Gran Turismo 7 coming "best case scenario" in 2014

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If they receive the CAD data, and yet it still takes 6 months to model a single car...that to me sounds like a huge inefficiency/classic perfectionist Kaz

I had read an article that DG from Turn 10 advised it takes them around 6mths per car also for Forza
 
I had read an article that DG from Turn 10 advised it takes them around 6mths per car also for Forza
6 months per car is a nice statistic to state, that's probably the upper bound on how long it takes per car, and obviously they wouldn't just be making ONE CAR AT A TIME, 6 months per car for 50 cars in 6 months sounds reasonable.
 
6 months per car is a nice statistic to state, that's probably the upper bound on how long it takes per car, and obviously they wouldn't just be making ONE CAR AT A TIME, 6 months per car for 50 cars in 6 months sounds reasonable.

Who knows, but that's what I heard him say when discussing Forza 5 recently and he didn't go into how many are working on the modelling either. From what I understand there is a much larger crew at T10 than over at PD
 
Who knows, but that's what I heard him say when discussing Forza 5 recently and he didn't go into how many are working on the modelling either. From what I understand there is a much larger crew at T10 than over at PD
Dan's crazy, don't believe him. How can it take them 6 months to make a single car when in fact they have what, 400 staff? There's some cars that were remodeled and new cars added, yes, but not all. He's crazy...

Anyway, sorry for jumping into your conversation, but I just wanted to tell you.
 
ive got a feeling GT7 will be VERY different compared to the previous series in terms of theme , HUD, interface. GT1-3 were similar in terms of camera , HUD and overall feel of the games. GT4-6 feels similar too. The music , camera and HUD. So, the series sort of like 2 trilogies, with the third one starts with GT7. Of course its only a theory though.
 
Dan's crazy, don't believe him. How can it take them 6 months to make a single car when in fact they have what, 400 staff? There's some cars that were remodeled and new cars added, yes, but not all. He's crazy...

Anyway, sorry for jumping into your conversation, but I just wanted to tell you.

Yeah, and all 150 people at PD are working on modelling too. In three years why haven't they made 900 new premiums?

Total staff numbers mean nothing if you don't know how many modellers there are. There could be 300 or there could be 20.
 
Dan's crazy, don't believe him. How can it take them 6 months to make a single car when in fact they have what, 400 staff? There's some cars that were remodeled and new cars added, yes, but not all. He's crazy...

Anyway, sorry for jumping into your conversation, but I just wanted to tell you.

All good Toko, just feeding back what I had heard. I am not qualified to say yay or nay either way however maybe @Lawndart you can add something here due to your experience in the field?

Yeah, and all 150 people at PD are working on modelling too. In three years why haven't they made 900 new premiums?

Total staff numbers mean nothing if you don't know how many modellers there are. There could be 300 or there could be 20.

This is partially why, nice call Imari
 
Random question: do you guys think that all of the tracks should have weather and time change by GT7? Just want to hear your thoughts on it. :)
 
Random question: do you guys think that all of the tracks should have weather and time change by GT7? Just want to hear your thoughts on it. :)
Yes. I mean, logically, let's break down what GT6 currently:

*almost* full 1080p (1440x1080p as confirmed above)
Rain and Snow on some tracks
day-to-night transitions

Personally, I would like GT7 to have an option to feature 'real-time' weather for ALL tracks. Naturally PD would have to program weather so that it scales (misting to down-pour, light snow to blizzard), but it's something I think could add a nice touch to the realism for GT. Same goes for time transitions.

Naturally we would be able to also pick specific settings, but to your original question, yes to both weather and time for ALL tracks.
 
2014 seems too soon for a new GT game considering gt6 is coming at the end of 2013.

That said, I'd like to see GT7 holiday 2015. I feel like that would give them enough time to make a great game without rushing it. Hopefully this will mean tons of added content (custom liveries, complete car customization, ect)
 
Yeah, and all 150 people at PD are working on modelling too. In three years why haven't they made 900 new premiums?
@Imari. To tell you the truth, that's impossible. 900 premiums in three years? You must be crazy too. :lol:
Total staff numbers mean nothing if you don't know how many modellers there are. There could be 300 or there could be 20.
True.
All good Toko, just feeding back what I had heard. I am not qualified to say yay or nay either way however maybe @Lawndart you can add something here due to your experience in the field?
👍
 
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GT6 DLC in 20140 and GT7? seems rushed to me guys. 2015 would be perfect.
 
