- 87,036
- Rule 12
- GTP_Famine
This is the discussion thread for an article on GTPlanet:
I could only imagine PD's approach to seasons. A dynamic Autumn Ring with leaves falling perhaps 👀Highly detailed and so much passion into it. So much inspiration from the real world
GT graphics team is a team of devs that I appreciate.
Not sure, but I think there's a video available of the presentation. However, it's exclusive for a paid subscription in the Vault.Although there isn’t a video of the presentation yet, a copy of the slideshow has been uploaded to the GDCVault site.
if you had read their presentation maybe you'd get how they did it differentlyYet still no volumetric clouds....
(and Driveclub beat them to it almost a decade earlier)
In Driveclub you could literally see clouds form infront of the mountains, say for example not being able to see the top of Mt. Fuji (like most days irl)
We simply do not have this in GT7 despite Driveclub running on inferior hardware.
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In the last photo you can see sun-rays bursting through the clouds gaps.
Even Driveclub was not the first, in fact, that might go to Warhawk on the PS3 all the way back in 2006 with fully simulated 3d volumetric clouds.
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30fps vs 60fps.Yet still no volumetric clouds....
(and Driveclub beat them to it almost a decade earlier)
In Driveclub you could literally see clouds form infront of the mountains, say for example not being able to see the top of Mt. Fuji (like most days irl)
We simply do not have this in GT7 despite Driveclub running on inferior hardware.
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In the last photo you can see sun-rays bursting through the clouds gaps. Which is all in realtime 3D.
Even Driveclub was not the first, in fact, that might go to Warhawk on the PS3 all the way back in 2006 with fully simulated 3d volumetric clouds.
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1.84 TFLOPS vs 10.3 TFLOPS30fps vs 60fps.
Let's not forget about realtime Screen Space reflections...on a standard ps4...in a launch title...We simply do not have this in GT7 despite Driveclub running on inferior hardware.
Because to add it to every track, PoDi has to takes a lot of data from these tracks. And directly on site. (Plus geographical data as explained on the article). Process this amount of data takes a HUGE amount of time. If you can wait the game until 2035, so yeah PoDi can brings weather and day/night cycles to every track.This bugs me.. PD are great developers don't get me wrong but why is it they have this great tech for skyboxes and weather and day/night cycles but it is not implemented across the entire game?? It is so frustrating that PD seems to develop something really cool and then they don't deliver it or deliver it in bits and pieces. Sophy was a fun thing, add it to the game! Nope, you get a taste of it and now it's gone. Weather and day/night cycles are cool, ADD IT TO EVERY TRACK.
Sophy was likely removed due to the physics changes. It needs to be retrained for the new physics.This bugs me.. PD are great developers don't get me wrong but why is it they have this great tech for skyboxes and weather and day/night cycles but it is not implemented across the entire game?? It is so frustrating that PD seems to develop something really cool and then they don't deliver it or deliver it in bits and pieces. Sophy was a fun thing, add it to the game! Nope, you get a taste of it and now it's gone. Weather and day/night cycles are cool, ADD IT TO EVERY TRACK.
PD recently uploaded their presentation in pptx format, so there was a chance to extract some videos from SkySim raw demos. Here are some examples (please excuse the image quality due to compression):Rather unfortunate, because it may feature how SkySim actually behaves without interpolation.