Your thoughts about "standard" vs. "premium"

  • Thread starter LP670-4 SV
  • 10,183 comments
  • 784,409 views

What would you have rather had PD do about "premium" vs. "standard" cars

  • Keep everthing the same

    Votes: 324 19.1%
  • Release the game later with all the cars "premium"

    Votes: 213 12.6%
  • Not do "premium" cars at all but focus on other features i.e. dynamic weather

    Votes: 134 7.9%
  • DLC packs after the release

    Votes: 844 49.8%
  • Wished PD didn't get are hopes up, lol

    Votes: 180 10.6%

  • Total voters
    1,695
What RedSuinit said earlier is true. You guys can never admit that you might be wrong about this whole thing. You all just think you're right.

Its interesting you bring that up, basically red is all over us for not taking the gt4 models thing in its single most literal way and disregarding reason or logic to see other meanings in it, but with the whole cockpit views thing the exact opposite is suddenly true?

With that we should not take it absolutely literally but look for reasons its not right so we can foresee what we want instead of what it says?

Its nice to pick and choose when to use what logic isn't it?

And I can admit I might be wrong about what will eventually happen. We might have awesome cockpots for all cars.

But I am not wrong about what it says. Which by virtue of symantecs is that stabdard cars do not support any interior views (note due to the wording its none not just some or certain ones).

Ultimately what pd told us about standards before was not detailed enough to say they told us what we see now.

If you call steve jobs and say "my new iphone crashes a lot on gtplanet.net" and he says "I promise ill fix that" then he literally comes you your house and manually reprogams parts of sfari on your iphone by hand, did he tell you that's what he would do?

In hindsite you cold say yes, but in reality what he told you was open to a lot of reasonable interperatations so no, not really.
 
I just digged up something, shame on me I didn't do that earlier.

It was an attachment from Sptember 2006, when first "GT:HD project" was scrapped in favour of making complete new GT5 experience.

Famitsu made a story about GT:HD and here is the scan that shows the difference between so called "GT Classic" - which became Standard on today GT language - and "Premium", which remained "premium".

4 years later one would assume they've made some further improvement, but judginig from the "classic/standard" pictures even "GT4 upscaled" models were pretty impressive backthen.

987lgx.jpg


Original thread from 2006:
https://www.gtplanet.net/forum/showthread.php?t=86530
 
I just digged up something, shame on me I didn't do that earlier.

I brought this up earlier already, although not with the pictures.
I don't find the models impressive at all, they look just like GT4 to me in these pictures. I hope the MX-5 is Premium now though, my uncle drives one like this in real life and I wanted to take some virtual photos of it.
 
Its interesting you bring that up, basically red is all over us for not taking the gt4 models thing in its single most literal way and disregarding reason or logic to see other meanings in it, but with the whole cockpit views thing the exact opposite is suddenly true?

With that we should not take it absolutely literally but look for reasons its not right so we can foresee what we want instead of what it says?

Its nice to pick and choose when to use what logic isn't it?

And I can admit I might be wrong about what will eventually happen. We might have awesome cockpots for all cars.

But I am not wrong about what it says. Which by virtue of symantecs is that stabdard cars do not support any interior views (note due to the wording its none not just some or certain ones).

Ultimately what pd told us about standards before was not detailed enough to say they told us what we see now.

If you call steve jobs and say "my new iphone crashes a lot on gtplanet.net" and he says "I promise ill fix that" then he literally comes you your house and manually reprogams parts of sfari on your iphone by hand, did he tell you that's what he would do?

In hindsite you cold say yes, but in reality what he told you was open to a lot of reasonable interperatations so no, not really.

Go back and read all of my posts. In the beginning I admitted that I could be WRONG, but that I believed it was right and true. You can't even admit the possibility of being wrong and that was the sole reason I even opened my mouth. To get you people to realize that yes they did mention it, no we don't know why that article got pulled, no we DON'T know what their original plan was, and all of this fighting and bickering about how PD deceived us and what not could be TOTALLY OFF BASE! That was the only reason why I posted anything. If you don't believe that, go back and read my other posts. Peace out, I'm never posting in here again.

P.S. You clearly misunderstood why I even brought up the cockpit views sentence. I believe it should be taken literally, without this stupid, and utterly ridiculous twisting of words trying to make it mean something else. But that doesn't change the fact that the twisting and manipulating happened and is STILL happening for a sentence that even YOU PERSONALLY has used as ammunition to attack others with. Why would that one sentence that is highly contested in the community (not by me personally) be enough for you, but my sentence (which is plain as daylight for me, I mean "Compatible models from GT4"?! How can that NOT spar the first thought in your mind to be GT4 models in GT5) is NOT enough for me? Hypocrisy. That's it, even if you reply to this (which you will claiming that my sentence is not clear but YOURS is, even though your whole argument for why mine is not is because the community contested its meaning, which no offense has happened with your sentence as well) I won't reply back, because you won't see any reason. I could be wrong about all of this, and so could you, but you would never admit that, because the great Devedander is always right.
 
Last edited:
Look it is very simple. If I want to make a game right now I will not be wasting time on game engine or gfx engine and things like that. I will just car about 3D models, physics and so on and take the engine from others ... PD had to develop this and add lots and lots new things never seen on previous GT games. They have also kept the future of GT games in mind and I think they will be able to use and add more to their engine.