Don't forget Kaz is high up in the tree at Sony.
He has also been involved with the process of devolpoment of the PS4.

I can only assume he already had some people working on content for the first GT installment on the PS4
 
Dan's crazy, don't believe him. How can it take them 6 months to make a single car when in fact they have what, 400 staff? There's some cars that were remodeled and new cars added, yes, but not all. He's crazy...

Anyway, sorry for jumping into your conversation, but I just wanted to tell you.

You can't have 400 people working on one model. You probably don't even have 5.

There are 150 people at PD, a fraction of which are involved in modelling.

http://arstechnica.com/gaming/2007/12/kazunori-yamauchi-dishes-more-gran-turismo-5-details/
 
Yeah I know. I actually meant by at least half the people will work on the models. I could have sworn someone said they had another studio helping them, but okay
Not exactly. They created another studio outside of Tokyo. The plan seems to eventually get the whole business there. They are expanding, but if you look at the type of people they have been hiring, it is not all modellers:

https://www.gtplanet.net/polyphony-digital-now-hiring/

https://www.gtplanet.net/polyphony-digital-to-continue-expansion-in-fukuoka-japan/
 
nascar is nothing but wwe on 4 wheels with rolling billboards. whoever has the most money wins. and also whoever nascar allows to cheat the most wins. this is nothing but scripted entertainment. its not about driving, its all about the car and the sponsors. you cant argue with facts that track attendance is down as well as tv views

Formula one is the same.. it's ********

I don't want a prologue, I just want a proper GT7. I want PD to take the next step. Make it next gen, not a remake. I want to see a truly new game. I just hope the competition forces Kaz's hand to put more effort in. Also they could probably afford adding a few new staff members to speed up the process.

Indeed, GT6 is a no brainer if you have a PS3.. but GT7 would be the only reason I would buy a PS4 so to that end it had better be good enough for me to even think about it.
 
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@Magic Ayrton - no need to double post; you can hit Reply on all the posts you wish to respond to, and then move down to the reply box. I've merged them now 👍

GT6 DLC in 20140 and GT7? seems rushed to me guys. 2015 would be perfect.

I dunno, I don't think it'd be much of a rush. Actually, I think it'd be quite the long-term vision for GT6 DLC to arrive 18127 years in the future; maybe we'd have all Premium cars by then? :p

Yeah I know. I actually meant by at least half the people will work on the models. I could have sworn someone said they had another studio helping them, but okay

Again, it doesn't matter how many people work on models. The number Kaz has quoted numerous times, for years now (and what DG also means) is six man-months per car.
 
@Imari. To tell you the truth, that's impossible. 900 premiums in three years? You must be crazy too. :lol:

True.

👍

There certainly is a lot of thrashing here. First off, Turn 10 do a lot of outsourcing. A year ago I know that T10 core team was quite small if you exclude outsource partners and playground games... So I won't elaborate as I know outsourcing very well. I think PD are all (mostly) in house.

Its hard to know for sure but I do remember the 6 month statement Kaz made awoke back (GT 4 perhaps?) and I would guess this is the most extreme case as it was mentioned to reenforce their quality, not as much to excuse their timing (perhaps both). And PD's cars are expecting in detail, more realistic than any game and in order to do that consistently (games have very inconsistent art due to different artists) means they are modeling a whole lot more than what we see. I wouldn't be surprised if all the suspension, frame, cross members, etc. are also modeled. Though some detail is likely stripped out when it gets "optimized" for the game.

GT 6 will require a 30 gig footprint that is a forced install so they are already downloading much of the high res assets, to address another point made earlier in the thread. And because blu-ray drives are very slow compared to a DVD drive (limiting streaming capabilities).

Things have changed in recent years but with the wide use of normal mapping for high res textures processes have remained similar. But in the past we had to do very high res models, then numerous lower res models for LOD. There are tools that do the lower les models procedurally now as well as improved rendering "tricks". The point being it does take about the same time to model a 500k poly model as it did 5-6 years ago to make a 5-10k model. But there is a detail limit based on resolution of TV's back then so anything over 5k was lost in real time environments. No longer an issue.

That being said, I'm reasonably certain PD aren't spending 6 months per car... Maybe a few but the ROI is not there to do every car that way and that's just premiums.

CAD data doesn't really save you time either, it just gives you a good foundation but all cad data needs to be redone as it's horribly inefficient. I also build unique real race cars and we use cad (great for engineers building real world parts) and I'm contemplating doing a crowd sourced build (thanks for the opening for the shameless plug!) but when I have an artist make me a render of my cad car he will still need to build it mostly from scratch so it can be animated for videos.

