GT4 Better wet simulation than GT6?

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The accusation of "laziness" to Polyphony seems to me the dumbest.

Polyphony know how to create effects of reflections and more than likely want to include them into GT games.

In GT5, the SSR7 circuit and all of them created with the course maker with the theme of Tuscany, had reflections of the cars on the wet asphalt at first.

The reflection effect was removed in later updates that improved performance in fps.

gt52011vs2013.jpg


https://www.gtplanet.net/forum/threads/gt5-latest-news-discussion.95004/page-2562#post-8432268

It is a matter of balance between beauty and performance. If they wanted they could activate reflections in all circuits but would drop the frame rate per second that is already compromised in races with full grid and rain with the current hardware.
 
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Because this
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Not to hang you out to dry, but that is the best example of speaking out of ignorance. I don't mean for that to be offensive. An example of "newer, bigger, stronger" not being "better" would be the original PS3 and the PS4. The PS3 was backwards compatible, but the PS4 isn't. The original PS3 was initially more expensive, bigger, and made a lot of noise. The PS4 is cheaper, lighter, and doesn't sound like a hoover :D.

The PS2 was difficult to work with, the PS3 was even worse, but the PS4 is a breeze in comparison.
Not sure how you conclude my comment as ignorance. With all new consoles you expect a progression, advancement on current generation systems, hence why they call them next-gen. To develop a system which actually causes developers to exclude certain features because of hardware constraints which were actually possible previously is a step backwards. Of course there are added features but relating to this thread this particular feature has taken a step backwards in the series.
 
F1 games have resolution lower than 720p on consoles (upscales to 720p and PS3 versions are especially mess) and have less than 30fps on PS3 especially.

They're moving 3x less polygons per second, so they have space for effects such as dynamic surfaces.

You should educate yourself before postings because you're basically comparing apples with oranges.

@First Post:
Wet surface reflections were very convincing in GT3 as well, on SSR5 track. However, racing was limited to 4 cars only. There is always tradeoff with hadrware, I can't understand why is that so hard to comprehend for many people?


I have F1 2013 on a low budget Desktop PC, on the lowest possible settings running at 20fps constant (in rain). The PS3 version is lower quality than the PC version I know but the frames are a constant 30fps (they're locked at that) and it is 720p resolution. I don't know what PS3 systems and TV's you get in Croatia but over here it all runs nicely on what we have. Project Cars is the same story as F1, that's a PS3 game (as well as other formats) and again has all the stuff GT should have.
I can't see where all of the polygons in Gran Turismo are considering 80% of their cars were created on the PS2. They had less polygons in the entirety of GT4 than F1 2013 has in one car. What baffles me is that PD consider that a sufficient creation for the PS3. As I said, if they removed all their lazy 'content expander' PS2 crap then there would be plenty of room to make all of what F1 and Project Cars has and still be able to run at a good resolution. Locking the game to 720p and having better FPS stability and better realism is much better than what they are currently doing. Project Cars makes GT look like a lost little lamb. Both F1 and Project Cars have one thing in common. They focus on current content and making it as good as they possibly can. PD have 80% PS2 models that have more pixels than Pong did in the 1980's and very few polygons because of the original PS2 capabilities.

But what would I know, I'm just an uneducated nitwit. I'll go back to Nintendo DS and play Mario Kart instead. 👍
 
I'm sorry for it not being GT but I'm proving a point. But if Gran Turismo 7 doesn't look like this on PS4 then I'm giving up with the franchise... This is Project Cars (PS4 version)

6dtlhj.jpg

ruabth.jpg


This is what GT7 has to beat. I hope Kaz and his team are up to the challenge because Standard Models just won't cut it.
 
That is true but I would F1 2013 also has a decent damage model, accurate tyre wear and pitstop model, dynamic weather effects and lighting changes with cloud systems and really good AI, safety car and flag rule systems too. Granted the 1080p thing isn't there but you compare that to GT6 trying to run 1080p and getting 20 or 30fps on some tracks. Surely running 720p and using better visuals is better than struggling to run 1080p?

A few thing need to be understood here. The first is that Kaz finds it imperative that his games run at 60 fps, to retain the sort of realistic feel and one-to-one immediacy between the controls and the image on the screen that is ideal for racing. This GT6 manages to do at least some of the time, even at 1080p, only occasionally dropping due to particle effects and more cars on screen. Running GT6 at 720p evens out the frame rate somewhat, but it still leaves little room for any extra effects over what the game already adds. That video of F1 2013, that's what, 24 fps? Computationally, that's far less work than even the 60-fps-some-of-the-time of GT6. F1 2013 also feature a lot less detailed 3D models than GT6, so it's no surprise Codemasters can add so many more wet weather visual effects. As it stands, in dry weather F1 2013 can't hold a candle to GT6, whose lighting engine and fine detail remain superior.