Crytek cryengine was also in development for some years. They released the engine in 2009 and are using it to make their new game. Other people can also use their engine to make great looking games and get a game in say1-2yrs instead of worrying about gfx engine.


Also I think mod needs to close this thread. I mean there are so many silly argument going on here. It is not some pages. It is like some 50-100 pages now :banghead:

I'm sorry but the things you keep saying don't make sense in such a way that I am pretty sure you don't understand what you are talking about very well.

I get the distinct feeling your knowledge of the subject comes from observing game news and figuring out what must have happened which is dangerous because it often results in "knowing" incorrect things. Then you are arguing with people who actually do understand the process without realizing all the frustration comes from the fact that you don't know what you don't know.

This is evidenced by the fact you say things that are untrue or unreasonable however possible if you just know enough about to get yourself in trouble.

It would be like me going and arguing with a mechabic about how torebuild engines. I understand basically how an engine works but I would get buried fast.

Example of dangers of learning about something by observing olinstead of doing or studying:

I used to work desktop support and we always got users telling us what was wrong with their stuff... And being completely wrong.

One guy told us his system needed more silicon smoke.

I was totally confused and he went on about how "you know when the documents go to ram from the modem they need to parity. But I lost some smoke so the parity bit is failing and causing bsd"

Turns out he had a way of tinkering with stuff and a few times shorted things that caused circuits to burn out and he had observed this and decided:

When people talk about silicon boards they must mean silicon is what's inside the plastic wire insulation (nor just copper) and the traces. When that smoke comes out (what he saw when he shorted stuff) that rendered the parts broken. He just bought new parts at home but he was sure since we were an it shop we must have the ability to insert silicon smoke back into his parts.

Tl;dr when you know just enough to get yourself in trouble, its painfully obvious to those who actually know and frustrating for you because as far as you can tell, they just don't get it. Its also frustrating for them because its actually hard to exlpain such a mess to someone who has who knows what misconceptions already.

No offense, I just think you only understand enough on the subject to toss around terms and ideas and get yourself in trouble.t
 
I know kingcars considers us fans as hopelessly addicted to Gran Turismo and devoted to Kazunori. Well, name another game series with such a pedigree, which isn't just an encyclopedia of cars and motorsports, but a celebration, and a work of art, where each game release is akin to an album release of a world megastar. Name another developer who can get in a car that isn't his, and in a few laps around a track, is close to record times with that vehicle. Or who has participated in professional races, while performing comparably to pro race drivers. What other game or producer deserves such accolades as they receive?

Oh well, consider me finger wrapped. :lol:

I'll be the first to agree that GT has been an AMAZING series so far. But that still doesn't mean they should get away with murder.


Considering the demands Kaz and his team have been under, I think the Standard car inclusion might have been a late development. Consider that in 2008 Kaz stated that GT Mobile would definitely be produced, but it would have to wait until GT5 was complete. Then the next thing we know in 2009, he's holding a PSP Go! and presenting GT PSP. While looking incredibly uncomfortable with it, I might add. And then over the next few months, he gives interviews with thinly veiled remarks about what a struggle it was, and that it took the entire team dropping GT5 work to focus on it.

Consider the Standard car trailer. If this stuff had been planned from the start, or even years ago, I'd think those models would have been spruced up and given new skins and textures, and given sectional modules to make them upgradeable like the Premium cars. Okay, maybe this work has been done anyway, and once again, Kaz is underselling GT5 to make a bigger splash when the truth is revealed. It could be. But the trailer suggests to me that a decision was made rather late in the game to include them, rather than release a GT5 which was about as big and involved as GT3. And I wouldn't have liked that nearly as much.

The 1000 cars number (or close to it) has been around for a while, so standards have definitely been around for a lot longer than we've known about them. Not to mention that whole life cycle thing that everybody keeps ignoring.

987lgx.jpg


That's REALLY interesting. And it actually shows more than 2 top-down convertibles on track at once. It's also showing that standard cars HAVE been around much longer than we've known about them (in GT5).
 
You guys know that pretty much all GT4 cars have some interior modeling already, right? You can almost clearly see the seats, steering wheel, and dashboard in almost every GT4 car.

A black outline is not the same as something being modeled. Unless I didn't pay attention and those shapes inside looked like more than just shadows.
 
4 years later one would assume they've made some further improvement, but judginig from the "classic/standard" pictures even "GT4 upscaled" models were pretty impressive backthen.
Enough with the "upscaled" nonsense - those are GT4 models plain and simple, just like the standard cars will be. :indiff:
 
GT4 cars had very simple modeling (simple shapes) for seating and dashboards probably no floor boards and typically a silhouette of driver with very little detail, a long way off from creating a interior for a premium car.
It was intended to be hidden by a dark transparent texture. I think there was some minor exceptions to this like the Amemiya RX7 in which the drivers head was modeled and can be seen moving.:)
 
I don't really get your point. What you initially said was that PD had to develop the game engine before they could start working on other parts of GT5 and, frankly speaking, that's just wrong. Why, yes, it does, of course, take time to develop a game engine, more time than it takes to just modify an engine that's been developed by someone else. But, that's quite besides the point; you claimed the development of a game to work in a way it doesn't, I disagreed with it and that's that.
I never doubted it took PD additional time to create the engine, not at all. All I'm saying is, you've got the wrong idea of you think someone has to finish thee game engine (or any other of the various engines used in a game) before starting work on other parts of the game and that, after all, PD is not the only developer to create their own engine for their own game, as many have done so and still are doing; while it is of course a major achievement, it's not something special that ha snot done before and neither is it something that should hold production up for too long. And that's why we started discussing it:
If you think that PD couldn't do anything but work on the engine for two to three years, you are quite sorely mistaken.


