GTPlanet Weekly Rewind: Driven into a World of Possibilities

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What an unbelievably exciting week! Not only are we on the tail-end of another Formula 1 weekend, but there’s been tasty news morsels left, right, and center concerning games of varying natures; all of which deserve a sliver of attention, and that’s not even mentioning that the Super Bowl of video gaming nirvana takes place next week.

That’s right, it’s that time of the year of again – no, Christmas has not come early so you can put the decorations right back where they came from. I’m talking about the wondrous E3 taking place in Los Angeles, and it all begins next week Monday.

What are you most looking forward to at this year’s E3? Let me know in the comments below!

GTPlanet Picture of the Week

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This week’s featured image is a gorgeous one, and could quite possibly pass for the real thing if it were slipped into a stack of real photos. Brought to us by taz, this is the BMW 1M Coupe behind the line at Monza.

Have a suggestion for next week’s featured image? Drop me a private message, entitle it “GTPlanet Picture of the Week”, and fill it out with your two choices and they’ll be featured in upcoming Rewinds. NOTE: You cannot elect your own work.

GT6 and Goodwood Set to Reveal Mercedes Motorsport Feature Simultaneously

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On June 26th a new central piece will be unveiled at this year’s Festival of Speed, and this unprecedented collaboration between Polyphony Digital and Goodwood will bring the new “central feature” to life in the virtual world of Gran Turismo the moment it’s revealed — 10PM (UK time) — in the real world, thus allowing players to drive the famous Hillclimb course past the spectacular new tribute before any of the real-life drivers have the opportunity to.

See the original post here for more information.

New Nissan Coming to GT6 on June 10th

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“There are 148 Nissan cars in Gran Turismo 6. Each car — from the Skyline Sport Coupe and Fairlady Z, to the GT-R NISMO GT3 — represents a chapter of Nissan’s story. On June 10th we open the next chapter.”

See the original post here for more information.

GTPlanet Quiz of the Week

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The thirteenth week is upon us, and the question is and forever will be, how much do you know?

1. What car is referred to as a “unicorn” in the 2000 action film Gone in 60 Seconds?

2. This track made its debut in Gran Turismo for the PSP and hasn’t been seen since.

3. Ian Callum and Henrik Fisker are responsible for this 2004 Aston Martin grand tourer.

4. This chassis from F1’s past is powered by a 3.5L Ferrari Tipo 036 V12 engine.

Clues will be provided if necessary. The official thread is up and running and has finally been updated but there’s still work to be done. Drop me a private message, entitle it “GTPlanet Quiz of the Week”, answering in the comments section does not count, and share your answers.

Forza Horizon 2 Announced, Set for Fall 2014 Release

Weather is finally making its debut appearance in the Forza series. One of the most surprising things regarding the announcement of Forza Horizon 2 is not only will there be a made-for-Xbox One version headed by Playground Games using the baseline of Forza Motorsport 5, but there will be an Xbox 360 version handled by Sumo Digital, whose responsible for a reputable library of ports and wholly-developed games. The latter will be built upon the original Forza Horizon.

Details on any possible differences between the two versions have yet to be clarified, however, with E3 looming in the distance you won’t have to wonder very much longer.

Contrary to original rumors which placed the game’s setting in the bayous of Louisiana, the game will actually be set in Southern Europe, leading to “incredible diversity” and “amazing vistas.”. Specifically the South of France and parts of Northern Italy, areas that were considered as potential spots for the original Horizon.

[It’s] a place of vast landscapes, amazing vistas, beautiful, unspoilt scenery, and incredible diversity. From the foothills of the Alps, right down the Mediterranean Sea. From the rolling hills of Tuscany in Italy, across the border into France and beautiful Provence and the glamorous Côte d’Azur.

Incredible variety, amazing landscapes, amazing vistas for you to explore. So that doesn’t hurt, having a beautiful world to start with is a big start.