The rest of the stuff you mentioned, they've got nothing to do with the PS3's graphics performance and everything to do with Polyphony's limitations in terms of resources, which should be discussed in another thread.

Again, I've said this in another thread, if they got rid of the duplicate cars and the pointless cars like the Dihatsu Midget as well as the track duplicates then it'll save no end of space in the game to add these kinds of visuals and to find a way of utilizing them at 1080p.

Eliminating those duplicates aren't going to bring those effects back. The effects went missing not because of a lack of space on the Blu-Ray disc, but because of the PS3's limitations.

I mean, if GT4 can do what it did on a PS2 then GT6 should be able to do nearly double that on PS3.

As mentioned by people earlier, the PS2 had a faster screen fill rate than the PS3, which left Polyphony with more room to add effects while still preserving 60 fps. That seems to be impossible to do with a PS3.

I have F1 2013 on a low budget Desktop PC, on the lowest possible settings running at 20fps constant (in rain). The PS3 version is lower quality than the PC version I know but the frames are a constant 30fps (they're locked at that) and it is 720p resolution. I don't know what PS3 systems and TV's you get in Croatia but over here it all runs nicely on what we have.

I think you're still underestimating how much more demanding 60 fps is compared to 20-30 fps.

Project Cars is the same story as F1, that's a PS3 game (as well as other formats) and again has all the stuff GT should have.

The PS3 and Xbox 360 versions of Project CARS has been cancelled. I'm assuming that if it were to be released on the PS3 it would probably look a lot like Shift 2.

I can't see where all of the polygons in Gran Turismo are considering 80% of their cars were created on the PS2. They had less polygons in the entirety of GT4 than F1 2013 has in one car.

Firstly, get the "80% Standard cars" stat out of your head -- it was true in GT5, but not anymore. It's probably around 60-70% now. In any case, there are still a good few Premiums in each race, which are far more detailed than the average car model in F1 2013. Not to mention the tracks themselves have a lot more detail than the ones in F1 2013.

Secondly, I think your math skills need reevaluation. Let's say a car in F1 2013 has about 100,000 polygons, and every car in GT4 has about 5,000. One F1 2013 car would only make about 20 GT4 cars.

But what would I know, I'm just an uneducated nitwit. I'll go back to Nintendo DS and play Mario Kart instead. 👍

Jeez, what a way to respond to a little criticism.

Also, points off for being yet another person to call Polyphony lazy. :rolleyes:
 
If GT6 runs at a constant 60fps because of how 'imperative' it is then how come there is massive frame rate drop on nearly every track. I'd imagine dropping down to around 25 - 30 fps and getting frame jumps?
 
If GT6 runs at a constant 60fps because of how 'imperative' it is then how come there is massive frame rate drop on nearly every track. I'd imagine dropping down to around 25 - 30 fps and getting frame jumps?

He said,
"As mentioned by people earlier, the PS2 had a faster screen fill rate than the PS3, which left Polyphony with more room to add effects while still preserving 60 fps. That seems to be impossible to do with a PS3."

The whole point of the discussion is that the PS3 can't handle... the truth. You're clearly in rampage-mode, negating the point - the reason you're trying so aimlessly to argue against - that PS2 GT's could handle some features and the PS3 GT's can't and vice-versa. And this is such a minor thing when you look at what the PS3 GT's feature that are far more advanced.
I would say more, but NAHHH.

Ehhh, but then you bring up Project CARS and how GT7 BETTER look as good and that seems irrelevant to the topic at hand. Can you take account what goes into either game? The priorities being one thing.

Not sure how you conclude my comment as ignorance. With all new consoles you expect a progression, advancement on current generation systems, hence why they call them next-gen. To develop a system which actually causes developers to exclude certain features because of hardware constraints which were actually possible previously is a step backwards. Of course there are added features but relating to this thread this particular feature has taken a step backwards in the series.

Well, this. Again.

Here is the article where Yamauchi mentioned it: https://www.gtplanet.net/gran-turismo-6-pushes-ps3-as-far-as-it-can-go/

“When the [PlayStation 2] came out, one unique characteristic of that system was that the screen fill rate was very fast. Even looking back now, it’s very fast. In some cases, it’s faster than the PS3. There, we were able to use a lot of textures. It was able to do that read-modify-write, where it reads the screen, you take the screenshot, and you modify it and send it back. It could do that very quickly.