Though I can't answer exactly as I'm not PD I'll give you guys an example for context and I know I'm not the only developer in these forums as I can tell by some people's replies in other threads (we know who we are), so they may jump in also.

Building a character asset for example is a 4-6 week process to model all LODs (level of detail), texture all LOD, rig it for animation, all facial bones (mostly procedural these days), etc. this doesn't include feedback and revisions which can easily double this number... Sometimes you might even add 2-4 more weeks if its a player character (not NPC) but many developers will claim they are never done with main characters :) and fiddle with them all the way to the end (after months we feel our hero needs a change of cloths...). There is also a very healthy reuse of skeletons and core dimensions to replicate other characters including many NPCs (sharing lower LOD models), saving time. And though a car or more "static" object follows similar process, its clear PD take this to an extreme. For instance if you super impose a real photo over a PD model you'll notice some remarkable details like exact gaps between the tire and wheel wells, antenna angles, door handles, etc. and even looks more accurate than laser scans! (Yes. Laser scanning isn't perfect) and this is not limited to premiums! Take a Turn 10 model and do the same and you'll feel the opposite... Use a Pagani for example.

So the best conclusion I can draw is PD do "more" than most and take their sweet time to get it right (technical term sic) and this does show in the final product, if you are only measuring quality of assets.

On a more personal note, I believe this is the leading reason they struggle with damage. They build their models so accurate that they didn't plan ahead to account for damage beyond a very simple "morph" of textures. But they did do this for the rally cars (oddly absent in GT 6) and likely found it took twice as long because of their demanding quality benchmark and simply pulled the plug? Now with tesilation they could pull this off a bit easier so perhaps GT 7 will have more damage. But it will have to be a procedural system, and it's not easy.

In conclusion (since this is already long and I'm typing on a phone):
  • PD don't spend 6 month on ever car, that point was for marketing.
  • They have spent 6 months on certain cars.
  • 6 man months per car? Probably more actually but that's entirely different math, implying multiple people as animator a and character builders are different.
  • PD have been doing models near premium quality in development since GT 3 but the source model data is to inefficient to use in real time and they are likely still looking to convert it over (fix standards) as they won't shrink their car numbers and they have potential to add hundreds more from other GT games.
  • GT 5 was likely the first game they could include newer near source quality model data in real time but this isn't perfect yet and rather inefficient so we only get 8-12 car grids. Authenticity is more important than numbers on screen.
  • GT 7 won't be done in a year unless its a 6.5, Kaz even eluded to that "port" possibility at the Jalopnik film festival.
  • GT's track modeling is handled much more traditionally than their car modeling so they can build tracks quickly. And also have many from previous games.
  • GTs priority is likely on lighting going forward more than detail as any artist will tell you "it's all about the lighting" and this will make even simple assets look brilliant and more believable in game.
  • GT will never be the traditional game some of our younger forum posters want it to be, it's steeped in legacy and not built by gamers. They will always explore different things but they aren't likely to match op to expectations derived from other racing games.
  • GT will continue pursuing real world partnerships and this is what helps keep GT a sophisticated product over a more traditional game, I just hope a real racing series universally accepted by all auto manufactures get into the mix...
  • Kaz is the leading pioneer bringing automotive and gaming together, something we all get to enjoy the fruits of and I might add a contradiction, there are others but Kaz is way ahead and his battle is new industry vs old. I'm going the other way and making real unique cars that have huds like games in them (ray traced on windscreens)... And its a real David vs Goliath circumstance.
I hope this was informative, I've taken the liberty to add some of my own thoughts to the larger debates as I felt is was appropriate in the context of discussion.
 
Turn10 have stepped up in the modelization department with FM5. For once i am convinced that FM5 cars look better than GT6 (thanks in part because of the console difference). The real battle between PD and T10 will be between FM6 and GT7 (PS4).

I thoughfully enjoyed reading "LawnDart"!
 
There certainly is a lot of thrashing here. First off, Turn 10 do a lot of outsourcing. A year ago I know that T10 core team was quite small if you exclude outsource partners and playground games... So I won't elaborate as I know outsourcing very well. I think PD are all (mostly) in house.

