GT4 Better wet simulation than GT6?

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So for wet weather track textures you're willing to sacrifice dynamic time and weather, dynamic lighting, semi-realistic particle effects and increased dynamic range, among other things?
Dynamic time and weather is not necessary in my opinion until it's feasibly possible to do this without downgrading other features in the game. Having tracks with preset time and weather would still give you a nice variety of track conditions to race in. Also reducing the number of cars to 10-12 would also not detract away from the overall experience yet free processing power to do other tasks.
 
Dynamic time and weather is not necessary in my opinion until it's feasibly possible to do this without downgrading other features in the game. Having tracks with preset time and weather would still give you a nice variety of track conditions to race in. Also reducing the number of cars to 10-12 would also not detract away from the overall experience yet free processing power to do other tasks.

The variability of meteorology strongly influences the strategies of changes and stints in long races. It is therefore much more important for gameplay and simulation that more detailed reflections on asphalt, aspect this that only adds a minor graphical improvement.

We can make a survey if you want but I'm sure that the vast majority of players prefer a larger number of cars on track and variable weather than slight graphical improvements.
 
Dynamic time and weather is not necessary in my opinion until it's feasibly possible to do this without downgrading other features in the game. Having tracks with preset time and weather would still give you a nice variety of track conditions to race in. Also reducing the number of cars to 10-12 would also not detract away from the overall experience yet free processing power to do other tasks.

Taking out dynamic time and weather in favor of "other features," in this case taking out dynamic weather and time for... road reflections. Visual road reflections add nothing to the gameplay compared to the other 2 features. I agree it would look much nicer and it's something I found distracting when racing in the wet without road reflections, but dynamic time is more important in my opinion.

It would sound more logical to me if we switch up your comment and say visual road reflections are not necessary until it's feasibly possible to do so without removing the more important features in the game.

And PD has already reduced the grid count to 10-12 cars in most of the races in the single player. And the most it has done is give us is a slightly more stable framerate compared to 16 cars. It will NOT free up enough memory and CPU usage for rendering road reflections on tracks with more complicated 3D geometry and dynamic lighting.

I think if there is a developer that can pull off realistic wet pavement, it will be PD. I'm hoping the PS4 GT will reach photorealism.

DSC0034__TI.jpg

Petit%2BLe%2BMans%2B_RHwIFddv5_l.jpg
 
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pgr4zk9d.gif


Just let it sink in that this is from 2007. The textures look dated now, but damn.

PGR4 was a very good arcade racer and looked very, very nice for it's time. It would still hold itself against the newest of the current-gen even now.

And the F1 thing. It's why I have it on PC, I have heavily modded the game so that it runs HD/r textures as well as multiple other lighting mods. ;) You should try PC gaming, it's great.
 
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So for wet weather track textures you're willing to sacrifice dynamic time and weather, dynamic lighting, semi-realistic particle effects and increased dynamic range, among other things?
Dynamic time and weather is not necessary in my opinion until it's feasibly possible to do this without downgrading other features in the game. Having tracks with preset time and weather would still give you a nice variety of track conditions to race in. Also reducing the number of cars to 10-12 would also not detract away from the overall experience yet free processing power to do other tasks.
The variability of meteorology strongly influences the strategies of changes and stints in long races. It is therefore much more important for gameplay and simulation that more detailed reflections on asphalt, aspect this that only adds a minor graphical improvement.

We can make a survey if you want but I'm sure that the vast majority of players prefer a larger number of cars on track and variable weather than slight graphical improvements.
I wouldn't say it was a minor graphical improvement at all when the whole experience is intended to immerse you in a believable environment. I agree, the change in weather does bring in strategic elements to the race but I think they should be implemented when the hardware can properly support such features without a detrimental affect on other features in the game.
 
Taking out dynamic time and weather in favor of "other features," in this case taking out dynamic weather and time for... road reflections. Visual road reflections add nothing to the gameplay compared to the other 2 features. I agree it would look much nicer and it's something I found distracting when racing in the wet without road reflections, but dynamic time is more important in my opinion.

It would sound more logical to me if we switch up your comment and say visual road reflections are not necessary until it's feasibly possible to do so without removing the more important features in the game.

And PD has already reduced the grid count to 10-12 cars in most of the races in the single player. And the most it has done is give us is a slightly more stable framerate compared to 16 cars. It will NOT free up enough memory and CPU usage for rendering road reflections on tracks with more complicated 3D geometry and dynamic lighting.

I think if there is a developer that can pull off realistic wet pavement, it will be PD. I'm hoping the PS4 GT will reach photorealism.

