Since 1.06 I've noticed lock ups and freezes when entering seasonals, exiting seasonals and exiting to the main menu after driving. By signing out of PSN everything started to work normally, but I haven't had to do this since GT5 pre spec 2.0.
Also out of interest is there any technically minded person who could explain why smoke and dust is now pixellated and could it be a negative consequence of 3D support?
I got to check this out. All the ribbons of Motegi? I have never known that.Nope was full 24h since launch.
I got to check this out. All the ribbons of Motegi? I have never known that.
Sounds like a buffer issue, perhaps there's too much competition for / the scheduling is too tight on the SPUs in your case. It doesn't make sense that it would vary from case to case, though. I've never had anything like that in any GT game, but have heard it in plenty of PC games (it's that age old issue of tying the sound engine tick rate to the framerate and then getting sub 30Hz framerates).That's about what I hear too, most people are fine on the track, a few others have that same issue with sound. For me it's so bad lately, if I'm in a room and it goes to Bathurst I just leave because I know it's going to happen. It was intermittent before, now it's every time. Like you said, I love this track as well, but I can only run it solo while testing in my own lobby. The sound is only slightly wonky then.
I did change the sound settings from (I think) 48Hz to the other, multiple setting but I've yet to run a race online at Bathurst so I can't tell if it's made any difference yet. I don't want to change the display resolution though just for one trackSounds like a buffer issue, perhaps there's too much competition for / the scheduling is too tight on the SPUs in your case. It doesn't make sense that it would vary from case to case, though. I've never had anything like that in any GT game, but have heard it in plenty of PC games (it's that age old issue of tying the sound engine tick rate to the framerate and then getting sub 30Hz framerates).
Since Bathurst is graphically intensive (many people report frame stuttering, indicating slowdown), I'm inclined to believe that changing the graphics load might have an effect here. I'd try switching display resolution and seeing if it gets worse / better.
Sure, and you should test it separately from that sound option anyway, so we know what did what, if anything!I did change the sound settings from (I think) 48Hz to the other, multiple setting but I've yet to run a race online at Bathurst so I can't tell if it's made any difference yet. I don't want to change the display resolution though just for one track
How is this 1.06 related?I hate gt academy...
I don't know if I can answer you the way you would expect, but I've been trying the 3D option of the game lately, and I haven't seen any pixellated smoke or dust. What I did see was that the 3D effect isn't the same as in GT5, I believe that was a bit, just slighty, better.
Now, when I remove the 3D glasses, the "effect" on the screen is different than GT5 again. In GT5 there was the classic blurred 3D image, and in GT6 there are some big pixellated images all around. It's really really weird.
To Polyphony, it seems more important than the game itself.I hate gt academy...
In what sense? They all use the existing game, with existing cars on (mostly) existing tracks in time trials set up in the exact same way as the licence tests. Everything they need to create the events are already in the game.
New track, yes that would take up the time of the 3D modellers. Nobody else.
imo it's an update nonetheless. But really does nothing for me.How is this 1.06 related?
You are correct sirDidn't last years GT Academy use the GT6 engine and Silverstone track (which wasn't in GT5)?
and before that was the inclusion of Motegi, which came as DLC sooner after.Didn't last years GT Academy use the GT6 engine and Silverstone track (which wasn't in GT5)?
and before that was the inclusion of Motegi, which came as DLC sooner after.
Do you know something Polyphony doesn't?I'm sure there's a new track coming with this GT Academy, too.
I think he's pointing out a pattern in PD's choice of GTA tracks.Do you know something Polyphony doesn't?
I think he's pointing out a pattern in PD's choice of GTA tracks.
Seems they like to run the academy on tracks new to the game in order to even out the playing field for everyone. We all start on a brand new track and those who can adapt the fastest, SHOULD move on further in in the competition.
2010 and 2011 seem to missing from that pattern.Very interesting point.
2009 GT Academy Demo: Indianapolis (Ends up in GT5)
2012 GT Academy Demo: Twin Ring Motegi (Later available via DLC in GT5)
2013 GT Academy Demo: Silverstone (Ends up in GT6)
So following that pattern, we'll likely get a new DLC track for GT6.
2010 and 2011 seem to missing from that pattern.
He seems to be picking and choosing what pattern he sees.2010 and 2011 seem to missing from that pattern.
Why is that odd ?Still odd is the fact that no matter the iteration of Nurburgring or time of day, head lamps are always on.
As stated above, you MUST drive with headlights on, on the Nurb. I think the fact that they added this is extremely realistic compared to other games.Still odd is the fact that no matter the iteration of Nurburgring or time of day, head lamps are always on.
Most likely due to the lighting system and how old the PS3 is...On the other hand it is odd that the head lights of the AI do not light up the track, whether they're in front or behind you...
Looking again, I made a mistake as its the 2010 Demo (it was up though in December 2009). Admittingly, I may have misintepreted that but seeing as 2011 was a GT5 Seasonal on a course maker track and the rest have been on tracks not in the current release until DLC or the next game, Its quite likely we're going to get a new track for the 2014 time trials not currently included, which is ultimately the point being made.