Its hard to know for sure but I do remember the 6 month statement Kaz made awoke back (GT 4 perhaps?) and I would guess this is the most extreme case as it was mentioned to reenforce their quality, not as much to excuse their timing (perhaps both). And PD's cars are expecting in detail, more realistic than any game and in order to do that consistently (games have very inconsistent art due to different artists) means they are modeling a whole lot more than what we see. I wouldn't be surprised if all the suspension, frame, cross members, etc. are also modeled. Though some detail is likely stripped out when it gets "optimized" for the game.

GT 6 will require a 30 gig footprint that is a forced install so they are already downloading much of the high res assets, to address another point made earlier in the thread. And because blu-ray drives are very slow compared to a DVD drive (limiting streaming capabilities).

Things have changed in recent years but with the wide use of normal mapping for high res textures processes have remained similar. But in the past we had to do very high res models, then numerous lower res models for LOD. There are tools that do the lower les models procedurally now as well as improved rendering "tricks". The point being it does take about the same time to model a 500k poly model as it did 5-6 years ago to make a 5-10k model. But there is a detail limit based on resolution of TV's back then so anything over 5k was lost in real time environments. No longer an issue.

That being said, I'm reasonably certain PD aren't spending 6 months per car... Maybe a few but the ROI is not there to do every car that way and that's just premiums.

CAD data doesn't really save you time either, it just gives you a good foundation but all cad data needs to be redone as it's horribly inefficient. I also build unique real race cars and we use cad (great for engineers building real world parts) and I'm contemplating doing a crowd sourced build (thanks for the opening for the shameless plug!) but when I have an artist make me a render of my cad car he will still need to build it mostly from scratch so it can be animated for videos.

Though I can't answer exactly as I'm not PD I'll give you guys an example for context and I know I'm not the only developer in these forums as I can tell by some people's replies in other threads (we know who we are), so they may jump in also.

Building a character asset for example is a 4-6 week process to model all LODs (level of detail), texture all LOD, rig it for animation, all facial bones (mostly procedural these days), etc. this doesn't include feedback and revisions which can easily double this number... Sometimes you might even add 2-4 more weeks if its a player character (not NPC) but many developers will claim they are never done with main characters :) and fiddle with them all the way to the end (after months we feel our hero needs a change of cloths...). There is also a very healthy reuse of skeletons and core dimensions to replicate other characters including many NPCs (sharing lower LOD models), saving time. And though a car or more "static" object follows similar process, its clear PD take this to an extreme. For instance if you super impose a real photo over a PD model you'll notice some remarkable details like exact gaps between the tire and wheel wells, antenna angles, door handles, etc. and even looks more accurate than laser scans! (Yes. Laser scanning isn't perfect) and this is not limited to premiums! Take a Turn 10 model and do the same and you'll feel the opposite... Use a Pagani for example.

So the best conclusion I can draw is PD do "more" than most and take their sweet time to get it right (technical term sic) and this does show in the final product, if you are only measuring quality of assets.

On a more personal note, I believe this is the leading reason they struggle with damage. They build their models so accurate that they didn't plan ahead to account for damage beyond a very simple "morph" of textures. But they did do this for the rally cars (oddly absent in GT 6) and likely found it took twice as long because of their demanding quality benchmark and simply pulled the plug? Now with tesilation they could pull this off a bit easier so perhaps GT 7 will have more damage. But it will have to be a procedural system, and it's not easy.

In conclusion (since this is already long and I'm typing on a phone):
  • PD don't spend 6 month on ever car, that point was for marketing.
  • They have spent 6 months on certain cars.
  • 6 man months per car? Probably more actually but that's entirely different math, implying multiple people as animator a and character builders are different.
  • PD have been doing models near premium quality in development since GT 3 but the source model data is to inefficient to use in real time and they are likely still looking to convert it over (fix standards) as they won't shrink their car numbers and they have potential to add hundreds more from other GT games.
  • GT 5 was likely the first game they could include newer near source quality model data in real time but this isn't perfect yet and rather inefficient so we only get 8-12 car grids. Authenticity is more important than numbers on screen.
  • GT 7 won't be done in a year unless its a 6.5, Kaz even eluded to that "port" possibility at the Jalopnik film festival.
  • GT's track modeling is handled much more traditionally than their car modeling so they can build tracks quickly. And also have many from previous games.
  • GTs priority is likely on lighting going forward more than detail as any artist will tell you "it's all about the lighting" and this will make even simple assets look brilliant and more believable in game.
  • GT will never be the traditional game some of our younger forum posters want it to be, it's steeped in legacy and not built by gamers. They will always explore different things but they aren't likely to match op to expectations derived from other racing games.
  • GT will continue pursuing real world partnerships and this is what helps keep GT a sophisticated product over a more traditional game, I just hope a real racing series universally accepted by all auto manufactures get into the mix...
  • Kaz is the leading pioneer bringing automotive and gaming together, something we all get to enjoy the fruits of and I might add a contradiction, there are others but Kaz is way ahead and his battle is new industry vs old. I'm going the other way and making real unique cars that have huds like games in them (ray traced on windscreens)... And its a real David vs Goliath circumstance.
I hope this was informative, I've taken the liberty to add some of my own thoughts to the larger debates as I felt is was appropriate in the context of discussion.
WOW! And you said you wrote all of that on a phone? Incredible! O_O I really enjoyed reading your post @Lawndart. It was very informative, thanks a lot. 👍
 