1. PD said so. It's written on their website. And considering what happened with the 'standard cars = GT4 cars' sentence, what would lead you to think the standard do have cockpit view? The same spinning that was done so that everyone was convinced that the standard cars would be better than that?

2. OPM said so. People seem to take their word for weather and the track editor, so why not believe what they said about only 200 cars having cockpit view as well?

3. The driver being visible has nothing to do with the availability of a cockpit view. We could see the drivers in GT4 and for GT5, PD used the same driver model for both standard and premium cars. That's about it.


Seems like some people live in a world that's only black and white; you hate it, or you love it. Makes things a lot easier, I assume.


I'm sorry but the things you keep saying don't make sense in such a way that I am pretty sure you don't understand what you are talking about very well.

I get the distinct feeling your knowledge of the subject comes from observing game news and figuring out what must have happened which is dangerous because it often results in "knowing" incorrect things. Then you are arguing with people who actually do understand the process without realizing all the frustration comes from the fact that you don't know what you don't know.

This is evidenced by the fact you say things that are untrue or unreasonable however possible if you just know enough about to get yourself in trouble.

It would be like me going and arguing with a mechabic about how torebuild engines. I understand basically how an engine works but I would get buried fast.

Example of dangers of learning about something by observing olinstead of doing or studying:

I used to work desktop support and we always got users telling us what was wrong with their stuff... And being completely wrong.

One guy told us his system needed more silicon smoke.

I was totally confused and he went on about how "you know when the documents go to ram from the modem they need to parity. But I lost some smoke so the parity bit is failing and causing bsd"

Turns out he had a way of tinkering with stuff and a few times shorted things that caused circuits to burn out and he had observed this and decided:

When people talk about silicon boards they must mean silicon is what's inside the plastic wire insulation (nor just copper) and the traces. When that smoke comes out (what he saw when he shorted stuff) that rendered the parts broken. He just bought new parts at home but he was sure since we were an it shop we must have the ability to insert silicon smoke back into his parts.

Tl;dr when you know just enough to get yourself in trouble, its painfully obvious to those who actually know and frustrating for you because as far as you can tell, they just don't get it. Its also frustrating for them because its actually hard to exlpain such a mess to someone who has who knows what misconceptions already.

No offense, I just think you only understand enough on the subject to toss around terms and ideas and get yourself in trouble.t


Well if you do not want to agree it is ok :P But I am giving you one of the reason why it takes time to make something as good and big as GT5. They have increased their team 3 time more since GT4 and also made GTPSP in between. PD is owned by Sony and they are paying the wages to their employees so they will know exactly what they have been doing every years or rather every 3-4months what progress they are doing regarding the game.

It is easy to complain 5yrs only 200 cars. It looks bad for sure but there are many reasons for it whether you like to accept or not. Standard cars are ok and I do not think it is going to make the game ugly or not wanting to drive. Cockpit view will definitely help though :)
 
Well if you do not want to agree it is ok :P But I am giving you one of the reason why it takes time to make something as good and big as GT5. They have increased their team 3 time more since GT4 and also made GTPSP in between. PD is owned by Sony and they are paying the wages to their employees so they will know exactly what they have been doing every years or rather every 3-4months what progress they are doing regarding the game.

It is easy to complain 5yrs only 200 cars. It looks bad for sure but there are many reasons for it whether you like to accept or not. Standard cars are ok and I do not think it is going to make the game ugly or not wanting to drive. Cockpit view will definitely help though :)

It's not so much that I don't want to agree, but it's just that what you say is so vague in all the key areas that it doesn't sell your argument well... it's kind of like a salesman who tries to talk techie but his spiel doesn't quite stick because it has some key holes.

For instance you keep saying it's complicated because you have to do all these different things and they can't be done at the same time... but they can be and what is complicated you seem to keep not detailing...

Just in general when you are desigining a game you would have your teams, let's say art/modelers, physics, sound, environment and menu/ingerface (generic breakdowns) and you say you can't start some until you finish the others, but that's not true...

For instance the modelers can start modeling right away. The PM just gets everyone on the same page and makes sure they all know they need to support whatever format they are designing the models in. This is probably an industry standard one so that's really easy.

Then the physics guys get cracking on research, dig up what the equationst they need and start coding them up. They probably start off with a plan to pass certain arguments and require certin information from the assets like weight, power etc and should things change they can always tell others later down the road to get ready to pass or recieve more/different data.

Then you got the environment guys, they have have to go model up the tracks, define what info is going to get passed to the physics engine like grip leve, elevation and angle... again these variables should be come up with early on, more than necesary if possible so they can scale back later. This is all PM coordination work.

And of course the sound and art guys work with everyone else to find out what needs a sound, what kinds of sounds, how much memory they will be given to play with (that obviously changes over time) and they go off and start collecting sounds and editing them.