DSC0034__TI.jpg

Petit%2BLe%2BMans%2B_RHwIFddv5_l.jpg
Yes PD are more than capable. They've already proved this with GT4.
In regards to your comment it comes down to personal preference. I think there's no point having a feature if it can not be implemented to its full potential because PD want to cram as much into the game because of demand and to create a unique selling point to drive sales. But now we do have all these features it is clear hardware constraints are causing some issues which hopefully will not be a problem on PS4. I'm half expecting Kaz to say we've removed some features because the PS4 can't read-modify-write as quick as the PS3! lol ;-)
 
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I'm with ya. PS2 had some amazing games. I spent well over a month trying to fix my PS2s fan issues and disc read errors, but when I finally got it, I went back and played all of my old favourite games. GT4 included of course. Now though, the PS2 works, but I lost my memory card!

Man, I should dust off the PS2 and revisit GT4. I remember tackling Nordschleife for the very first time in that game. Such fond memories. Talking about all of these water effects too makes me want to revisit the Onimusha trilogy. I remember being blown away by the water effects juxtaposed on the static backgrounds in that game. Gorgeous (from what I rememebr, lol).
 
I also wonder why there isn't any Night time effects on Goodwood, Brandhatch, And SSX where it was shown on trailers and the intro movie...
 
The variability of meteorology strongly influences the strategies of changes and stints in long races. It is therefore much more important for gameplay and simulation that more detailed reflections on asphalt, aspect this that only adds a minor graphical improvement.

We can make a survey if you want but I'm sure that the vast majority of players prefer a larger number of cars on track and variable weather than slight graphical improvements.

For the bolded I'd only say Hardcore Racing Gamers would truly care the rest (Casual) probably wouldn't give someone 8-10 cars on track/road with competitive A.I 9/10 they wouldn't care about more than that.

Plus the overall problem is even if you have 24 cars on a track if 2/3 are dumb and the other 1/3 is gimmicky as in slowing down last lap letting you pass all that crap in GT's case then we'll just be at the same point we are now.
 
Ok so the track surface may not appear wet in daytime races but at night...........a whole different story!

Limited to only 6 cars in Arcade mode but I have to say an incredible achievement by Polyphony Digital to create this kind of environmental effects on Playstation 3!
 
The only reason it looks that good is because it's in a replay when PD have added the motion blur and light flares. I've not seen a Live-Feed of the effects online so far and it's always replays of something because that's where it looks best. Which is a shame because they can do it and make it look really good. They just choose not to for when you're racing, unless it's a RAM issue that only the replays can cope with? I dunno.
 
Just let it sink in that this is from 2007. The textures look dated now, but damn.

PGR3 is sub-720p, floating-30fps game. F1 PS3 games are 720p sub-30fps games. "pCARS engined" games on PS3 - Shift, Shift 2 and Ferrari Racing Legends are sub-720p floating-30fps games.

I can't comprehend lack of comprehension around here, I swear.

And just to mind you about another problem in your post, the actual textures of PGR3 are still UNPRECENTED in the complete genre, anywhere.

Bizzare used 1K textures for everything in PGR3, so just take a look at this for example:

4964 individual textures made for New York in PGR3 (seriously downscaled from original size)
newyorkoutput.jpg


1K textures for NY Firebrigade bulding for PGR3.
fstexture.jpg
 
@JK1977
Did you not read this page and the last? There's a reason for GT4's visual fidelity being "available" in that area and not in GT5 or GT6. Sacrifices have to be made (which in this circumstance can't be a factor), but still, GT4's water surface reflections aren't possible in GT itself (when the PS3 is involved). Seriously, read the second page of the thread.
 
This and the texture resolution you mentioned - is that the same for PGR4, the source of my gif?

PGR4 was full 720p, and a new feature added was weather compared to PGR3 as well. I'm also certain they used the same high-res building textures from PGR3 as Amar posted.
 
Me so ready for the nxt upd8.


:D:):P


I have teh hope in PD and Kaz. Deliver, They Will.

@amar212
Thank you, Sir.


Edit -
I just have to say that I was fascinated when I saw those photos that amar brought up. And I'm so glad that he was able to get intel on what's coming next. amar212 has always been everywhere for us and Jordan and Teh Famine. I thank you all.



PS
Polyphony Digital gave a date of the end of the month.

 
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The visual effects are not that good in GT6, but driving on a wet surface is quite fun.
I like to set the water surface to 30%~40% and take the Ford GT40 or a Nascar car for a ride. The handling is really fun with smooth slidings on every corner :bowdown:
 
The only thing I notice in the OP examples is the fact that the comparison is between a replay and actual game play. Not sure if that makes a difference.

The GT4 graphics are still impressive after all these years, but the cars look like bricks running around on railroad tracks. Definitely don't miss that.
 
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