32 cars on track at same time in GT6?

  • Thread starter Thread starter sk8er913
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Do you believe GT6 will receieve 32 cars on track in a future update, possibly 2.0.

  • Yes

    Votes: 16 6.6%
  • No

    Votes: 226 93.4%

  • Total voters
    242
Wax Free has shown a lot of stuff hidden in GT5 and 6 from his modded PS3. I think this shows what might be in store for PS4 though. Unless the code is improved considerably, it would be hard to imagine 32 players.

EDIT: I hope I'm wrong.
 
Last edited:
Project CARS is running 30 cars on track on PS4, so it'd be surprising if the number wasn't increased at least to 24.
Make that 45.

That said, online will be the biggest issue. What you can already see from new titles on the PS4, if a P2P architecture is chosen there will probably be a limit to 16 cars or so (or it's going to lag like crazy). If they go with dedicated servers that number could be higher.
 
Yeah. You could basically just reduce them to keeping their current position and only actually calculate physics and AI the 4 cars closest to the player :p.

When you think about it, that is kind of how they did it in the Sierra time rally.
 
NO! The PS3 cannot handle 32 cars with the graphics that GT6 has. GT7 might have 24 or 32. MIGHT.
 
I think that GT7 should really try to make 32 cars possible at least in online mode, even if they couldn't make it happen in offline mode. You wouldn't have to spend resources on AI calculations online after all, so hopefully they could manage to make that work.

16 cars is just a bit too few when you want two tiers of cars in one race, and when you want a safety car and such.

As for the starting grid fps issues, they could always do some really heavy LoD reduction on the cars furthest away if the PS4 couldn't cope with it.
 
I think that GT7 should really try to make 32 cars possible at least in online mode, even if they couldn't make it happen in offline mode. You wouldn't have to spend resources on AI calculations online after all, so hopefully they could manage to make that work.

16 cars is just a bit too few when you want two tiers of cars in one race, and when you want a safety car and such.
I think 32 is easier to implement for offline than online
 
Exactly.

(Remembers the days that M.A.G. was still online. PS3 shooter, dedicated servers, 256 players online in a map. Sadly, it no longer exists...)
And Forza 5 even has considerable lag on Multiplayer.
 
P2P networking which is the default on consoles.
Oh right. Console multiplayer :p.

Should let people run dedicated servers for sure. Even if we had to set it up ourselves and sacrifice a PS4 console for it, it should at least be an option :p.
 
Oh right. Console multiplayer :p.

Should let people run dedicated servers for sure. Even if we had to set it up ourselves and sacrifice a PS4 console for it, it should at least be an option :p.
Why? Even if there were dedicated servers the car limit could still be 16
 
Not necessarily. A dedicated server can often handle more players without introducing a lot more lag.
But the game itself and the track will still have a limit to the amount of cars and it will all still depend on everyone's internet connection
 
All online games depend on the players' internet connection, but games with dedicated servers still usually offers a more stable experience, even with more players. It's not unrealistic to suggest that if GT6 can manage 20 players without a dedicated server, it could have handled 25-30 with one, without making things significantly laggier.
 
All online games depend on the players' internet connection, but games with dedicated servers still usually offers a more stable experience, even with more players. It's not unrealistic to suggest that if GT6 can manage 20 players without a dedicated server, it could have handled 25-30 with one, without making things significantly laggier.
I get that but I'd probably take a lot of time and effort to implement dedicated servers into GT6/7.
 
I bet you could make the PS1 handle 100 cars, if you just simplified their scripts and the graphics enough.
Make the cars into little cubes like the game Kurushi for PS1 and we can have hundreds of cars.. I mean cubes on screen at once in GT7.
 
Maybe somebody with the knowhow can adjust the course configuration file and report back?




drift_ok="1"
oval="0"
has_reverse="0"
entry_max="16"
entry_max_3d="16"

kart_ok="1"
rain_situation="1"
night_situation="1"
celsius_base0="15"
celsius_min0="5"
celsius_max0="5"
celsius_base1="24"
celsius_min1="5"
celsius_max1="5"

/>
 
32 players online will be fine. P2P will just about work at that scale for most players with a "half-decent" connection.

If you can host at least a 7 player race in "fixed room ownership" mode (i.e. client-server mode), then you can participate in a 32 player P2P race with the same "quality". Roughly speaking.

If you can host a 16 player race in client-server mode, you can participate in a 200+ player P2P race. That's why dedicated servers are so important for large scale games.

