Willow Spring Raceway in 2014 Corvette Trailler

No one said it but if a car which I believe is not inside the game yet...means that we are going to have an update. Probably a minor update.
I would be amazed if tomorrow/today we´ll get the 100kb file to unlock the car on PSN and no update at all. (which means that we have it already in the game)

Let´s see how big is the update (hopefully some notes and fixes as usually) and then probably we can hope to see a track a week after. (this track maybe)

As usually speculation.

P.S: About GT6 on PS3 guys...nope. Just no. Forget it.
 
NOt even mad, just stating my opinion which some people can't note the fact of other people opinions.
Also if you were going to ignore my comment from the get go you should've never replied to my comment

Well guess what buddy, you're too late because @SimonK already told me it was your opinion.

He is entitled to his opinion.


And I was telling the OTHERS to ignore your post, not IF I should have ignore your post in the first...
 
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Imagine taking GT5's current graphics and content and properly integrate the kind of texture and anti-aliasing tech from GoW, Lighting software from Uncharted/Last of Us, memory allocation and real-time physics and particle technology from Killzone......

It *could* be implemented, but it wound never run at 1280x1080/60fps/HDR.

With HDR being most-important from many above because GT does not use pre-baked lightning but procedural real-time sphere-luminosity one which is PD's main trade-secret and reason why lightning/shaders in GT looks so convincing.

And with 1280x1080/60fps being another since many of above can push their effects because they are running in 720p or below and in 30fps (Killzone for instance) and they are using absolutely different type of programming in order to execute their gameplay (GoW, Uncharted, LoU). It is apples&oranges - one *thing* that is good for one game can't do anything for another. You can't take Uncharted engine and just copy/paste some of its parts to the GT5 engine, or vice-versa. You could if you would need infinite resources on the hardware side, but you simply do not have them.

You have extremely limited resources with split-RAM pool and way every studio programs the engine to work with multi-core CPU and available SPE's. So although they *could* be compatible, in reality they can't be - because with every new "addition" you have to take something else "away" if it has been already programmed to work within the space where you inserted the "addition". It is no simple and it does not work that way.

Also, your quote about "GT5 engine being finished in 2008" is not true, since the GT5 engine has been worked on until the very release and after release - as we can judge from the various functionality and options updates we got since 2010. Also worth mentioning how it is very probable that the work on actual "GT5 engine" is happening right now and has never stopped.
 
It *could* be implemented, but it wound never run at 1280x1080/60fps/HDR.

Not necessarily. There are other techniques that have been used by SONY studies that have proven to be more effective and with more performance than those implemented in GT5.

For example, morphological approach to antialiasing that Guerrilla and Santa Monica has been used in Killzone and GoW, is a much less memory and process intensive than 4xMSAA or 2xQAA of GT5 (720p and 1280x1080 respectively) and nevertheless offers, in the great majority of cases, a highly superior finish.

The Studio Liverpool, formerly Psygnosis and now encompassed in Evolution, was the first to implement the dynamic resolution in a game with the magnificent WipEout HD. With dynamic resolution can be passed in hundredths of a second of a 1920x1080 resolution to several steps of lower resolution (1728x1080, 1645x1080, 1600x1080, 1440x1080, 1280x1080) so the game can be adapted to the load changes every time maintaining the 60fps and hardly tearing what is much more important in a driving game than a momentary and negligible loss of resolution.
 
Not necessarily. There are other techniques that have been used by SONY studies that have proven to be more effective and with more performance than those implemented in GT5.

For example, morphological approach to antialiasing that Guerrilla and Santa Monica has been used in Killzone and GoW, is a much less memory and process intensive than 4xMSAA or 2xQAA of GT5 (720p and 1280x1080 respectively) and nevertheless offers, in the great majority of cases, a highly superior finish.

The Studio Liverpool, formerly Psygnosis and now encompassed in Evolution, was the first to implement the dynamic resolution in a game with the magnificent WipEout HD. With dynamic resolution can be passed in hundredths of a second of a 1920x1080 resolution to several steps of lower resolution (1728x1080, 1645x1080, 1600x1080, 1440x1080, 1280x1080) so the game can be adapted to the load changes every time maintaining the 60fps and hardly tearing what is much more important in a driving game than a momentary and negligible loss of resolution.

