Tracks - How will we get the most realism out of them?

  • Thread starter Strittan
  • 31 comments
  • 2,162 views

Strittan

Premium
4,085
Sweden
Sweden
Strittan
So a big majority (me included) agree that the cars from GT5 are good to go, with a little polish and details added to some of them. The tracks on the other hand needs tons of work.

So, how detailed do you think the tracks and surroundings will be in GT6? How will the weather effects, day/night cycle etc improve? How much will be going on around the track (crowd, pit area etc)? In other words, how will PD make the most out of PS4's capacity on this area?
 
This is something I agree on. I like the atmosphere of the crowd at the Nurburgring 24hr course, PD needs to do that on all the tracks. And if we don't have weather & day/night cycle on ALL the tracks for GT6, then it'll be a massive failure. Now, this is assuming GT6 is on PS4. (which is most likely will be)
 
Tracks need to have better graphics (better textures etc), day/night/weather on all of them and they need to be a lot more alive. The pit lanes full of people, flags waving in the crowds and so on.
 
Tracks need to have better graphics (better textures etc), day/night/weather on all of them and they need to be a lot more alive. The pit lanes full of people, flags waving in the crowds and so on.
This is what I'm thinking as well, and it should be dynamic, so the bigger the race the more people in the grand stands, and if you're in time trial/free run there's basically no one in the crowd at all.
 
Tracks need to have better graphics (better textures etc), day/night/weather on all of them and they need to be a lot more alive. The pit lanes full of people, flags waving in the crowds and so on.
Yes agree with you. 👍
 
GT5 tracks suffer from the same problem as cars: there are standards (GT4 ports or even straight copypasta) and premiums (made for GT5 or completely remade for it). With that said, some tracks have to be made entirely from scratch, for example laguna seca and motegi, because they simply won't be acceptable to look at and play on the ps4.

Another problem is the current premium tracks are not up to par with the current pc sims, which are miles closer to reality than gt5 (laser scanned with perfect layout and bumps). Probably those won't get remade though but just some small touches like improving trees, textures and whatnot.
 
Wind, and seasons like Spring, Summer and Autumn maybe winter too with light snow and very cold surface temperature, plus alot more random things thats move around like the airballon on Trial mountain.
 
As for track detail, and sand traps in particular...

journey-game-screenshot-1-b.jpg

... are you thinking what I'm thinking? ;)
 
The layout of the tracks in GT5 is spot on however :
-They can learn alot from F1 2012. At Spa francorchamps I saw and felt bumps that I know in real life are there but never felt them in GT.

- slighty mad studios is not the best in physics but the croud and trackside scenery is one of the best in the whole race game genre!
 
Wind, and seasons like Spring, Summer and Autumn maybe winter too with light snow and very cold surface temperature, plus alot more random things thats move around like the airballon on Trial mountain.

Yes, this. Make the tracks come to life, shifting and changing with time and based on previous races etc.
Plus a few static preset modes for online hotlapping etc.

I've no doubt there will be more trackside detail, and we've already seen PD's "Vision" in that regard, so they should really focus on the mechanical, gameplay aspects.
 
What I don't like about GT5 is that it didn't have enough tracks with environmental hazards like broken bridges or swinging overhead axes. I hope the next installment will include these kind of tracks.
 
What I don't like about GT5 is that it didn't have enough tracks with environmental hazards like broken bridges or swinging overhead axes. I hope the next installment will include these kind of tracks.

How about trains?

Cma_031_1954_mille-miglia-porsche-550a-spider.jpg
 
- Dynamic weather & time

These are a must for every variation of every track in GT6. It'll be EXTREMELY disappointing if we get to the PS4 and still only a fraction of the total tracks have these features. Imagine Grand Valley or Deep forest at night. It could (and should) become a reality come GT6/PS4 (assuming said tracks return).

Obviously track textures need to be improved.
- Trees
- Grass
- Grandstands
- Walls/guardrails
- Pit area
 
As for track detail, and sand traps in particular...

... are you thinking what I'm thinking? ;)

With off track grip on "realistic" the gravel traps should grab you and not let go. I know it would suck, but that's what they do...
 
A previous post mentioned Deep Forest at night - I'd never thought about that before. Now I have - PD should definitely do that.
 
A previous post mentioned Deep Forest at night - I'd never thought about that before. Now I have - PD should definitely do that.

On PS4, there'll be no reason not to have day / night transitions and the full gamut of weather options on every track. It'll be technically far easier, in fact.
 
On PS4, there'll be no reason not to have day / night transitions and the full gamut of weather options on every track. It'll be technically far easier, in fact.

There was no reason not to on PS3. If they could manage it on the two biggest tracks they could have done it on all of them.
 
Arent different textures needed for night and day?

To have more realism in the tracks Im expecting several things.