This can (and pretty much) always does happen simultaneously, occasinonally one part will hold up the process due to an unforseen problem and as with any project things change all the time but overall that's more or less how it happens.

Now that's obviously super simplified but you get the idea.

Now, can you give me something somewhat similar in detail explaining thes complexities you talk about? It might help your cause...
 
Last edited:
Well if you do not want to agree it is ok :P But I am giving you one of the reason why it takes time to make something as good and big as GT5.
Whether I agree with it or not isn't even part of the debate at hand. I guess everyone knows that it takes time to create something as big as GT5. And I thinks it's perfectly fine if someone wants to justify it.

Point is, the reason(s) you've been pointing out have been faulty. Like saying that they have to develop one thing after another and claiming that they couldn't work on multiple parts of the game simultaneously.

Actually, I don't think that this is an issue that'd be worth dragging out like this, but if you want to tell people how something works (and, in the process, tell them that they don't know), make sure that you do know what you're talking about. That's all there is to it.
 
It's not so much that I don't want to agree, but it's just that what you say is so vague in all the key areas that it doesn't sell your argument well... it's kind of like a salesman who tries to talk techie but his spiel doesn't quite stick because it has some key holes.

For instance you keep saying it's complicated because you have to do all these different things and they can't be done at the same time... but they can be and what is complicated you seem to keep not detailing...

Just in general when you are desigining a game you would have your teams, let's say art/modelers, physics, sound, environment and menu/ingerface (generic breakdowns) and you say you can't start some until you finish the others, but that's not true...

For instance the modelers can start modeling right away. The PM just gets everyone on the same page and makes sure they all know they need to support whatever format they are designing the models in. This is probably an industry standard one so that's really easy.

Then the physics guys get cracking on research, dig up what the equationst they need and start coding them up. They probably start off with a plan to pass certain arguments and require certin information from the assets like weight, power etc and should things change they can always tell others later down the road to get ready to pass or recieve more/different data.

Then you got the environment guys, they have have to go model up the tracks, define what info is going to get passed to the physics engine like grip leve, elevation and angle... again these variables should be come up with early on, more than necesary if possible so they can scale back later. This is all PM coordination work.

And of course the sound and art guys work with everyone else to find out what needs a sound, what kinds of sounds, how much memory they will be given to play with (that obviously changes over time) and they go off and start collecting sounds and editing them.

This can (and pretty much) always does happen simultaneously, occasinonally one part will hold up the process due to an unforseen problem and as with any project things change all the time but overall that's more or less how it happens.

Now that's obviously super simplified but you get the idea.

Now, can you give me something somewhat similar in detail explaining thes complexities you talk about? It might help your cause...

I have already given the reasons. If you are asking me to explain the complete process of how it is done then how am I suppose to tell :eek: but most of you, criticism and logic is just wrong. It is something only PD can answer that. I am just giving you the actual reason and complexity it has taken for them to build the GT5 engine. Easy said than done ;)
 
I am just giving you the actual reason and complexity it has taken for them to build the GT5 engine.
Actually, no, it rather seems like you keep on talking about stuff that you only have a smattering of. You keep on talking about things that might have happened, but are incredibly unlikely because you're basing it on an idea about how the whole process works that just isn't true.
but most of you, criticism and logic is just wrong.
:ouch:
 
^^^

Not really I gave all complete and valid reason why codemasters even having their EGO engine are only releasing F1 2010 in September instead of 2009. 2 yrs after they have the engine, license and everything else and I there are other examples too

Allso this first min of this interview will give you some indication how long it took Sony Santa Monica to make an action game. Just listen to the art director first 1 min of this video ;)
http://www.youtube.com/watch?v=0y_qcR38w80
 
Last edited:
^^^

Not really I gave all complete and valid reason why codemasters even having their EGO engine are only releasing F1 2010 in September instead of 2009. 2 yrs after they have the engine, license and everything else and I can give more examples

You mean where you took a game engine used by a company to crank out multiple games and decided that their most recent one being so long after the engine was first released was some sign of "difficulties"?

True a gamee engine is a great foundation to license to save yourself a lot of dev time, and true they get customized and tweaked for most of their projects, but the logic you put forth is flawed in general if not specifically.

The reason F1 is coming out so long after the EGO engine was complete is almost certainly that they were busy building other games using that engine... that's not things getting complicated, that's just b building games in succession.

We still see games coming out on UT3 engine, that doesn't mean it's taken them since UT3 came out to make the game...

Again I don't think you understand what you are talking about, have observed something and come to a conclusion that makes sense to you but is patently wrong.

And can we get back to where you say that the different eliments of a game can't be worked on simultaneously? The difficulties that you speak of?

Because I am really curious, do you actually have some in mind or are you just throwing out terms and them saying there must be some possible difficulties? Because that's exactly what it sounds like you are doing... I am not asking you to tell me what happened behind closed doors at PD, just give me some examples of what difficulties COULD have happened.

Clearly if you say things could have stopped or slowed down progress, you must have some understanding or examples in mind right? Toss those out there...

I agree with Luminus... you sound like you have picked up some terms, have a general idea how they apply to games and are now tossing them around to back up ideas and concepts you don't understand.