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Forza Horizon 2 will feature a revised open-world concept, by removing barriers that heavily dampened the degree of freedom in the original game with the philosophy “if there isn’t a barrier in the real-world, if there isn’t a wall, there shouldn’t be one in our game,” remarked by Ralph Fulton, creative director at Playground Games. “We want the player to be able to drive wherever he can in the real world.”

So that means that not only is the world of Forza Horizon 2 bigger than the one in Horizon, it also has three times more driveable area; a three-times bigger play space. Which means that you’re no longer constrained to the road. You can take the road, or you can hoon off it, through a fence. Through a vineyard. Through a deep forest or up a hill. Suddenly we’re really realising that sense of freedom that people feel is so important to Horizon.

Freedom isn’t the only aspect of Horizon 2 that has improved over the original, the new entry in the series has permitted Playground to fill the game with more of everything for the player to do, and this isn’t restricted to ‘just’ racing – you can expect to collect more things, more to discover, and more secrets and barn finds to track down. There will be more than 700 events across the world of Horizon 2, contributing to an admittedly conservative 100 percent completion of well over 100 hours.

There’s plenty more information on Horizon 2 that you can read exclusively at IGN, as they continue to unravel information on the upcoming game all month long.

GTPlanet Vehicle of the Week

This week’s featured vehicle is none other than the 1985 Lotus 97T designed by Gérard Ducarouge. The 97T is powered by a 1.5L turbocharged Renault Gordini EF15B V6 engine which produced 900 horsepower in race trim, and over 1,000 horsepower in qualifying trim.

Have a suggestion for next week’s featured vehicle? Drop me a private message, entitle it “GTPlanet Vehicle of the Week” and fill it out with your two choices and they’ll be featured in upcoming Rewinds. NOTE: You cannot elect your own work.

Driveclub – 51 Details That Will Blow Your Mind

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Driveclub, for those of you that may not know, is a first-party exclusive that was originally intended to launch alongside the PlayStation 4 last year November but was ultimately delayed to polish things up more and provide an overall better game than what would have possible at the time.

Fred Dutton of the PlayStation Blog recently visited Evolution Studios and was treated to, in his own words, “anecdote after eyebrow-raising anecdote from key team members about just how detailed this game is.” He compiled a list of just how detailed the forthcoming title will be, and in effect, just how much there is to look forward to. I’ll only outline 12 of the 51 details, but rest assured you’ll be able to read the entire list after the break.

  • NASA data was used to accurately map out the night sky – so wherever you are in the world you’ll see the correct star constellations for your location.
  • Clouds react dynamically to different wind speeds. This is then converted into a ground wind speed which accurately interacts with all vegetation, overhead cables and other environmental features, based on their height from the ground.
  • Road tarmac textures are hand-modelled rather than tiled or tessellated. Stones and bitumen are all placed and then rendered procedurally to give realistic surface detail with huge visual variety and no repeating detail on any road surface.
  • Some tracks boast over 1.2 million road-side trees – and this number keeps going up as the artists try to out-do each other as development progresses.
  • There are over 100 different varieties of trees, bushes, mosses and flowers. The team consulted botanists at Kew Gardens to learn which plants would naturally grow in each location.
  • Screen space reflections (SSR) are being used together with real time dynamic light probes to render vehicle lighting and reflections more accurately, as opposed to using outdated pre-baked cubes.
  • Animated active aero flaps are rigged up accurately and coupled with the physics system to operate exactly as they would in real life. The Pagani Huayra is one of the best examples of this.
  • When you race, the engine sounds are different based on which of the six camera views you choose – inside or outside of the car. You’re not hearing the same engine audio with a filter – it’s all recorded separately.
  • The recordings were so accurate that BMW and Mercedes-Benz AMG requested copies to replace their existing library.
  • Although not a sim, DRIVECLUB’s handling model is based on real world physics, using technical data about performance provided directly by the manufacturers.
  • Aerodynamics are physically modelled. For example, activating DRS on the McLaren P1 affects the levels of downforce to increase top speed and acceleration.
  • When an AI driver has a car with KERS (Kinetic Energy Recovery System) fitted, they will use the energy strategically at opportune moments to pass or block opponents on the track.