“I don’t know if anybody remembers, but when the PS2 first came out, the first thing I did on that was a demo for the announcement. I showed a demo of GT3 that showed the Seattle course at sunset with the heat rising off the ground and shimmering. You can’t re-create that heat haze effect on the PS3 because the read-modify-write just isn’t as fast as when we were using the PS2. There are things like that. Another reason is because of the transition to full HD.”
 
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He said,
"As mentioned by people earlier, the PS2 had a faster screen fill rate than the PS3, which left Polyphony with more room to add effects while still preserving 60 fps. That seems to be impossible to do with a PS3."

The whole point of the discussion is that the PS3 can't handle... the truth. You're clearly in rampage-mode, negating the point - the reason you're trying so aimlessly to argue against - that PS2 GT's could handle some features and the PS3 GT's can't and vice-versa. And this is such a minor thing when you look at what the PS3 GT's feature that are far more advanced.
I would say more, but NAHHH.

Ehhh, but then you bring up Project CARS and how GT7 BETTER look as good and that seems irrelevant to the topic at hand. Can you take account what goes into either game? The priorities being one thing.



Well, this. Again.
Pointless rhetoric.
 
If GT6 runs at a constant 60fps because of how 'imperative' it is then how come there is massive frame rate drop on nearly every track. I'd imagine dropping down to around 25 - 30 fps and getting frame jumps?

I didn't say "constant". I said Kaz wanted GT6 to achieve 60 fps, and the game does it at least some of the time. Trying to make the game run at a constant 60 fps would probably require too much compromise in terms of visual effects that the company was not willing to accept.

In my experience I certainly don't see massive frame rate drops on anything other that a full-blown rainstorm. There are occasional hiccups, sure, and they're noticeable, but they're not dropping anything close to 30 fps on a clear day. Even in the rain it doesn't stray below the 30 fps level.

GT6's performance is incredibly dependent on the hardware it is running on, though. Perhaps it's your PS3 that could be the source of your frame drops?

Bear in mind also that GT6 features considerably heavier and more complex particle effects compared to F1 2013, even in the rain (you can see that in F1 2013, the trail of water from the back of the cars show as small puffs, whereas in GT6 they're huge clouds). That saps huge amounts of computing power, which Codemasters probably chose to use instead on wet surface materials and water droplet textures on the camera.
 
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I have F1 2013 on a low budget Desktop PC, on the lowest possible settings running at 20fps constant (in rain). The PS3 version is lower quality than the PC version I know but the frames are a constant 30fps (they're locked at that) and it is 720p resolution. I don't know what PS3 systems and TV's you get in Croatia but over here it all runs nicely on what we have. Project Cars is the same story as F1, that's a PS3 game (as well as other formats) and again has all the stuff GT should have.
I can't see where all of the polygons in Gran Turismo are considering 80% of their cars were created on the PS2. They had less polygons in the entirety of GT4 than F1 2013 has in one car. What baffles me is that PD consider that a sufficient creation for the PS3. As I said, if they removed all their lazy 'content expander' PS2 crap then there would be plenty of room to make all of what F1 and Project Cars has and still be able to run at a good resolution. Locking the game to 720p and having better FPS stability and better realism is much better than what they are currently doing. Project Cars makes GT look like a lost little lamb. Both F1 and Project Cars have one thing in common. They focus on current content and making it as good as they possibly can. PD have 80% PS2 models that have more pixels than Pong did in the 1980's and very few polygons because of the original PS2 capabilities.

But what would I know, I'm just an uneducated nitwit. I'll go back to Nintendo DS and play Mario Kart instead. 👍

Project Cars isn't on ps3, and they have never shown it. And the pictures of pCars from the internet you posted are all running on a high-end PC, with some images taken at higher resolution than 1080p and downsampled for a super crisp image quality. They haven't even shown the game running on ps4 or Xboxone yet.

As for F1, it has nice rain effects, I agree, but the overall game looks no where near as impressive as GT6. 30fps, 720p, no real-time lighting so no time change, no weather change, poor image quality, blurry textures, low-poly cars, and rain is completely static throughout the whole race. And how many car models do they even have in F1 2013 compared to the 400+ Premium cars in GT6? Still, I do enjoy F1 quite a bit.

I find GT6 more impressive personally. All of these are direct-feed framebuffer shots from the ps3.

F1

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3.png


GT6

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eran000st: 9267389
Better visuals for sure. But I think the thread title should be changed, because simulation is more about how the car behaves rather than how the track looks.



You can do great things on the PS3, but you can't do very many of them at the same time. F1 2013 can do great rain effects, but it can't do it at 1080p.
Gt6 can not run steady at 1080p I think codemasters did it right by sticking to 720 and making it look good
 
Kaz has been over this in an interview last year, it's the same thing with heat waves on Seattle - they just wouldn't be possible with the PS3's hardware; I'd imagine it's the same story with the water effects.

