- 73
- United States
I would love to get some insight on the reasons behind why it takes soo long to develop one car or track, beyond "because they're detailed". Can anyone provide some more info on this?
I don't work in game development but am a hobbyist in that area and so understand what it takes to model and texture a car or an environment. I would assume PD use something like photogrammetry?
What I find odd in camparison to other games is that you can have open worlds for example, with detailed flora and AI driven fauna, entire cities with weather and day and night cycles, very complex and time consuming to do realistically... and then you have a racing track. Correct me if I'm crazy, but I can't help but think if other dev teams took this much time to create their environments no one would ever complete the development of a game.
Similarly I would assume this 270 days per car would mean not just the modeling / texturing but creating and testing all the physics settings that go along with each one? Still, for comparison in 2014 Ubisoft made the entire notre dame in the time it takes to apparently make 2 cars. That seems bizzare. Or even comparing to characters which also need to look very realistic but also animated realistically, as oppse to a car which has much fewer moving parts and interactivity.
So I suppose the purpose of all this is to consider whether there is a point at which detail becomes excessive to the point that it's negatives outweigh the positives? Is there such thing as too much or unnecessary detail? What are your thoughts
I don't work in game development but am a hobbyist in that area and so understand what it takes to model and texture a car or an environment. I would assume PD use something like photogrammetry?
What I find odd in camparison to other games is that you can have open worlds for example, with detailed flora and AI driven fauna, entire cities with weather and day and night cycles, very complex and time consuming to do realistically... and then you have a racing track. Correct me if I'm crazy, but I can't help but think if other dev teams took this much time to create their environments no one would ever complete the development of a game.
Similarly I would assume this 270 days per car would mean not just the modeling / texturing but creating and testing all the physics settings that go along with each one? Still, for comparison in 2014 Ubisoft made the entire notre dame in the time it takes to apparently make 2 cars. That seems bizzare. Or even comparing to characters which also need to look very realistic but also animated realistically, as oppse to a car which has much fewer moving parts and interactivity.
So I suppose the purpose of all this is to consider whether there is a point at which detail becomes excessive to the point that it's negatives outweigh the positives? Is there such thing as too much or unnecessary detail? What are your thoughts