This only considers upload bandwidth, and ignores the non-physics aspects of the online mode communication, and it ignores latency. It also only considers GT6.


For offline, it's much easier, just do what Sierra does, and graphically switch cars on and off according to range (including purging from memory and streaming new cars in), run "lower detail" AI and physics routines (or run them less often) for those cars when far away. Lovely. Replays would look weird, but they do online, too... It probably wouldnt (/shouldn't) be available for short tracks. Still a big decision and technical commitment to make for potentially not much gain, in GT6.



@WhistleSnap, I expect nothing would change, because the number of AI opponents is determined by the event descriptions themselves, from what I've seen. Looks like there should be plenty of ways to get some entertainment out of breaking the game, if you fancy having a crack yourself. :D
 
Make the cars into little cubes like the game Kurushi for PS1 and we can have hundreds of cars.. I mean cubes on screen at once in GT7.

And make a simplified handling script for cars that are not close to you, like GTA V does. No need to calculate 4 wheels and suspensions when no one is there to see it. It might make weird things to their lap times, but with a bit of tweaking I'm sure it could be solved.
 
@WhistleSnap, I expect nothing would change, because the number of AI opponents is determined by the event descriptions themselves, from what I've seen. Looks like there should be plenty of ways to get some entertainment out of breaking the game, if you fancy having a crack yourself. :D


Aren't there configuration files for every a-spec event / license test?

example:

r070.xml
r070.fgp

<race>
<academy_event value="0" />
<accumulation value="1" />
<allow_codriver value="0" />
<auto_standing_delay value="0" />
<autostart_pitout value="1" />
<behavior_damage_type value="WEAK" />
<behavior_slip_stream_type value="GAME" />
<boost_type value="1" />
<bspec_vitality10 value="10" />
<complete_type value="BYLAPS" />
<consume_fuel value="0" />
<consume_tire value="0" />
<datetime datetime="1970/00/00 00:00:00" />
<decisive_weather value="NONE" />
<disable_collision value="0" />
<disable_recording_replay value="0" />
<enable_damage value="1" />
<enable_pit value="0" />
<endless value="0" />
<event_goal_v value="-1" />
<event_goal_width value="-1" />
<finish_type value="TARGET" />
<fixed_retention value="0" />
<flagset value="FLAGSET_NORMAL" />
<ghost_presence_type value="NORMAL" />
<ghost_type value="NONE" />
<grid_sort_type value="NONE" />
<immediate_finish value="0" />
<initial_retention10 value="-1" />
<keep_load_ghost value="0" />
<lighting_mode value="AUTO" />
<low_mu_type value="MODERATE" />
<mu_ratio100 value="100" />
<online_on value="0" />
<pace_note value="0" />
<penalty_level value="0" />
<penalty_no_reset value="0" />
<race_limit_laps value="5" />
<race_limit_minute value="0" />
<race_type value="COMPETITION" />
<start_type value="ROLLING2" />
<time_progress_speed value="0.000000" />
<time_to_finish value="30000" />
<time_to_start value="6000" />
<weather_base_celsius value="63" />
<weather_max_celsius value="3" />
<weather_min_celsius value="3" />
<weather_no_precipitation value="0" />
<weather_no_schedule value="0" />
<weather_no_wind value="0" />
<weather_point_num value="2" />
<weather_prec_rain_only value="0" />
<weather_prec_snow_only value="0" />
<weather_random value="0" />
<weather_random_seed value="0" />
<weather_total_sec value="180.000" />
<boost_flag value="1" />
<replace_at_courseout value="0" />
<entry_max value="16" />
<racers_max value="16" />


I've tried to run the game (no updates applied) unpacked but it won't load, there must be a way to load and run with these adjusted configs...
 
*raises hand* question: how does GTAV manage all those cars on the freeway with its draw distance? It brought to mind a traffic jam that was created. It was rare, but I'm sure counting the opposite traffic, there were more than 30 cars on screen.
 
*raises hand* question: how does GTAV manage all those cars on the freeway with its draw distance? It brought to mind a traffic jam that was created. It was rare, but I'm sure counting the opposite traffic, there were more than 30 cars on screen.

Substantially simpler physics and graphic models, and arguably a simpler AI model. Also, how many duplicates do you always see driving around at the same time in GTA? There's a reason for that.

GT, to be functional, needs to be able to handle X different cars on the track at the same time. If all the cars were the same exact model, the number could likely be higher, since it only needs to load one model into the operating pool and then simply make multiple instances of it. So, to keep the number of cars in a race consistent regardless of car selection, they made it work at 16 for GT6.
 
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