I have never worked for a big game company, but I have done some programming and have a fundamental understanding of the process... something I honestly don't think you do.

So really, go ahead and give us some details. Not asking for anything crazy, just kind of like the basic super simplified stuff I put up there to flesh out your idea. No one is asking you to be psychic or tell us things you can't know, just give examples of how what you say COULD happen with enough detail to show you actually understand the process. Because as someone who does understand the process, what you say makes little to no sense.

You can't just say things like "well the physics engine and graphics engine require lots of work and there may be difficulties and stuff". That's like me playing I know about cars and saying "well you have to link the shifter and install the right kind of differential for the sway bars, and that can all get tricky you know".

No... I don't... that makes no sense and unless you can clarify it, you pretty much represent the position of talking about what you don't know about.

First they had to develop the tech which powers GT5. All the gfx, physics and so on which they keep improving along. It takes lot of time to develop it and then keep on improving and optimizing it.

Stuff like that just screams "I jammed a bunch of techie words together in a sentance to try and cover up I don't know what I am talking about".
 
Last edited:
^^^

Not really I gave all complete and valid reason why codemasters even having their EGO engine are only releasing F1 2010 in September instead of 2009. 2 yrs after they have the engine, license and everything else and I there are other examples too

Allso this first min of this interview will give you some indication how long it took Sony Santa Monica to make an action game. Just listen to the art director first 1 min of this video ;)
http://www.youtube.com/watch?v=0y_qcR38w80

That's all fair and good. But, so what? Yeah, it takes time to develop a game. Nobody argued about that. And that it takes more time to create a game if you want to develop your own engine for it is, again, something that's widely known and hasn't been challenged.

However, stuff like this:
First they had to develop the tech which powers GT5. All the gfx, physics and so on which they keep improving along. It takes lot of time to develop it and then keep on improving and optimizing it.
Is completely wrong. They can, like I've stated numerous times, get to work on a lot of aspects of the game at the same time.

And that's why I'm telling you to get your facts straight before you start to try teaching people all kinds of stuff.

So, yeah, it does take time, you've got that right. Still, by posting stuff like what I quoted, you're just coming off like someone who knows that developing a games takes time, developing an engine takes time and starts to spout some stuff about why that is the way it is, without actual knowledge.

/edit:
God, seems like I'm getting way too slow with my posts :P
 
You mean where you took a game engine used by a company to crank out multiple games and decided that their most recent one being so long after the engine was first released was some sign of "difficulties"?

True a gamee engine is a great foundation to license to save yourself a lot of dev time, and true they get customized and tweaked for most of their projects, but the logic you put forth is flawed in general if not specifically.

The reason F1 is coming out so long after the EGO engine was complete is almost certainly that they were busy building other games using that engine... that's not things getting complicated, that's just b building games in succession.

We still see games coming out on UT3 engine, that doesn't mean it's taken them since UT3 came out to make the game...

Again I don't think you understand what you are talking about, have observed something and come to a conclusion that makes sense to you but is patently wrong.

And can we get back to where you say that the different eliments of a game can't be worked on simultaneously? The difficulties that you speak of?

Because I am really curious, do you actually have some in mind or are you just throwing out terms and them saying there must be some possible difficulties? Because that's exactly what it sounds like you are doing... I am not asking you to tell me what happened behind closed doors at PD, just give me some examples of what difficulties COULD have happened.

Clearly if you say things could have stopped or slowed down progress, you must have some understanding or examples in mind right? Toss those out there...

I agree with Luminus... you sound like you have picked up some terms, have a general idea how they apply to games and are now tossing them around to back up ideas and concepts you don't understand.

I have never worked for a big game company, but I have done some programming and have a fundamental understanding of the process... something I honestly don't think you do.

So really, go ahead and give us some details. Not asking for anything crazy, just kind of like the basic super simplified stuff I put up there to flesh out your idea. No one is asking you to be psychic or tell us things you can't know, just give examples of how what you say COULD happen with enough detail to show you actually understand the process. Because as someone who does understand the process, what you say makes little to no sense.

Agreed :tup:there is complexity in how a game works and how is being develop than basic bashing

You can't just say things like "well the physics engine and graphics engine require lots of work and there may be difficulties and stuff". That's like me playing I know about cars and saying "well you have to link the shifter and install the right kind of differential for the sway bars, and that can all get tricky you know".

Disagree 👎 Physics engine is really hard to script and a lot of glitches in the engine came come by because of bad compilations of the code,so therefore for a complex game engine there will be always troubles in the code and ,so in that aspect(even if gtracedriver don't know a thing about programming)he is right and you probably would be wrong in that statement.

either way I think this thread has become a joke and you guys should keep it on topic.
 
You mean where you took a game engine used by a company to crank out multiple games and decided that their most recent one being so long after the engine was first released was some sign of "difficulties"?

True a gamee engine is a great foundation to license to save yourself a lot of dev time, and true they get customized and tweaked for most of their projects, but the logic you put forth is flawed in general if not specifically.

The reason F1 is coming out so long after the EGO engine was complete is almost certainly that they were busy building other games using that engine... that's not things getting complicated, that's just b building games in succession.

We still see games coming out on UT3 engine, that doesn't mean it's taken them since UT3 came out to make the game...

Again I don't think you understand what you are talking about, have observed something and come to a conclusion that makes sense to you but is patently wrong.