You can read the entire list in the full breadth of its utter amazement right here.

GTPlanet Tune of the Week

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This week’s featured tune, recommended to us by tuning aficionado danbojte and courtesy of tuner extraordinaire praiano63, features the 2000 Renault Sport Clio RS Trophy V6 24V.

Victory is the name of the game as usual and if it’s a deserving victory that you’re after and you want to do so while using a car sporting 24 valves, then you’ll want to stop by and see the tune for yourself!

Exactly like the Picture and Vehicle of the Week features, if you have any suggestions for the upcoming Rewinds be sure to drop me a private message, entitle it “GTPlanet Tune of the Week” and let me know. NOTE: You cannot elect your own work.

What Attracts One to A Racing Game, Part 2

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A couple of months ago you may recall a similarly-titled piece where I asked and attempted to answer the all-important question of what it is that attracts one to a racing game, and while the end result provided a variety of multifaceted answers it remains a question in my — and I’m sure in many of yours — mind to this day. What is it that’s so attractive about a racing game?

At the end of the day, as all things are, it breeds repetition. To be actively involved in a game, an entire “meta-library” of games where the objective is essentially the same no matter how it’s dressed, disguised, likened to, or even blatantly expressed takes a level of unwavering interest that it could very well pass as a science in and of itself.

Speaking from personal experience I know now what attracts me to a racing game as I near 30 years of age, and I can tell you right away it isn’t the visuals and it isn’t how utterly realistic the representation is – of course those things will always be examined because it’s natural to do so, what attracts me to a racing game now more than ever is one that takes itself seriously; a racing title that strives to rise above complacency, to re-invent itself time and time again all the while remaining true to its original conceptual tasking. I cannot think of a single racing title that hasn’t fallen into the grasp of conformity.

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That is what attracts me to a racing game. The endless search of the one game, or maybe even several, that is the perfect fit for me. One that stubbornly chooses to go it’s own way, and not the way of what could eventually lead to utter stagnancy. I now realize that this journey can be likened to a love story of fairy tale proportions: will I ever find the “one”, will I ever be able to stare out at the horizon and think to myself “this is what I’ve been waiting my entire life for”?

Who knows. What I do know has given me enough of a head start to realize what I finally want, and knowing is half the battle.

GTPlanet Photomode Competitions

– Coming Soon!

Closing Thoughts

E3! E3! E3! Sorry, that might read like an overjoyed sportscaster highlighting the win of a team that came from behind to pull a 3 point lead, thus winning the game and the championship. I’m thoroughly excited for what next week is going to bring, but of course, with that comes the realization that several games I was looking forward to playing this year just won’t be the case anymore: Quantum Break, The Order: 1886, Batman: Arkham Knight.

Despite that, here’s to what looks to be shaping up as a wonderful year full of enough games to beat yourself over the head with. Until next week, keep racing!

Photomode images by mazda787, RaY29rus, ShaolinMasta, and chromatic9.

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Comments (46)

  1. SZRT Ice

    “Definitely not a “SIM” in the slightest yet likely some good fun for those who like that sorta thing.”

    OMG, really???

  2. JASON_ROCKS1998

    I think Forza Horizon 2 should be compared more to The Crew instead of Drive Club, considering Drive Club is a circuit(-ish) race on closed tracks with Forza H2 and the crew are both open world games with massive maps (Europe for Forza and USA for Crew), may get the Forza for my old 360 as it really doesn’t justify me getting a XB1 for it. Getting the Crew with Drive CLUB FOR ps4 and hopefully the Huracan comes to Crew, Drive Club or GT7.

