A pointless feature on gt5...

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You're point is left somwhat mute by the fact that there's not a single game out there with "realistic" damage modelling. Sure, there's games that do it better than GT5, but no one has managed to pull off a realistic model. Why? Because it's extremely complicated.There's a ton of variables to consider, and I would assume all these variables take up a lot of processing power.

There's just as little point in not having any damage, as there is with having the current damage model.

Why does everyone forget iRacing? It boggles my mind. It might not have a realistic visual model, but the suspension gets misaligned even on a slight tap to the wall when I'm in an open wheeler on that game. The only car in that game that's a tank to damage is the Jetta TDi, which makes sense since that car is a tank in the real world.
 
There is no doubt they're limited in what they can do but there is also no doubt they can do more/better than what they've done in GT5. I'm pretty certain manufacturers don't mind parts being physically broken rather than being deformed like putty, for example. Headlights should behave like glass/plastic and not the same deformity as metal.
Not to mention the fact that most of the time, the bumpers shouldn't bend, they should break.
 
Not to mention the fact that most of the time, the bumpers shouldn't bend, they should break.

Indeed. Metal, plastic and carbon fibre all behave in the same way in GT5. The latter being the worst, since we all know carbon fibre shatters, it doesn't bend and morph.
 
Shift 2 has licensed vehicles and terminal damage.
Nice. Let's hope GT gets this kind of damage. :sly:



Something along the lines of Grand Theft Auto would do me, I know nothing can be perfect but damage realism could be improved massively.

http://images1.wikia.nocookie.net/_..._(GTAVC).jpg/410px-Vehicle_damage_(GTAVC).jpg

Abit like that but obviously rendered in GT style, the last image would be when you've flipped your car or something like that.

Image is of a vehicle in Grand Theft Auto: Vice City & still it beats GT5 regarding damage realism.
GTA IV damage is awesome. Vice City damage looks way too cheap to be in future GT's. Cheap isn't the word I'm looking for and neither is "unrealistic". It looks too simple, I guess.
 
Jawehawk
You're point is left somwhat mute by the fact that there's not a single game out there with "realistic" damage modelling. Sure, there's games that do it better than GT5, but no one has managed to pull off a realistic model. Why? Because it's extremely complicated.There's a ton of variables to consider, and I would assume all these variables take up a lot of processing power.

There's just as little point in not having any damage, as there is with having the current damage model.
Actuality burnout has an extremely good one
 
Do people still not realize that manufacturers don't allow the cars to be strongly damaged?

Do you still believe that excuse from the 90s??
 
Jav
Do you still believe that excuse from the 90s??

Hey, you again! :)

If I remind it well, I've red somewhere that manufacturers won't allow any reproduction of damage that shows any injuries to the driver, because that would represent assumption that their product is not safe. It makes sense.

Someone mentioned GTA. in that game you can be injured during a crash, hence, no licensed vehicles.

Also, lots of games have a lot more damage shown than GT5, and still use licenses from lots of manufacturer.

All said, I think more attention should be put in tires and wheels damage. That would be very interesting, and would also prevent people from cutting corners or overusing those higher curbs out there.

BTW, I think I've quoted the wrong post. -_-
 
Stradivis
Hey, you again! :)

If I remind it well, I've red somewhere that manufacturers won't allow any reproduction of damage that shows any injuries to the driver, because that would represent assumption that their product is not safe. It makes sense.

Someone mentioned GTA. in that game you can be injured during a crash, hence, no licensed vehicles.

Also, lots of games have a lot more damage shown than GT5, and still use licenses from lots of manufacturer.

All said, I think more attention should be put in tires and wheels damage. That would be very interesting, and would also prevent people from cutting corners or overusing those higher curbs out there.

BTW, I think I've quoted the wrong post. -_-

That's a good idea gt5 has very accurate damage it just takes to long to Make it look damaged and the cars are like tanks
 
Nice. Let's hope GT gets this kind of damage. :sly:




GTA IV damage is awesome. Vice City damage looks way too cheap to be in future GT's. Cheap isn't the word I'm looking for and neither is "unrealistic". It looks too simple, I guess.

