GT5 brain teasers

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Enzo_P1_GTR

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Brain teaser

Does B-spec bob drive with his eyes open? or closed? :scared:
 
They are back there because they leave skid-marks...like yesterday's meatloaf.
 
I can't get myself to understand what the op even wrote.
 
not sure if this thread will stay open. but if it does can you think of anymore ?
Here are my 2

1-you know when your like 30 seconds in front of the rest of the field the game makes you think that the track and cars are still back there ... brain teaser ... Are they really Heck is the track even still been map that far back ?? Think About that one

2-when your driving a premium Car from cockpit view the game makes you believe that theres a front window? but yet you never really notice unless its raining .. brain teaser ... The X1 is the perfect example .. its almost feels like your driving a open top Car with no window ..??

Can You Think Of Anymore

Aren't those questions, not really brainteasers?
 
1. It depends on the track. On longer circuits like the Nürburgring, they are probably not drawn if they're on the other side of the circuit. This is probably why you can't directly switch from one car to another, and have to do it via a black screen.

2. Real glass is a volumetric object. In-game objects are made of 2D objects assembled into a 3D hull, or shell. The glass, then, is infinitely thin and would be annoying if it had reflections on it as viewed from the inside, owing to the low-res nature of the cube-map used to draw in reflections.

In short, they're compromises and not particularly "teasing" on the brain. :p

A better one, one that beggars belief and escapes any kind of rationalisation, is why can't we choose from all the wheels for all cars? Among other things...
 
The only thing that 'teases' my brain, is the fact that the glass of the speedo reflects the street surface and markings. :dunce:
 
The only thing that 'teases' my brain, is the fact that the glass of the speedo reflects the street surface and markings. :dunce:

For the same reason that cars don't reflect each other. Only the static scenery is rendered into the cube map, otherwise you'd need to handle the recursive nature of reflections between objects... It's possible, but requires more memory and / or (far) less detail.
 
For the same reason that cars don't reflect each other. Only the static scenery is rendered into the cube map, otherwise you'd need to handle the recursive nature of reflections between objects... It's possible, but requires more memory and / or (far) less detail.

I know, done a lot of model and game design stuff myself. I think it would be better if they had used a static reflection map (a pre-rendered image of the car interior) or no reflection at all. Like on the windshield.
 
Just like 99.9% of every single video game out there that's been released since the beginning of time, the only scenes being rendered are the ones you actually see on screen in order to maximize the efficiency of the available processing power.

There really aren't any 'brainteasers' in the game from a philosophic standpoint, because the source code is a known quantity (not to us, obviously, but PD developers), so there's a definitive answer to every element of how the game works. Unless there are dynamic learning algorithms used by the game (which I seriously doubt there are).
 
I know, done a lot of model and game design stuff myself. I think it would be better if they had used a static reflection map (a pre-rendered image of the car interior) or no reflection at all. Like on the windshield.

You can't use a static reflection map, since the interior changes according to the light that hits it; it's also a 🤬-load of polygons to sensibly manage. Plus, you could potentially see "yourself" which might be distracting, especially at the likely jerky update rates possible... :p

On top of that, you're essentially requiring two reflection maps, since you can see exterior portions of the car as well as interior, not to mention all the cars in front of you with their own "exterior" cube-maps. One possible solution is to draw the interior onto the exterior cube-map and hope the interior doesn't show up in the wrong place on the exterior (as viewed from the interior). But there's still the problem of polygons, and the inherent issue of close-range accuracy of cube-maps.

No reflection could work for interior "glass" since they're typically planes, but what to do about the (usually curved) chromed bits...?
 
No reflection could work for interior "glass" since they're typically planes, but what to do about the (usually curved) chromed bits...?

I only referred to the glass parts, like the speedometer and the ref-counter. Because they are pretty large and plane objects you can clearly see what they reflect and this can be distracting some times.
 
I only referred to the glass parts, like the speedometer and the ref-counter. Because they are pretty large and plane objects you can clearly see what they reflect and this can be distracting some times.

You can with the chromed bits, too. Seeing the red/white patchwork of a rumble-strip wrapped around a vent surround on the centre-console is equally distracting, sometimes.
 
The driver's helmet reflects the outside despite the driver being inside..
 
is the track even still been map that far back ?? Think About that one

I don't even know how to think about that one.

How about your driver looking towards the next corner even if you're facing the opposite direction. How can he see where he's driving?
 
I think the brain teaser is trying to figure out what the heck the OP is talking about.
 
If you are racing a 16 car race and pass the second place car on lap 4 of a 5 lap race, what place are you in?
 
Second place.

but soon to be in 6th because Bob just crashed into the back of first place and while everyone else on the track kept driving like nothing happened. you were spun out by the guy you just passed. haha lol:crazy:
 
If you are racing a 16 car race and pass the second place car on lap 4 of a 5 lap race, what place are you in?

Given the AI's pace, you're probably first, lapping the car in second place :lol:
 
I don't even know how to think about that one.

How about your driver looking towards the next corner even if you're facing the opposite direction. How can he see where he's driving?

How do you know what the back of your head looks like?

If you are racing a 16 car race and pass the second place car on lap 4 of a 5 lap race, what place are you in?

And if second and third pass you, then you push to second place, what is the difference between a duck?
 
A better one, one that beggars belief and escapes any kind of rationalisation, is why can't we choose from all the wheels for all cars?

Best guess is all the wheels have a particular stud pattern and offset range. Certain wheels will only fit certain cars like real life. Adding an adapter would alter the handling characteristics slightly, and probably couldnt be modelled into the physics engine.

If that is the case then its seems very odd. If the wheels only make a cosmetic difference why not allow any wheel on any car!? :dopey:

And if second and third pass you, then you push to second place, what is the difference between a duck?

One of its wheels is alike
 
but soon to be in 6th because Bob just crashed into the back of first place and while everyone else on the track kept driving like nothing happened. you were spun out by the guy you just passed. haha lol:crazy:
That actually happened to my bspec driver with a Ferrari 330 catching up to the Chap 2J on Cote d'Azur. Had a strong urge of wanting to kill bob that day.
 
1-you know when your like 30 seconds in front of the rest of the field the game makes you think that the track and cars are still back there ... brain teaser ... Are they really Heck is the track even still been map that far back ?? Think About that one

They're definitely back there, there have been a number of instances where I've been able to see the AI cars as tiny specks out in the distance. That's actually one of my favorite things in the game honestly :)
 
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