    1. SZRT Ice

      The Crew is a game I’d actually label as “arcade”. It doesn’t attempt to simulate real to life physics. It has what I refer to as “extreme mods” which increase vehicle endurance to damage, increasing damage inflicted on oth

    2. SZRT Ice

      The Crew is a game I’d actually label as “arcade”. It doesn’t attempt to simulate real to life physics. It has what I refer to as “extreme mods” which increase vehicle endurance to damage, increasing damage inflicted on other vehicles, turning a sports car into an off-road vehicle with big off-road tires, fog lights, body reinforcements, etc. And there are heist/co-op missions. Definitely not a similar in the slightest yet likely some good fun for those who like that sorta thing.

      I believe “blur” had more simulation styled physics than The Crew will. And that game was hella arcady, a.k.a “Mario Kart for the big boys using real cars”.

      Kinda miss that game. It was tactical, high speed, vehicular warfare.

      My skepticism is high on The Crews handling model and vehicle customization, however, the open world nature of the game has me keeping an eye on announcements to come.

    3. MLRSparco

      Unfortunately there really isn’t anything you can compare Horizon to,both DC and The Crew are both doing different things.Hopefully EA is secretly working on NFS Underground 3 to show at E3 instead of there usual POS game.

    4. SZRT Ice

      “Definitely not a similar in the slightest yet likely some good fun for those who like that sorta thing.” (Damn auto-complete)

      @ MLRSparco
      Agreed. I hope they bring back the tight drag racing and drifting segments as well. Couple that with a more realistic handling model… Gold.

  3. JASON_ROCKS1998

    The way they put mics around the car is the same thing Turn 10 did with Forza 4, but with less than they have used here. This and the crew are the only 2 games I am getting with my PS4 later this year until NFS 2015 and GT7

  4. stupidstormy36

    The tire skid sfx in the Drive Club (DC) video at about the 1:10 mark…oh man I loved it! I really like the new tire skid sfx in Gran Turismo 6 (GT6), and how dynamic it was between the different tiers of tires (comfort, sport, racing, etc.), but that was epic in the DC video. Definitely still getting it.

    “There are over 100 different varieties of trees, bushes, mosses and flowers.” I laughed when I read this pointer. Not in a bad way though. Just my nature when I also said “Who cares! You’re going to be mowing them down anyways…um…minus the trees.” Not to be mean or anything, it’s just my comedic nature. When it clicks, it clicks.

    About the Forza Horizon 2, I’m still tossing about this game. I’m going to wait on it for a while to see if it’s worth it. I played the first one a little bit, so I can’t judge it yet. There’s just something about the physics that just doesn’t seem right in the Forza games for me. But that’s something else for another time.

  5. VBR

    Drive Club is sounding very impressive indeed. However, seeing the sheer realism & detail they’re going into makes me wonder why they’ve chosen not to include a full on sim mode (regarding physics) as an added option.

    1. Johnnypenso

      Target audience would be my guess. There’s a huge audience for “drive by the seat of your pants, tail end hanging out in every corner” type of racing and I’m sure they’re hoping to dominate that segment and leave the sim racing segment to PCars.

    2. SZRT Ice

      Accessibility. To make it fun enough for casuals to pick up & play (and admire), yet authentic enough for the enthusiasts to compete, dominate, and allow their skills to shine.

      Driving is meant to be fun. I like the approach that they’re taking. I’m certain drifting and such may be part of the points system, but assessing fierce competition for points gaining will play a roll in how the game is played. It’s not gonna be NFS: Hot Pursuit or GRiD 2 where drifting actually makes you drive faster, that’s for sure.

  6. SZRT Ice

    Seriously wish Turn10 went multiplat. I can’t warrant a purchase of 2 next gen-systems, but Forza Horizon 2 is different enough to warrant a play through. PD needs to seriously consider outsourcing or hiring other 1st party developers for additional GT related projects before they get left in the dust… It’s time for some fresh ideas and talent over at Polyphony Digital!