What does GT5 do in real-time?

16 cars on track with scalable physics engine (up to 360Hz) and full-presence (no CPU "shadowing") with 15+1 vehicle AI, real-time HDR, real-time effects of flames and brakes, real-time particle effects (including progressive dirt accumulation on vehicles), real-time smoke, daytime/weather engine with full-HDR properties, real-time ambiance lighting with lens-flaring for both vehicles and surroundings, animated rain with physics properties, animated drivers, movable objects in cockpits, progressively animated vehicles (aerodynamic parts, suspensions and real-time crumble damage, wipers and aerodynamically influenced parts such as antennas, visible progressive dirt accumulation/removal on tyres), on-tracks physics (side-track objects with own physical properties, real-time wind simulation, real-time skid marks..), pit-crew AI, real-time vehicle properties (mechanical damage, tyre and fuel), real-time track properties that influence vehicles and weather-engine (temperature, air humidity, track temperature, surface humidity..), real-time weather properties with own sub-engine (rain changes into light snow for instance on SSR7 track or clear weather changes to light snow and to blizzard on Chamonix..), ambiance effects (fireworks, etc.), real-time background saving of all race-data, parallel sub-engine for FFB HID devices, etc. I probably forgot some.

It is all being done in the same split-pool as all games above. But you can't really compare Wipeout with GT5, if for nothing, then because of the pre-baked lightning and very basic physics.
 
To Larry, amar and Freeman...wait for DX11, real 1080p, more post processing filters and high resolution textures in where it´s needed with Gran Turismo engine and done.
GT5 has one of the best lighting systems in the market, it doesn´t need technology from others...it just needs more power.

Hopefully the PS4 will be enough with whatever comes inside it. If it does DX11 expect to see an almost photo-realistic game from cars to tracks. BUT also depends in what PD want to use resources...for example if they want to put more cars (rise the number) on track they´ll need to get rid of something as happens in all games. You use what you need and since a console is not a PC you are limited in some ways.
Way too low RAM memory in this generation was the main problem, low RAM for the system/CPU or Cell and the VRAM for GPU mostly.

Since games are going to use more HD textures the GPU will need more and more VRAM. On PC right now a GPU with 1GB is good but sometimes you need to lower some settings to gain some frames. Latest GPU´s are coming with 2GB or 3GB or VRAM.

Just to point that out.

(keep with the topic guys)
 
Wouldn't dx11 be exclusive to xbox? Couldn't see how Microsoft would allow a competitor to use what they develloped.
 
What does GT5 do in real-time?

16 cars on track with scalable physics engine (up to 360Hz) and full-presence (no CPU "shadowing") with 15+1 vehicle AI, real-time HDR, real-time effects of flames and brakes, real-time particle effects (including progressive dirt accumulation on vehicles), real-time smoke, daytime/weather engine with full-HDR properties, real-time ambiance lighting with lens-flaring for both vehicles and surroundings, animated rain with physics properties, animated drivers, movable objects in cockpits, progressively animated vehicles (aerodynamic parts, suspensions and real-time crumble damage, wipers and aerodynamically influenced parts such as antennas, visible progressive dirt accumulation/removal on tyres), on-tracks physics (side-track objects with own physical properties, real-time wind simulation, real-time skid marks..), pit-crew AI, real-time vehicle properties (mechanical damage, tyre and fuel), real-time track properties that influence vehicles and weather-engine (temperature, air humidity, track temperature, surface humidity..), real-time weather properties with own sub-engine (rain changes into light snow for instance on SSR7 track or clear weather changes to light snow and to blizzard on Chamonix..), ambiance effects (fireworks, etc.), real-time background saving of all race-data, parallel sub-engine for FFB HID devices, etc. I probably forgot some.