I don't remember the exact details but there was something about the PS2 hardware that allowed for these details that just isn't possible because of the way the PS3 works.. I'm sure someone else understands how this stuff works much better than I do but that's the jist of it.

It's also worth noting that Tsukuba (wet) was a dedicated course, unlike weather in GT5/6 where it's variable and progressive.

He also said even the ps4 can't do heat waves.
 
With all new consoles you expect a progression, advancement on current generation systems, hence why they call them next-gen. To develop a system which actually causes developers to exclude certain features because of hardware constraints which were actually possible previously is a step backwards. Of course there are added features but relating to this thread this particular feature has taken a step backwards in the series.

You can't just compare an isolated feature and say that the development has gone backwards, you need to account for everything. GT4 never had to do dynamic time and weather, 16 cars on track and 1080p. I'm sure reflections were on their wishlist for GT6, but you have to make a choise. If dynamic time and weather is possible, but not in combination with tarmac reflections, which one should we pick?

You can have some, but you can't have it all. Codemasters thought that reflections would be important enough for their game so they decided to put it in there, probably sacrificing something else by doing so. PD had other priorities and chose to sacrifice reflections.
 
You can't just compare an isolated feature and say that the development has gone backwards, you need to account for everything. GT4 never had to do dynamic time and weather, 16 cars on track and 1080p. I'm sure reflections were on their wishlist for GT6, but you have to make a choise. If dynamic time and weather is possible, but not in combination with tarmac reflections, which one should we pick?

You can have some, but you can't have it all. Codemasters thought that reflections would be important enough for their game so they decided to put it in there, probably sacrificing something else by doing so. PD had other priorities and chose to sacrifice reflections.
I quote from Kaz's interview:
"You can’t re-create that heat haze effect on the PS3 because the read-modify-write just isn’t as fast as when we were using the PS2".........this sounds to me like a step backwards.

It becomes an isolated feature because in GT4 it looked amazing and in GT6 it looks sub-standard in comparison. So more features were added beyond what is realistically feasible so the quality of other features in the game are downgraded...... It would be fine to do this if it wasn't so blatant (e.g instead of 16 cars in one race having 10-12 will do just fine) but the wet weather races just look ridiculous when the track doesn't even appear wet!
 
People keep calling PD lazy but it's more of a problem with the hardware. They've already ran into framerate problems getting the game to run a real-time lighting engine and dynamic weather effects. It would be even worse trying to create road reflections. It's not that they don't have the skills to do it, they just can't push the ps3 anymore. They've already shown they're capable of simulating wet pavement with SSR7, but even in GT6 they had to downgrade the wet look compared to GT5.

Gotta wait for PS4 to get this with high-res assets in real-time.

7955686e408l.jpg.gif
You do Realize that GT5 trailer was brendered
Footage was Pre-renderd
 
You do Realize that GT5 trailer was brendered
Footage was Pre-renderd

It was supersampled using the game engine similar to photomode to get higher-res textures and high AA, which is why I said we have to wait until PS4 to get to that level of quality. ;)

It's the same deal with GT5 and GT6's intro, and all of their press trailers.
 
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Just let it sink in that this is from 2007. The textures look dated now, but damn.
I really liked the way it effected your driving too. The snow and ice was crazy to race in!
Despite the game being old, it still has some really good graphics too.
 
If the PS3's hardware is so limited with the wet weather/rain effects then how does this game exist?



I think it's just laziness and trying to go for substance over style with no decent balance between the two. They made the effort to make a dry line system in GT6 so why did they not bother to actually make it visible?

👍
 
I quote from Kaz's interview:
"You can’t re-create that heat haze effect on the PS3 because the read-modify-write just isn’t as fast as when we were using the PS2".........this sounds to me like a step backwards.

It becomes an isolated feature because in GT4 it looked amazing and in GT6 it looks sub-standard in comparison. So more features were added beyond what is realistically feasible so the quality of other features in the game are downgraded...... It would be fine to do this if it wasn't so blatant (e.g instead of 16 cars in one race having 10-12 will do just fine) but the wet weather races just look ridiculous when the track doesn't even appear wet!

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?
 
I'm sorry for it not being GT but I'm proving a point. But if Gran Turismo 7 doesn't look like this on PS4 then I'm giving up with the franchise... This is Project Cars (PS4 version)

6dtlhj.jpg

ruabth.jpg


This is what GT7 has to beat. I hope Kaz and his team are up to the challenge because Standard Models just won't cut it.
my 2 future games on ps4: Project cars n GT7 :cheers:
 
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