And can we get back to where you say that the different eliments of a game can't be worked on simultaneously? The difficulties that you speak of?

Because I am really curious, do you actually have some in mind or are you just throwing out terms and them saying there must be some possible difficulties? Because that's exactly what it sounds like you are doing... I am not asking you to tell me what happened behind closed doors at PD, just give me some examples of what difficulties COULD have happened.

Clearly if you say things could have stopped or slowed down progress, you must have some understanding or examples in mind right? Toss those out there...

I agree with Luminus... you sound like you have picked up some terms, have a general idea how they apply to games and are now tossing them around to back up ideas and concepts you don't understand.

I have never worked for a big game company, but I have done some programming and have a fundamental understanding of the process... something I honestly don't think you do.

So really, go ahead and give us some details. Not asking for anything crazy, just kind of like the basic super simplified stuff I put up there to flesh out your idea. No one is asking you to be psychic or tell us things you can't know, just give examples of how what you say COULD happen with enough detail to show you actually understand the process. Because as someone who does understand the process, what you say makes little to no sense.

You can't just say things like "well the physics engine and graphics engine require lots of work and there may be difficulties and stuff". That's like me playing I know about cars and saying "well you have to link the shifter and install the right kind of differential for the sway bars, and that can all get tricky you know".

No... I don't... that makes no sense and unless you can clarify it, you pretty much represent the position of talking about what you don't know about.



Stuff like that just screams "I jammed a bunch of techie words together in a sentance to try and cover up I don't know what I am talking about".


EGO engine does 720p 30fps. All their racing game use it. It was developed of this gen. It took them some years to make it. All are facts!!!

The reason it takes them time is because they had to incorporate weather in F1, design 18-19 tracks F1 2010 cars. They already have Turkish GP, SPA in grid. New physics engine and support 24 drivers and of course sound and other things.

Unreal engine has also been constantly updated. Games using that engine take further a year or two using the same engine.

GT on PS3 is brand new engine they developed and also added lots of things like 3D, day/night cycles, variable weather and so on. GT5 supports both 720P,1080P 60fps and 30fps in replays. It takes time 💡

Do you think I and you can make it in a year. I think will can earn millions of $ then Sony will hire us and PD will be sacked :eek:
 
Maybe I'm being too purist or snobby, but this is how I'm approaching GT4, as an old school photographer. So everything I've accomplished has been entirely within the GT4 game engine and "camera" filter effects, and I only use an art proggie - in these cases, MS Paint - to resize and crop.

I find a great deal of satisfaction in using the GT4 renderer to coax out all the quality of my images, forcing me to work with the system as it is, rather than fluff it up with computer created eye candy.

...everything in the images is computer created eye candy ;).

It seems like the modeling team overestimated how fast they would get in their production, and instead of going from six man-months per car to just three or four, it was more like five or so, and tracks took a year or two regardless. I know many of us would rather they fudged some lower detailed content for more of it, but it's a little late for that. Besides, I LOVE that crazy detail!

Would the game really be worse without the back seat stitching modelled? Really?

By the way, consider me a numbers whore. ;) I also love collecting cars. If I really wanted to play a small GT game, I'd play GT3. I want to race the Sileighty with the new physics, and snap pics of it in the GT5 rendering engine. As well as hundreds of other cars you'll probably never see in another racing game.

Don't get me wrong, I love the variety too. I just want it all on one homogenous level of detail. Or at the very least, have the majority of the car lineup up to the higher level of detail. Not 4/5 from the last generation.

I know kingcars considers us fans as hopelessly addicted to Gran Turismo and devoted to Kazunori. Well, name another game series with such a pedigree, which isn't just an encyclopedia of cars and motorsports, but a celebration, and a work of art, where each game release is akin to an album release of a world megastar. Name another developer who can get in a car that isn't his, and in a few laps around a track, is close to record times with that vehicle. Or who has participated in professional races, while performing comparably to pro race drivers. What other game or producer deserves such accolades as they receive?

Oh well, consider me finger wrapped. :lol:

Just like kingcars, I too call myself a fan of the series. It doesn't mean I can't be critical.

In this case, I think something else is in play.

Considering the demands Kaz and his team have been under, I think the Standard car inclusion might have been a late development. Consider that in 2008 Kaz stated that GT Mobile would definitely be produced, but it would have to wait until GT5 was complete. Then the next thing we know in 2009, he's holding a PSP Go! and presenting GT PSP. While looking incredibly uncomfortable with it, I might add. And then over the next few months, he gives interviews with thinly veiled remarks about what a struggle it was, and that it took the entire team dropping GT5 work to focus on it.

Yes yes, you really don't approve of PSP. It's too bad a GT game on PSP was promised way back around GT4's release, so as far as I'm concerned, it wasn't so much a roadblock in the way of GT5's development so much as Sony finally reminding them of something they had said years previously. :)

Plus, as Amar has shown... Standard cars have been around a long time. Since GT Vision, really. The thing is, Kaz said years ago that GT5 was going to be a ground-up, fresh product. Then we got that deleted message about Standards... then E3's actual reveil of what that meant specifically. But we have had an enormous car count for a very long time as well, and after finishing the first of what has become the "Premiums", you'd think they would've figured out roughly how many they could fill the game with in a reasonable time. PSP may have hindered development of GT5 for a while, but I find a game on a new portable device (even if it's missing certain console features like GT mode) something to be far more proud of than recycling a last-gen, 6 year old game's entire car lineup and calling the game a "revolution".