It is all being done in the same split-pool as all games above. But you can't really compare Wipeout with GT5, if for nothing, then because of the pre-baked lightning and very basic physics.

And they can't replace MSAA with MLAA? To me it's their closed minded "1080p is must" approach. PS3 just can't do 1080p - but worst of all 1080p mode adds nothing to gameplay, it's just not worth all those performance compromises (QAA blurs all the picture). Played GT5P last couple of days - and it's sooo much smoother AND crispier. Try yourself :)
 
PS4 isn't going to have DirectX.

Well this is right because Sony uses OpenGL which works like DX9/10 and xBox uses DX9 with some DX10 functionality. (Metro 2033 for example)

But it depends in the architecture that the PS4 will have. We don´t know anything yet.

You can have the DirectX API by paying the licence. Not sure if they are going to do anything like that but for example while showing MGS Ground Zeroes Hideo Kojima talked about how the game looked at the moment and in one part of the video he said "well you can see some polygons there because it is using current gen specifications so it doesn´t have DX11 enabled".
Which means that not only FOX Engine will use DX11 (of course the game will come to PC and xBox not an exclusive anymore) but probably they are going to use the API for the next generation since OpenGL (who knows just a guess) can be less of a problem to developers than was this generation. (mostly for multi-platform games)
Similar versions of the game for both consoles using the same API, developers will be really happy.

Who knows but can be possible.

Just speculation as usually. Depends in the hardware and in the engine/software.

EDIT: Well researched a little more...I don´t think now that we can see DX11 since the PS is based in OpenGL and Linux (10 times more efficient than any other OS´s) and they can use Nvidia libraries as well. (so PhysX can be there)
But what if next generation rumours are true and they change Nvidia for AMD...hum...
 
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^ is there a pont to have DirectX if you are not Microsoft? I think there is a comparable (feature-wise) OpenGL standard. Looking how good can games look on PS3 and Wii - I dunno if its worth it.
 
^ is there a pont to have DirectX if you are not Microsoft? I think there is a comparable (feature-wise) OpenGL standard. Looking how good can games look on PS3 and Wii - I dunno if its worth it.

Not at all.

Let´s go to topic again. 👍
 
OpenGL is not like DX in any way. And the opengl and DX on the PS3 or Xbox are not like the stuff you seen on your computer.

Neither will make a game look better.
 
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I believe the maintenance is to start in a few hours?

Wonder if any one can call Willow Springs and get them to spill the beans? Did PD check every track that they have including the 1000' Drag Strip (Strip runs on Big Willows front straight away), Skid Pad (runs next to the last turn of SOW = Streets of Willow / Clockwise run), Go Cart, Figure 8?

They are so far out of almost no where that they could sneak in a crew. Only way to see if any one is at the track is if running up north on a side street.....They did bring a F1 Red Bull a year or two ago for Tom Cruise to run around in. Snuck it in pretty good as some locals had no idea.
 
Starts in 5hrs 40mins. Update will arrive when it's finished, in around 7hrs 40mins.

👍 thank you sir! Perfect timing for me then :D

Just posted on local board...doubt any info will leak out. They have a few instructors that run around Willow Springs. Local guys might of seen a Competition Orange '03 Cobra in their days....hoping he knows something since almost lives there.
 
Could be the same place?

willowsprings.jpg

Good call. Could be anywhere though. It would be cool to have every feature of Willow Springs available, from the drag strip to the kart track to the grip pad. Extra sweet if the whole thing was open and you could drive to any part, and sweeter yet to have that all online. That would be a blast.
 
Time ticking away now till the update goes live...
In the meantime, here is some exclusive new footage of the Corvette Stingray at Willow Springs...


[/QUOTE]



PS Please don't shoot me for this. I know this isn't GT5 and it isn't the new Corvette Stingray but I didn't say it was now did I??? hehe :sly:
 
Well, it's not in the update as far as I know.

55mb seems to small to include a track, especially with bug fixes and the car included.

So that means we don't see it in GT5 for now at least. Other than that, I'm not guessing anything because NO ONE KNOWS!!! (well apart from PD that is) :sly:
 
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