriers are hated by sim racers because they're unrealistic. So PD gets rid of them, & then replaces them with a reset to track feature, which is UNREALISTIC!

There should be no invisible barriers & no reset to track. Or at the very least it should be optional for those among us who are adult racers & do not wish to be patronised.
 
I wish there was an option to "turn off" the cones at the Top Gear Track. I understand it is a difficult circuit to navigate for the first few times but an option to remove them once you know the course would be great!
 
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