Indeed Vice City damage looks a little cheap but don't forget it's a game which is 10 years old.

I can only agree that the GTA IV damage models are fantastic, I wouldn't go as far as implementing it all into a Gran Turismo title but something along those lines, I'm sure if Rockstar can do it I'm sure PD can do it.
 
Rigs of Rods has amazing vehicle damage, a few games come moderately close but not quite as good. But it has no window shatters D:
 
Rigs of Rods has amazing vehicle damage, a few games come moderately close but not quite as good. But it has no window shatters D:

Open source too which means anybody can mess around with the code, even PD if they wanted too.

Shame really, the technology is out there but isn't being utilised by PD at all.
 
As some others have said, creating real-like crashes is extremely difficult thing to do, what with all the variables.
 
I wouldn't expect them to get crashes down to a cue but with the tools & technology out there it's certainly more possible than ever before.

Cue a Jeremy Clarkson quote regarding GT4; "This game would only be more real if a big spike shot out of the screen and skewered your head every time you crashed. In fact that's the only real drawback: that you can hit the barriers hard without ever damaging you or your car. Maybe they’re saving that for GT5"

That was back in 2005 when GT4 was released, 7 years later and 80 million pounds pumped into GT5 we're no further forward on what is a negative aspect to the game for some people.

The rigs of rods is a prime example of what you can do nowadays, "Rigs of Rods is an open source vehicle simulator licensed under the GNU General Public License version 3. What makes Rigs of Rods different to most simulators is its unique soft-body physics: vehicles, machines, objects, etc. are simulated in real-time as flexible soft-body objects, giving the simulation an extremely accurate behavior which entirely depends on the physical construction of the vehicles or objects you create."

If you can do that via open source software I'm sure PD could come up with something half decent for it's fans.
 
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Not to mention the fact a 200mph crash would destroy the car beyong recognition and your driver would be killed.
 
Not to mention the fact a 200mph crash would destroy the car beyong recognition and your driver would be killed.

Your driver wouldn't necessary be killed, the amount of high speed crashes I've watched online & seen the driver walk away is unreal, Richard Hammond a prime example.
 
Open source too which means anybody can mess around with the code, even PD if they wanted too.

Shame really, the technology is out there but isn't being utilised by PD at all.

Rigs Of Rods cars are built from the ground up with, not surprisingly, rods. You can't just take the models PD already has and 'apply' that system to it, they have to be built like that to start with. Which would mean PD would have to scrap all of their models and start again. So no, that tech couldn't be utilised by PD, T10 or any developer that has already spent hundreds of hours building car models a different way.
 
Burnout Paradise shows what could be achieved way back in what, 2007 was it? 2008? I don't buy the 'it's too difficult' excuse at all for that reason. I think there are legal issues to an extent but the rest is simply down to GT5 not being finished when it was released.
 
GTA IV haze the best damage ever made in my opinion.
 
i love gt5
GTA IV haze the best damage ever made in my opinion.

It's good but I think dirt 2 had best damage I've seen in a car based game
 
You're point is left somwhat mute by the fact that there's not a single game out there with "realistic" damage modelling. Sure, there's games that do it better than GT5, but no one has managed to pull off a realistic model. Why? Because it's extremely complicated.There's a ton of variables to consider, and I would assume all these variables take up a lot of processing power.

There's just as little point in not having any damage, as there is with having the current damage model.

I think grid did a good job dude
 
Rigs Of Rods cars are built from the ground up with, not surprisingly, rods. You can't just take the models PD already has and 'apply' that system to it, they have to be built like that to start with. Which would mean PD would have to scrap all of their models and start again. So no, that tech couldn't be utilised by PD, T10 or any developer that has already spent hundreds of hours building car models a different way.

You've gone well above board regarding what I said, you're insinuating that I want PD to simply apply models taken from Rigs Of Rods straight into GT5, I know that's not possible, I'm not thick, I wasn't born in a barn :lol:

You've missed my point entirely that OPEN SOURCE PROGRAMS (FREE PROGRAMS) are capable of accurately simulating physical constructions when crashing, taking a bump, bla bla bla, I didn't once mention that that PD should simply apply models, I simply stated that the technology is available to simulate such things happening & PD with all there money should be atleast doing better than open source programs....