  7. kollosson

    Drive Club looks to be similar to PGR which is not a bad thing, it will be interesting because DC is in direct competition with Forza Horizon 2, battle will commence at E3 ( hoping to see some GT7 footage also )

    1. MLRSparco

      Wish DC was free roam or it would be better,as it stands now the only things I believe DC has over Horizon 2 is maybe graphics and maybe physics thats about it,Horizon has DC beat on just about everything else.

    2. SZRT Ice

      Not verified, but I believe DC will have a full fledged livery editor. No word on kits/customization.

  8. binbin90

    Horizon 2, now with it’s very open world feel, kinda is NFS-ish with better physics, not a reason for complaint though :)

  9. AAR_CobraJet

    It would seem that Forza Horizon 2 would be the only place to get my hands on the lovely Lambo Huracan! What sweetness!

  10. 05XR8

    If the original TOCA Touring Cars and V8 Supercars were rebooted to todays graphics and the same AI on the PS4, they would be the only games to own.

    1. SZRT Ice

      When I hear “Arcade”, I think of Cruisin’ USA, Rush 2048, and Maybe Kaido Drift Battle. People sling the word “arcade” around like a curse word at everything that isn’t Gran Turismo or iRacing.

      Looking at Drive Club, if THIS is the new definition of “Arcade”, then I guess I will be an “Arcade” fan because this game is AWESOME and does more simulating to me in the areas that matter than some of the Simulators many hold so dear…

      This is not a game I would want to miss out on because of the “arcady” opinions people like throwing around so recklessly*. Miss out if you want to, this is MY reason for a PS4 purchase.

    2. MLRSparco

      Ikr lol for some reason people think arcade games are made from the devil or something lol,I for one am looking forward to DriveClub as well as Grid Autosport even though its not going to be on the new consoles.I think these games will be a good distraction from GT6 and will give us challenging A.i unlike a certain game…lol

  11. wudy201

    What attracts me is being able to choose some random car I see on the road, a driveway a dealership and being able to get behnd the wheel. Since most of us wont even get the chance cars like the Veyron, F40, Enzo, or any Lambos, Ferrari, Aston, some BMW and Mercedes, RUFs and cars like that because they cost more than we make in half our working lives or drive cars that just are not availabe in your country for what ever reason to one off concepts that will never be produced or avalable to drive to the fact the we just wont due to how many vehicles exist ever have the chance to own/drive that many everyday affordable cars. Games like GT, Forza give us the next best thing in experiencing these cars in an affordable less time consuming virtual way that nowadays is pretty much a realistic experience. And being able to drive an all electric leaf at under 100 mph to a Civic at everyday car speeds to Corvette, Viper and those type of cars that enhance an everyday drving experience and not just having our only option being track designed racecars that you drive 200 mph in. So in short I like options to drive a simple basic real life car at slower speeds to a asphalt tearing rubber melting speed machine the can barley stay on 4 tires to something never mass produced to something unique like Andrettis Hudson to the Deltawing to tbe Rocket to the karts all the way to the Redbull Fan Car. Even the Lunr Rover was a cool experience.

    1. SZRT Ice

      They’re on the same team you know? You should hope that it does well. Looks better than the stale lifeless 3d environment in another game I know of.

    2. SZRT Ice

      Riiiiight!!! That totally explains how Naughty Dog, Crystal Dynamics, Sucker Punch, Ubisoft, Evolution Studios, Guerrilla Games, and however many others were able to make amazing, dynamic, and life like environments in their games! I totally agree with you! A 3rd party company like RockStar would never be able to make a game like GTAV on 7 year old hardware either! It’s only capable on “next-gen” really. What was I thinking?!?