There certainly is a lot of thrashing here. First off, Turn 10 do a lot of outsourcing. A year ago I know that T10 core team was quite small if you exclude outsource partners and playground games... So I won't elaborate as I know outsourcing very well. I think PD are all (mostly) in house.

Its hard to know for sure but I do remember the 6 month statement Kaz made awoke back (GT 4 perhaps?) and I would guess this is the most extreme case as it was mentioned to reenforce their quality, not as much to excuse their timing (perhaps both). And PD's cars are expecting in detail, more realistic than any game and in order to do that consistently (games have very inconsistent art due to different artists) means they are modeling a whole lot more than what we see. I wouldn't be surprised if all the suspension, frame, cross members, etc. are also modeled. Though some detail is likely stripped out when it gets "optimized" for the game.

GT 6 will require a 30 gig footprint that is a forced install so they are already downloading much of the high res assets, to address another point made earlier in the thread. And because blu-ray drives are very slow compared to a DVD drive (limiting streaming capabilities).

Things have changed in recent years but with the wide use of normal mapping for high res textures processes have remained similar. But in the past we had to do very high res models, then numerous lower res models for LOD. There are tools that do the lower les models procedurally now as well as improved rendering "tricks". The point being it does take about the same time to model a 500k poly model as it did 5-6 years ago to make a 5-10k model. But there is a detail limit based on resolution of TV's back then so anything over 5k was lost in real time environments. No longer an issue.

That being said, I'm reasonably certain PD aren't spending 6 months per car... Maybe a few but the ROI is not there to do every car that way and that's just premiums.

CAD data doesn't really save you time either, it just gives you a good foundation but all cad data needs to be redone as it's horribly inefficient. I also build unique real race cars and we use cad (great for engineers building real world parts) and I'm contemplating doing a crowd sourced build (thanks for the opening for the shameless plug!) but when I have an artist make me a render of my cad car he will still need to build it mostly from scratch so it can be animated for videos.

Though I can't answer exactly as I'm not PD I'll give you guys an example for context and I know I'm not the only developer in these forums as I can tell by some people's replies in other threads (we know who we are), so they may jump in also.

Building a character asset for example is a 4-6 week process to model all LODs (level of detail), texture all LOD, rig it for animation, all facial bones (mostly procedural these days), etc. this doesn't include feedback and revisions which can easily double this number... Sometimes you might even add 2-4 more weeks if its a player character (not NPC) but many developers will claim they are never done with main characters :) and fiddle with them all the way to the end (after months we feel our hero needs a change of cloths...). There is also a very healthy reuse of skeletons and core dimensions to replicate other characters including many NPCs (sharing lower LOD models), saving time. And though a car or more "static" object follows similar process, its clear PD take this to an extreme. For instance if you super impose a real photo over a PD model you'll notice some remarkable details like exact gaps between the tire and wheel wells, antenna angles, door handles, etc. and even looks more accurate than laser scans! (Yes. Laser scanning isn't perfect) and this is not limited to premiums! Take a Turn 10 model and do the same and you'll feel the opposite... Use a Pagani for example.

So the best conclusion I can draw is PD do "more" than most and take their sweet time to get it right (technical term sic) and this does show in the final product, if you are only measuring quality of assets.

On a more personal note, I believe this is the leading reason they struggle with damage. They build their models so accurate that they didn't plan ahead to account for damage beyond a very simple "morph" of textures. But they did do this for the rally cars (oddly absent in GT 6) and likely found it took twice as long because of their demanding quality benchmark and simply pulled the plug? Now with tesilation they could pull this off a bit easier so perhaps GT 7 will have more damage. But it will have to be a procedural system, and it's not easy.