Consider the Standard car trailer. If this stuff had been planned from the start, or even years ago, I'd think those models would have been spruced up and given new skins and textures, and given sectional modules to make them upgradeable like the Premium cars. Okay, maybe this work has been done anyway, and once again, Kaz is underselling GT5 to make a bigger splash when the truth is revealed. It could be. But the trailer suggests to me that a decision was made rather late in the game to include them, rather than release a GT5 which was about as big and involved as GT3. And I wouldn't have liked that nearly as much.

Hey, I would've thought those models would've been spruced up too. Apparently we thought wrong. I'm not entertaining the idea that they'll all be updated for release, for the simple reason that if they were going to show the Standards at E3, knowing they're out of date, I'd hope they'd show some updated version, the most recent they possibly could. But yes, I suppose it's still possible, however unlikely.

Even if the game were Premiums only... it's quite a lot larger than GT3. Or heck, if they would've set a limit of 3 man-months per vehicle, we'd be looking at a car lineup rivalling a certain competitor's... and then there's the issue of DLC.

I'm not saying a game where the Standards are absent would be a better game... but I don't think it really would've been much worse, either. At least it would be a game all on one level of quality (which would surpass all other competitors), instead of a mismash of woefully out-of-date and cutting edge.

I suppose I should say that I consider the XBox to be pretty close to a generational leap over the PS2, because it was five times or more as powerful. In contrast, the Dreamcast was rather similar in capability. Likewise, I don't consider the 360 to be one generation better than the PS2, not with specs and capability that place it squarely in the realm of a modern gaming PC. It's at least 20 to 30 times as powerful.

That's some odd rationalization. So the XBox and PS2 were not considered of the same generation? Are the PS3 and 360 not in the same generation either? Are you trying to tell me the PS3 isn't one generation newer than the PS2? Odd.

Perhaps you balk at Forza 2 as ancient history, but this is a game which has been improved to be the flagship racer on the 360 18 months after its release. I consider Sebring in FM2 to be far better looking than Fuji Kaido in FM3, and you can still see faceted edges in FM3 car models, sad but true.

Yes, you can, just as you can in GT5 Premiums. The point is they're not even nearly as noticeable as Standards.

I don't have time for any comparison shots this morning, and I know that for you, these images have nothing to do with level of damage or missing body panels - and for the record, there are very few racing games in which car debris will have the chance of damaging another vehicle.

Yeah, I know... but I keep hoping PD's put some attention to that and rectified it. If a part has weight to it when it's attached to the car, it should when it's fallen onto the track!

...now I'm wondering if my car's weight will be affected too ;).

Besides, it seems that nothing less than better-than-real image quality will do for you. ;) But these images stun me with the realism capable of the moldy old GT4 rendering engine, so this is mostly for the rest of the class.

...no, just "better-than-last-generation". Drab colours, zoomed out camera, and low resolution definitely help GT4 look decent, but even the TT, one of the more finely-modeled cars in the game, has some ugly pixelization around the wheel wells and the entire glass area. And the M3 doesn't hold a candle to current generation models. I honestly don't know how you could deny that other than blind allegiance to all things PD. I've always admired GT4's treatment of headlights and their realism considering what they're working with (and it's more proof that yes, the headlights are modelled on some cars), but they don't provide any actual lighting, which was disappointing.

I'll readily admit Premiums look better than the competition though, that has never been argued! :lol:

That's exactly what standard cars are, to me :dopey:

Ding ding ding!

I'll be the first to agree that GT has been an AMAZING series so far. But that still doesn't mean they should get away with murder.

Whoa man, murder is a bit strong. Lazily recycling last-gen assets to hit the all-important bragging right numbers is probably more acceptable ;).

That's REALLY interesting. And it actually shows more than 2 top-down convertibles on track at once. It's also showing that standard cars HAVE been around much longer than we've known about them (in GT5).

Well, frankly in regards to Standard model convertibles, it'd be justifiable to laugh at PD if they can't fit 16 on a track at once. 16 Standard models still don't cover even 1/2 of the poly count of one Premium!
 
Off-topic: (which means it shouldn't be here) I just can't help myself. I highly doubt PD even BUILT a game engine for this game. Creating a game "engine" simply means that you are developing a set of development tools in order to streamline development time and costs in order to produce multiple games on (usually) more than one system. Traditionally, (before people started creating and selling game engines in order to make money because it saves other people time, and money) developers created a game in a linear fashion from the ground up using nothing more than the platform they are working on and all supported formats. This style of game development is much faster and cheaper if you are only creating ONE game on ONE console, which is what PD is doing with Gran Turismo 5 and 6. There would really be no point to creating a "game engine" for this game.

Here is another way to think of it. You have a car company, one that only wants to build ONE car ONE time, would it be cheaper to create and build an assembly line (equivalent to a "game engine") or build the car by hand from the ground up? I can tell you from experience it is the latter.