    3. ildd

      Not sure if serious…
      GTA5 had nowhere near the graphical quality that GT6 has. That frees up a hell of a lot of RAM/graphics card space for them to do more stuff…
      And as you already know GTA5 is on 7 year old hardware so I’m not sure what you’re getting at.

    1. SZRT Ice

      More Noteworthy Facts on DriveClub:

      Artificial Intelligence

      48. The AI drivers adapt their racing tactics and braking strategy based on pressure from players or other drivers. When alongside them, they will try to brake deeper into the corner.

      49. AI drivers always try to predict overtaking opportunities based on the track, the performance of their car relative to opponents, and also how opponents are driving at any given moment.

      50. When an AI driver has a car with KERS (Kinetic Energy Recovery System) fitted, they will use the energy strategically at opportune moments to pass or block opponents on the track.

      Audio

      38. Each reference car was fitted with at least 16 separate microphones to authentically capture the sounds of the engine from 360 degrees, inside and outside of the car. Some had four mics on the exhaust alone.

      39. In-game, the engine sound reacts to your perspective. Pan around a stationary car gunning its engine and the sound shifts with the camera position (relative to where the engine is)

      40. When you race, the engine sounds are different based on which of the six camera views you choose — inside or outside of the car. You’re not hearing the same engine audio with a filter — it’s all recorded separately.

      41. The recordings were so accurate that BMW and Mercedes-Benz AMG requested copies to replace their existing library.

      42. In many cases, Evolution’s audio captures are the most high definition recordings of these cars in existence.

      Handling and Physics

      44. Although not a sim, Driveclub’s handling model is based on real world physics, using technical data about performance provided directly by the manufacturers.

      45. To fine-tune the performance of every vehicle, a virtual “rolling road” test is used to check acceleration, top speed, weight distribution, and braking performance.

      46. Aerodynamics are physically modelled. For example, activating DRS on the McLaren P1 affects the levels of downforce to increase top speed and acceleration.

      47. Evolution worked closely with Thrustmaster to get the best possible feel on all their wheels. When using a supported wheel you get 1:1 movement between the steering wheel in your hands and the steering wheel in-game.

      Weather

      3. All clouds are full 3D models to ensure accurate light diffusion from the sun. They’re calculated at massive distances in a fully volumetric form, so thin clouds cast lighter shadows than dense storm clouds, and their color impacts the feel of the landscapes and cars.

      4. Skies are uniquely generated every time you play, so just like in real life you’ll never see the same sky twice. Unless you’re replaying somebody’s challenge, in which case it’ll replicate exactly to ensure a level playing field

      6. Clouds react dynamically to different wind speeds. This is then converted into a ground wind speed which accurately interacts with all vegetation, overhead cables and other environmental features, based on their height from the ground.7. Waves and rippling on the surface of lakes is dynamically linked to wind speed, which affects how clear reflections are in the water.

      The Environment

      8. High resolution NASA data was used to accurately map landscapes and mountain formations — which were then tweaked to ‘improve’ on their natural beauty and make them perfect for high-speed racing.

      11. Each location has a draw distance of up to 200km to the horizon and even simulates the curvature of the earth in both skies and terrain. Distant landscapes are built out and fully modelled, instead of “painted on,” to ensure that they support the dynamic, volumetric nature of the skies and lighting.

      12. All environmental light sources are independently generated with different properties. The team sampled the color and intensity of individual streetlights, house lights, and even camera flash bulbs, which you’ll see best in any of the Indian tracks at night.

      The Cars

      21. A typical Driveclub car is made up of 260,000 polygons. The staggeringly detailed cars you see in promo videos are the same models you drive in the game — they’re not pre-rendered CG versions.

      22. Each car takes approximately seven months to create — from initial licensing, reference collation, CAD data processing, asset production, physics modelling, through to the final car in-game.