Burnout Paradise shows what could be achieved way back in what, 2007 was it? 2008? I don't buy the 'it's too difficult' excuse at all for that reason. I think there are legal issues to an extent but the rest is simply down to GT5 not being finished when it was released.

Exactly my point, games from 2007 & probably earlier have more realistic car damage than GT5 does and that was released in 2010.

For me if you're going to brand your racing series "the real driving simulator" then you've atleast to got to have some form of realistic car damage, after all it's reality that cars crash & cause damage.
 
maybe some new wheel/pedal set that will break some of your bones when you crash, so it feels more realistic.
 
You've gone well above board regarding what I said, you're insinuating that I want PD to simply apply models taken from Rigs Of Rods straight into GT5, I know that's not possible, I'm not thick, I wasn't born in a barn :lol:

You've missed my point entirely that OPEN SOURCE PROGRAMS (FREE PROGRAMS) are capable of accurately simulating physical constructions when crashing, taking a bump, bla bla bla, I didn't once mention that that PD should simply apply models, I simply stated that the technology is available to simulate such things happening & PD with all there money should be atleast doing better than open source programs....



Exactly my point, games from 2007 & probably earlier have more realistic car damage than GT5 does and that was released in 2010.

For me if you're going to brand your racing series "the real driving simulator" then you've atleast to got to have some form of realistic car damage, after all it's reality that cars crash & cause damage.

How may cars does Rigs Of Rods feature? 5? 10? Building a car that way takes a long time and when you want to build several hundred it's not feasible, plus there is still the licence issue.
 
:banghead: :banghead: :banghead:

^ Get more sense out of doing that....
 
Look, my point is simply things like ROR are still tech demos because they're not feasible to carry out on a large scale for a proper game. Not yet, anyway.
 
You're point is left somwhat mute by the fact that there's not a single game out there with "realistic" damage modelling. Sure, there's games that do it better than GT5, but no one has managed to pull off a realistic model. Why? Because it's extremely complicated.There's a ton of variables to consider, and I would assume all these variables take up a lot of processing power.

There's just as little point in not having any damage, as there is with having the current damage model.

You say realistic.....But every game that has damage is more realistic than a game having none. So Shift for instance may not be true to life damage but it is more realistic than the sound of a cardboard box being kicked and a scuff mark on the fender at 200 mph. :indiff:

Do people still not realize that manufacturers don't allow the cars to be strongly damaged?

Oh Lord...
I've talked to my friend about this same topic and I brought up the same thing!^

I've talked to GTP members and some have said the same thing and we concluded they were absentminded.

Could you imagine how bad online racing would be if GT5 has a realistic damage engine.

Yeah I could, it would be a whole lot more interesting for the "Real Driving Simulator". It might actually start forcing people to drive the correct way.

And for the people that wanted to play bumper cars, they could just turn off the option and make it less real.
 
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As some others have said, creating real-like crashes is extremely difficult thing to do, what with all the variables.
Like I said in anotheer thread PD got probably the hardest part of damage modeling down, which is real time damage(or deformation),ie you crash your left front into a wall only the left front turns to play doh,it still needs alot of work but its a huge step in the right direction.Alot of games have predetermined damage.Which is kind of weird seeing that this is PD first jab at damage.Its like they are tackling damage backwards.
But they can only improve from here.

Burnout Paradise shows what could be achieved way back in what, 2007 was it? 2008? I don't buy the 'it's too difficult' excuse at all for that reason. I think there are legal issues to an extent but the rest is simply down to GT5 not being finished when it was released.

You expect them to skip over generations of damage modeling?They have to start somewhere just like Burnout etc did at one point.Though they are like 14 years or so late to the party.
 
What annoys me is those kids that just drive straight into the wall with no intentions of slowing down (on SSR7 wangan runs!).

One persons excuse was "braking causes accidents"... so does plowing into a wall at 220mph just because you're too lazy to brake for the corner, but OK...
 
From what I understand, the car company's would not release the car damage models to PD, so nothing they could do
 
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