In conclusion (since this is already long and I'm typing on a phone):
  • PD don't spend 6 month on ever car, that point was for marketing.
  • They have spent 6 months on certain cars.
  • 6 man months per car? Probably more actually but that's entirely different math, implying multiple people as animator a and character builders are different.
  • PD have been doing models near premium quality in development since GT 3 but the source model data is to inefficient to use in real time and they are likely still looking to convert it over (fix standards) as they won't shrink their car numbers and they have potential to add hundreds more from other GT games.
  • GT 5 was likely the first game they could include newer near source quality model data in real time but this isn't perfect yet and rather inefficient so we only get 8-12 car grids. Authenticity is more important than numbers on screen.
  • GT 7 won't be done in a year unless its a 6.5, Kaz even eluded to that "port" possibility at the Jalopnik film festival.
  • GT's track modeling is handled much more traditionally than their car modeling so they can build tracks quickly. And also have many from previous games.
  • GTs priority is likely on lighting going forward more than detail as any artist will tell you "it's all about the lighting" and this will make even simple assets look brilliant and more believable in game.
  • GT will never be the traditional game some of our younger forum posters want it to be, it's steeped in legacy and not built by gamers. They will always explore different things but they aren't likely to match op to expectations derived from other racing games.
  • GT will continue pursuing real world partnerships and this is what helps keep GT a sophisticated product over a more traditional game, I just hope a real racing series universally accepted by all auto manufactures get into the mix...
  • Kaz is the leading pioneer bringing automotive and gaming together, something we all get to enjoy the fruits of and I might add a contradiction, there are others but Kaz is way ahead and his battle is new industry vs old. I'm going the other way and making real unique cars that have huds like games in them (ray traced on windscreens)... And its a real David vs Goliath circumstance.
I hope this was informative, I've taken the liberty to add some of my own thoughts to the larger debates as I felt is was appropriate in the context of discussion.

Many thanks Lawndart I was hoping you would add something, but you went me ten better so kudos to you. This makes a whole lot of sense and as always your feedback is appreciated, you sir are a gentleman and a scholar!:cheers:
 
Project Cars is on PC and all consoles?

If I saw GT7 and Pcars at the shop, I would probably buy them both.

Yes - it's been confirmed for nex gen consoles. Just purely for the sounds - I would take Project Cars over GT7. IMO - PD have had numerous attempts at correcting the sounds of their cars but till today they've done nothing solid and I don't understand why. If everyone else (Forza for example) can get their act together, why not PD?
 
Yes - it's been confirmed for nex gen consoles. Just purely for the sounds - I would take Project Cars over GT7. IMO - PD have had numerous attempts at correcting the sounds of their cars but till today they've done nothing solid and I don't understand why. If everyone else (Forza for example) can get their act together, why not PD?

You've played GT6, then? Kaz confirmed that they were working on sounds in an interview from a games show or something a few months ago, and that it would most probably be in a patch (people are thinking day one patch for this).

You can't say they've done nothing about the sounds because you haven't played GT6 with the "new" sounds.
 
Again, it doesn't matter how many people work on models. The number Kaz has quoted numerous times, for years now (and what DG also means) is six man-months per car.

As I asked previously, when has Kaz ever said anything about man-months? I'm still waiting for a quote on that. All I've ever seen him say is 6 months of time. Unless we have a confirmed source (a quote) that says it's 6 man months, we can't assume anything.

Ok, so here's a quote straight from Kaz:

"In GT and GT2, both for PS1, a designer spent a day to model a car. In GT3 and GT4, for PS2, the same worker spent a month modeling the same car due to the increased amount of polygons. In GT5 for PS3, they require six months to do the same job."

Nothing here hints that more than one person designs a car. We don't know how their process works but we can't just assume there's 5-10 people working on each car and they're done in a week or two. All we know is that it takes 6 months.
 
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You've played GT6, then? Kaz confirmed that they were working on sounds in an interview from a games show or something a few months ago, and that it would most probably be in a patch (people are thinking day one patch for this).

You can't say they've done nothing about the sounds because you haven't played GT6 with the "new" sounds.

Point note but I do remember a similar quote when GT5 came out. My conclusion is that if they haven't done it yet... what will make them do it for GT6.
 
Point note but I do remember a similar quote when GT5 came out. My conclusion is that if they haven't done it yet... what will make them do it for GT6.

Well they must have realised that they didn't do enough with GT5 in the time they had, and perhaps feel that GT6 was the time and title to redeem themselves of some of the mistakes and bad planning of GT5. Sounds seem to be one of those things.
 
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