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Diamond Member
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Thanks for the translation TenaciousD
Biggest news I got out of that was the night racing. Hopefully they weren't just seeing SSR5 or SSR11. For the 1,000 time, day/night is essential for at least the three 24 hour races, Daytona, Nurburgring, and Le Mans. However how will he recreate true to life NASCAR crashes? Simply having more peices falling off the car and adding rollover is not enough. When a car smashes into a barrier head on at high speed it should bounce back or at the very least have the rear wheels lift off the ground. In the demo at TGS its like there isn't any physics calculations going on between contact of the cars and walls. When they ram something head on at full speed the cars just stop. That's why you still saw guys sliding all along the walls in the demo. Proper physics would say the friction of a heavy metalic car smashing into and sliding along a concrete car should slow it down dramatically, but in the TGS demo it appears there are no physics calculations and you just bounce off the wall. The physics make the car behave as though its light weight plastic bouncing off of plastic walls. Hopefully Kaz does not neglect crash physics while focusing on deformation |
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Active Member
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"Just then came the story of the day. While we were listening to the sensei's dissertations, I noticed the presence of a woman. Quite attractive indeed. By turning my head a few degrees to see the rest of colleagues from the media, I could see that they also had "detected" the presence of the employee. Moreover, it appeared that nobody was paying attention to Yamauchi any more. All had their eyes fixed on the girl. It seemed so funny that I couldn't fight down a laugh. Absolutely innocent, I swear. It was all so hilarious. My companions immediately understood the reason for my laughter, as well as Yamauchi. Being nobody's fool, he told us, "You can take pictures and record video if you want." Although he did not specify whether it was the girl who had to immortalize, all ran like a pack of wolves stalking their prey. She immediately saw that she was the center of attention and posed very nicely (and with some embarrassment) in the middle of her work. This went on for several minutes until Yamauchi said, "I think that is enough, gentlemen." And on our way we went."
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In another vein, we also discussed the balance that had to be constantly battled in the development of Gran Turismo. On the one hand, an easy game anyone can play, and other, the harsh realism of simulation. According to Yamauchi, both must be present in a game of this nature, but it is difficult to combine in an elegant and convincing way. He said that within the first 20 seconds of first contact with the game, you can see that something has changed. You can find that balance. He also told us that the demo version that was installed on both the Tokyo Game Show and the booths present at the premises of the company lacked the latest damage build. It is a feature in which they are still working on, car to car. Just thinking about it makes you giddy.
As for the new cars, hybrids will be included. Also present for the first time are legendary brands like Lamborghini and Bugatti. Also present are cars from NASCAR and World Rally. Speaking of NASCAR, Yamauchi noted that the deformation and damage in these high-speed races will be absolutely amazing and true to life, with turns, spins, rollovers, and so on. We will have to see to believe. ![]() props for the translation! |
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Active Member
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Wow, awesome translation. Spanish isn't my first language, so even though I got the main points and ideas, I couldn't get a few details. Hopefully this translation will help with the GT5 discussion too.
What I found interesting here is this part:
Quote:
Many vehicles, most of them dismantled to the core, with all its pieces laid out around them.
Edit: I feel quite flattered, I believe what I wrote has served its purpose but now we have a superior translation, so feel free to dump it if you want.
Last edited by tibiquera; Oct 02 2009 at 8:49 PM..
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Diamond Member
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I wondered why this interview was being heralded as some kind of epic, and I enjoyed transmogrifying it into english. As it was almost five hours of work, I can see that I missed a few spots, and a few more could use some tweaking. I might do that. Edit: I did, and a few things are a scouche clearer.
As for the physics and damage, from the reactions of the journalists and remarks of Kazunori-dono, GT5 is shaping up to be something much more than we saw in the TGS demo, because they all got to play with that previous to witnessing the trailer. It could mean we'll see something approaching - or even surpassing - the amazing collision and damage implementation in GRID. Since I'm already happy with what's in the TGS demo, I'm sure I'll be blown away. Kaz makes it sound like the street cars won't be that far behind the race cars in damage. I think Ferrari Challenge style or better would make most of us happy. Then again, who knows what the car makers are letting him get away with? So far, everything revealed in GT5 has been surprising to most of us, so we might have some eye openers in that regard. And you know that he still hasn't shown us everything he has created and will include. And thanks for all the nice words. ![]() Edit: there was one thing I was curious about. Among the many things that left me scratching my head was this phrase from the interview: "They talk a good game but not a juegazo." I'm curious if this means something along the lines of a "great accomplishment," a "tour de force," a "masterpiece" or what.
Last edited by Tenacious D; Oct 03 2009 at 1:24 AM..
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Countach rumble
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Edit: there was one thing I was curious about. Among the many things that left me scratching my head was this phrase from the interview:
"They talk a good game but not a juegazo." I'm curious if this means something along the lines of a "great accomplishment," a "tour de force," a "masterpiece" or what. The word come from: juego(game) + azo(augmentative suffix), more like a "big quality game". Great work with the translation. |
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If you could show me where it's at because I don't know where it's found nor the context. But if my Spanish is correct, when a word finishes with "azo", it means something superlative, or great, just like with the words "gol" and "golazo". So if my Spanish is correct, the word "juegazo" should mean something that's beyond being just a good game. Probably a good translation would be and extraordinary game or something like that.
