Are premiums scaled down during a race?

TheeFrogmanlego

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frogmanlego
I don't know if any of you may have noticed this, but I seem to have solid evidence that premiums are scaled down inside and out during game play , the best model is found in photo mode , while in a race exact same the model is missing details and the cockpit is a scrappy interior , is it just my game or is this how premiums are ?
examples :

Wheels on the V spec GTR are low res., the nuts are a texture , while in photo mode the nuts are the real deal fully modeled polygonal models.

The GTR emblem on the side is a texture , non reflective chrome
while in photo mode the emblem is reflective chrome and is again a polynomial based emblem not a texture.

The Italia cockpit is HORRIBLE! when not in photo mode it is a huge mess.

Dodge viper 02' the plastic strip under the front wheel arches are gone in the replays along with the nuts that hold it in place, but in photo mode its there!!!



not to mention many rear lights are missing the interior textures and small details are gone and livery's are a lower resolution.
Im not attacking GT5 but i just wanna put it out here that the details are missing and i will post pictures , other than that the premiums are the best looking cars in any video game , even thees dub down premiums look 1000X better than anything out there and prop's to kaz for being able to place 16 of thees cars on the track with the amount of detail they already have!

Now i would like to know if im just going nuts or are the premiums really missing things during a race compared to photo mode? :)
 
I did catch that with an Audi 5.2 but didn't think much of it. It would make a lot of sense for them to load them slightly toned down, otherwise it would be too much to process. Still, they are better than most standards by a noticeable degree.
 
Yes, I have noticed this too. The PS3 is being pushed to its limits, so PD have to scale down the detail in gameplay. It doesn't really bother me because they still look much more detailed than the standard cars.
 
I'd noticed this, I think it's only to be expected. Can't say it bothers me all that much. It's the handling model that I really enjoy and that's as good for the standards anyway. Okay, so watching the replays or B spec and you notice it (and I've been doing a lot of that lately...) but I imagine that's why they don't ley you use standard cars in photo mode.
 
Yes, I have noticed this too. The PS3 is being pushed to its limits, so PD have to scale down the detail in gameplay. It doesn't really bother me because they still look much more detailed than the standard cars.

It's relatively standard practice - not only is the dynamic model scaled down in resolution, it's also scaled down further the further away it gets. There's not much point in drawing a million polygon car that you can only see as a 5mm blob on the horizon... This doesn't just apply to Premium cars either.

In games that have a photomode, the static photomode model (including the in-race one when paused and in photomode) is of much higher resolution than the dynamic one even at the highest level of detail. As the cars get further away they're replaced in stages with lower resolution models. You can witness this more easily by looking at the shadows of GT5 cars - the highest resolution model has a shadow that looks like the car, the next highest resolution model has a shadow that looks like Lego.
 
You can witness this more easily by looking at the shadows of GT5 cars - the highest resolution model has a shadow that looks like the car, the next highest resolution model has a shadow that looks like Lego.

Does that explain why the shadows on the Tsukuba track are perfect while on other tracks they are jaggied and flickery? I wondered about that - maybe Tsukuba is so small as a track that they can use the "premium" models without overpowering the ps3?
 
Does that explain why the shadows on the Tsukuba track are perfect while on other tracks they are jaggied and flickery? I wondered about that - maybe Tsukuba is so small as a track that they can use the "premium" models without overpowering the ps3?

If I recall correctly, Tsukuba is a "standard" track as well. When I say standard, it was imported directly from GT4 with some touch ups and updated textures. This would have the same effect as the standard versus premium cars deal. Polyphony never announced that there would be standard and premium tracks, but the differences between them are extremely evident.
 
If I recall correctly, Tsukuba is a "standard" track as well. When I say standard, it was imported directly from GT4 with some touch ups and updated textures. This would have the same effect as the standard versus premium cars deal. Polyphony never announced that there would be standard and premium tracks, but the differences between them are extremely evident.

I don't think Tsukuba is a "standard" track. It appears to be a "premium" track, with high detail.
 
You can usually tell if they are scaled down by looking at the wheel arch above the wheel. Blocky modeling is common above them in races, and in some, even in showrooms.
 
Of course models are scaled down. You don't actually think that the photomode models could run on a track at 60 fps (or even lower) using consoles? Even the fastest up to date PC couldn't do a bunch of those models fluidly in a race. The races themselves are at a lower resolution than the menu cars as well. Consoles have very old graphic technology and can't even run a 720p resolution with antialiasing and antisotopic filtering enabled for the most part. They basically use visual trickery and upscale most of the graphics.
 
It's relatively standard practice - not only is the dynamic model scaled down in resolution, it's also scaled down further the further away it gets. There's not much point in drawing a million polygon car that you can only see as a 5mm blob on the horizon... This doesn't just apply to Premium cars either.

In games that have a photomode, the static photomode model (including the in-race one when paused and in photomode) is of much higher resolution than the dynamic one even at the highest level of detail. As the cars get further away they're replaced in stages with lower resolution models. You can witness this more easily by looking at the shadows of GT5 cars - the highest resolution model has a shadow that looks like the car, the next highest resolution model has a shadow that looks like Lego.

I am well aware the futher a car gets the lower the model quality goes.
 
They are called LOD's and they are just long distance textures. Pretty much every game uses them.

But it is kind of extreme in this game. And not the low quality LOD's, but the high detail of the models. It just baffles me, why use such high detailed models when all you're gonna end up doing is slapping an LOD on it when it's in use. So honestly, the ONLY time you will ever see the true detail in the model is in Photo Mode, and even in Photo Mode you still have to zoom in on each part of the car separately to see all of the detail.

I think these high-detail "premium" models are truly for a future game that WILL be able to run these models at 60fps. Why else would they make them so detailed? It'd be stupid if they made them this detailed exclusively for Photo Mode.
 
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