On-topic: I'm not posting anything on this topic anymore. :)
 
Off-topic: (which means it shouldn't be here) I just can't help myself. I highly doubt PD even BUILT a game engine for this game. Creating a game "engine" simply means that you are developing a set of development tools in order to streamline development time and costs in order to produce multiple games on (usually) more than one system. Traditionally, (before people started creating and selling game engines in order to make money because it saves other people time, and money) developers created a game in a linear fashion from the ground up using nothing more than the platform they are working on and all supported formats. This style of game development is much faster and cheaper if you are only creating ONE game on ONE console, which is what PD is doing with Gran Turismo 5 and 6. There would really be no point to creating a "game engine" for this game.

Here is another way to think of it. You have a car company, one that only wants to build ONE car ONE time, would it be cheaper to create and build an assembly line (equivalent to a "game engine") or build the car by hand from the ground up? I can tell you from experience it is the latter.

On-topic: I'm not posting anything on this topic anymore.

Well they had to do it for PS3 it is a new console and different than PS2. They are using the assets of previous games but it is impossible for them to use PS2 engine. As a matter of fact they already said they threw all the code and everything is done from scratch.
 
Well they had to do it for PS3 it is a new console and different than PS2. They are using the assets of previous games but it is impossible for them to use PS2 engine. As a matter of fact they already said they threw all the code and everything is done from scratch.

I think what you are calling a "game engine" is NOT actually a "game engine". A "game engine" simply is a term used to reference a collection of development tools in order to streamline development IF you are going to sell it for other companies to use, or to use on other games the company produces, and to make it easier to port and develop on more than one platform. If you are only making one game chances are you're not even going to make any development tools since you are only making one game from scratch. All of the graphics processes, and the physics calculations are built by hand, and aren't created into a compact reusable set of tools. They're just assets.

It's like a said, an assembly line for making just one car. It doesn't make sense. It's possible, but doesn't make sense. I don't know how PD decided to do it, so you could be right, but it doesn't make sense to me.
 
No ... the engine here means that it is developed in house from scratch for this game only. Sony exclusive games are meant to use PS3 effectively and blu-ray disc. Just as example GOW3 uses 37gb of blue-ray disc. It cannot be used or made on 360. For GT on PS3 they do the same. Killzone is pretty similar and so on ...
 
It's like a said, an assembly line for making just one car. It doesn't make sense. It's possible, but doesn't make sense. I don't know how PD decided to do it, so you could be right, but it doesn't make sense to me.

You don't scrap an assembly line when you change models though, you adapt it and retool it for the new model.
I read the game engine wiki, like you, but I think I understood it differently.
 
I think what you are calling a "game engine" is NOT actually a "game engine". A "game engine" simply is a term used to reference a collection of development tools in order to streamline development IF you are going to sell it for other companies to use, or to use on other games the company produces, and to make it easier to port and develop on more than one platform. If you are only making one game chances are you're not even going to make any development tools since you are only making one game from scratch. All of the graphics processes, and the physics calculations are built by hand, and aren't created into a compact reusable set of tools. They're just assets.

It's like a said, an assembly line for making just one car. It doesn't make sense. It's possible, but doesn't make sense. I don't know how PD decided to do it, so you could be right, but it doesn't make sense to me.

Wrong,very wrong indeed what you are describing there is the developers tools, which are very different from the game engine,the game engine is the "base" where all scripted elements have to interact with,in example of an engine is valve's engine for counter strike and half life,is not the dev tools is the environment where the physics apply to different elements,what makes a game different is how the it is scripted,if you have play medal of honor beta you see that it is similar to frosbite's bad company 2 engine,the dev tools are the programs used to make the elements of the game interact with a better efficiency in a game engine,and in some cases to be used to script the behaviour of some elements in an pre defined element,in some cases the game engine is sold by one part and the dev tools are sell into other,PD develop both game engine and dev tools(i.e. the artistic developer tool to make the sls in one of the news)so don't make mistaken affirmations people and get back on the topic of the thread.
 
I just digged up something, shame on me I didn't do that earlier.

[...]

4 years later one would assume they've made some further improvement, but judginig from the "classic/standard" pictures even "GT4 upscaled" models were pretty impressive backthen.

987lgx.jpg

[...]
Those screens were released in 1920x1080 shortly after. 100% pure GT4 models. Nothing more.







click for 1920x1080
 
No ... the engine here means that it is developed in house from scratch for this game only. Sony exclusive games are meant to use PS3 effectively and blu-ray disc. Just as example GOW3 uses 37gb of blue-ray disc. It cannot be used or made on 360. For GT on PS3 they do the same. Killzone is pretty similar and so on ...

Yes, if all you're doing is creating one game it makes no sense to make a "game engine" all you have to do is create each component of the game individually, which is cheaper and faster than creating a "game engine" and THEN building on top of that basic collection of development tools. If you were to create a "game engine" AKA a set of development tools, you would have to wait until you finished that in order to keep going with the individual aspects (which you can create at the same time), OR you can not create a "game engine" and just go ahead and build each individual aspect at the same time. Which in turn saves time and money. Yes GOW III takes up a large chunk of the blu-ray disc, but that does not mean that the "game engine" that they were discussing in the beginning of the GOW III video couldn't be used for more games by that development company or sold to other developers. (Which it just might).

Or perhaps MY understanding of a game engine is incorrect. I think I probably need to do more research on what constitutes as a "game engine".
 
Back