24 hr Day night transitions for endurance tracks. In addition to the courses that already have the feature, Daytona, Spa, and Bathurst must be first in line for night racing. Anymore then that is just icing IMO

Dynamic weather needs to be possible on every track. For clouds I dont want to see the sky simply turn a different shade of grey to represent an approaching storm. I want to see 20,000 ft cumulus clouds building in the horizon if a big storm is approaching. Thunder and lightning as well.

Everything needs to be more dynamic. Track marshalls need to wave yellow flags. Pitboards should be hung over the pit wall. Trees should rustle and sway in the wind. Wildlife sounds. I remember hearing birds chirping during the first lap of Le Mans.

Spectators should reflect the event. If theres Ferraris in the field lets see some Ferrari flags waving in the stands.

Grass, dirt, and sand need to become dynamic, like what you see in motorstorm. I want to see tires dig up the grass when a car slides across it. Cars should really dig into sand. I want to see sand go everywhere when a car noses into a sandtrap. Such terrain deforming should be easily possible on PS4. Rally couses need streams and real mud

Terrain shouldn't be a flat texture anymore

Finally, a helicopter view to look down on the track and action from above
 
Different textures (for the most part) aren't needed if you have actual dynamic lighting. Games that have night/day versions of locations in the past generally had different textures because they didn't have the ability to change the appearance of the texture just by lighting it differently. But even as far back as GTA III, the only time you would need different textures is if you wanted to have the texture have a different appearance than it would if it was just dark (for example, a light being on in a window at night but not in the day).
 
Everything needs to be more dynamic. Track marshalls need to wave yellow flags. Pitboards should be hung over the pit wall. Trees should rustle and sway in the wind. Wildlife sounds. I remember hearing birds chirping during the first lap of Le Mans.

Spectators should reflect the event. If theres Ferraris in the field lets see some Ferrari flags waving in the stands.

Grass, dirt, and sand need to become dynamic, like what you see in motorstorm. I want to see tires dig up the grass when a car slides across it. Cars should really dig into sand. I want to see sand go everywhere when a car noses into a sandtrap. Such terrain deforming should be easily possible on PS4. Rally couses need streams and real mud

Terrain shouldn't be a flat texture anymore

Finally, a helicopter view to look down on the track and action from above
Now we're talking! :drool:

Even the PS4 has it's limitations though, and I wonder if it really could handle all those things.
 
You need to light up buildings, turn on lights and actually make them light the track but otherwise no, the tracks don't change much through the night. It's all in the lighting engine.
 
How about those crowds of people that took pictures then scadaddled before you ran into them on gran canyon back in gt4. Having that on every rally track would be nice, in accordance to basically everything else you guys said.
 
How about those crowds of people that took pictures then scadaddled before you ran into them on gran canyon back in gt4. Having that on every rally track would be nice, in accordance to basically everything else you guys said.

Probably because it just doesn't happen in real rallying anymore, hasn't done so since the late eighties IIRC.
 
Eh... they try to keep it from happening a lot more than they used to, but that still varies from round to round (and sometimes even stage to stage) more than anything else. No shortage of videos on the internet of idiots with video cameras about 3 inches off the track at the bottom of jumps.
 
Last edited:
Probably because it just doesn't happen in real rallying anymore, hasn't done so since the late eighties IIRC.

True, but I find it was a nice it was a pretty cool little feature to have. Made watching the replays even more enjoyable.
 
There was no reason not to on PS3. If they could manage it on the two biggest tracks they could have done it on all of them.

The two types (time change and non-time change) obviously use different render pipelines and different (kinds of) assets - notably their shadowmaps will be different.
One guess is it was a test that wasn't fully converted for use on all tracks in time. Another is that they just left the few that "require" time change (24 hour races) and suffered the visual quality impact that came with it for the "prestige" of those races alone. I'd rather they'd have "taken the time" to have all the tracks as time change and weather (the latter of which appears to be "easier", seemingly just a case of turning off the directional "sun" and also the direct shadows, although the sky textures might be a problem), but I suspect that would have meant downloading all the tracks again...

There's a good chance they decided to focus on the content creation and render methods they've settled on for the PS4 instead.
 
I would be happy if there's dynamic temperature, wind, humid effecting on car behaviour, cooling and grip. And usually when race weekend goes further, track grip gets better due rubber from tires. On the otherhand, outside of driving line track gets dirty and slippery. There should be even option to set on and off or better yet scale how damage effexts on car. I liked in GT Legends I drove around 70 laps race at Monza with race Corvette and due I changed bit late, engine overheated around halfway and I lost some performance and exhaust gave more unhealty smoke for remaining of race. So if player wants, technical retirements should be included for AI and players.

I also would like to see advanced car adjusting in garage and during races. There should be atleast tyre pressure and fuel amount settings. For race strategies, I'd love to see weather forecast, advanced pitstops for aerodynamics changes, cooling adjustments and such.

What comes on tracks, I'd like to see actual flag rules with slippery conditions, yellow, green and in some cases red and black flags (especially for online).

If resources left, dynamic track happenings would be fun to follow (from replays). cheering, booing, photographing spectators. Lively tree leaves birds etc...
 
Back