      24. Pagani employ seamstresses to accurately match up the symmetrical carbon weave on the cars bodywork, and even add the “Pagani” name to their small screw heads. These nuances are accurately reproduced in-game.25. The same 3D CAD (Computer Aided Design) engineering data that the manufacturer uses to factory produce each vehicle has been used by the development team to create each car.

      26. More than 500 different material types are available to designers to apply to the vehicles.

      27. The cars have realistic layered paint materials — base metal or carbon layer, primer coat, base color coat, two metallic paint coats, clear top coat, etc. — which can all be stripped away individually as part of the damage system.

      28. A full shader-driven procedural system is used to simulate car damage. Multiple layers of scratches appear in the most exposed areas and edges, revealing undercoat and bare metal or carbon. A parallax mapped dent layer provides minor crumpling, and a physics driven vertex deformation system is used for severe damage.

      29. As you race, dirt and dust gradually builds up on the car, subtly altering its appearance.

      30. Screen space reflections (SSR) are being used together with real time dynamic light probes to render vehicle lighting and reflections more accurately, as opposed to using outdated pre-baked cubes.

      31. The car dashboard reflects onto the windscreen in bright light; and the car exterior reflects onto carbon interior panels.

      32. Anisotropic lighting is used to simulate the effect of each individual thread in carbon fibre weave. The pattern of the carbon alters realistically with the lighting angle and surface curvature.

      33. Headlights are modelled using multiple layers of reflectors and lenses that realistically reflect and refract the bulbs shining beneath.

      34. Rainbow specular highlight effects can be seen in headlight lenses because thin film interference is utilized.

      35. Animated active aero flaps are rigged up accurately and coupled with the physics system to operate exactly as they would in real life. The Pagani Huayra is one of the best examples of this.

      36. Conversion of kinetic energy to heat is physically modelled to accurately render the temperature and glow color of brake discs.

      37. The speedometer displays have been accurately reproduced for every car in terms of visuals, technical display output, and behavior (again, all hooked up to the in-game physics).
      Handling and Physics

      44. Although not a sim, Driveclub’s handling model is based on real world physics, using technical data about performance provided directly by the manufacturers.

      45. To fine-tune the performance of every vehicle, a virtual “rolling road” test is used to check acceleration, top speed, weight distribution, and braking performance.

      46. Aerodynamics are physically modelled. For example, activating DRS on the McLaren P1 affects the levels of downforce to increase top speed and acceleration.

      47. Evolution worked closely with Thrustmaster to get the best possible feel on all their wheels. When using a supported wheel you get 1:1 movement between the steering wheel in your hands and the steering wheel in-game.

    2. Johnnypenso

      Damn, that’s impressive. I’ve been saying for a while that people don’t realize just how far GT has to go to be ready for the next generation, but seeing that list, it’s a lot farther than even I realized. People have been asking for an updated GT6 on PS4 but DriveClub is setting too high a standard for that to be feasible. Do you have a link for that full list?

    3. sailworksman

      That’s right Johnny, pretty soon its going to be GT Who??? Forest of Canada video clip, that was epic.

  12. Severn

    What attracted me to racing games when I was younger was the constant and rapid evolution of the genre… the numbers of cars, tracks, pixels, frame rates… blah, blah, blah, blah. Now that I’m older I find myself caring less and less about those things, and instead caring about the feeling of the race. I love gaming, but there’s something different about playing a good racing game to me… I’m not playing a character… I’m driving. With GT6 I decided to start driving online with the Turtle Racing League, and the beautiful thing is that my family understands that it isn’t just playing some game I can pause and go take care of something… it is, to me, what softball is to my wife, and even my kids (who are 4 and 9) understand that even though I’m technically in the house, I’m playing my “sport” (I love them for that). For 15, 30, 45 or 120 minutes I exist outside of the real world and it’s just wheel, screen, and engine noise.

  13. SomePlayaDude

    E3 is what’s on the menu. Aside from new games, I expect announcements regarding our GT6 screams hopefully? Fingers crossed, lads.

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