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Diamond Member
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Thanks for the two posts of clarification, guys. I knew that "juego" meant "game," but God knows how many instances there are of one letter change rendering a word with an entirely different meaning. So I didn't know if that was a play on the word "game" or what, exactly. I'm tempted to leave the phrase alone, as "They talk a good game but not (an awesome game)" will take some thought to keep from sounding clumsy or dumb.
![]() I thought about re-writing it in a more proper English style, but I like the odd phrasing, poking at you the fact that this is from another culture. I might play with it a bit more, as there are still a few errors and rough spots, but reading it over again, I'm pretty happy with it. The many details brought out of the interview are exciting to dwell over, and I wish I could be friends with Kazunori-dono. I was just made aware that my suffix, "-dono," is so archaic these days that it's rarely used, mostly on a few documents. It means "lord" or "master," though these days, the usual honorific is "-sama." Xavi uses it in his article properly, though that suffix has connotations near worship which I'm a little uncomfortable with. |
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Active Member
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Thanks for the translation TenaciousD
Biggest news I got out of that was the night racing. Hopefully they weren't just seeing SSR5 or SSR11. For the 1,000 time, day/night is essential for at least the three 24 hour races, Daytona, Nurburgring, and Le Mans. However how will he recreate true to life NASCAR crashes? Simply having more peices falling off the car and adding rollover is not enough. When a car smashes into a barrier head on at high speed it should bounce back or at the very least have the rear wheels lift off the ground. In the demo at TGS its like there isn't any physics calculations going on between contact of the cars and walls. When they ram something head on at full speed the cars just stop. That's why you still saw guys sliding all along the walls in the demo. Proper physics would say the friction of a heavy metalic car smashing into and sliding along a concrete car should slow it down dramatically, but in the TGS demo it appears there are no physics calculations and you just bounce off the wall. The physics make the car behave as though its light weight plastic bouncing off of plastic walls. Hopefully Kaz does not neglect crash physics while focusing on deformation |
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Diamond Member
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I can't agree more. The collision physics are what counts. There needs to be a shift in weight when cars hit walls/objects. A crash needs to show change in momentum on impact, and the transfer of the weight of the car, possibly tires leaving the ground. For example in GT5:P you just 'bounce' off the walls with no change in momentum, speed, or direction. You kinda just 'ride' the wall. When you hit walls headon, your car just stops, there is no 'feel' of impact. Hopefully the new physics will change this.
I overlooked the bad collision physics over the past GTs because IMO what is the point of collision physics without damage. Now that damage is in the collision physics MUST be improved. They go hand in hand. You cannot have one without the other or things will look silly. |
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MR2 = Addiction
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I am going to go ahead and say right now it will be unacceptable for PD and Kaz to add advanced damage and deformation but to keep the collision physics where they have been for the past 10 years.
I overlooked the bad collision physics over the past GTs because IMO what is the point of collision physics without damage. Now that damage is in the collision physics MUST be improved. They go hand in hand. You cannot have one without the other or things will look silly. |
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Diamond Member
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Well, proper collision dynamics, at least realistic ones, will depend on a good crumple model. Forza does a pretty good job with limited deformation. The GT5 TGS demo had little to no deformation, and still the collision physics looked much improved.
We're going to have to wait and see how well the physics team have done their homework, tempered by the requirements of the licensees. Keep in mind that PD don't have free reign to do what they want. Er, simo-post.
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Diamond Member
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RedSuinit
Well, you can tell they have been working on it, just watch the videos of TGS and Gamescom.
Well, proper collision dynamics, at least realistic ones, will depend on a good crumple model. Forza does a pretty good job with limited deformation. The GT5 TGS demo had little to no deformation, and still the collision physics looked much improved.
We're going to have to wait and see how well the physics team have done their homework, tempered by the requirements of the licensees. Keep in mind that PD don't have free reign to do what they want. Er, simo-post. ![]() I'm just hoping that PD and Kaz take two steps forward with the collision physics with every two steps they take with the deformation/damage. |
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Diamond Member
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With street cars, who knows? The low bar will set the standard, which means Ferrari will decide for everyone else. How much money will SONY be willing to throw at them? I'm thinking not much, as they aren't as rich as a certain monopoly, combined with the fact that SONY knows GT5 will be a huge seller, damage or not. Any damage at all, i.e. Ferrari Challenge level, should make most people happy, and any lame reviews will be ignored by most gamers.
With race cars, I'm pretty sure that collision and damage/deformation physics will proceed hand in hand. How far it will go is anyone's guess, but in the interview, Kaz sounds determined to push for something at least in the neighborhood of other sims. This depends, though. The game engine can only handle so much going on at once, like all game engines, and anything Kaz and the team decides to include has to fit into a performance budget. When you want to load in goodies, the more you add requires some corner cutting in other areas. As I've pointed out with the Toca series, in replays you'll notice that your car is the only one with sound, and it seems that a lot of generic attributes are ascribed to cars not near yours. Plus, graphics are rather bland. This is undoubtedly a concession to computing technology of the day to allow for nice collisions and damage modeling. What would a hefty damage implementation do to weather, or time of day changes? What would the max cars online be? Frankly, if it cut online racing to 8 cars or less, I think I'd rather have damage off for that. |
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Active Member
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http://gameinformer.com/games/gran_t...0/preview.aspx
News infos "The damage physics are going to be applied to things like a bent suspension arm, tires hitting the wheel wells of a car, deformation of the body affecting alignment, the loss of power to the engine,” says Yamauchi. “We’re actually still working on setting the sensitivity level of the damage. You can have it so if you have a single hit your car isn’t going to be able to be driven anymore. It’s a matter of adjustment.”
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