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I really miss them. Maybe not for daily races, but it was so fun to race in those cities.
Hopefully they will return.
Hopefully they will return.
They went from being able to create several cars within a week to making one car within several months. And that will only be worse for tracks.That may be the case indeed. But on the other hand, GT was also looking pretty sick for the time.
I think their direction changed to be more of a simulation game for race tracks to be taken more seriously by the FIA.
I agree, I think a lot of the ''Fun stuff'' was taken out of the franchise to make it appeal to the FIA since it did not meat the safety standards at all - and in my opinion that hurt the game. I mean, its a game.That may be the case indeed. But on the other hand, GT was also looking pretty sick for the time.
I think their direction changed to be more of a simulation game for race tracks to be taken more seriously by the FIA.
London was a great track too, but it may have been in later GTs than 4.A few months ago I found my sons PS2 stored in the attic, together with GT4, which we last played many years ago. I fired it up, and the joy of tearing around the street circuits like a hooligan was so great I decided to treat myself to a PS5 with GT7. The disappointment I felt when I found that there were no proper street tracks has not diminished. The Tokyo track is nothing like as fun as the GT4 version. Paris, New York, Chicago (?) the Italian and French villages (forgotten their names) were brilliant. OK, I’m getting used to GT7, but it lacks those narrow streets, the customers waving from their cafe tables as you slid towards them. That was fun!
London was a good track for low to mid powered cars, it was in GT5 and 6. I did enjoy that track, it feels like there aren't many places designed to race the lower and mid powered cars in GT7 as it's all designed to accommodate the Gr.4-1 machines.London was a great track too, but it may have been in later GTs than 4.
Well, most race courses were designed when cars weren’t as fast as they are today. Cars slower than Gr.4-1(meaning Econo-boxes with little to no engine modifications), race on big courses like Fuji(Yaris Cup), Mt. Panorama(Hyundai Excel Cup), Suzuka(Honda N One Make), Watkins Glen(Grassroots Motorsports), Daytona Road Course(B-Spec series), as examples.
Cars in game, like the 500F and Mini, in stock form, there are plenty short courses to race those. However, they’re still fine to race on big courses.
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For sure. I'm definitely not arguing against your opinion. I bet many of these GT7 short courses would still be fun in slow cars, with different environments.Whilst thats true there is a farly significant difference to those races and GT7, grid size. Larger grids typically need longer circuits for obvious reasons.
And while cars like those do race on longer courses IRL, that doesnt defeat the argument that its more fun to race them on courses designed more specifically for lesser powered cars. Especially with a grid size of 20 or fewer cars.
Ultimately, previous GT games had those courses and lesser powered cars were more fun on them. In my opinion at least.
Reverse, flat out down the hill.Citta di Aria talk dirty to me
Certainly, if you built up the envorinments closer to the track you'd increase the sense of speed which wouldn't do any harm at all. The issue does seem to be time and effort it takes to model ubren environments at the level of detail and accuracy PD require. And I think it's a design choice, because right now they could use AI to create a detailed environment, only it wouldn't accurately represent any real place.For sure. I'm definitely not arguing against your opinion. I bet many of these GT7 short courses would still be fun in slow cars, with different environments.
Say, placing one of the short Maggiore courses with homes lining the course or walls closer to the circuit or narrowing the track widths.
Anyway, it seems to abe a big task for PD to even remodel the legacy circuits.
Can you not imagine the bitching that would occur if a track named "Seattle" or "New York" didn't feature actual roads in those cities? The only reason we don't see the same for Tokyo in English-speaking circles is a lack of familiarity with the real roads, and if you recall when GTS launched with that course there were a decent amount of complaints about it not being an "accurate representation."As we've seen with Tokyo and Grand Valley, although they aren't exact replicas of real places, they do feature several real roads and thier environments stitched together. I'm not sure AI is up to that task yet where it could reproduce an urban environment to the level of accuracy PD would require, but if you forget wanting this street to look just like this real one, and that one to look just like that real one, it could be done relatively easilly.
I think you're missing my point, which wasn't to suggest that PD should or should not design city tracks with real surroundings, but simply to point out that that it's a design choice and that those city tracks are missed by a number of players.Can you not imagine the bitching that would occur if a track named "Seattle" or "New York" didn't feature actual roads in those cities? The only reason we don't see the same for Tokyo in English-speaking circles is a lack of familiarity with the real roads, and if you recall when GTS launched with that course there were a decent amount of complaints about it not being an "accurate representation."
Can you not imagine the bitching that would occur if a track named "Seattle" or "New York" didn't feature actual roads in those cities? The only reason we don't see the same for Tokyo in English-speaking circles is a lack of familiarity with the real roads, and if you recall when GTS launched with that course there were a decent amount of complaints about it not being an "accurate representation."
at 1.4 gflops and 480 lines. Slightly harder at 10Tflops and 2160 linesMetropolis Street Racer had real life accurate recreations of London, San Francisco and Tokyo... On the SEGA DREAMCAST
Oh I agree it was easier, but my point is that every track was literally from a full map of each city. If you condense that to a series of blocks rather than a full area, it should be doable. Like if they licensed the Formula E London or Jakarta layout, small radius, fewer buildings...at 1.4 gflops and 480 lines. Slightly harder at 10Tflops and 2160 lines
It is 100% doable, but it comes at the cost of time which could be spent making several non-urban locations instead. That's the reason they don't do it and if you recall MSR had a whole 3 locations, each with a lot of tracks sure, but all that development time on the location modelling ultimately resulted in 3 locations.Oh I agree it was easier, but my point is that every track was literally from a full map of each city. If you condense that to a series of blocks rather than a full area, it should be doable. Like if they licensed the Formula E London or Jakarta layout, small radius, fewer buildings...
I dissagree with that, there's plenty of polygon pushing power avaiallbe these days. If the issue was down to a lack of computational power to create these environments in a detailed manner we wouldn't see so many games that are set in city environments. It's purely a human resource issue that makes rural locations more preferable to urban ones.I think it comes down to optimization, there's probably a budget of the number of polygons to work with on a given track, Tokyo with it's glass boxes works fine, but a city with a lot of architectural details they probably get killed on the polygon count.
The older games running at lower resolution they probably where able to get away with a lot more detail using textures representing detail, but at 4K not likely to sell.
Citta di Aria talk dirty to me